From 463fa4d62742df0746aae1ba73652e01e37e5420 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Wed, 30 Sep 2026 17:53:29 -0600 Subject: [PATCH] Compat: Depth rounding for Test Drive Unlimited and Coded Arms Test Drive Unlimited's map (#12786) needs the GE's vertex depth precision, which VertexDepthRounding now enables. Coded Arms (#21391) draws decals on the floor grates that need 16-bit depth compares: against a PSP replay of the frame dump, the Vulkan render goes from MSE 3244 to 70. Co-Authored-By: Claude Opus 5.5 (1M context) --- assets/compat.ini | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/assets/compat.ini b/assets/compat.ini index 61775f02a8..cafbbc92f9 100644 --- a/assets/compat.ini +++ b/assets/compat.ini @@ -91,6 +91,11 @@ ULJS00242 = true ULES00642 = true ULUS10298 = true +# Test Drive Unlimited: the map (#12786) needs the GE's depth precision. +ULUS10249 = true +ULES00637 = true +ULET00386 = true + [PixelDepthRounding] # Heroes Phantasia requires pixel depth rounding. #6485 (flickering overlaid sprites) @@ -143,6 +148,12 @@ NPJH50625 = true # Kidou Keisatsu ULJS00026 = true +# Coded Arms: garbage around the floor grates, #21391. The decals need 16-bit depth compares. +ULUS10019 = true +ULES00124 = true +ULAS42009 = true +ULJM05024 = true + [ClearToRAM] # SOCOM Navy Seals games require this. See issue #8973. # Navy Seals : Tactical Strike