12-25-2020, 07:42 AM
Yes, that was a GBA-specific feature. It supported classic 4bpp (16 colors) per tile, 16 palettes of 16 colors each, or direct 8bpp (256 colors) with a single global palette. The GBA was an advanced machine in this regard! Tilengine uses this 256 colors per sprite or layer. Using transparency -blending- effects, the number of final colors increases. The SNES had some basic but effective transparency effects, Tilengine uses the same method bun expands it with more predefined modes and a custom one