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