As a relatively new programmer to this platform, I'm working on my first program which ultimately I want to run on real Atari hardware. As such, I'm trying to do as much development using emulation as humanly possible, with the idea that I may have to burn this only a couple of times.
I'm curious though: for NTSC your program must generate 262 lines, normally divided as three vertical sync lines, 37 more in the vertical blank, 192 visible, and 30 in the overscan. Is there a hidden gotcha in using slightly more in the visible area (other than possibly clipping the bottom?) I'm running short on scanlines to accomplish all the data that I'm trying to dump on the screen, and I'm wondering if a significant reorg might be required or if I can let it slip.
Incidently, the project isn't really a game: it's a simulation of the WWII German crypto machine Enigma. The encoding and decoding work, and generate text which can be deciphered with my reference C implementation, I'm mostly working on interface and graphics. I use the 48-pixel wide trick to get six characters on a line. Currently I display two keyboard layouts (as a 5x6 matrix) and use the ball to implement a cursor. There are also six character input and output buffers. I suppose I could eliminate the output keyboard matrix (no real need to keep it), but I kind of like the trick.