https://twitter.com/zeta0134/status/1756988843851383181
The clever bit is that it's two lookup tables here: the big one stores the lighting details for a circle with a configurable radius around the player (that's one full lookup table per radius), but the second one is a pseudo-random ordering for the background rows. I only have time to actually update 1/20th of the screen each time the torchlight routine is called, but by randomizing the order a little bit, I can give it a sortof "soft edge" and hide the raster scan that you'd otherwise see. I use a table because the random order is a grab bag (to ensure rows aren't starved of updates) and that bit is too slow to calculate in realtime.