BBbbbbbbbbbbbbbbbbbbBBbb # background layer: two pixels from $d800 & $d802, rest from $d021 00112233445566778899 # MCM sprite layer. Note odd x-position -> half pixels peek out from under fg ff ff ff ff ff ff # bitmap fg layer s s s s s s # hires sprite layer. 's' where layer's always opaque, space where it is optional
Excellent, that works. The seven l0 colours would have to have at least one duplicate across any pair of characters, but my one concern would be that it might be a different duplicate shared between a different pair. Perhaps this could be worked around by swapping a colour between l1 and l0? Six hires sprites certainly fits with my experimental results with a brute force allocator, but I've yet to prove it covers all bases. ...
Dane, I did some experiments with an offset-by-one MCM sprite layer under the foreground of an MCM character mode layer a year or two ago. I was getting very nice results from a mode-aware dither routine, but all of my sources were photographs - I didn't really want to release anything that was just a conversion of someone else's 24 bit or greyscale artwork. If I get my shit together I'll hopefully release some real artwork of my own later this year. Glad this thread's provoked some thought, in any case :)
... However, I feel that even with some restrictions in place, the difference in output at a wider width would be negligible dependant on how the converter creates the image and sprite definitions. Have a look at the mucsu-fli mode for example, having full width FLI with sprites over 240 pixel range (albeit blocky) but underlaid with hires masking. Copyfault I believe updated the routine to work at full 200 vertical lines.