Release Candidate Beta Testing
Play Basic V1.63w BETA 16 Release Candidate #1
PB V1.63w16rc1 is a re-engineered beta of PBV1.63 retail update. This version includes all the new functionality. Now it needs field testing..
* Supported Texel processing modes
64 = Fade
1024 = Colour Flash
2048 = Colour Alpha (variable cross fade sprite with colour)
4096 = Colour Alpha ADD
8192 = Colour Alpha SUB
16384 = Colour Replace
65536 = Colour Mask Logical AND
131072= Colour Mask Logical OR
* Supported output modes
04 = Alpha Blend. (Variable Alpha Blends the sprite image) (15, 16, 24+ 32bit supported)
08 = AlphaBlend 50/50 (15, 16, 24 + 32bit supported)
16 = Alpha Addition (15, 16, 24 + 32bit supported)
32 = ALpha Subtraction (15, 16, 24 +32bit supported )
As well as
* Base Colour (Sprite Tint)
* optional Filtering
* Alpha Channel
The Following modes are NO longer supported.
*
NOT Supported Texel processing modes
128 = Gouraud Fade
256 = RGB Gouraud 50/50 Alpha Blend
512 = RGB Gouraud Alpha Addition
32768 = Raster Bar Colour Replace
Play Basic V1.63w BETA 16 Release Candidate #2 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)
PB V1.63w16rc2 is a re-engineered beta of PBV1.63 retail update. This update restores the Gouraud combination modes in the sprite texture mapper. It's been necessary to change how the Gouraud FADE mode works, but only slightly (See note bellow). Moreover there's a new pair of commands that allow some extra control over the triangulation of a sprite. By default the PB1.63 gfx engine render quads, always has. However with gouraud combination modes Triangles can sometimes look better (since the colours can spill over the quad at certain orientations). To enable it set, SpriteTriangulated to TRUE.
This version now includes all the new functionality. Now it needs field testing..
* Supported Texel processing modes
64 = Fade
128 = Gouraud Fade (NOTE: Use SpriteImageRGB to control the intensity at each vertex, SpriteImageIntensity is obsolete)
256 = RGB Gouraud 50/50 Alpha Blend
512 = RGB Gouraud Alpha Addition
1024 = Colour Flash
2048 = Colour Alpha (variable cross fade sprite with colour)
4096 = Colour Alpha ADD
8192 = Colour Alpha SUB
16384 = Colour Replace
65536 = Colour Mask Logical AND
131072= Colour Mask Logical OR
* Supported output modes
04 = Alpha Blend. (Variable Alpha Blends the sprite image) (15, 16, 24+ 32bit supported)
08 = AlphaBlend 50/50 (15, 16, 24 + 32bit supported)
16 = Alpha Addition (15, 16, 24 + 32bit supported)
32 = ALpha Subtraction (15, 16, 24 +32bit supported )
As well as
* Base Colour (Sprite Tint)
* optional Filtering
* Alpha Channel
The Following modes are NO longer supported.
*
OBSOLETTE Texel processing modes
32768 = Raster Bar Colour Replace

Play Basic V1.63w BETA 16 Release Candidate #3 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)
PB V1.63w16rc3 is a re-engineered beta of PBV1.63 retail update. This update smooths out the functionality further and removes a bucket load of dead code. The only changes in behavior are to the
TextureTri,
TextureQuad and
DrawRotatedImage commands which can now respond to some InkMode methods. Namely AlphaBlend, Alpha50, AlphaADD & AlphaSUB. You can also enable filtering by setting bit 3 (As you do in PlayBasicFX)..
Bit0= Mask (1) = MaskColour
Bit1= Mask (2) = Use Alpha Channel (PlayBasicFX only..)
Bit2= Mask (4) = Not Used
Bit3= Mask (

= Filtering
To draw a Filtered, solid rotated image you'd use a draw mode of 8, to draw a transparent filtering image you'd use 1+8 (9).. You know bit masks.
If the image you pass the function is an AFX formated image, then the solid pixels (no mask colour pixels) in the surface will be blended using the Alpha Channel. This can used in combination with filtering also. Filtering pretty much triples of the cost of every pixels rendered, so use sparingly.
This version now includes all the new functionality. Now it needs field testing..
* Supported Texel processing modes
64 = Fade
128 = Gouraud Fade (NOTE: Use SpriteImageRGB to control the intensity at each vertex, SpriteImageIntensity is obsolete)
256 = RGB Gouraud 50/50 Alpha Blend
512 = RGB Gouraud Alpha Addition
1024 = Colour Flash
2048 = Colour Alpha (variable cross fade sprite with colour)
4096 = Colour Alpha ADD
8192 = Colour Alpha SUB
16384 = Colour Replace
65536 = Colour Mask Logical AND
131072= Colour Mask Logical OR
* Supported output modes
04 = Alpha Blend. (Variable Alpha Blends the sprite image) (15, 16, 24+ 32bit supported)
08 = AlphaBlend 50/50 (15, 16, 24 + 32bit supported)
16 = Alpha Addition (15, 16, 24 + 32bit supported)
32 = ALpha Subtraction (15, 16, 24 +32bit supported )
As well as
* Base Colour (Sprite Tint)
* optional Filtering
* Alpha Channel
The Following modes are NO longer supported.
*
OBSOLETTE Texel processing modes
32768 = Raster Bar Colour Replace

Play Basic V1.63w BETA 16 Release Candidate #4 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)
PB V1.63w16rc4 is a re-engineered beta of PBV1.63 retail update. This update corrects few more differences as well includes some integer opcode improvements in the VM for faster code execution. Which make this update the fastest version (built on VM#1) available to date