Ok, here is the new 2 page block diagram 'BrianHG_GFX_VGA_Window_System.pdf' block diagram and 'BrianHG_GFX_VGA_Window_System.txt' documentation for developers.
-Up to 64 window layers, with alpha blend transparency from layer-to-layer.
-In system real-time video mode switching support.
-Supports 32/16a/16b/8/4/2/1 bpp windows.
-Supports accelerated Fonts/Tiles stored in dedicated M9K blockram with resolutions of 4/8/16/32 X 4/8/16/32 pixels.
-Supports up to 1k addressable tiles/characters with 32/16a/16b/8/4/2/1 bpp, with mirror and flip.
-Each window has a base address, X&Y screen position & H&V sizes up to 65kx65k pixels.
-Independent bpp depth for each window.
-Optional independent or shared 256 color 32 bit RGBA palettes for each window.
-In tile mode, each tile/character's output with 8 bpp and below can be individually assigned to different portions of the palette.
-Multilayer 8 bit alpha stencil translucency between layers with programmable global override.
-Quick layer swap-able registers.
-Hardware individual integer X&Y scaling where each window output can be scaled 1x through 16x.
My new BrianHG_DDR3_CONTROLLER_v16 which now has the multi-window VGA system demo should be uploaded in a few days.