GS/CLUT: Handle special case for CSM2 32bit mode switch#14546
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It has been confirmed that the behaviour here is incorrect and it's not what we thought. Further testing is being done, but we'll see. |
refractionpcsx2
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I kinda just went "fuck it" and made a non-invasive special case for this game, I don't know of any other games that do it and I really don't want to mess about trying to implement it for all scenarios which will never get used. |
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JordanTheToaster
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Mrlinkwii
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Description of Changes
Changes the behaviour of CLUT storage mode 2 to always load the CLUT from local memory and not in to a temporary buffer.
Rationale behind Changes
This is kind of theoretical based on the behaviour of Breath of Fire - Dragon Quarter when running a GS Dump vs PCSX2, the game will reload the CLUT in Storage Mode 1, then switch to Storage Mode 2, however the data loaded from Mode 1 is in the incorrect order, due to it being correctly swizzled and Mode 2 is sequential, meaning the main colour the text uses on the menu has black holes everywhere.
The running theory is that Mode 2 reads directly from GS memory when loading the texture cache (hence it being slower than CSM 1, along with the swizzle differences). I can't see any other way that this game would have the correct CLUT otherwise.
Ziemas is likely going to run some tests on his PS2 to try and confirm the theory, but this is the best we have for now, the dump run seems clean, to it may hold water.
Suggested Testing Steps
Test Breath of Fire - Dragon Quarter
Did you use AI to help find, test, or implement this issue or feature?
I did ask AI for some possible information on the web w/links that I failed to find and anything which backed up my theory, but didn't really help with any credible information.
Fixes #14543
Breath of Fire - Dragon Quarter

Master:
PR:
