I've been long fascinated with the idea of producing a massive game for the 2600, and an Adventure/RPG-style game would be the obvious choice. There have been some pretty good games already in this genre, but I'm imagining a world as big as the original Zelda, including the dungeons, with high-res playfield graphics. RevEng's multikernel framework could make this possible, since graphics data would be spread out between multiple banks, unlike a normal bankswitched game.
Anyway, I'm trying to brainstorm what would work best for such a project, so I'm brainstorming "out loud". I'm also interested in hearing others' thoughts, and trying to gauge interest in such a project.
Multisprite kernel: This seems like the obvious choice for such a game, since it would allow for multiple opponents, and a high-res playfield in ROM. The fact that the playfield is mirrored/reflected isn't ideal, but I could live with it and still get a good variety of screens, I think. The biggest downside is that I can't do a multicolor player0. I can live with all of the virtual sprites being single-color, but I would want the hero/heroine to look better than that. I messed around with the kernel a bit, but I couldn't figure out a way to shoehorn it in.
(Fun fact sidenote: the multisprite kernel defines two bytes that are never used for anything useful, in case one ever needs extra RAM in a project that uses the multisprite kernel: PF1temp2 and PF2temp2)
Standard kernel: This could allow for a colorful player as well as a high-res asymmetric playfield if I made use of Superchip RAM, but I would be limited to one other sprite for opponents, which wouldn't be ideal for what I am envisioning.
DPC+ kernel: I would love to use the DPC+ kernel for such a project, since I could have my cake and eat it too with a high-res asymmetric playfield and multi-colored multiple sprites, but the 20K of code, and the 4K of graphics data would make a Zelda-sized huge world impossible.
I have wondered though if there would be any way to break up such a game into multiple 32K segments for different parts of the world, and jump between them in some fashion while still preserving some state? Here's where my ignorance is showing, but I wonder if such could be accomplished in the same way a multicart menu selects a game to load?
Anyway - as I said, I'm just brainstorming here.