After yesterdays head-banging moment, I sorted out exactly what I'd need to do in order to get a proper double buffered star field. Then after groaning inwardly at the effort involved just to get a bloody star field running, I slapped myself hard across the face with a virtual fish - and got on with it. I now needed another two 100 byte tables (CPU built, so theres stack of memory for that), 4 star routines in total (2 to draw, 2 to clear - ouch!), but could reduce the size of my logo drawing code to almost nothing - much better.
So...What does the new Star code do? Well, picking up from yesterday... It now copies the current index into a SAVE_STAR table (2 of these, 1 fro each frame), checks to see if it can draw a star at the desired location, and then draws the correct character, and colours it with a random colour (multicoloured stars are much nicer than depth queued gray ones) at the same time making sure its in HIRES mode (top half of the screen is in MCM mode). This is fine... Now comes the really annoying part. To wipe them, I read from one of the SAVE_STAR tables, check to see if a star is actually there, and if so wipe it. I dont need to wipe the colour, as theres nothing else going to go there.
Now for 360 stars, this is horrible, much slower than clearing screen and blasting it on. However.... for the original 100 stars, its much faster. So...strike a little bit of a middle ground (240 stars or less - undecided just yet), and the fact I no longer have to continually draw the text and the logo, means I win out over all. So the original idea wasn't that dumb after all, and while I may actually be as stupid as I look, at least this time I get to keep my head firmly attached to my shoulders - but theres always tomorrow.