I'm hacking around with these attributes in my SOUNDTOY project. I've set the goal of making the most colourful Oric game I can, (also the most noisy), and to that end I'm experimenting with the inverse and colour bits.
At the moment SOUNDTOY is just an experimental playground - I'm basically building the functions I'll eventually use in a final program - so its all a bit hacky, but you can check it out anyway since it gives a C/Assembly code-base to work from:
https://github.com/seclorum/soundtoy
(key files are gencode.h for the displayInstructions assembly hack, and toy.c for the various animation and colour/attribute analysis stuff. at gen_rnd_colors() you can find a spot to strip/select for the 32-63 bits .. and see what happens when you turn them on../off)
The text interface is for exploring sound, the hires interface is for exploring .. graphics .. you can hit "G" to go back and forth between them.
In the current hires code, the first thing that happens is that SOUNDTOY generates a bitmap field at the top part of the screen. It does this through standard random (meaning its reproducible, lol), checking if any of the 'dangerous' bits are set on the random value -> YES: discard, continue, NO: poke to the HIRES screen.
This results in a fairly dense colour field with some interesting characteristics. Sufficiently weird that I then use the X/1 value of this random graphics field, to source 'sprite characters', which aren't really sprites but rather 1 row of 8 bytes, sourced from each horizontal line in the quadrant. This means, the random graphics playfield can be used to source 'sprite' characters, which then get randomly/not-randomly animated on the rest of the screen.
These sprites are kind of cute and colourful and there are many, many interesting body parts in the random field to play with.
There are, for example, very clearly useful bricks and tiles and other building/landscape-like monochrome 'spritechars'. There are also very colourful ones, too. In fact there are of course also a nice combo of mono/colour in the mix, it's a really interesting source of 'random but recognizable' little play figures.
Anyway, I will next build a 'ruleset' for how to deal with any of these sprites being 'near' or 'adjacent'-compatible to each other. Like, a way to recognise the graphical impact if either of these two spritechars approach each other on the field.
These rules might then become the basis for a game engine of sorts.
Anyway, just saying, if you want to dive into deep colour on the Oric, SOUNDTOY is at least a working experimental lab for it .. nothing production-ready, but I do enjoy hacking on it every now and then ..