diff --git a/CHANGES b/CHANGES index 60fb84571..4e5dddfbb 100644 --- a/CHANGES +++ b/CHANGES @@ -23,6 +23,7 @@ Bugfixes: - GBA Memory: Improve Thumb open bus behavior - VFS: Fix resource leaks if some allocations fail - Video: Fix an issue with very long filenames + - GBA Video: Blended sprites should never have other effects applied Misc: - Qt: Handle saving input settings better - Debugger: Free watchpoints in addition to breakpoints diff --git a/src/gba/renderers/video-software.c b/src/gba/renderers/video-software.c index 2a5419eb2..a5035f0c3 100644 --- a/src/gba/renderers/video-software.c +++ b/src/gba/renderers/video-software.c @@ -1764,8 +1764,7 @@ static int _preprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct G uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1]; unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20; int variant = renderer->target1Obj && GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN); - if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT && renderer->target2Bd) { - // Hack: if a sprite is blended, then the variant palette is not used, but we don't know if it's blended in advance + if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) { variant = 0; } color_t* palette = &renderer->normalPalette[0x100];