Hi, I need to know if there's a one-pager that outlines the development 'rules' when designing/converting graphics for the Virtual Boy. I have checked the development wiki and got a bit of an understanding but I would like to know what's the limitations of machine hardware including RAM limitations etc. The wiki went into a lot of detail and I found it a bit hard to follow regrettably.
For example, the below image for the NES sums this up really well and I would like to make/find an equivalent for the VB:

So, I already know the palette is set, using 4 colours of course (like the GB), but I don't have a good understanding of the other limitations. I've heard of things like not being able to switch from two tones per 2 rasters or something like that, but I didn't get a clear idea of what the exact was.
I don't know where the background layer rules fit into all of this on a 3D system, I know there's 256 degrees of depth available (or so I read), but are there rules per plane, or does it work the same way as the NES, with a few BG palettes available, 8x8 or 16x16 tiles and sprites?
I see Space Squash is using 3 colours plus alpha for this little sprite image, but that is just one approach:

The reason I'm asking is, I would like to create some 3D images that will be viewable on real hardware and I need to know what the limitations are so that I can figure out some workarounds to those. A good example would be how Capcom used more than 3 colours + alpha rule for the Megaman/Rockman sprite by layering two sprites on top of each other, in other words his face is a separate sprite that moves in sync with him as one.
Are there sprite limits on the VB system?
I only want to make static (but 3D) images for now so nothing has to move around or scroll if that causes issues.

When I can figure all of this out I'd like to make some 3D images similar to the ones I've been making for the 3DS using Orioto's quick guide:
http://orioto.free.fr//3DS/Tuto/Makin ... our%20digi%20painting.htmIt's been very easy to make 3D images in a VB palette and practice some pixel art etc in this way:
http://www.pixeljoint.com/forum/forum_posts.asp?TID=10673The 3D is shallow and it's small and not the same at all as I'm sure y'all can understand. I'd like to make some that will work on the VB itself and to do that they must correspond to actual hardware rules of course.
If you were able to read this lengthy drivel-post, then maybe you can help me out so that I can create some genuine de-makes for the Flashboy Plus as I really love these.
Check out some of these amazing efforts for the Gameboy to give you an idea:
http://www.wayofthepixel.net/pixelation/index.php?topic=5016.0;all