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The DM_CTL command "texraw <serial> <path>" saved only the first depth slice of a 3D texture. It copied one slice per array element and cube face, and a 3D texture has one of each. It now copies each depth slice, one after another, and writes their count in the header as it does for arrays. The hid_keys_init comment that lists the commands says so. Checked: on seedds#957's branch, the command read Fire Emblem Fortune's Weave's light cluster grid (an R32Uint 3D texture), every depth slice, while tracing its dark title. On this branch the host builds; the command was not rerun, since the game's shader libraries for main's chain version are not built here. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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What and why
This is split out of #957, as offered in its closing comment. The
DM_CTLcommandtexraw <serial> <path>saved only the first depth slice of a 3D texture. It copied one slice per array element and cube face, and a 3D texture has one of each. It now copies each depth slice, one after another, and writes their count in the header as it does for arrays. This is a diagnostic only: the game's rendering doesn't use it.Checked
make -C dm/host GAME=04007EF01F8AE000 dmhost.04007EF01F8AE000, v131072),texrawon a 32x32x32 3D texture saved 32 slices, all different. On Fire Emblem Fortune's Weave plays on the Mac #957's branch, the command read the game's light cluster grid (an R32Uint 3D texture) while I traced its dark title.regress.py: not run. Only the diagnostic command changes.Docs
DM_CTLcommands (hle_hid.c) says so. No reference entry, since this is a tool fix.🤖 Generated with Claude Code