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[5/8] Correct thin textured polygon sampling in MGS1 - #117
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| // Scope the collection replacement to USA and the selected disc. | ||
| for (unsigned disk = 0; disk < MGS1_RangeBlacklist_BrightnessText.size(); ++disk) { | ||
| const auto &range = MGS1_RangeBlacklist_BrightnessText[disk]; | ||
| SQHook<Squirk::Standard>::SetPatchRangeBlacklist(981, disk, range.first, range.second); |
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Bypass the blacklist for the built-in brightness patch
With the default BrightnessText=fixed, these ranges also contain both offsets produced by MGS1_BrightnessTextPatches(). ProcessBuiltins() submits those writes through SQEmuTask::EntryCdRomPatch, so SQNative_entryCdRomPatch() matches this same RangeBlacklist and suppresses them; the offsets are far outside the executable RAM-mirroring range, so they are not applied by that path either. Consequently fixed merely blocks the collection replacement and displays the original six-line texture instead of installing the intended blanked four-line data. The built-in write needs to bypass or be distinguishable from the collection-patch blacklist.
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Correct thin textured polygon sampling in the implemented MGS1 x64 renderer path. Expose the correction through ThinTexturedQuads. The x86 build is checked for compatibility; this does not claim an x86 rendering implementation.
Review order
PR 5 of 8 in the complete TideGear contribution. These are an ordered stack against upstream
master; GitHub shows earlier unmerged changes cumulatively. Merge in order 1 through 8 and update the remaining branches after each merge.Previous PR: #116
Review only this step
Validation
Ready for maintainer review. The documented gameplay testing remains outstanding; no gameplay pass is claimed.
Complete series