Naah, was just joking. I'ts pretty nice and clear (and cool too)!Is the interrupt ended scanline thing not clear enough in the comments of Torndao2000?
Yeah, 640x480 was too much for regualr composite. 360x240 looked very good on my Sony Wega using S-Video. It's perfect on my Commodore monitor. So there's hope.80 column modes on an amiga was barely useable on composite. It was 640 pixels of 8x8. I am not sure is 480 with 6x7 pixels would be better or worse.
I think this is fair, unless symbol 1 in ibm ascii set (a little face if I recall) is commonly used in those games. Where/how would you store the attributes? For sure we can't double the vram size for that.I have one idea coming to mind that could make colour attributes possible if you stuck to ONE colour ROM-Tiles
I am thinking I might be able to sneak in another 2 free clock cycles if CHAR(0) and CHAR(1) are invalid (always black/background) and I waste another 6K of flash on the attribute code.
Btw Lee, apart 128 vs 256 what's the characters set? Do you have a page where we can see it?