It would be nice if Lunar Magic had Vram address remapping.
Default:
Layer 1 Graphic = $0000
Layer 2 Graphic = $0000
Layer 3 Graphic = $8000
Sprites Graphic = $C000
Layer 1 Tilemap = $6000
Layer 2 Tilemap = $7000
Layer 3 Tilemap = $A000
Layer 3 Tiles = 64×64
Example 1:
Layer 1 Graphic = $0000
Layer 2 Graphic = $0000
Layer 3 Graphic = $A000
Sprites Graphic = $C000
Layer 1 Tilemap = $8000
Layer 2 Tilemap = $9000
Layer 3 Tilemap = $B800
Layer 3 Tiles = 32×32 Here, if set the tile size of layer 3 to 16x16, it can create a 512x512 background (the status bar is not affected)
(More layer 1/2 graphics, sacrificed layer 3)
Example 2:
Layer 1 Graphic = $E000
Layer 2 Graphic = $E000
Layer 3 Graphic = $8000
Sprites Graphic = $C000
Layer 1 Tilemap = $6000
Layer 2 Tilemap = $7000
Layer 3 Tilemap = $A000
Layer 3 Tiles = 64×64
(Share layer 1/2 tiles with sprite tiles)
Default:
Layer 1 Graphic = $0000
Layer 2 Graphic = $0000
Layer 3 Graphic = $8000
Sprites Graphic = $C000
Layer 1 Tilemap = $6000
Layer 2 Tilemap = $7000
Layer 3 Tilemap = $A000
Layer 3 Tiles = 64×64
Example 1:
Layer 1 Graphic = $0000
Layer 2 Graphic = $0000
Layer 3 Graphic = $A000
Sprites Graphic = $C000
Layer 1 Tilemap = $8000
Layer 2 Tilemap = $9000
Layer 3 Tilemap = $B800
Layer 3 Tiles = 32×32 Here, if set the tile size of layer 3 to 16x16, it can create a 512x512 background (the status bar is not affected)
(More layer 1/2 graphics, sacrificed layer 3)
Example 2:
Layer 1 Graphic = $E000
Layer 2 Graphic = $E000
Layer 3 Graphic = $8000
Sprites Graphic = $C000
Layer 1 Tilemap = $6000
Layer 2 Tilemap = $7000
Layer 3 Tilemap = $A000
Layer 3 Tiles = 64×64
(Share layer 1/2 tiles with sprite tiles)