Well, I meant delta buffer as in 'compare with last frame and write only changed areas' buffer.
IIRC, lots of 'high res' c2p stuff does this (like ShapeShifter video drivers). So it's not a problem to use different screen modes, your delta buffer just has to be an appropriate size (same as the screen, I guess). Perhaps 'comparison buffer' would have been a better phrase for me to use :-)
However, using ham8 would most likely result in most of the 'comparison' buffer changing every frame anyway (due to the way ham renders colours using ramping) so it might end up slower!
If you only use 6-bits of the ham, you waste the colour potential completely. For a typical ham image, most of the pixels on screen are 'ham' colours rather than the base colours (unless you have a very simple image that is).
A point to note, 24-bit -> ham conversion is not a trivial process, especially for 680x0. It's likely to dominate the rate at which you can pump frames out at your chosen resolution (640x480) long before you get into the bottleneck of writing the data to chip ram.
I don't want to sound all doom and gloom here. The sort of thing you are thinking about has been done (not sure about at such a high resolution though).
You should look at AMP (AmiDogs Movie Player) to see some good quality 18-bit ham output stuff. The documentation describes the process he uses.
Incidentally, you may have seen a lot of seemingly low resolution 2x2 (ie 160x120) ham8 animated stuff in demos etc. In reality, many of these are actually 640x120 ;-)
As you probably know, from any starting colour it takes a theoretical maximum of three pixels for the ham colour ramping to get to any other colour - unless of course a well chosen base colour can be used.
So, the trick is that using 4 pixels on screen for 1 in the image allows the ham colour ramping mechanisms to hit the desired colour on every '160' width pixel in the image. Used a lot in demos ;-)