Grandia 2 Graphical error
#11
Fault is probably not the right word. Essentially in programming (and I am high leveling this) you need to account for the most common tracks the game will traverse. Some games take less common tracks, while others take wildly different ones. It can take time (if ever) to properly account for all of those "one-off" sort of corner cases that vary wildly from the norm.

This is from a purely programming prospective as I am not an emu programmer. I make business apps Smile
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#12
I think the problem with this particular game is that it is a port (from the Dreamcast).
Ported games may force the coders to use uncommon techniques to allow a feature designed for one console to be usuable on the other.
Here it might be a weird (for a PS2) camera setup routine that's perfectly normal on the Dreamcast.
When porting it over though, it resulted in code that hits a lot of bad floating point logic.
It may work okay on a real PS2 but on emulators (like the PS2 on PS3 one, or PCSX2), the difference breaks everything.
This is just a guess but it's very likely to be the issue Tongue2
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