Well, I always thought that using the two windows would look good over (or under, I'll say that in a minute) a 2bpp BG to make it more colorful, but I went to looking at the window layer registers, but I haven't found one for specifying color, aside from this, but I don't understand what it means: (It's register $2132.)
Based on this, it appears that only straight red, blue, or green is possible, but unless I'm crazy, that isn't the case. Anyway, I wanted to actually put a colored window in the back of the screen behind the 2bpp layer to have more than one unique background color and potentially have 5 colors per tile. (This technique would work well for things like clouds where the edges have the biggest difference in color and the center is mostly solid.) You can say what you want, but the 2bpp layer annoys me the most about the SNES. (I haven't really done anything too CPU heavy yet though, so I don't know.) I still think a good trick would be to change the y scrolling value and the tilemap location register for BG 3 to effectively shrink the palette space and whatever else by whatever amount. Hell. if you're really crazy about it, you could do it to where every 8x1 pixel area is different, and in that case, you could have even more colors in an 8x8 area than what would be possible with 4bpp.
SuperFamicom.org wrote:
bgrccccc
b/g/r = Which color plane(s) to set the intensity for.
ccccc = Color intensity.
b/g/r = Which color plane(s) to set the intensity for.
ccccc = Color intensity.
Based on this, it appears that only straight red, blue, or green is possible, but unless I'm crazy, that isn't the case. Anyway, I wanted to actually put a colored window in the back of the screen behind the 2bpp layer to have more than one unique background color and potentially have 5 colors per tile. (This technique would work well for things like clouds where the edges have the biggest difference in color and the center is mostly solid.) You can say what you want, but the 2bpp layer annoys me the most about the SNES. (I haven't really done anything too CPU heavy yet though, so I don't know.) I still think a good trick would be to change the y scrolling value and the tilemap location register for BG 3 to effectively shrink the palette space and whatever else by whatever amount. Hell. if you're really crazy about it, you could do it to where every 8x1 pixel area is different, and in that case, you could have even more colors in an 8x8 area than what would be possible with 4bpp.