With this idea from Eagle's and turn it into something real:
Mixing it with a 'kind of' C64 DELTA:
FIRST: Emkay, from what I have in mind I don't want to use GR.7 on the Middle part of the screen, O.K.?
SECOND: Just to share an idea and how I think it can work
THIRD: Listening opinions.
I want to build this three part type where Top and Bottom are scrolling zones. Middle part would not need scroll as the Enemys are soft sprites.
I would have one charset for the Ground gfxs (same charset on Top and Bottom) and a second charset for the MIddle part (soft sprites on the Enemy's ships).
-> Black as BACKGROUND Register (00)
-> PMGs:
PM0&PM1 Multicolour 10pixels wide on our ship
P2 & P3 to have those 'circle moving' second weapon around our ship
M2 and M3 are screen stars
PRIOR2 so that the Enemys soft sprites goes over gfxs.
-> If like C64 size then (with shifting) 7Enemys x 16chars each = 112chars
-> The remaining chars for Horizontal front and back of our ship shooting as PF0 (White) chars moving in char steps/boundaries
About Collision hardware detection:
-> Enable hardware collision
-> All 4Players + M0/M1 between PFs (because you can't touch Ground nor Enemy's ships)
-> No collision detection between 4Players because you can't be destroyed if you touch a back stars pixel (that are M2/M3)
-> Our horizontal chars have to be done by software as it's White (PF0) shot overlaying soft sprites (using PFs)
Enemys as are only overlaying (00) are less cycle use and even 'pre-shifted' so can we get around the 7 ships like C64 DELTA?
(and still playing some music around?)
Mixing it with a 'kind of' C64 DELTA:

FIRST: Emkay, from what I have in mind I don't want to use GR.7 on the Middle part of the screen, O.K.?
SECOND: Just to share an idea and how I think it can work
THIRD: Listening opinions.
I want to build this three part type where Top and Bottom are scrolling zones. Middle part would not need scroll as the Enemys are soft sprites.
I would have one charset for the Ground gfxs (same charset on Top and Bottom) and a second charset for the MIddle part (soft sprites on the Enemy's ships).
-> Black as BACKGROUND Register (00)
-> PMGs:
PM0&PM1 Multicolour 10pixels wide on our ship
P2 & P3 to have those 'circle moving' second weapon around our ship
M2 and M3 are screen stars
PRIOR2 so that the Enemys soft sprites goes over gfxs.
-> If like C64 size then (with shifting) 7Enemys x 16chars each = 112chars
-> The remaining chars for Horizontal front and back of our ship shooting as PF0 (White) chars moving in char steps/boundaries
About Collision hardware detection:
-> Enable hardware collision
-> All 4Players + M0/M1 between PFs (because you can't touch Ground nor Enemy's ships)
-> No collision detection between 4Players because you can't be destroyed if you touch a back stars pixel (that are M2/M3)
-> Our horizontal chars have to be done by software as it's White (PF0) shot overlaying soft sprites (using PFs)
Enemys as are only overlaying (00) are less cycle use and even 'pre-shifted' so can we get around the 7 ships like C64 DELTA?
(and still playing some music around?)