DS Video: Bitmap sprites use alpha bit for transparent

This commit is contained in:
Vicki Pfau 2017-04-10 01:47:00 -07:00
parent a01feb2909
commit a142dc3c93
2 changed files with 3 additions and 2 deletions

View File

@ -4,6 +4,7 @@ Bugfixes:
- DS Video: Fix extended modes 1.x screen base range (fixes mgba.io/i/568)
- DS GX: Fix T-repeat textures (fixes mgba.io/i/577)
- DS Video: Capture with alpha bit set
- DS Video: Bitmap sprites use alpha bit for transparent
Misc:
- DS: Set boot complete bit in RAM on boot (fixes mgba.io/i/576, mgba.io/i/580, mgba.io/i/586)

View File

@ -197,7 +197,7 @@
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData) { \
if (tileData & 0x8000) { \
uint32_t color; \
TILE_TO_COLOR(tileData); \
renderer->spriteLayer[outX] = color | flags; \
@ -215,7 +215,7 @@
return 0; \
} \
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
if (tileData) { \
if (tileData & 0x8000) { \
renderer->row[outX] |= FLAG_OBJWIN; \
}