Fix ADV chrome one-shot blending

This commit is contained in:
gamer147
2026-07-11 13:28:31 -04:00
parent 71ceab5458
commit 54d11f513d
7 changed files with 85 additions and 14 deletions

View File

@@ -792,6 +792,16 @@ The port now carries current and target separately and samples them from the uni
target. Mode 0 retains the established CG/tint/fill behavior; mode 1 now uses native alpha opacity plus RGB
modulation. `draw-string 0x204`/`0x7a` remains a separate dependency.
**ADV chrome correction (2026-07-11).** Mode 0 cannot be classified from the final packed color alone.
Static `0x203(mode=0, alpha=0, rgb=white)` remains the established opaque/no-tint CG initializer, but a
mode-0 object whose current/target channel was armed by `0x202` consumes that sampled ARGB as opacity plus
multiplicative RGB modulation, including after target commit. SC0000 proves the distinction with SYSTEM4's
SO001 surface: backing object `0xd2f0` ramps `0x00000000 <-> 0xff000000`, while control-strip object
`0xd2f1` ramps `0x00ffffff <-> 0xffffffff`. Treating alpha as tint strength made the visible controls solid
white and the hidden backing expose SO001's raw white crop. Preserving one-shot provenance makes white an
identity modulation for the yellow controls and alpha zero fully transparent. A matching windowed capture
and user manual check confirmed both endpoints.
### SC0000 anim/transform/spritesheet cluster — op→field map (2026-07-08)
Reversed for the animation cluster slice (spec `docs/superpowers/specs/2026-07-08-sc0000-anim-transform-cluster-design.md`).