Transparency values in the header editor can be pretty confusing for people to figure out. The best comprehensive method is to reference the mage technical doc. The attached image shows how the values are organized. it is intimidating to new users and convoluted/calculationally demanding even once you understand it.
A preset dialog would Ideally have two Columns, one for Position and one for transparency level. The transparency value would be calculated/assigned according to which combination of the two aspects of transparency is selected. Users would be able to choose each independently and have the value be updated accordingly.
The descriptions in the referenced table may need revision as well. If my understanding of BLDALPHA is correct, EVA and EVB Coefficient correspond to BG0 color intensity and "underlying pixel" color intensity. The drawn result is the sum of the two intensities. The EVA/B Coefficients are really fractions out of 16, so 16/16 is 100%, 7/16 is 43.75%, etc.
I think the most user-friendly approach would have the Dialog display the two percentages, and have the eva and evb coefficients display as a tooltip on hovering over each option.
Also It is possible to exclude any bg1-3 and sprite layers from blending, I am not sure If any of the room transparency settings do this, but if they do, the "Over BG1, Under Samus" style of description may need some rethinking as well. and "Samus" should be replaced with "Sprites/OBJ Layer".
Transparency values in the header editor can be pretty confusing for people to figure out. The best comprehensive method is to reference the mage technical doc. The attached image shows how the values are organized. it is intimidating to new users and convoluted/calculationally demanding even once you understand it.
A preset dialog would Ideally have two Columns, one for Position and one for transparency level. The transparency value would be calculated/assigned according to which combination of the two aspects of transparency is selected. Users would be able to choose each independently and have the value be updated accordingly.
The descriptions in the referenced table may need revision as well. If my understanding of BLDALPHA is correct, EVA and EVB Coefficient correspond to BG0 color intensity and "underlying pixel" color intensity. The drawn result is the sum of the two intensities. The EVA/B Coefficients are really fractions out of 16, so 16/16 is 100%, 7/16 is 43.75%, etc.
I think the most user-friendly approach would have the Dialog display the two percentages, and have the eva and evb coefficients display as a tooltip on hovering over each option.
Also It is possible to exclude any bg1-3 and sprite layers from blending, I am not sure If any of the room transparency settings do this, but if they do, the "Over BG1, Under Samus" style of description may need some rethinking as well. and "Samus" should be replaced with "Sprites/OBJ Layer".