Yes, I do have random RAM. That makes sense. Ignoring while disabled should help, thanks.Sour wrote:Do you have the RAM init option set to random values? (that's the only way I found to reproduce this) If so, that's most likely why - it picks up the random nametable/palette data on the first frames and uses that as the last known palette for any tile that didn't get used after that. I'll add a check to make it ignore frames where rendering is disabled.
Yeah, I think that would work.Sour wrote:Ideally if a tile's final output (e.g as seen on screen) is a single solid color, it should output it using a grayscale palette instead. That should work for your scenario too, I think? At the very least, it will make it impossible for a non-empty tile to ever show up as a single color in the viewer.
Though TBH maybe this request is overcomplicating it. Greyscale is probably better for debugging in general, and very useful as-is. Maybe there are times where it's worth knowing that a tile really was all-black last time it was rendered too... so I dunno.
Ignoring while rendering off is good, though, since it seems trigger bad recolorations very often during fadeouts in various games.