pixel wrote:It's been raining cats and dogs, you know?... So here come a couple of considerations along 1 full charset of 256 chars and 2 screens.
Challenge 1: Colours
However you turn and wiggle it: there would be no background gfx like the green bush unless you want it to become (mostly) red where a sprite is. Full gfx detail could be done in monochrome mode but that's very expensive for the sprites.
You forget the ability to mix. Multicolor can be changed into monochrome and back on the fly. Thus, some parts may have higher color count or more detail. Its complicated, but its not impossible.
pixel wrote:Challenge 2: Sprites
Super Mario on the NES pumps out up to 64 8x8px sprites at once. They're lined up to make the 8x16/16x8/16x16/32x16px objects. Having 16 8x8px sprites around is already kind of over the edge on the VIC. A 16x16px sprite can also eat up 9 chars.
With selected areas covered as a bitmap, you can have overlaying graphics.
pixel wrote:Challenge 2: Scrolling
Hardware scrolling would mess up sprite positioning and rob 44 chars to conceal it at the sides. If no more than 32 different character pairs (left/right) appear at the same time perhaps that could be managed with the right kind of bookkeeping. You've got to be able to update all scrolling chars before a retrace. Even worse: scrolling varies in speed.
If you move the screen, just move the sprite and it will seems to stay at the same position. As long as the scrolling is smooth, I don't see the need for concealing the edges of the screen. Anyway, you may be better off with a very wide screen to conceal it on most TV's