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The eZ80 is indeed quite fast, and the 24-bit space is a comfortable size for values as well as addressing - I've been working with it in Forth and haven't felt deeply constrained by that size(occasionally needing the double number operations, but nothing more than that). The graphics spec is a little bit below most 16-bits in terms of color depth, since it's VGA 2-bit per channel, but the screen resolutions also go quite high, so I expect a lot of 640x480x16 or 800x600x4 games.

Meanwhile, the ESP32 acts as an ultimate co-processor through the VDU protocol inherited from the BBC Micro. That's a part of the architecture that I really appreciate, because it positions software design around the serial I/O and how effectively you delegate your tasks to the VDU. Early reactions from people who are used to 8-bit coding were a bit perplexed because they couldn't push a lot of stuff down that pipe, but as the firmware has developed, the ability to define complex, shader-like programs has also built up. Nothing stops you from describing, e.g., a tilemap engine in terms of a program that stores map data, tiles, and sprite assets in VDU buffers, and then launches a program to do all the array processing needed to blit the tiles and display the sprites when given a camera position.

That's cool because it means that your graphics engine is decoupled from the CPU language. The same VDU sequences will work in Basic, assembly, Forth, C, etc.




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