Enable palette map for sprite transparency
@@ -293,8 +293,18 @@ static void drawRectBorder(tic_machine* machine, s32 x, s32 y, s32 width, s32 he
static void drawTile(tic_machine* machine, const tic_tile* buffer, s32 x, s32 y, u8* colors, s32 count, s32 scale, tic_flip flip, tic_rotate rotate)
{
static u8 mapping[TIC_PALETTE_SIZE];
- for (s32 i = 0; i < TIC_PALETTE_SIZE; i++) mapping[i] = tic_tool_peek4(machine->memory.ram.vram.mapping, i);
- for (s32 i = 0; i < count; i++) mapping[colors[i]] = 255;
+ for (s32 i = 0; i < TIC_PALETTE_SIZE; i++)
+ {
+ u8 mapped = tic_tool_peek4(machine->memory.ram.vram.mapping, i);
+ for (s32 j = 0; j < count; j++)
+ {
+ if (mapped == colors[j]) {
+ mapped = 255;
+ break;
+ }
+ }
+ mapping[i] = mapped;
+ }
rotate &= 0b11;
u32 orientation = flip & 0b11;
