Can BrightScript expose the memory for a screen framebuffer or "live" bitmap? I have a need to store colors directly to the screen data without going through the slow 2D drawing functions. If we could simply get an roByteArray for the frame buffer, or a group of roByteArrays if the screen memory is not contiguous, think of the possibilities. I'd like to be able to copy a block of data from a source roByteArray into the framebuffer memory starting at the top as quickly as possible. Really I need a low-level block copy function instead of having to use a slow for/next loop. I know I'm asking for too much but ...