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The GE sets up UV planes per sprite, and their gradient is only exact for a power of two area, so a 49 wide 1:1 sprite samples just below the texel centers while the 128 wide sprite it was joined into hit them (gpu/probe exp163, the ULJM05302 track map). Nearest sampling picks the same texels either way. 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.