GBA Video: Re-fix sprite blending
Jeffrey Pfau jeffrey@endrift.com
Mon, 18 May 2015 22:44:43 -0700
1 files changed,
8 insertions(+),
1 deletions(-)
M
src/gba/renderers/video-software.c
→
src/gba/renderers/video-software.c
@@ -1765,7 +1765,14 @@ 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) { - variant = 0; + int target2 = renderer->target2Bd << 4; + target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority); + target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority); + target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority); + target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority); + if (GBAObjAttributesCGetPriority(sprite->c) < target2) { + variant = 0; + } } color_t* palette = &renderer->normalPalette[0x100]; if (variant) {