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The darker a white pixel is (i.e. a shade of gray), the darker the foreground color will be displayed. Similarly, a black pixel with lower opacity will result in a darker background color.  
 
The darker a white pixel is (i.e. a shade of gray), the darker the foreground color will be displayed. Similarly, a black pixel with lower opacity will result in a darker background color.  
 
A partially transparent, non-black pixel shows both the background and foreground color.{{verify}}
 
A partially transparent, non-black pixel shows both the background and foreground color.{{verify}}
 
 
<small>*magenta for .bmp files.</small>
 
<small>*magenta for .bmp files.</small>
 
 
=== Colors are assigned based on material and other raw values ===
 
=== Colors are assigned based on material and other raw values ===
 
To decide which colors to use for a tile in ASCII mode, DF looks at raw values for that object (color value or color token) and selects a foreground and background color from the 16 colors in the [[color scheme]]. When a color value is defined, it directly picks it from the 16. When instead a color token is defined, the game compares the color token definition to all 16 colors in the color scheme and picks the closest match.
 
To decide which colors to use for a tile in ASCII mode, DF looks at raw values for that object (color value or color token) and selects a foreground and background color from the 16 colors in the [[color scheme]]. When a color value is defined, it directly picks it from the 16. When instead a color token is defined, the game compares the color token definition to all 16 colors in the color scheme and picks the closest match.

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