Next we will do a bit more complicated example which uses color blended layers.
PSX has four blend modes/operations. The calculation done per color channel (RGB) for each mode is as follows:
1: N = B>>1 + F>>1 (average, 0.5B + 0.5F)
2: N = B + F (add)
3: N = B - F (subtract)
4: N = B + F>>2 (add 1/4, B + 0.25F)
'B' = value already in the framebuffer
'F' = value being written to the framebuffer
'N' = resulting value in the framebuffer (clamped to 0-31, 5-bit)
'>>' = bit shift right operator
Here's how they look like. From left to right: normal, mode 1-4.

Legend of Mana mostly uses mode 2 and 3 which will make the drawn graphics have a bright (good for lights) or dark (good for shadows) transparency effect. The PSX blend modes are different from actual alpha blending that you're probably used to seeing in games and one of many factors which give PSX games that special "PSX look". Incidentally, I believe the SNES has something similar to mode 2 and 3 blending and I actually like the look of this kind of blending.

It can be difficult to see the priorities of blended layers so a tip is to set the layers' palettes to different solid colors to make it easier to tell layers apart.

I strongly suggest ripping blended graphics with the alpha bit cleared because otherwise it's very easy to get wrong results if you don't know exactly what you are doing.
Let's map a section from Norn Peaks (the one after the wind village) in LoM which uses a scrolling fog effect in the foreground. The fog is actually two layers which each use a 4-bit palette. The fog palettes are located at X,Y=80,472 and 96,472 in VRAM.
Remove the fog by setting both palettes to transparent black. After the main layer is stitched without any fog we can continue with ripping the two fog layers. Use the edit invert function to remove all palettes except the two for the fog we just cleared.
Before ripping the fog we want to clear all alpha bits in the two palettes to disable color blending. Move the palette marker to each fog palette and press the P-key. With the alpha bits cleared we can go ahead and rip the two fog layers. Just clear one of the fog's palette to transparent black and rip the remaining fog layer. Undo the clear fog edit and repeat for the other fog layer.
Both fog layers repeat horizontally every 256 pixels so they can be copy pasted in 256 pixel wide chunks until the whole main layer is covered.
To blend ripped layers I made a plugin for paint.net. It's called PS1Blend and can be found on my github. To use it you specify the blend mode in layers' name (**1, **2, **3 or **4), add and select an empty layer to write the result to and then run the plugin.
Both fog layers use blend mode 2 so the paint.net project for this example would look like this (name and order of layers):
layer 4 blend result
layer 3 fog2 **2
layer 2 fog1 **2
layer 1 main
This concludes my short introductory guide. Mapping areas can get really complicated (I hated Mekiv Caverns, Madora Beach and Home in LoM), but I hope this guide is enough to get you started. Feel free to post any questions, comments, corrections, etc.
The images and paint.net-projects used in this guide and more can be found here:
https://www.mediafire.com/file/v9zoj0tqnip9aim/PSVrammed_guide_assets_20250513.zip/fileGitHub links:
https://github.com/mechaskrom/PSVrammedhttps://github.com/mechaskrom/PaintNet-PS1Blend