{ "kind": "psx-scale-within-frame", "version": 1, "pc": "0x8006844C", "reg": "v0", "frames": [ { "distinct": 6, "values": { "136": 12, "8": 16, "155": 8, "85": 12, "5": 8, "939873691": 8 } }, { "distinct": 6, "values": { "136": 12, "8": 16, "147": 8, "80": 12, "4": 8, "939806867": 8 } }, { "distinct": 6, "values": { "136": 12, "8": 16, "139": 8, "76": 12, "4": 8, "939805835": 8 } }, { "distinct": 6, "values": { "136": 12, "8": 16, "131": 8, "72": 12, "4": 8, "939804803": 8 } }, { "distinct": 6, "values": { "136": 12, "8": 16, "124": 8, "68": 12, "4": 8, "939803772": 8 } }, { "distinct": 6, "values": { "136": 12, "8": 16, "116": 8, "63": 12, "3": 8, "939736948": 8 } } ], "verdict": "varies-within-frame", "explanation": "$v0 took 6 DIFFERENT values inside one frame ([5, 8, 85, 136, 155, 939873691]). The fade is one level per frame, so every vertex should see the same value. A per-vertex scale multiplies the same source colours by different amounts -- which is exactly the extra colour variety psx-runtime shows and DuckStation does not." }