The easiest way is to use modulate for sceGuTexFunc:
Code:
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
Then set your blend mode to something like this:
Code:
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0xffffffff, 0xffffffff);
Then create a vertex struct with a color member:
Code:
typedef struct
{
float u, v;
u32 color;
float x, y, z;
} VertexUVColor;
And finally create your blitting function that accepts the color as an argument, set's up the verts as normal and the color member too. Then draw it with:
Code:
sceGumDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D, 1*2, 0, vertices);
Supplying a color with an alpha value < 255 will give the image the look of transparency.