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This game uses the FPU to do an equivalent to log2 on the texture size of 64 to get the 1<< value which the GS uses (in this case it is taking 64 and expect 6 to some out)
But due to rounding differences between the R5900 and x86 processors the result comes out as 5. Div result is actually 5.9999 and a bunch of digits.
PCSX2 cheats this by doing "round to nearest" just for the DIV instruction.
This game uses the FPU to do an equivalent to log2 on the texture size of 64 to get the 1<< value which the GS uses (in this case it is taking 64 and expect 6 to some out)
But due to rounding differences between the R5900 and x86 processors the result comes out as 5. Div result is actually 5.9999 and a bunch of digits.
PCSX2 cheats this by doing "round to nearest" just for the DIV instruction.
Here are the values that get thrown out in dobie
And this is the value PCSX2 gets as a result of the DIV
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