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  • Thank you Ganblejs!
    I've now got a solution, it isn't quite as smooth but does at least work.
    Create a temporary image, the size of the display, use drawImage to draw a section of the large image to that, then display the temperoary image with setLCDOverlay:

    var temp_img = Graphics.createArrayBuffer(g.getWidth(), g.getHeight(), 8);
    var y_pos = 0;
    
    function onDrag(e) {
            y_pos += e.dy;
            temp_img.drawImage(img, 0, y_pos);
            Bangle.setLCDOverlay(temp_img, 0, 0);
    }
    
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