A look at why the Saturn sometimes struggled with transparencies
www.mattgreer.dev
It's a pity that this article is wrong on this : "The Saturn is not capable of handling transparency effects between sprites."
Fortunately, the Low Score Boy video the article is based on doesn't do that mistake :
https://www.youtube.com/watch?v=f_OchOV_WDg
With its half transparency mode, VDP1 can blend
RGB sprites together (but not with VDP2 or palette sprites background where it's opaque).
The article confuses VDP1's half transparency with how VDP1 can set a
palette sprite to be blended by VDP2 to the VDP2 background (but not with other sprites). VDP2 blending can be set to use a set of 32 ratios or additive blending, not just half transparency. Case in point, in the articles's Guardian heroes example, the cape sprite is indeed blended by VDP2 with the background, but not with a half transparency ratio, it's using additive blending.
On top of being limited to RGB sprites to work correctly, VDP1's half transparency is about 6 times slower than opaque drawing and exhibits overdraw artifacts where it's applied several times inside a sprite when the sprite shape is pinched.
VDP1's mesh effect has the advantage of making a sprite semi-transparent to both other sprites and to the VDP2 background, whatever the texture type of the sprites, whatever their shape, and without performance penalty. The drawback, aside of the dithered look on sharp displays, is that mesh is not a cumulative effect : it erases any sprite already drawn with mesh on the same area.