Le 15/08/2018 à 13:17Edité par HPMAN le 15/08/2018 à 14:31
Proper color for transparency on sprites and fix is Fuchsia (RGB 255,0,255)
In main.c move waitVBlank(); in line 572 up under SCClose(); 554. Also I think that the function Control_Sub(); should not be executed between SCClose and waitVBlank. There are other places in your code this happens.
The color code you need is ff0ff I believe.
Hope this helps. I'll look through the code again later.
Thank you very much! Now everything works greatly!
Image is 320x224 (Neo Geo Screen Size) = 71680 pixels
16x16 tile = 256 pixels
Tiles per 320x224 image = 280 tiles
DATimage with this flag -mtc15 will convert an image to the neo geo format (15 colours per tile)
The total number of palettes that can be used on Neo Geo is 256 (0-255) (There is another palette bank I haven't used it yet....probably can only access one bank at a time)
If all 280 tiles have a unique palette you are over the total number of palettes just to load that image.
It's not that there are more colours added its that each tile can have a unique palette.
Even if the colours repeat throughout the image I believe the compiler is looking at each individual tile as its own mini image with its own palette based on the order it sees the colours.
There is probably some cool compression going on under the hood that HPMAN hooked up but that is the breaks as I know them.
My advice is you must compress your image more until you get a reasonable number of palettes at compile time.
in my opinion DATIMAGE does a very good job but I think you get the best results when you don't use pre-edited images.
maybe you can upload the original image so that we can do tests together for a better result?