M
myst6re
Guest
Hello ! I found a difference between the PC version and the PS version, it's about four screens (kuro7, cosmo2, jtempl and trnad_1). In each sprites, one word coding for transparency can take four values: 0, 1, 2 or 3. This word is at offset 32 in PC sprites, and in "SpriteTP_Blend" (or Section 3) for the PS version:
On PC version
Code: [Select]
On PS version (based on Cyb page)
Code: [Select]
In the four screens, value of blendingType word is sometimes 2. In this case, there is no transparency by addition...
On PC, "blendingType=2" is always transparency by addition, but not on PS (left) :
Someone knows how to use blendingType?
On PC version
Code: [Select]
Code:
struct spriteInfos { uint16 zz0; //Always 0 int16 destX; int16 destY; uint16 zz1; //Inused uint16 zz2; //Inused uint16 srcX_1; uint16 srcY_1; uint16 srcX_2; uint16 srcY_2; uint16 width; //Inused: 16,32 or invalid value uint16 height; //Inused: 16,32 or invalid value uint16 paletteID; uint16 ID; //Maybe used for Z value uint8 parameter; uint8 state; //flag uint8 blending; //Boolean uint8 zz3; //Boolean uint16 blendingType; <----- HERE uint16 pageID1; uint16 pageID2; //If pageID2 > 0, use srcX_2 and srcY_2 uint16 deph; uint32 Z; uint32 X; //Proportionnal to srcXs uint32 Y; //Proportionnal to srcYs uint16 zz4; //Always 0};
Code: [Select]
Code:
struct spritePageInfos{ unsigned page_x:4; // LSB unsigned page_y:1; unsigned blendingType:2; <----- HERE unsigned deph:2; unsigned ZZ:7; // MSB};
- 0: average ((colorImg+colorNew)/2)
- 1: additive blending (colorImg+colorNew)
- 2: subtractive blending (colorNew-colorImg)
- 3: 25% additive blending (colorImg+0.25*colorNew) [colne_3 -tv-|fship_5 -water-|min71 -tv-|nmkin_1 -buttons-|prisila -lamp-|ujunon4 & 5 -shine ocean-]
On PC, "blendingType=2" is always transparency by addition, but not on PS (left) :
Someone knows how to use blendingType?
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