Commit 238986b
Don't flash a blank frame on a sub-frame LCD-off
The emulator pushed a fresh frame the instant the LCD was disabled, and
Display.disableLcd() cleared the buffer and pushed one too. Games that
blank the LCD for only a fraction of a frame - a common way to fit a
large VRAM rewrite in, e.g. the A Bug's Life intro toggles it off for
under a frame every ~9 frames - therefore emitted a full blank frame,
which the display showed as a hard flicker between the picture and a
blank screen (issue #67).
The LCD-off frame is now emitted only after the LCD has stayed off for a
whole frame, at the normal refresh cadence: a brief toggle keeps the
last picture (matching SameBoy and hardware persistence) while a
sustained LCD-off still blanks the screen. disableLcd() clears the
buffer without emitting; the emulation decides when a blank frame is
shown. The A Bug's Life intro now plays the Disney starfield animation
smoothly instead of flickering. Full battery, mealybug and controller
suites stay green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01J1wLWscyUGS7CFwc3CjJR81 parent 5ea429d commit 238986b
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