alright the palette rules seem really weird and arbitrary, and first of all are we speaking DMG flicker or MGB flicker? the DMG LCD was "smeary", mixing the last frame with the current, which with clever use of flicker would display as a 5th, 6th, 7th, or even 10th unique color. the MGB doesnt blend as much
> Gameboy games would try to avoid this flickering as best as possible as it indicates the sprite limit is exceeded (eight sprites per scanline)
game boy games do not "avoid" it in any way shape or form, sprite shuffling* is done at all times as there is no* way to tell when the sprite limit is hit
sometimes flicker is intentional, but im too lazy to look for the point in a 4 hour video of links awakening where you show the ghost thier house. maybe you should play the game and see it for yourself :3
> (eight sprites per scanline)
GB has 10 sprites per scanline, the SMS and NES have 8.
> palette can be changed
thats a feature of the super game boy, shouldnt this also mean SGB borders should be allowed? and why only one palette? SGB compatibile could have 4 at once split into 8x8 nonscrolling regions
*the sprite priority is rotated each frame, as flicker is not a hardware feature, the hardware just doesnt render sprites past the 10th
*there is, prehistorik man does it
believe it or not but i know what im talking about, and if you dont believe, or wanna know how i know, check out https://gbdev.io, especially pandocs.
cheers!