so @TomF talked me into making it so blending colors on the #Mega68k console is true blending rather than resolving back to one of the 64 palette colors (so that the output is always 64 color)

i made a utility that takes an image and converts it into a tile layer with only 16 base colors with the framebuffer overlaid using all 64 colors with alpha blending and i can't help but wonder if this isn't too powerful

i mean you can only do this with static images, so i guess it's like a sort of secret 4096 color mode that you can only use for that?
@eniko Fwiw I am pretty sure you could do the exact same thing on the SNES... Edit: maybe with only two tile layers though

@glairedaggers well the secret sauce here is that the framebuffer allows you full use of all 64 available colors in order to blend them into the base 16. not sure you can do that on the SNES?

looking at it mode 3 has a 256 color plane and a 16 color plane so maybe? though i think the blending could only do 50% blend, not 25%, 50% and 75%

@eniko pretty sure you could also do plain additive blending on the SNES
@glairedaggers yeah but that wouldn't be as useful in the top range of luminance. could probably still make it work though