Nice cheap trick in the NES PPU that I entirely overlooked in the spike. The bit-theft I have in mind will reduce the maximum addressable tiles to 1023 (-1 = no tile), and palettes to 15 (-1 = no palette) which I'm OK with.
Tile reference layout will then be:
vhpppptttttttttt
v = flip vertically
h = flip horizontally
p = palette index
t = tile index
Nice cheap trick in the NES PPU that I entirely overlooked in the spike. The bit-theft I have in mind will reduce the maximum addressable tiles to 1023 (-1 = no tile), and palettes to 15 (-1 = no palette) which I'm OK with.
Tile reference layout will then be:
vhpppptttttttttt
v = flip vertically
h = flip horizontally
p = palette index
t = tile index