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X and Y now go through the same float24 math as Z: clip coordinates from the combined matrix (also when lighting needs the world position), the GE's reciprocal, and the viewport offset added without guard bits, which around 2048 lands on the 1/16 subpixel grid. The 12.4 conversion truncates instead of rounding up at 10/16. Triangles are sampled exactly at pixel centers, not 1/16 before them, with left and top edges inclusive. Sprites start at (x + 6) >> 4 horizontally and (y + 7) >> 4 vertically and end at (v + 7) >> 4, and their 2x2 loop no longer treats ties differently by pixel parity. Measured with gpu/probe; against PSP replays, Coded Arms goes from MSE 33 to 26 and the Test Drive map from 17 to 7. 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.