Implement native 0x202 color interpolation

This commit is contained in:
gamer147
2026-07-10 20:49:03 -04:00
parent d6d1be984e
commit 8731d6389c
13 changed files with 300 additions and 53 deletions

View File

@@ -369,8 +369,9 @@ public sealed class VirtualMachine
Gfx.ClearSurface((int)Read(a[0])); return pc + 1;
case "clone-gfx-object": // 0x21d (source handle)(destination handle)
Gfx.CloneObject(Read(a[0]), Read(a[1])); return pc + 1;
case "gfx-blit-color": // 0x202 (handle)(x)(y)(alpha)(color) — static alpha/tint (anim interp deferred)
Gfx.SetObjectColorResolved(Read(a[0]), Read(a[3]), Read(a[4])); return pc + 1;
case "gfx-blit-color": // 0x202 (handle)(delay)(duration)(alpha)(color) — one-shot color
Gfx.SetAnimatedObjectColorResolved(Read(a[0]), Read(a[1]), Read(a[2]), Read(a[3]), Read(a[4]));
return pc + 1;
case "gfx-draw-color": // 0x203 (handle)(v)(alpha)(color) — static alpha/tint
Gfx.SetStaticObjectColorResolved(Read(a[0]), Read(a[1]), Read(a[2]), Read(a[3])); return pc + 1;
// ---- sprite transform / animation cluster (docs/engine-re.md "0x21c-0x243 ... ANIMATION") ----