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The PSP accepts display strides that run past the end of VRAM, and negative ones (setframebuf.expected has -64 and 2048), and presenting straight from memory read all 272 rows of whatever stride was set. Without a matching framebuffer, that's a read far outside PSP memory. Now the whole image has to be in memory, or the display shows black, on the hardware backends and the software renderer. A savestate's display framebuffer with an address outside RAM and VRAM, or an invalid format, turns the display off instead. 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.