@Late on second thought I was partly wrong, I was misremembering, sprites display in front of window palette color zero but not backgrounds. So it's only transparent when overlaid over a sprite
@Late I agree that the GBC cannot render the character art, but disagree that the character tiles with transparency would need to be sprites. The gbc's window layer treats one of the colors as transparent, so each tile associated with the window can use as many as three colors. That said, there aren't enough tile palettes to pull off the effect, this is true. And also sprites exceeding the scan line limit would not necessarily flicker. The sprites after the tenth in the scanline would simply not be drawn by the display hardware. You could of course manually flicker the sprites to push more of them into a scanline, but that might make them transparent depending on the frequency of the flicker.
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Re: Random: These Pokémon Sword & Shield Game Boy Color Animations Look Amazing
@Late on second thought I was partly wrong, I was misremembering, sprites display in front of window palette color zero but not backgrounds. So it's only transparent when overlaid over a sprite
Re: Random: These Pokémon Sword & Shield Game Boy Color Animations Look Amazing
@Late I agree that the GBC cannot render the character art, but disagree that the character tiles with transparency would need to be sprites. The gbc's window layer treats one of the colors as transparent, so each tile associated with the window can use as many as three colors. That said, there aren't enough tile palettes to pull off the effect, this is true. And also sprites exceeding the scan line limit would not necessarily flicker. The sprites after the tenth in the scanline would simply not be drawn by the display hardware. You could of course manually flicker the sprites to push more of them into a scanline, but that might make them transparent depending on the frequency of the flicker.