color key function in zelda picross is not working on miyoo min sdl 1.2 #300
Replies: 3 comments 10 replies
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Maybe toolchain lack this function. |
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`PRGNAME = Zelda-Picross define regarding OS, which compiler to useEXESUFFIX = add SDL dependenciesSDL_LIB = change compilation / linking flag optionsF_OPTS = -march=armv7-a Files to be compiledSRCDIR = ./src Rules to make executable
$(OBJ_C) : %.o : %.c $(OBJ_CP) : %.o : %.cpp clean: ` |
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Things to check/consider: https://sdl.libsdl.narkive.com/7sXIwOyd/why-setcolorkey-doesn-t-work https://stackoverflow.com/questions/4973551/problems-with-sdl-setcolorkey Also, I don't think this is one of them (transparency should be a given), but there are some SDL rendering issues with the hardware, as the graphics implementation in Miyoo devices is fairly limited to certain 2D rendering functions. |
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i am porting zelda-picross to miyoo mini
original source is below
https://github.com/gameblabla/zeldapicross
game screen has blue color key without transparent process.
i think that SDL_SetColorKey function is not working in SDL1.2 miyoo mini device
source code is following:
SDL_SetColorKey(font,SDL_SRCCOLORKEY, SDL_MapRGB(font->format,0,0,255));
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