Author Topic: Degree of transparency.  (Read 15547 times)

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Offline Maxim

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Re: Degree of transparency.
« Reply #15 on: March 03, 2012, 02:01:05 PM »
To put it another way, if you're dealing with input images that go up to 248 then your output should too. But the assertion that that's the only way things work would be wrong.

On the other hand, "converting to GBA colors" gives identical results with either implementation.

Offline Troy Lundin

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Re: Degree of transparency.
« Reply #16 on: March 03, 2012, 02:24:25 PM »
Edit: Made a new thread for the program here: https://www.vgmaps.com/forums/index.php?topic=1770.0
« Last Edit: March 04, 2012, 11:39:31 PM by Troy Lundin »

Offline Peardian

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Re: Degree of transparency.
« Reply #17 on: March 05, 2012, 01:49:03 AM »
Now, I'm afraid I don't know much about different GBA blendings, but if you want a game that might have different kinds, Yoshi's Island: Super Mario Advance 3 has (I think) some different kinds. With the mode7 blob enemies, submarine room water, dark room spots, and other special effects, it might be worth checking into.
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Offline Troy Lundin

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Re: Degree of transparency.
« Reply #18 on: March 05, 2012, 02:44:47 AM »
Sweet, I'll check 'em out.

There are only three modes of blending. Well, two really. The first is alpha blending and the second is brightness adjustment (fade-in, fade-out).