There's something I'm curious about: interframe blending.
https://youtu.be/-wnAvHg809o?t=106A number of GBA games were designed to make use of 60 FPS flickering to simulate transparency. On real hardware, the mini-map and the exhaust flames in F-Zero GBA games look transparent because of interframe blending.
mGBA has an option to enable interframe blending for cases like this, but it does produce a less pleasant image overall.
From Nintendo's perspective this presents a dilemma:
>Force interframe blending for games that need it, like past Virtual Console releases and look unpleasant as a result>Develop lua scripts that tweak the necessary elements to feature true transparency, remain static, etc; but at the expense of introducing input latency, performance issues, or worse yet, software crashes (see N64 Paper Mario Watt crash)>Do nothing and leave in a flickering mini-map that can potentially damage some types of screensSeriously, the way the mini-map flickers on F-Zero GBA games can cause persistent after-images on IPS displays.