So for the past couple days I've been working with a friend to try and implement the "sprite positioning logic" from the capx earlier in this thread so that it still works when the mode7 transformation is being applied to a layer instead of a sprite; doing this opens up a lot of possibilities for visual effects without the performance overhead of hundreds of sprites with individual mode7 effects, but figuring out how the projection math/logic changes as a result of this has been difficult. Our layout is always the size of our window (i.e. no scrolling) and the angle is always zero, so this helped us to simplify stuff, but even now that we've refactored the sprite positioning logic down to a couple of lines it's still hard to figure out what we need to change make sprites map properly. I haven't been able to figure out things like where the axis of rotation is when we're using a layer instead of a sprite. I've made the most logical substitutions I can think of for the code you provided, like replacing Sprite.Width with LayoutWidth, but I don't have 100% confidence that all these conversions are valid. Any insight you can offer on how the original sprite positioning math works and how it would change in this context would be much appreciated. I can provide a capx of our work so far, but we've moved so far away from the original code while trying to fix it that it might not be much help.