I pushed the dual playfield a bit further: 256+256 colors, plus 8-bit alpha per color component value, plus 2-bit alpha channel.
https://www.youtube.com/watch?v=aHwE41IWmQ4LAYERS
Common:
* PTDQ system
* RGBWa color model
* 320x256 visible dots
* interleaved bitplanes
* horizontal and vertical scrolling
Background:
* 336x336 dots
* maximum 256 colors
Foreground:
* 672x576 dots
* maximum 256 colors
* 8-bit alpha per color component
* 2-bit alpha per pixel
NOTES
* Both the layers reside in CHIP RAM.
* The layers use 8 bitplanes in all.
* The foreground mode is changed by writing a whole 24-bit palette to the COLORxx registers with the CPU during the vertical blanking. The required palettes are pre-calculated at startup.
* The CPU is idle most of the time. The Copper is idle most of time (but if the staggered lines are on, it performs a wait and a write for each visible rasterline). The Blitter is idle.
* YouTube's encoding degraded the quality.
New demo available at
https://retream.itch.io/ptdq as usual.