Here's some code that makes a sphere-matrix setup
The first problem is the texture on the lower hemisphere, you'll need to turn backface culling off
The second problem is also with texturing, but at the spots where the flat parts meet the edges of the sphere. If you want the flat part invisible, you'll need to have specialised textures for these squares
Plus all the other problems mentioned above about the sphere still being on an x,z grid so positioning of little people and objects won't match whatever tiles you have
The only bonus of using a matrix-sphere I can think of is the ability to use the get matrix height commands, but you'll need to know which hemisphere you're in, etc. And simple math can do that, unless you have hills and stuff.
Cls 0 : Sync On : Sync Rate 0 : Autocam Off : Hide Mouse
`Generate a wireframe texture
Ink Rgb(255,255,255),0
Box 0,0,31,31
Ink 0,0
Box 2,2,29,29
Get Image 1,0,0,31,31
Sync
`Build top hemisphere
Make Matrix 1,1024,1024,64,64
Prepare Matrix Texture 1,1,1,1
For X=0 To 64
For Z=0 To 64
A=X*(64-X)+Z*(64-Z)-(32*32)
If A<0 Then Y#=0 Else Y#=Sqrt(A)
Set Matrix Height 1,X,Z,16*Y#
Next Z
Next X
Set Matrix 1,0,0,1,1,1,1,1
Set Matrix Wireframe On 1
Update Matrix 1
`Build bottom hemisphere
Make Matrix 2,1024,1024,64,64
Prepare Matrix Texture 2,1,1,1
For X=0 To 64
For Z=0 To 64
A=X*(64-X)+Z*(64-Z)-(32*32)
If A<0 Then Y#=0 Else Y#=Sqrt(A)
Set Matrix Height 2,X,Z,-16*Y#
Next Z
Next X
Set Matrix 1,0,0,1,1,1,1,1
Set Matrix Wireframe On 2
Update Matrix 2
`Display Loop
Do
YM#=Wrapvalue(YM#+Mousemovex())
XM#=Wrapvalue(XM#+Mousemovey())
Position Camera 512,0,512
Rotate Camera XM#,YM#,0
Move Camera -1000
Sync
Loop