The current implementation fudges support for up to 31,999 by making every single object in that memory space correspond to a different number... meaning a green zero is equal to 16, a blue 7 is equal to 27, and an M is equal to 10. While this is definitely functional and provides the maximum amount of information, it is sometimes hard to read and unintuitive, needing to be explained to nearly everyone before they understand it.
As such, I'm hoping we can brainstorm a better way to represent 5 digit numbers in 4 objects. Note that increasing the number of objects to 5 is NOT an option because it would have a major VRAM memory cost, reducing the maximum number of targettable enemies at a time. Here are the rules:
- Each object can be different, but must fit in an 8x8 space
- No more than 32 unique objects may be used
- 4 of the objects must be M, I, S, and the cursor
- 20 of the objects must be 0~9 for both damage and healing
- 4 of the objects must be M, I, S, and the cursor
- Damage must support 0~30,000
- Healing must support 0~9999 and 30,000
- The result must be easy to read in the span of 1 second
- The result must be easy to understand without special explanation
- The result must not lose critical information
There are also other considerations, such as how much additional ROM memory is required to do it and how visually appealing it is, but these can be weighed against other options. For now, let's just come up with potential solutions, then figure out how to implement them later.