AA · scaled display · tiled texture copies

Native C geometry and Rust copy logic. The AA path stores three independent RGB565 samples at GX sample positions; the XFBs below are decoded from live YUYV memory.

Synthetic diagnostic, not Melee gameplay or a native 60 fps benchmark. The AA subset supports untextured triangles without blending/dither. Texture sampling/TEV, additional formats and original match playback remain unfinished.

Single sample RGB8 → scaled XFB
3-sample RGB565 AA → scaled XFB
AA → half-size tiled RGBA8 memory
No texture-sampling/TEV claim
Loading native copy backend…

Filter and gamma · Diffuse lighting · Native startup · Slippi reference watcher