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ForTargetTiles divided by the framebuffer stride in 64 bits twice per texture row, and by the bytes per pixel and tile sizes, which are powers of two. The offsets fit 32 bits. 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.