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Games that abuse floating-point inaccuracies #245
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I'll post the classic games gran turismo 4 with out proper accuracy cars will randomly be in space |
is worth a mention I think |
Klonoa 2 without proper rounding the Green sphere elevators will be in the wrong positions and the wrong size |
To clarify on the Powerdrome problem. Note that MAX_FLT and MIN_FLT respectively are from x86's perspective - the PS2 can support floats up to MAX_FLT * 2 and MIN_FLT * 2. The VU1 pseudocode is something like this:
This is impossible to emulate correctly without using softfloats, which will unnecessarily slow down emulation. The best course of action is to patch the code at the following addresses:
The LOIs may be changed to MAX_FLT / 2 and MIN_FLT / 2 respectively to work on emulators. The micro's CRC is 0x7FEF354E. |
Powerdrome VU data is stored in the following EE memory addresses on the PAL release at least |
Destruction Derby Arenas has corrupt textures from floating point inaccuracies. |
While many games perhaps have missing polygons or minor SPS due to rounding and clamping issues, this list is reserved for games that outright break when floating-point math is inaccurate.
This list is incomplete and needs more examples.
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