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Nearly every segment's K is floor(2^39 / (65536 + 256 i) / 16) * 16. The fit to probe data left a few segments loose and slightly low; segment 39 made Blade Dancer's large triangle one depth unit high where the PSP's depth test rejects it (frame dump now exact). Segments 39, 162, 253 and 255 now use the formula, which every probe accepts. 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.