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preloadFrameData primes every newly created render target from the game's
GS local memory. Where the frame's geometry doesn't cover the target, those
preloaded pixels stay visible: in the church interior the outdoor town shows
through the rear wall, washed out and semi-transparent. Bisected on a
Snapdragon 865 with the other six fixes held either way — the artifact
tracks preloadFrameData alone, and the three alignment fixes are innocent.
Upstream added it in f5570b7f40 next to roundSprite, and that commit
message justifies only roundSprite; the preload line came with no stated
reason beyond "Fixes corrupt textures especially on water". Dragon Quest
VIII and Dark Cloud 2 run the same Level-5 engine and share this title's
roundSprite, halfPixelOffset and nativeScaling values, but neither enables
the preload — both handle their water and sprite errors with CPU sprite
rendering. So if the water corruption does resurface, that targeted pair is
the replacement rather than this.
Dropped from all seven serials. The remaining six fixes are restated because
an override replaces the fixes map wholesale; names, compat and kozarovv's
out-of-bounds patches still inherit from bin.