In Tilemap Studio's Help document, SGB format is described:
SGB border: Bytes come in pairs; a tile ID and an attribute byte. The only supported attribute bits are a choice of four palettes (each with four colors) and X/Y flip.
The palette information is true for the Game Boy portion of the screen, but incorrect for the actual border. From GBDev's Pan Docs:
https://gbdev.io/pandocs/SGB_Color_Palettes.html
The SGB/SNES provides 8 palettes of 16 colors each, each color may be defined out of a selection of 32768 colors (15 bit). Palettes 0-3 are used to colorize the gamescreen, only the first four colors of each of these palettes are used. Palettes 4-6(*) are used for the SGB Border, all 16 colors of each of these palettes may be used.
* Pan Docs actually states Palettes 4-7, but BizHawk shows that Palette 7 is reserved for the Super Game Boy menu.
Color 0 is a "global" color shared among palettes 4-6 for the SGB border. This means each of the four SGB border palettes can have 15 unique colors + 1 shared color.
In Tilemap Studio's Help document, SGB format is described:
The palette information is true for the Game Boy portion of the screen, but incorrect for the actual border. From GBDev's Pan Docs:
https://gbdev.io/pandocs/SGB_Color_Palettes.html
* Pan Docs actually states Palettes 4-7, but BizHawk shows that Palette 7 is reserved for the Super Game Boy menu.
Color 0 is a "global" color shared among palettes 4-6 for the SGB border. This means each of the four SGB border palettes can have 15 unique colors + 1 shared color.