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Forum Index : Microcontroller and PC projects : Transparent Sprites on the CMM2

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daveculp
Newbie

Joined: 02/07/2020
Location: United States
Posts: 22
Posted: 02:12pm 26 Jan 2022
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Im at my wits end with transparent sprites, looking for some help.

Im getting back to CMM2 programming and decided to try making a simple game.  Ive got a starfield which is just three arrays holding X,Y and color data for three levels of a parallax style star field.

I have a player sprite which is just a spaceship cut from a sprite from the free sprite_lib library https://www.widgetworx.com/spritelib/.

I set mode 1 at the start and go. I draw small circles where the "stars" are and then draw the sprite, all on page 2 then I do a page copy to page 0. Everything works great except I cannot for the life of me get transparent pixels on the sprite. I'm not looking for semi-transparency, just a standard sprite in which certain pixels are transparent and let things in the background show through.

I have saved as a PNG with both transparency data and with the transparent pixels set to 0,0,0 RGB.  I use SPRITE LOADPNG to the load it and it  never works, even tried out different graphics modes.

I use GIMP to edit the sprite.  I THINK the problem may lie in the format GIMP uses to save the image data.

Any tips?
 
matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 8516
Posted: 03:44pm 26 Jan 2022
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Are you in a 12-bit colour mode? Transparency only works in 12-bit colour with page 0 and page 1 used for the two layers. Check the manual for more details
Edited 2022-01-27 01:44 by matherp
 
daveculp
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Joined: 02/07/2020
Location: United States
Posts: 22
Posted: 05:11pm 26 Jan 2022
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I did try 12 bit color depth and got the same results.  I did read the manual and the manual on graphics programming.

I was under the impression that 12 bit depth transparency was mostly for making semi-transparent objects like in the ghost demo but every mode could support sprite transparency in which RGB(0,0,0) was not drawn, meaning it would be "transparent".
 
vegipete

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Joined: 29/01/2013
Location: Canada
Posts: 1081
Posted: 06:10pm 26 Jan 2022
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Can you try to just LOAD PNG on a convenient page, then SPRITE READ to 'sprite-ify' the  rectangle of interest?
Visit Vegipete's *Mite Library for cool programs.
 
daveculp
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Joined: 02/07/2020
Location: United States
Posts: 22
Posted: 06:17pm 26 Jan 2022
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  vegipete said  Can you try to just LOAD PNG on a convenient page, then SPRITE READ to 'sprite-ify' the  rectangle of interest?


I will give that a try tonight!
 
Mixtel90

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Joined: 05/10/2019
Location: United Kingdom
Posts: 5643
Posted: 06:37pm 26 Jan 2022
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RGB(0,0,0) is always black. If you use that for a sprite it's on an opaque black background.
You need a PNG with "chequerboard" background, indicating that it's transparent. That's in ARGB4444.
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
daveculp
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Joined: 02/07/2020
Location: United States
Posts: 22
Posted: 06:55pm 26 Jan 2022
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  Mixtel90 said  RGB(0,0,0) is always black. If you use that for a sprite it's on an opaque black background.
You need a PNG with "chequerboard" background, indicating that it's transparent. That's in ARGB4444.


I will see if GIMP will save in ARGB4444 format.  Page 37 of the graphics programing document stated that the ideal format was ARGB8888 so I was using that.
Edited 2022-01-27 04:57 by daveculp
 
Mixtel90

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Joined: 05/10/2019
Location: United Kingdom
Posts: 5643
Posted: 07:09pm 26 Jan 2022
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As far as I was concerned that was the "hard" book. :)
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
daveculp
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Joined: 02/07/2020
Location: United States
Posts: 22
Posted: 07:28pm 28 Jan 2022
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I got simple Sprite transparency working on all color depths using a PNG in ARGB8888 format by using SPRITE WRITE instead of SPRITE SHOW.
 
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