There are some shortcut if you don't want to use "add source and dest", which is
A - add - draws with additive transparency (alpha defaults to 256,256)
A1 - add1 - deprecated in 1.1; draws with additive transparency (alpha defaults to 256,128)
S - sub - draws with full subtractive transparency (alpha is fixed at 256,256)
Hi, I'm wondering what kind of transparency is used in Mugen games to not have black borders in some particle effects and flash fx?
Thanks for your lights
There are some shortcut if you don't want to use "add source and dest", which is
A - add - draws with additive transparency (alpha defaults to 256,256)
A1 - add1 - deprecated in 1.1; draws with additive transparency (alpha defaults to 256,128)
S - sub - draws with full subtractive transparency (alpha is fixed at 256,256)
Ah, let me correct this information: the closest to OpenBOR's alpha 1 in Mugen would be A, not A1.
A1 would be closest to alpha 6 in OpenBOR.
You can read more about it here The AIR format and standard