What I was describing with NTSC Scale at 1.15 was when using Mixed Phase Mode by the way. So if you did it while using the Auto Mode, you might be getting a completely different result.
I’m a bit confused as to when and why this became a problem all of a sudden.
Isn’t an NTSC Scale setting of 1.0 all that is needed to get perfect blending of both vertical lines and checkerboard dithering if the correct phase mode and merge fields settings are selected for Sega Genesis games?
If I recall correctly, this was one of the things that @guest.r tried to simplify by sort of normalizing the values to make them act sort of like a switch when certain values are used instead of like an “uncalibrated dial”.
If your NTSC Scale, Phase Mode and Merge Fields are set correctly and you’re not getting the dithering blending to work in one or some scenario(s) then perhaps the Chroma Scale or another Sharpness setting somewhere is too high, negating the effects of the low resolution scale or rather the resolution scale being set to the correct resolution.
Perhaps some Chroma blending is required to get some of the blending and transparency effects to work properly and not just NTSC Scale alone?
Since I’m on the old version, I’ve never set Chroma/Blending Scale to higher than 2.25 and I never encountered that situation you have up there before.
What I would do is try to use things like Negative Adaptive Sharpness and some Saturation tricks in order to have the perceived sharpness of Sega Genesis games at an acceptable level while preserving dithering.
Now I’m all for increased accuracy and ease of use which all these new bells and whistles provide, however just like the good game programmers of back in the day had to figure out how to work within the limitations of the hardware they were trying to develop for and push things to the limit trough ingenuity and creativity, I kinda like being forced to spend time pushing the limits when I don’t have all the things necessary because the results tend to be especially unique and beautiful.
That’s how I felt recently when I made my Turbo Duo_DC Slot Mask Smooth Ultra and Slot Mask Ultra Smooth Presets and saw the kind of blending that was achieved while still having very sharp and detailed visuals! It’s like I never saw it done this well in my previous efforts and it was a sight to behold and make me want to play over all my games again and even try new ones.
I’ll end with this other thing I noticed during my experimentation with trying to get a viable Shadow (Dot) Mask preset out of Sony Megatron Color Video Monitor. Manipulating the Mask to do what you want is in my opinion a bit tricky in Sony Megatron Color Video Monitor compared to what you might be accustomed to in CRT-Guest-Advanced. That’s one of the reasons why it took me so long before trying anything other than aperture grille. I thought the other masks were broken and needed fixing. It turns out, that this wasn’t the case.
Anyway, what I noticed was that it was particularly easy to get certain dithering patterns and effects to blend at even higher NTSC Resolution Scale settings just by using the Shadow (Dot) Mask setting instead of the Aperture Grille or Slot Mask.
So if you’re at the title screen in Super Metroid for example and you use a Shadow Mask, the way the dither patterns align with the Mask lends itself well to perfect (smoother) transitions and new colours being created on the “Super Metroid” title text while being sharper and cleaner overall due to having higher NTSC Scale settings!
This was mind blowing but overall I still preferred the way my Slot Mask presets looked and I wasn’t finished tweaking them yet so at some point I’ll go back and see what I can do to improve my Shadow (Dot) Mask presets and exploit this phenomenon on some more SNES games.
SNES is another system with its dithering challenges, especially if you want to have a preset that looks sharp, detailed and not blurry but you wish to have the transparencies blend perfectly in Kirby’s DreamLand 3 at the same time without using any emulation tricks to emulate blur.