Always convert D3DFMT_A8 to ARGB
In D3D8, the RGB values appear to be undefined, and the Xbox uses 1. Whereas in D3D9, the RGB values are 0
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@ -900,13 +900,13 @@ static const FormatInfo FormatInfos[] = {
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/* 0x16 X_D3DFMT_LIN_R8B8 */ { 16, Linear, ____R8B8, D3DFMT_R5G6B5 , Texture, "X_D3DFMT_LIN_R8B8 -> D3DFMT_R5G6B5" },
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/* 0x17 X_D3DFMT_LIN_G8B8 */ { 16, Linear, ____G8B8, D3DFMT_R5G6B5 , RenderTarget, "X_D3DFMT_LIN_G8B8 -> D3DFMT_R5G6B5" }, // Alias : X_D3DFMT_LIN_V8U8
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/* 0x18 undefined */ {},
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/* 0x19 X_D3DFMT_A8 */ { 8, Swzzld, ______A8, D3DFMT_A8 },
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/* 0x19 X_D3DFMT_A8 */ { 8, Swzzld, ______A8, D3DFMT_A8 , Texture, "X_D3DFMT_LIN_A8 -> D3DFMT_A8R8G8B8" }, // D3D9 sets RGB = 0 instead of 1
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/* 0x1A X_D3DFMT_A8L8 */ { 16, Swzzld, ____A8L8, D3DFMT_A8L8 },
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/* 0x1B X_D3DFMT_LIN_AL8 */ { 8, Linear, _____AL8, D3DFMT_L8 , Texture, "X_D3DFMT_LIN_AL8 -> D3DFMT_L8" },
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/* 0x1C X_D3DFMT_LIN_X1R5G5B5 */ { 16, Linear, X1R5G5B5, D3DFMT_X1R5G5B5 , RenderTarget },
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/* 0x1D X_D3DFMT_LIN_A4R4G4B4 */ { 16, Linear, A4R4G4B4, D3DFMT_A4R4G4B4 },
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/* 0x1E X_D3DFMT_LIN_X8R8G8B8 */ { 32, Linear, X8R8G8B8, D3DFMT_X8R8G8B8 , RenderTarget }, // Alias : X_D3DFMT_LIN_X8L8V8U8
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/* 0x1F X_D3DFMT_LIN_A8 */ { 8, Linear, ______A8, D3DFMT_A8 },
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/* 0x1F X_D3DFMT_LIN_A8 */ { 8, Linear, ______A8, D3DFMT_A8 , Texture, "X_D3DFMT_LIN_A8 -> D3DFMT_A8R8G8B8" }, // D3D9 sets RGB = 0 instead of 1
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/* 0x20 X_D3DFMT_LIN_A8L8 */ { 16, Linear, ____A8L8, D3DFMT_A8L8 },
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/* 0x21 undefined */ {},
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/* 0x22 undefined */ {},
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