Nope, it can't be done, it's how it's done internally. And frankly RMXP is actually the one that does it correctly. You can try experimenting with (-64, -64, -64, 128) or values like that. There should be a way to get a similar result. If you overlay a black picture, it uses simply alpha blending. But if you use the screen toning, it uses color multiplication which is done in a different way.
Quote from: multiplicationRGB = RGBd * RGBs
Quote from: screen toning (linear interpolation)RGB = RGBd * (1 - As) + RGBs * As
s = source
d = destination, the color of the underlying pixel
RGB = red, green, blue components of the color
A = alpha component of the color
As you can see, it's not really the same formula. Sure, you can get similar results, but overall it's not really possible the reproduce the same color.
EDIT: If you want, you can try to cross-reference both formulas to get the closest possible result. (I am substituting the 1 - A
s for RGB
s here.)
QuoteRGB = RGBd * RGBs + RGBs * (1 - RGBs)
QuoteRGB = (RGBd - RGBs) * RGBs
Quote from: or this, whatever you feel more comfortable working withRGB = RGBd * RGBs - RGBs2
Quote from: this is actually also a possibility if I had used a different substitutionRGB = RGBd - RGBd * RGBs + RGBs2
So using a black overlay picture is what you should actually use.