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Core‐Constraints
Gustavo Adrien Polli edited this page Jul 13, 2026
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The FantasyConsole core engine dynamically mutates its structural layout allocations, memory offsets, and canvas targets during boot steps depending on incoming cart header metadata criteria:
| Parameter Specifications | PICO-8 Core Mode | TIC-80 Widescreen Mode |
|---|---|---|
| Display Active Viewport | 128×128 pixels (1:1 Ratio) | 240×136 pixels (16:9 Widescreen) |
| Color Lookup Table (LUT) | 16 fixed indexed slots | 16 dynamic RAM registers |
| Addressable VRAM Cache | 8 KB structural array | 16.32 KB structural array |
| Graphics Sprite Bank | 128×128 pixel asset sheet | Dual-bank 128×256 pixel sheet |
| Tilemap Matrix Bounds | 128×64 block matrix | 240×136 block matrix |
| Virtual Address Space | 32 KB structural layout | 96 KB linear memory mapping |
When operating under standard configurations, color indices decode to these hexadecimal constant vectors:
-
[0] #000000[1] #1D2B53[2] #7E2553[3] #008751 -
[4] #AB5236[5] #5F574F[6] #C2C3C7[7] #FFF1E8 -
[8] #FF004D[9] #FFA300[A] #FFEC27[B] #00E436 -
[C] #29ADFF[D] #83769C[E] #FF77A8[F] #FFCCAA
All injected boundary tracking variables undergo validation against the current active clipping rectangle (clip()). If any coordinates overflow, the CPU rasterization pipeline drops the downstream draw operation, neutralizing data corruption hazards at the Rust-to-Lua interface boundary.