Maximise SGDK's sprite VRAM usage
// Start here, Can be 0 but having an empty slot is useful
u8 VRAM = 1;
// Load background
TilesBackground = VRAM;
VDP_loadTileSet(tBACKGROUND, TilesBackground, DMA);
VRAM += tBACKGROUND.numTile;
// Load foreground
TilesForeground = VRAM;
VDP_loadTileSet(tFOREGROUND, TilesForeground, DMA);
VRAM += tFOREGROUND.numtile;
// Init maps using the tilesets loaded above
bg_b = MAP_create(&mBACKGROUND, BG_B, TILE_ATTR_FULL(PAL0, true, 0,0, TilesBackground));
bg_a = MAP_create(&mFOREGROUND, BG_A, TILE_ATTR_FULL(PAL1, true, 0,0, TilesForeground));
// LOAD ANY OTHER STUFF HERE
VRAM += SOMETHING ELSE??
// Init sprite engine
SPR_initEx(TILE_FONT_INDEX - VRAM);