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Hardware Oddity Resource Aliasing
Evidence: Xbox observed through firsthand reverse engineering; assembly is original implementation evidence. Ryan Miceli reports roughly 25 render-target views backed by only four or five distinct buffers in Halo 2. His reconstruction includes ARGB and ABGR interpretations of depth storage. The published HD patch also uses D3D_CalcTilePitch when preparing modified targets; it does not merely substitute a larger logical width.
An address alone does not identify a captured texture. Use address range, format/channel interpretation, draw time, and most recent producer. Do not infer memory coverage solely from host-image dimensions when tiled pitch differs.
Proposed test: capture several widths around tile-pitch transitions and multiple formats over the same guest storage. Compare byte coverage, read-after-write ownership, and raw view contents before comparing the image.
Source: Miceli's Halo 2 HD investigation and patch discussion.
See also Memory & DMA and NV2A Graphics Architecture.
DSP tooling guide and navigation updated November 2, 2026 for experimental PR #384, source 8f51d237. Capture/replay usage and limits.
The earlier wiki-wide review was published November 1, 2026. Emulator source: b7140848. Reviewed wiki content: 1d2b671. Current status · Release availability · Publication process.
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