mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-14 06:50:29 +02:00
- Fixes #7395 The GE has two return address registers, and a CALL beyond them does nothing: the list carries on after it. A signal CALL is done by the firmware, which saves and clears them, so it starts the count over, and the signal RET restores it. Shown on a PSP by the new gpu/callstack/depth test. Soul Calibur: Broken Destiny turns lighting on for its weapon trails from a third-level CALL, so on hardware the trails stay unlit and take their colors from the vertices. We ran that CALL and drew them white. Plain CALLs now store a 0 base address in their stack entry, which a signal CALL never does, so the depth can be counted without changing the savestate layout. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.