got another query regarding this topic... thnx for the replies btw - even the OT ones..

So, I understand the technique now - it's pretty much what I thought but you've clarified it for me.
I got a technical question... Sven/Ptoing, in both your examples you demonstrates the anti alias color which the motion is moving from and to... this makes perfect sense... (essentially creating a kind of motion blur from one pixel to another) however, my query regards masking sprites out - now obviously, it's easier to demo the technique with the samples you've shown against plain backgrounds... so presumably if one was to create sprites, for say, a GBA game - (not that I think I ever will anymore but for arguments sake)... then presumably one couldn't do the sub-pixel aliasing on the edges that are external of the sprite as this would (I'd imagine) 'fizz' against the various broken colored backgrounds... as you can't dicate what colors your aliasing to - if that makes sense?
So, realistically, in a practicle application, what's the solution? Surely, subpixel anims can really only work within the confined space of the sprites profile/outline...? yes or no...?
If no - how does one manage to reduce (what I visualise) as edge noise - without resorting to alpha maps - which one lo color pixel work you tend not to have access to?
I've not actually tried this as yet so this is pure hypothesis... I may be completely off mark.
Cheers
pete
