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Hardware Oddity Shrek HILO1
Evidence: Xbox observed, described by an original game programmer. Rich Geldreich describes the original Xbox Shrek deferred-lighting path. The early Microsoft pixel-shader assembler did not expose the HILO_1 mode needed to inject a constant 1.0 into texture-stage dot products, so the team configured texture and combiner structures manually. They also reinterpreted depth/stencil storage as RGBA texture data, reconstructed positions, and used a dependent 3D lookup for lighting direction and attenuation.
This is deliberate production rendering, not evidence that malformed resources generally work. A shader inspector that only reconstructs the old assembler's vocabulary will omit valid raw state.
Proposed test: preserve and replay the raw texture-stage/combiner configuration beside any reconstructed source. Compare intermediate values and rendered pixels with the original method sequence.
Source: Rich Geldreich, early history of deferred shading and lighting.
See also NV2A Graphics Architecture and Halo 2 resource aliasing and tiled pitch.
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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