Heyas!
I've finally sorted out the problems I was having with palette banks (thanks again to Paul for his help) and so I'm able to release another demo.
This time, I'm loading multiple images into memory, using only the first for screen RAM and colour RAM and the others for tile data and palette data. The palette data is being loaded into different banks for each image.
Once loaded, I'm using a raster interrupt to change the palette banks. Doing this allows for up to 1024 colours on the screen but could easily be changed, as Paul has suggested, to do more by actually modifying the palette data on the fly and overlaying with sprites.
This particular test only shows some 384 colours on the screen because it is rather simple. It also has a few issues...
Firstly, the first image block (red through green at the top) looks a bit strange probably because of the settings I used to convert it. Sorry about that.
Secondly, the third image block (cyan through blue below the centre of the screen) shows three black pixels. I'm unsure why that is at the moment.
Anyhow, I hope you like it. You will need a recent bitstream for this one.
I still can't quite release the source code for it all because there is one more outstanding issue. I'm trying to squeeze out as much memory as possible for the tile data. I'm trying to get another 16kB or so for the tiles (another 256 tiles) by using a relocation section and allowing the C65 ROM area ($020000-$030000) to be overwritten (you'd need to take certain precautions when doing this). It isn't working at the moment and Paul is helping me with it.
Once this works, I will be free to share the source code.
Daniel.