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.
Composite Backgrounds (All Layers)
6 visions × 9 worldsAll 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.