ok, after several requests to convert this 4K Game.( http://www.pkl.net/~rsc/4KShooter/4KShooter.jar
So it doesn't use the Windows only Experimental alpha trans.
I decided to do it. It was only 10mins work... and I ended up with this (note the lack of a cool blur effect ;P):-http://www.pkl.net/~rsc/4KShooter/4KShooterSE.jar
and it runs perfectly on 1.4.2_03
I then tried it on the 1.5beta..... and its bugged :-/
It seems that rotation AffineTransforms are screwing up the ColorModel of the destination image.
The source image is a managed Image (BITMASK),
The destination Image is a managed image (BITMASK).
When the rotation angle is anything but 0, the palette gets screwed up.
the sourcecode is available here (though I have to warn you its size optimised code
To summarise, im doing this :-
BufferedImage loadedImage = ImageIO.read(getClass().getResource(STRING_SHIPS_FILENAME));
(objectImages = gc.createCompatibleImage(IMAGE_WIDTH,IMAGE_HEIGHT, Transparency.BITMASK))
BufferedImage src = objectImages;
for(int i =0;i < NUM_ROTATIONS;i++)
(g = (objectImages[i] = gc.createCompatibleImage(IMAGE_WIDTH,IMAGE_HEIGHT,Transparency.BITMASK)).createGraphics())