With any sort of tile-based texture storage, you must bail the mip-map generation at or larger than the tile resolution on the smallest axis. As long as the mip count in the header is indeed correct, the GPU will only go that small when set as the max texture LOD.
My guess is Retro shared the 8x8 code with the smaller texel-format tiles as well.
Rather negligible anyway, it'll fall back to blurry bilinear interpolation on an already tiny 8x8 mapping in the game viewport. Actually does a good job of fuzzing far-away things nicely for 480-line presentation
My guess is Retro shared the 8x8 code with the smaller texel-format tiles as well.
Rather negligible anyway, it'll fall back to blurry bilinear interpolation on an already tiny 8x8 mapping in the game viewport. Actually does a good job of fuzzing far-away things nicely for 480-line presentation