Citation
shot valueOfTile;
valueOfTile = &mapcol / (13); //13st tile, return 1 or 1st Tile
valueOfTile = &mapcol / (14); //14st tile, Return 1 or 1st Tile
valueOfTile = &mapcol / (15); //15st tile, Return 2 or 2st Tile
valueOfTile = &mapcol / (16); //16st tile, Return 2 or 2st Tile
valueOfTile = &mapcol / (17); //17st tile, Return 1 or 1st Tile
valueOfTile = &mapcol / (18); //18st tile, Return 2 or 2st Tile
...
"Front" < BG3, BG2, SPRITES, BG1 > "Behind"
<Front Screen>
BG3 -> Here Dialog texts (I need set bit priority for 1, default is 0)
BG2 -> Here will be for example, leaf of trees, to create depth effect for the sprite (I need set bit priority for 1, default is 0)
OBJ -> Are all sprites (The priority i set in 2 and working becouse is native in function OamSet)
BG1 -> Here all background for my map (the bit priority default is 0, so no need to do anything)
<Behind>
BG3 -> priority 1
BG2 -> priority 1
OBJ -> priority 2
BG1 -> priority 0
CitationThis is how you get that type of arrangement (if I interpreted http://nocash.emubase.de/fullsnes.htm#snespictureprocessingunitppu 's background priority chart correctly)