I'm missing a colouring method where the source of colour is the map itself, as opposed to the characters or the tiles. With this mode, a separate map-sized colour buffer would be saved (one per character or tile depending on whether tiling is enabled). Especially when working in ECM having to introduce an identical character to get a different colour seems rather wasteful.
Viewing post in CharPad C64 Pro + SpritePad C64 Pro comments
Hi,
Thanks for the feedback.
The main reason that such a colouring method is not supported is because of the sheer amount of memory it would require, ie. twice the map size in bytes.
In ECM mode you automatically get four different (background) colour versions of each of the 64 chars, but yes if you use "per char" colouring in any display mode you would potentially need to duplicate chars to get a different (foreground) colour version.
I will have a think about the problem and put it on the todo/maybe list.
Hi,
Thanks for the quick response! I don't think target memory requirements are an issue per se, since it's anyway the responsibility of the developer to make the trade-offs for their particular use case. It's more of a problem in practice if an authoring tool imposes limitations that are hard to work around. However, I do see how this request can lead down a deeper rabbit hole.
In any case, thanks for your work, CharPad makes life a lot easier already!