sprite attributes and transparent color

RockinB

Established Member
I use

SPR_ATTRIBUTE(<number>, No_Palet, No_Gouraud, CL32KRGB|SPenb|ECdis, sprNoflip);

and I want to draw sprites that got a transparent color and which can overlap each other on screen.

Problem: transparent color is transparent indeed, but the transparent color is written to the frame buffer which makes the transparent color overwrite any previously written sprite such that the background is always visible there.

There must be an option for the last two parameters of SPR_ATTRIBUTE.

BTW: the ported flash game is now running on Saturn, too!
 
I think I got it now.

The 15 bit aka RGB_Flag is more VDP2 related,

for sprite transparency I have to use the transparent color code, which is 0x0000 or black without RGB_Flag.

I use BGCON to make compressed sprite animations for loading from CD.

Unfortunately I have to set black as transparent color in BGCON, such that all black areas are transparent.

So I have to convert my transparent color(blue) to transparent color code 0x0000

A. with a HEX editor(uncompressed sprites) or

B. at runtime on Saturn(compressed sprites)
 
Back
Top