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Dunno, this kind of problems generally occur because of limits that have to do with Z-Buffering.

Try using a different Z-Buffer mode and changing paletted textures. Try various combinations.

Also, make sure you're using the latest version of nullDC (v1.0.3).
 

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Well, depth management is tricky and lots of things can go wrong. Depending on what each game does some parts of it might look wrong while the rest game looks OK or the whole game might be messed apart from a few spots.

nullPVR has an option that lets you choose how paletted textures are going to be handled (static, versioned, dynamic point and dynamic full). Try switching between them on all Z-Buffering modes. A specific combination might fix the issue, or might not... who knows. :p
 
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