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Re:Zelda Screen Transitions Are Undefined Behaviour by soulofmischief on Wednesday July 17, 2019 @02:31PM (#20462602)
That was a great write-up. Thanks for sharing.

You could probably run an async loop which slices up painted frames and compares hashes of the slices to find identical slices to anchor and stitch similar frames together, still maintaining separate layers in case a better match is found later on. Something like that should solve for games like SMB.

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