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(3 edits)

Hi, thanks for the feedback, yes the decision was taken many years ago purposefully NOT to include a "per-map-cell" matrix colouring method, with CharPad being primarily designed as a game-map editor the feeling was that few games would need/use such a method due to the effective doubling (or at least a 50% increase, 1 nybble per cell) in the size of required map data.

This and also the requirement for the user to manually paint the map colours as well as the map characters were the main reasons for it's omission.

However it actually IS something that has remained on the todo/maybe list and while it might not get added as a general feature, it MIGHT get added as an export option at some point,

ie. if you have a project using the "per-char" colouring method, we may add an option/tool that would create a converted set of data for a "per-map-cell" colouring method (for export/use/viewing on the C64), this would obviously allow a reduced number of character images in most cases as all of the colour data would be pushed over to the map.

It may not be the solution you were hoping for but it's the one that is most likely to happen as adding such a colouring method (and probably also "per-tile-cell" would likely take years to complete as general features.

I've has the option for "independent colours for every character" in my generic engine code for quite a long time: https://github.com/martinpiper/C64Public/blob/master/Scroller/ScrollEntry_MultiD...
But I don't think anyone is really using it because it's very memory hungry. :)

Also worth mentioning is the fact that while the addition of 'per-map-cell' (and/or per-tile-cell) colouring methods + the abilty to directly paint colour to the map/tiles might be intuitive enough for the text modes (just 1 matrix colour), it almost certainly would not be for the bitmap modes (2 / 3 matrix colours).

So on balance, I would have to conclude that offering 'per-cell' matrix colouring as a project data export option (only) would be the right choice.