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The light and material colors first make an 8-bit product, and N.L becomes an 8-bit s = floor(256 * f), which is expanded like a color before the second multiply: ((2x + 1) * (2s + 1)) >> 10. Bit exact on gpu/probe exp61-62, apart from N.L itself being about 2^-15 high on the PSP with a scaled world matrix. 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.