>>38540249>gbc palette ramThe internal layout used to be optimized for memory (grew out of a fantasy console) but now leans more towards speed and ease of use (lower complexity). The tiles work as if they were 2bpp (4 colors like gbc), but you can choose among 16 palettes for each, for a maximum of 64 colors onscreen. Those colors are customizable by loading in a palette image into memory. The sprites share palette data with background, but for the gbc limitations you can just use the lower palettes 0..7 for background only and palettes 8..15 for sprites. The sprites treat color 0 as transparent.
>adjustableDue to software rendering needing to be fast its not really adjustable. Current native resolution is 176x144, of course you can integer scale it. So its 16 pixels wider than the gameboy, because that way the 16x16 player sprite will be exactly centered on the screen, unlike the real gameboy and 2nd gen pokemon where the player is closer to the left edge.
Pic related, though the code has been reduced in complexity now at a tradeoff for more memory.