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A sprite's u gradient comes from the setup reciprocal of its whole area, so it's exact only for a power of two area, whatever the height: the Δy only cancels on paper. Checked against exp87's sizes and exp256, where 64x128 CLUT8 sprites with u = 1 + 2x read the next pixel's low byte on a PSP and 64x272 ones their own high byte. Co-Authored-By: Claude Opus 5.5 <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.