Oh, right. I forgot that little detail.TascoDLX wrote: Two nametables in H40 mode would be 64x28x2x2 = 7168 bytes because the scroll plane must be 64 cells wide.
The point of two name tables is you have to refer to two different sets of patterns for double buffering. If you use one name table, you have to update the name table after updating the patterns to do double buffering. You can update the name table in a single VB DMA cycle, but that will slow down your game. Using two name tables allows you to flip buffers with a single register store to change which name table to use (well, two actually; one for each plane). So if you NEED the space, go with one name table and put up with one extra VB needed for the screen flip. If you don't, use two name tables for speedy screen flipping.But since we only need one scroll plane, perhaps we can put the nametables on top of one another. Both scroll planes would just be displaying the same pattern. If that works, it would cut the size down to 3584 bytes.
So I was already thinking of stacking the scroll planes... and then moving on to the screen flip itself.