Restore dead-body fades and Frigate water - #118
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August 4, 2026 10:46
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Summary
Restores two XBLA/Community Edition rendering behaviors that are currently
broken in the Windows recomp:
disappearing immediately;
from the low speedboat camera, without the near-water gap.
Dead-body fade
The recompilation of
sub_821898D0caches the display width and height atsp+120andsp+112, then runs a long graphics-initializer chain beforeconsuming them. In the recompiled path those stack slots are clobbered to
0and
-1.The XDK texture-header builder encodes that pair as 8192x8191 sentinel
textures. Their 4 KiB color/depth allocations overlap, which breaks the
stencil-based corpse-fade composite. The hook at
0x821899E4reloads the samecanonical width/height globals immediately before
sub_82099B40consumesr3/r4.Frigate water
This ports the relevant Community Edition instruction behavior into mid-ASM
hooks:
0x8209ECF4: skip the HD-graphics flag reload that suppresses the Frigatewater draw;
0x8210E0DC: pin the projection builder's live near-clip argument to 2.0,matching the existing CE near-clip patch and preventing low-camera clipping.
The executable uses the Frigate skydome already present in the user's adjacent
assetsfolder. No game asset or generated recompilation output is included ormodified by this PR.
Validation
Tested in the Windows x64 1.2.4 community build:
against the Xenia reference and is the expected background composite;
deck, and at the horizon;
1.2.4 runtime DLLs.
The final community build is published as
v2.2.0.
Related reports:
community issue #3
and
community issue #4.