How do you know it wasn't deliberate? :v: Anyway, now that I am looking, the main issue is going to be palettes, not VRAM -- 3 of the emeralds share Sonic's palette, which I can't have (even in Team Sonic that won't work), and they go rotating (so that even h-int won't help). Hm. Switching to the S3&K emerald set allows me to still keep two emeralds using GHZ's line 3; I can then shunt the blue emerald to line 4 using the sky/could colors; that leaves the other 4 emeralds, which require only 13 colors + transparency -- which will neatly fit into palette line 2. Then I change back to the original line 2 for the flowers during the flash. If I disable the HUD for the level, I can make it work. Now to port the level layout and code, the S3&K emeralds and get it working.