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Socoder -> Handheld Coding -> NDS - transparent tiles problem.

Tue, 11 Dec 2007, 10:33
Fluke
Using libnds I'm having a problem drawing tiles with transparent (masked out, not alpha) pixels. The problem being I just can't figure out how

I'm using 256 color tiled background, and despite specifying the transparent color index when converting my graphics using gfx2gba (could this be the problem?), I end up with no pixels that are masked out when the tiles are displayed.

Can anyone think of anything obvious that I may be doing wrong, or failing that, suggest a DS coding forum that I could politely hassle?
Tue, 11 Dec 2007, 10:59
Jayenkai
Personally, I've been using PALib instead.. I'm not 100% sure how gfx2gba would do it, since PALib has it's own gfx converter.
Typical usuals, try using Black, Magenta and White for the transparent color, and/or ensuring your gfx palette is exactly as you expect it to be. (Your art package might show you one thing, but save another)

Other than that, it might even be possible to use PALib's converter and still use it's resulting gfx in your project.. But don't hold me to that!

-=-=-
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Tue, 11 Dec 2007, 16:22
Fluke
Yeah, I've checked the palette/used index 0/tried various standard colors, but no joy.

I'll investigate PALib. The annoying thing is that I'm not really even trying to do anything complicated graphics wise, and was trying to stay away from another layer of abstraction, but if it gets it working...