Do you think this would be a possible solution for the problem of slow transparencies in the Snes emus? What it would be is every other scanline would be rendered as a *solid* so there would be no color averaging needed like with true transparency. Every other line could be set up in memory so that it would always be clear on the transparency layer. This way you still could see "through" like a transparency without all of the CPU hits that would be needed with true transparencies.
No it doesn't look as good as true transparency but may be a good compromise for speed and playability.
No it doesn't look as good as true transparency but may be a good compromise for speed and playability.