Say, let's assume a game like Daisenryaku. How would a coder go about implementing the build-up of maps, while not having a game that's slow as hell? As the tiles are interlocking I figure you can't just use a regular quick VDP copy. But alas, nice to know what others would say. I think we can bring back the options to three, unless I forgot something:
1) copy-timp for each complete hexagon, which naturally implicates some slowness and some unused waste around those tiles in vram.
2) copy timp the square/rect part of a hexagon, and do the top and bottom with copy-timp, while half your tile will be pasted faster, there are also more VDP instructions. I dunno whether this is faster than option 1.
3) Fast copy, square/rect tiles in vram, and have quite a bunch o' top/bottom tiles with bits o' neighbour in it. This would implicate that the number of tiles is limited, and/or that perhaps some neighbour constructions aren't possible. In case of a land map, you could assume that sea and high mountains won't be neighbours, but sea and beach are. So, sea and beach require some dedicated tiles.
Keep in mind that I'm talking MSX2 only, I know it'd be easy to use V9990/P1 for this.
I'm experimenting with tiles that are 16x8 in size, with one full hex being 32x32. In the central 32x16 section could be unique things, like buildings, as long as they won't be on those neighbour ramps. So, this would be the third option. I'm just curious what coders would do...