Well the bgpic's are 4x4 pixels but you are correct about the 8x8 sprites.
Although you can draw sprites of any size, they are broken into 8x8 tiles when defining them.
I have managed to bring the code back up to speed since the data loss, and it is appropriately backed up
.
So far the list is:
Tilemap 8x8, 256 colour tiles, tiledata stored as strings
Sprites any size, clipped with transparency
Custom tile/sprite pic's, 128x64, 256 colours stored as appvars, unlimited number (custom named), can be archived
Custom 'bgpic' 80x60, 256 colours stored as appvars, unlimited number (custom named), can be archived
getTile returns tile in Ans
getKey with flexibility routines, can test for multiple keys in 1 call, can check for tile collisions etc
User variables, 256 * 16-bit variables (or memory slots) that most functions utilise (can still use TIOS for calculations etc but will need to store in a user variable for some routines)
Planned:
Text routine
Line & shape drawing
ExecuteArchivedProg (just a copy+paste from old xLIB really)
More getKey support routines
Sprite collision routine
Other stuff ...
Now that I have some basic functionality, ill see if I can make a decent test program.