.Any screen size (no scrolling on 640x480 or more)
.60fps = 16 objects in frame at once
.30fps = 32 objects at once
.15fps = 64 objects at once
.32 colours from a selection of your own choice
smooth scroll halves your pallete
chunky scroll (8 pixels at a time) if you want 32 colours
.256 colour static screen mode (for title screens and such)
.parallaxer, resize, rotate and layers allowed.
.Music can be Midi,Mod,OGG,MP3,WAV.
.8mb maximum game size (after compression Minus mmf runtime)
.supports key board, multi button controller, mouse or any other Peripheral you can think of.
Game engine (for the retro game)
up to 60 frames per second
320x240 or 320x200
32 objects on screen at once
you can use flicker to get around the object limit.
8 colours in mode 1 (normal pixel size)
16 colours in mode 2 (double pixel width)[ ]
(you can mix modes for status panels so long you keep within the same pallete)
1 layer only
Fixed palette -
Music can be midi or mod (or chip tune sounding ogg,mp3,etc)
1mb maximum game size (after compression minus MMF runtime.)
Game Engine portable
As above but
160x144 screen size
8 colours (from above palette)
Special monochrome mode that doubles on screen objects to 64
Err, wouldn't MMF2's locked groups be a perfect fit for something like this? Make a locked group that contains the "errors" (nim's 5 sprites per screen for example), and let people follow the directions we can't actually control like that (Screen Res, sound, control).