Got it. So for the tileset / animations do you have one background color and one foreground color for every character?
For example, why I am asking is I would like to have a way to use/render ANSI text mode art as a first class citizen into godot. So I saw your project and thought... hey maybe he already made this (for the rendering part).
What I think I will wind up doing is writing an add-on for godot that allows us to import .ANS file and automatically render TextureRect from it. That wouldn't be too hard, but it's also not nearly as flexible as a cellular 80 column (or more), 50 column (or more) terminal array, etc.
I think what I might do for that then is use 2 separate layers, one for foreground one for background. Then I can have 16 background colors for each independent from the foreground. It's not perfect though.
The project I'm working on here might give you more insight.
grymmjack/godot-img2ans: Godot IMG2ANS converts pixels into textmode art using ANSI codes
I'm working on porting this from QB64PE to Godot, and making great progress. Thanks for your post here and replies. Appreciated!
Godot newb here. Also, if you don't want me mudding up your project with all these verbose comments, can I contact you directly somehow? Seems like I might have found a godot person who appreciates text mode as much as I do, and could use a big brother/sister/whatever you identify as :D