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The Nintendo 64's graphics processor lacked proper additive blending for visual effects like explosions, unlike the PlayStation, because its RDP (Reality Display Processor) didn't clamp color values and caused overflow wrapping. A developer devised a workaround by rendering to a 32-bit buffer with sprites at reduced intensity (1/8th brightness), allowing additive blending without overflow, then converting the result back to a 16-bit framebuffer with clamping to restore normal brightness.
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