The Usotsuki, on Fri Jan 21, 2011 7:26 PM, said:
Would it help any to nudge the maze over, then use the right side for the score/lives/stage display (à la NES, MSX)?
The "garbage mattes" around the ghosts aren't really that distracting, actually.
It's much more noticeable due to the overlapping with the playfield (vertically, horizontally isn't an issue as the matte is much smaller), it's very similar to some software blitted games on 8-bit computers (different from the character mode ones or those with attribute clash, but rather increasing rendering speed by doing a rectangular blit rather than masking it properly -some cases don't even clear the framebuffer properly so you get color clashing issues when certain things overlap).
It's really interesting to see some of the less used features get pushed.
Hmm, I wonder how the trade-offs compare between the 320 wide (1bpp) character mode on the A8 and the 7800's high-res modes. (A8 bitmap mode obviously is very limited -2 colors per scanline or per screen with no DLIs- plus 4 sprite colors, but I'm not sure about the character modes -if there's only 1 bit per cell for added colors that would mean only 3 per line... there's 5 playfield color registers but you'd need 2-bits to use all 4 additional colors plus a fixed color and I think it only allows 1 bit for color changing -which allows all 5 registers to be used in 4bpp modes- so that would be 1 common color and the other chosen from 2 possible on an 8x8 cell basis -plus DLIs to change that per line and the 4 sprite colors)
Edited by kool kitty89, Fri Jan 21, 2011 9:20 PM.