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The game builds each 64x64 portrait by memcpying a rect of the framebuffer one partial row at a time, then setting each texel's alpha bit from the depth buffer, which it reads directly from VRAM. Neither got read back: the row copies don't line up with a framebuffer, and depth is never downloaded. Hook the copy function to read back both, whole rows at a time. That needed two fixes to requested depth copies: they were dropped when the depth buffer lies above all color buffers, and only an exact full-buffer size matched. The portrait texture now matches the software renderer, though it still doesn't show up on screen with Vulkan. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>