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A sprite drawn from bottom left to top right is rotated: its first row rounds like a column ((y + 6) >> 4), and its UV plane comes from v0, v1 and the bottom right corner, anchoring it at the bottom left. The other three vertex orders were already exact (gpu/probe exp121-122, through and transform mode). Fixes the last differences in an MGS frame dump (HUD sprites). 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.