since you asked for examples, some games that don't detect for me
64th street
arabian fight
(virtually the entire "fighter" genre as filtered by the catver)
I'm still thinking that the transition method of many games is what is killing the loop detection code.
Let me give you some examples: (no I haven't tested these games with the movie maker, they are just examples)
Robocop.... it has a startup cinematic sequence in which the screen is wiped a very very dark grey (It looks black if you aren't paying attention) 4 distinct times. Then it has a random bit of gameplay in the attract mode, and again, at the start and the end of this sequence, there's another grey wipe, creating at least one solid grey frame.
Nearly every kof game (bah!!!) has a seizure-enducing intro that contains several solid color wipes (mostly black and white). They occur enough times that the code would get confused.
If it were a few isolated games, then I wouldn't mention it, but sadly nearly every game produced from 1991 on has these type of screen transitions.
The only way I can think to fix this issue is to somehow check the frames and make sure they aren't a solid color field, rejecting any loops between solid color frames. Where pngs aren't palletted though, I have no clue how you would do it quickly and accurately enough. The only thing I can think of is the file size. The fewer the colors an image has, the smaller it is.
Sorry I can't think of a solution. I guess knowing why it isn't working is better than nothing though.
