Still not satisfied with the stars, I've kept tinkering and realized I hadn't updated my sprite and palette files. I kept at it and now Polaris is easily identifiable when viewing from 73 degrees south in Zoom Out view, and the Big Dipper, Orion, and Sirius are easily identifiable. There's still a small bug with stars bouncing around, but I'll get that sucker too.
I changed the way I do the closeup 3d window, and now instead of using 16 layer 1 tiles it's using a single 32x32 sprite. This actually saved me about 5 kilobytes of VRAM, in addition to freeing up 16 layer 1 tiles. It also means that my zoom-in overhead view can use 4bpp tiles for layer 1 without compromising the closeup 3d view window.
Looking at the remaining available memory, I should have plenty of space for everything remaining in the game: the Info button, the Stock Market button, the local area information window at the bottom, the population mood/health/numbers code, all of the Resource information, lots more sprites for things like ships in orbit or perhaps Zoom-In details, music, sound effects, and perhaps 5000 words of text for the messages and newsfeed, and various storyline events.
So next is tackling that last starfield bug, then getting rid of Lorem Ipsum and putting in the actual newsfeed, then the Zoom In view.
The more I work on this, the more I think this machine can do. I think a DOOM port is possible. Maybe even Halo, with a 160x120 screen and 10fps frame rate.
Orion and Sirius:
Big Dipper and Polaris:
![polarisdipper.jpg.3ead0eb522d981da3cbae15511839fad.jpg](<___base_url___>/applications/core/interface/js/spacer.png)