Quoting BitbreakerWhat still remains is the dependencies that AFLI Blcoks drag into the next sprite block and vice versa? As sprite colors are updated in odd and AFLI is updated in even lines, the decisions on colors made for either AFLI or sprite has always an impact on the decisions on the next lines, as one sprite block overlaps 2 AFLI blocks and one AFLI blopck overlaps witrh 2 sprite blocks. No, this is solved, as this tool allows you to change underlay colours (outside the FLI bug) on every one of the 200 scanlines. There's one caveat: the rightmost 8 pixels of the rightmost column (i.e. between pixels 304 and 311 in each row) can only change on odd lines due to VIC timing limitations. They could be changed fully on NTSC, but not on PAL, sadly.
What still remains is the dependencies that AFLI Blcoks drag into the next sprite block and vice versa? As sprite colors are updated in odd and AFLI is updated in even lines, the decisions on colors made for either AFLI or sprite has always an impact on the decisions on the next lines, as one sprite block overlaps 2 AFLI blocks and one AFLI blopck overlaps witrh 2 sprite blocks.
afaik the last column (39) was plain second line AFLI anyway in NUFLI, as there's no underlay. I wonder how you manage to squeeze in 7 color updates per line, as the AFLI line consumes 40 DMA cycles, also the sprites consume pretty much DMA cycles. If you need to cut down on color update writes in one line for the sake of saving, this restrictions nevertheless carries on onto the upcoming lines and thus again building dependencies outside the current AFLI block and sprite block boundaries? Decisions made in a prior line inflict the amount of colour choice on the current line and so on.
I would love to see that compute shader code :) Guess we'll have to wait for that article ?
I'm hoping to be able to release it all later this month.