[Dark Cloud 2] Broken DMA GIF IMAGE transfer
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Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 48/100
Research direction
Start by locating mgLoadTextureZ__FiP8TM2_head and tracing how the runtime handles GIF IMAGE transfers. Compare the game's stated transfer-size calculation with the expected size for 4HH/4HL sheets. Done means the runtime does not give up after the first GIF IMAGE and handles the transfer at the correct size.
Written by the indexing model from the issue text.
Description
Dark Cloud 2 has a function mgLoadTextureZ__FiP8TM2_head
The purpose of this function is to upload 4HH and 4HL font sheets into the upper 8 bits of the z buffer
However the game has a bug, it incorrectly calculates the size of the transfer
Because 4HH/4HL are measured in pixels per byte, the correct calculation is something like:
(width * height) / 2 / 16
But the game calculates
(width * height * bpp) / 16
This causes a transfer that is 8x it's actual size and thus the DMAC to run off the end of the stack
This seems to work on real hw/emulation but the current runtime seems to give up the transfer after the first GIF IMAGE instead.
- Dominant language
- C++
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- Avg merge
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- Merged PRs (30d)
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