That would be nice. Non-programmers could contribute game instruction ROMs that could be made public. I would be careful about using custom tricks that could cause compatibility issues though, it should work on all devices like the flashback portable, flashback2, Harmony cart, emulators and such that have trouble with certain things such as bank switching etc.
I would do some of these if I had this template.
The 2600 doesn't have any native ability to display large bitmaps. Such things are done by changing and repositioning the player sprites on the fly as the screen is drawn. Anything that uses these kinds of advanced techniques, like the text kernel or the titlescreen kernel, are likely to expose limitations with these emulators. I don't mean to be discouraging, because it's a neat idea, but I think trying to make this work on the portable and the like is bound to be problematic.
Is it any easier for the 2600 to display a scroll text? I understand the number of columns still is limited by the objects you can use to draw the text, so perhaps you wouldn't benefit anything from replacing a static page of text with a single line of scroll text. Also perhaps that is not the preferred format for game instructions as it requires the player to pay more attention to the text. It is a thought though.
Flashback BASIC gives the 2600 the ability to display a large bitmap and scroll it 8 ways. You can even split the screen up using display lists to setup multiple camera views of the large bitmap moving in different directions.
You can draw the text on the large bitmap with ASCII art like STARBLITZ and DEFENDER III but
WARPDRIVE uses text in data statements that is pushed to the bitmap, scrolling messages full screen with giant letters since the large bitmap is low resolution semigraphics.
The portable Atari console is supported too so that Flashback BASIC games can run on the Harmony, Stella, and all the Atari consoles including the portable.
Flashback BASIC games can also be recompiled as SuperCharger BASIC games with little or no changes to the BASIC listing. I've read that Flashback2's are compatible with the SuperCharger since it uses a nonstandard bankswitching method; if someone could verify I think the SuperCharger binary should be compatible with that console also:
In terms of being easier to read, if you flip the BW switch while you are receiving messages from Starfleet the Atari's nonstandard video output will change from 60 to 30 HZ which makes it a lot easier on the eyes; there's more than one type of flicker.
The portable doesn't handle that well (hold down the bw switch to see). During play the bw switch engages the warp engines which pushes the portable to the limit of how many objects can be updated at once on screen, kind of a cool effect it really feels like you're in hyperspace but that's not supposed to happen.
The blitter is all in software so no extra hardware is required to do the rendering.