Graphics Gallery

Level backgrounds rendered dynamically from ROM

Level backgrounds composed by combining tile charblock data, screenblock tilemaps, and RGB555 palettes from three parallel ROM tables. Each GBA background layer is rendered with correct tile arrangement, palette bank selection, and horizontal/vertical flip flags.

0
Composite Backgrounds
9
Worlds
6
Visions per World
3
BG Layers

Composite Backgrounds (All Layers)

6 visions × 9 worlds

All three BG layers composited together, simulating how they appear in-game. Layer 0 (far background) is drawn first, then Layer 1 (mid), then Layer 2 (near/foreground) on top. Color index 0 is transparent, allowing lower layers to show through. Smaller layers are tiled to fill the full width, matching GBA hardware wrapping behavior.

Individual BG Layers

162 layers (6 visions × 9 worlds × 3 BG layers)

Each background layer rendered individually with its assigned palette. Tilemap dimensions are inferred from the decompressed data size.