Only 19 scanlines of VBLANK? Only 2166 cycles for game calcs per frame? Who the hell thought that was acceptable? That's less than half the 2600 for crying out loud!! Why does MARIA need to halt the 6502? Why doesn't MARIA just run in the background, like, oh, EVERY OTHER SYSTEM AFTER THE 2600!!! Whoa, I feel like I have a good solid grasp of this beast (on alternate days "this hunk of $%^&$%") and then BANG, I keep running into this unbelievably insane brick walls. Next time anyone whines about how crazy the 2600 is to code for they're getting slapped 'cuz this console is absolutely bizzzzzarrrrrre. Anyway, attached is a demo of sprite handling routines I'm working on. This demo displays 41 sprites. It's currently limited to 20 sprites per zone for a maximum of 480 sprites on screen (though RAM would be difficult as each sprite is 5 byes (X,Y,BitmapPointer,Width/Palette) and there's already a huge chunk of RAM dedicated to the DLs). It does some movement but it's very regimented because there's no checking for >20 sprites on a line and it tends to crash due to memory overwrites if 20 is exceeded. It also flickers like crazy because my routines are too slow to complete every frame (I'm rebuilding the Display Lists from scratch each frame which may no be the best way to handle things) since there only 2166 cycles available (!!!!!). Horizontal movement is limited to 2 pixels which means things have to move somewhat quickly or it looks jerky. Not really any way around it as I'm using 320C mode and it's strange (of course!!) palette limitations means it's not really possible to have two sets of sprites, with the second set shifted one pixel in order to fake for single pixel movement. I really like the idea of alternating between 320B and 320C every scanline in order to pull more colours but it seems like something that could be really effective in a deme but dificult to use in a game (maybe for something non interactive like a scrolling border or something). Also difficult to design sprites for. 320C gives 8 colours, though of course it's a little funky (each byte (2 pixels) can only access half the palette). I think 8 colours is enough to do most classics (to '83 or so, anyway) though maybe with a little comprosmise, especially if you modify the palettes mid-screen with interrupts. I'm probably not going to be doing any ports, I just needed some sprites to work with but I hope if you compare my demo to Atari's original 7800 port you'll see where I'm going with this... Chris....