CPC doesn't have any per-cell limitations, the limits apply to the full screen in all standard cases. Nonstandard cases are that you can program raster effects to change about 2 of the palette colors per scanline if necessary, or switch between 'modes' (widepixel 16col/squarepixel 4col/tallpixel 2col) once per 4 scanlines (roughly). It's easier on the CPU to change the palette only once per 1/6th of screen (and I guess, also true for mode switching. Games don't mode switch rapidly anyway.).
http://en.wikipedia.org/wiki/Amstrad_CPChas some exemplary screenshots in the 'notable games' section -- no games used the monochrome mode to my knowledge; the other two modes are demonstrated to good effect.
An example of CPC mode splitting is
hereRe: EGA64Haha, actually no -- EGA64 is somewhat-tall-pixeled(4:2.1875). The differences between it and VGA16 are: Slightly more resolution (640x400 VGA16 > 640x350 EGA64), and color choice (VGA16 64*** = 256k colors to choose your 16 from > EGA64 4*** = 64 colors to choose your 16 from.)
Re: weird limitationsYou probably can't program an EGA64 adapter to do any weird modes (eg 160x200x(16 of 64) as you said Helm). I have not seen a pic of that kind here, nor have I seen a VGA-tweaked (ie modex) pic here. (eg designed for 320x480 mode -- you can find something very like that in Danny's gallery on gfxzone -- more than one, I think. I have drawn exactly one such pic myself.)
320x350x(16 of 64 or 262144) might be possible to tweak VGA16 to do. 0.91:1 aspect ratio. Or the 160x200x(16 of 64 or 262144) mode that EGA is too inflexible to cope with.
« Last Edit: February 09, 2007, 09:10:34 am by Ai »

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