Is there an issue with the 3DS's GPU where if you have multiple texture units pointing to the same texture location, it'll cause render artifacting? I was doing a test to reduce the amount of VRAM I'd use for a palette-like texture format (abusing bumbmapping) that utilized GPU_L8 and GPU_A8 together (rather than GPU_LA8). I started out with 2 textures that contained the same data in different locations, and that worked fine, but now when I tried to have both point in the same location, the resulting render looks like it's having trouble rendering. Below are 2 screenshots, a video, and zipped 3dsx files of the two results. In all of these, the width/height/params of the textures are the same, with texture unit TEX0 using GPU_L8, and TEX1 using GPU_A8 so that I can manipulate them in the texture combiners.
The first screenshot is what it looks like when TEX0 and TEX1 are set to different locations with data that is exactly the same. It uses 256 bumpmap entries (64 per color section) in a kind of gradient order. The white corner is empty because that is the one entry that is specifically set to fail the Alpha Test, giving a total of 255 color entries and 1 transparent entry. That specific bumpmap entry is identified as having a normal of 0, making it always black no matter what the color is set in the LUT, so it was only natural to use it as the transparent entry.
The second screenshot is like the first, except that TEX0 and TEX1 are set to the same location. As you can see, it isn't rendering correctly, but there's enough there to make out what it's supposed to look like with the white, red, green, and blue sections. The thing is, the screenshot doesn't tell the whole story. As the cube rotates/zooms, the artifacting changes per frame, as will be demonstrated in the video (which is unfortunately of poor quality).
The link below contains 2 3dsx files. The first is what you see in the first screen shot, and the second the second screenshot. Run in the Homebrew Launcher, and exit with Start. Unfortunately, because this was initially a test using the 3D slider, folks trying this on a 2DS will be unable to see it rotate
https://dl.dropboxusercontent.com/u/47706790/indexed_texture.zip