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Core‐Constraints

Gustavo Adrien Polli edited this page Jul 13, 2026 · 1 revision

Hardware Architecture & Constraints

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

🎨 Native LUT Palette MappingConstants

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

🔒 Security & Scissoring Robustness

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.

📸 Media Showcase

🏗️ Architecture

🔌 API Matrix

🛠️ Development

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