1. I don't have yet made the memory usage calculator. 8-bit variables use 1 byte, 16-bit variables use 2 bytes, and arrays use the width multiplied by the length. The maximum memory usage is around 960 bytes.
2. There is no segmentation of the memory yet, you can write a game up to 32K in size without worrying about segments. In the future, I expect to put bank-switching support, and there will be two 16 KB pages (one fixed, and another switchable)
3. There is no flipping or mirroring for the sprites. There is a zoom but it is for all the sprites, currently, there is no way to use it.
4. No graphic mode switching yet. Currently, you can consider the screen as a 32x24 grid with 256 characters where every character can be defined.
5. A difficult matter, but I expect to allow some support for tile scrolling.
6. The video mode set up by CVBasic is the highest-resolution video mode. In this mode the 32x24 screen grid addresses three areas, depending on the row (0-7, 8-15, 16-23), so DEFINE CHAR and DEFINE COLOR replicates the character definition in the three VRAM areas; otherwise, your character would be visible, for example, only on the top rows.
7. Only to VPOKE/VPEEK the 32x24 screen grid with the character numbers you want to see displayed. Forgot it: You can use PRINT AT instead of VPOKE.
8. Hahaha, good point!