After all sorts of tests and verification to see what works for which target I have officially settled on my platform configurations. Things may be different in appearance between versions as a result of the multitude of differences in what works where, so here's what I'm doing: On Android there will be a Mode7-style overworld render, while on Steam, GameJolt and itch I will be using a more extensive render that utilizes babylon.js for generating the field depth provisions. The primary difference between these rendering styles is that babylon.js utilizes GPU-level processing while the Mode7 render echoes the retro callback with on-the-fly processing that is not as intensive. The reason for the split rendering targets is that I have not yet managed to get the babylon.js render to function on the Universal Windows runtime that I require for the Xbox build, and the code release for RPG Maker MV that implements babylon.js is technically still in beta. This is why the system requi...