If that were true, an experiment I tried recently wouldn't have worked. The top bit on BG2 really is interpreted as a priority bit instead of an index bit.turboxray wrote: Tue Nov 04, 2025 12:32 pmYeah, but it's not really two palettes. It just interprets both the highest bit as priority while still acting on the indexed color value. You have the full range of 256 colors.. just that now a certain range of colors also has priority attached to it.
Which does end up meaning that you can't use the top half of CGRAM (the sprite half, incidentally) unless you've put BG1 and BG2 on different screens or windowed off part of BG2, because otherwise the high-priority BG2 pixels from the bottom half of CGRAM will cover up the BG1 pixels from the top half. Of course, the whole point of using EXTBG with BG1 and BG2 on the same screen is so you can have per-pixel priority vs. sprites, and this way you don't have to eat into the available sprite palettes to get decent colour depth on the high-priority stuff.
And of course, direct colour mode (which in Mode 7 is just R3G3B2, since the map has no palette selector bits) applies to BG1 but not BG2.
Sounds like multiple palettes per tile to me... of course, this would be hard to automate without a mask of some sort.turboxray wrote: Tue Nov 04, 2025 12:32 pmThe CPS-1 has a similar system (IIRC).. lower 0-7 colors of a 4bit indexed value in a tile can have different priority to the sprite than the upper 8-15 colors.
You could overlay two layers and have them combine to produce a single image, Mega Man-style.turboxray wrote: Tue Nov 04, 2025 9:38 am(I'm not even sure there exists a system where you can assign multiple palettes to a tile.. and how that would even work).