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218 lines
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HTML
218 lines
11 KiB
HTML
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<title>Visualizations - 6502bench SourceGen</title>
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<div id="content">
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<h1>6502bench SourceGen: Visualizations</h1>
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<p><a href="index.html">Back to index</a></p>
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<h2><a name="overview">Overview</a></h2>
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<p>Programs are generally a combination of code and data. Sometimes
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the data is graphical in nature, e.g. a bitmap used as a font or
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game sprite. Being able to see the data in graphic form can make it
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easier to determine the purpose of associated code.</p>
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<p>While modern systems use GIF, JPEG, and PNG to hold 2D bitmaps,
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graphical elements embedded in 6502 applications are almost always
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in a platform-specific form. For this reason, the task of generating
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images from data is performed by
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<a href="advanced.html#extension-scripts">extension scripts</a>. Some
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scripts for common formats are included in the SourceGen runtime directory.
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If these don't do what you need, you can write your own scripts and
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include them in your project.</p>
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<p>The project file doesn't store the converted graphics. Instead, the
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project file holds a string that identifies the converter, and a list of
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parameters that are passed to the converter. Images are generated when
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the project is first opened, and updated when certain things change in
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the project.</p>
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<p>Visualizations are not included in generated assembly output. They
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may be included in HTML exports.</p>
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<p>Because visualizations are associated with a specific file offset,
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they will become "hidden" if the offset isn't at the start of a line,
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e.g. it's in the middle of a multi-byte instruction or data item. The
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editors will try to prevent you from doing this.</p>
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<p>Bitmaps will always be scaled up as much as possible to make them
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easy to see. This means that small shapes and large shapes may appears
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to be the same size when displayed as thumbnails in the code list.</p>
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<p>The role of a visualization generator is to take a collection of input
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parameters and generate graphical data. It's most useful for graphical
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sources like bitmaps, but it's not limited to that. You could, for example,
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write a script that generates random flowers, and use it to make your
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source listings more cheerful.</p>
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<h2><a name="vis-and-sets">Visualizations and Visualization Sets</a></h2>
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<p>Visualizations are essentially decorative: they do not affect the
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assembled output, and do not change how code is analyzed. They are
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contained in sets that are placed at arbitrary offsets. Each set can
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contain multiple items. For example, if a file has data for
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10 bitmaps, you can place a visualization near each, or create a single
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visualization set with all 10 items and put it at the start of the file.
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You can display a visualization near the data or near the instructions
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that perform the drawing. Or both.</p>
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<p>To create a visualization set, select a code or data line, and use
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Actions > Create/Edit Visualization Set. To edit a visualization set,
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select it and use the same menu item, or just double-click on it. This
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opens the Visualization Set Editor window.</p>
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<p>The visualization set editor shows a list of visualizations associated
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with the selected file offset. You can create a new visualization, edit
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or remove an existing entry, or rearrange them.
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If you select "New Bitmap" or edit an existing bitmap entry, the
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Bitmap Visualization Editor window will open.</p>
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<h4>Bitmap Visualization Editor</h4>
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<p>The combo box at the top of the screen lists every bitmap visualization
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generator defined by an active extension script. Select the one that is
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appropriate for the data you're trying to visualize. Every visualizer may
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have different parameters, so as you select different entries the set of
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input parameters below the preview window may change.</p>
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<p>The "tag" is a unique string that will be shown in the display list.
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This is not a label, and may contain any characters you want (but leading
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and trailing whitespace will be trimmed). The only requirement is that
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it be unique among visualization tags.</p>
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<p>The preview window shows the visualizer output. The generated image is
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expanded to fill the window, so small images will be shown with very
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large pixels.
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If you resize the editor window, the preview window will expand, which
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can make it easier to see detail on larger images.
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If the generator fails, the preview window will show a red 'X', and an
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error message will appear below it.</p>
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<p>Parameters may be numeric or boolean. The latter use a simple checkbox,
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the former a text entry field that accepts decimal and hexadecimal values.
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The range of allowable values is shown to the right of the entry field.
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If you enter an invalid value, the parameter description will turn red.</p>
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<h2><a name="runtime">Scripts Included with SourceGen</a></h2>
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<p>A number of visualization generation scripts are included with
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SourceGen, in the platform-specific runtime data directories.</p>
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<p>Most generators will take the file offset, bitmap width, and bitmap
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height as parameters. Offsets are handled as they are elsewhere, i.e.
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always in hexadecimal, with a leading '+'.
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Some less-common parameters include:</p>
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<ul>
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<li><b>Row stride</b> - number of bytes used to hold a row. This
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is used when a row has padding on the end, e.g. a bitmap that's
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7 bytes wide might be padded to 8 for easy indexing. If you set
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this to zero the visualizer will default to no padding
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(stride == width).</li>
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<li><b>Column stride</b> - number of bytes used to hold a column.
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This is uncommon, but could be used if (say) a pair of bitmaps
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was stored with interleaved bytes. If you set this to zero the
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visualizer will default to no interleave (stride == 1).</li>
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</ul>
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<p>Remember that this is a disassembler, not an image converter. The
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results do not need to be perfectly accurate to be useful when disassembling
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code.</p>
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<h3>Apple II - Apple/VisHiRes</h3>
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<p>There is no standard format for small hi-res bitmaps, but certain
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arrangements are common. The script defines three generators:</p>
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<ul>
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<li><b>Hi-Res Bitmap</b> - converts an MxN row-major bitmap.</li>
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<li><b>Hi-Res Bitmap Font</b> - converts a series of MxN row-major
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bitmaps. This is intended for hi-res fonts, which are typically
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8 bytes per entry, stored one after another. These are always
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converted as monochrome, and have a 1-pixel transparent gap
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between elements. (This also works for Apple /// fonts, but
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currently ignores the high bit in each byte.)</li>
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<li><b>Hi-Res Screen Image</b> - used for 8KiB screen images. The
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data is linearized and converted to a 280x192 bitmap. Because
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images are relatively large, the generator does not require them
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to be contiguous in the file, i.e. two halves of the image can be
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in different parts of the file so long as they end up contiguous
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in memory.</li>
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</ul>
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<p>Widths are specified in bytes, not pixels. Each byte represents 7
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pixels (with some hand-waving).</p>
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<p>In addition to offset, dimensions, and stride values, the bitmap
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converter has a checkbox for monochrome or color, and a checkbox that
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will cause the first byte to be treated as an odd column rather than
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an event one. The odd/even setting affects green/purple and orange/blue,
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but has no effect on black or white.</p>
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<p>The converter generates one output pixel for every source pixel, so
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half-pixel shifts are not rendered.</p>
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<h3>Atari 2600 - Atari/Vis2600</h3>
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<p>The Atari 2600 graphics system has registers that determine the
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appearance of a sprite or playfield on a single row. The register
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values are typically changed as the screen is drawn to get different
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data on successive rows. The visualization generator works for data
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stored in a straightforward fashion.</p>
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<ul>
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<li><b>Sprite</b> - basic 1xN sprite, converted to an image 8 pixels
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wide.</li>
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<li><b>Playfield</b> - assumes PF0,PF1,PF2 are stored in that order,
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multiple entries following each other. Specify the number of
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3-byte entries as the height.
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Since most playfields aren't the full height of the screen,
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it will tend to look squashed. Use the "row thickness" feature
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to repeat each row N times to adjust the proportions.</li>
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</ul>
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<h3>Commodore 64 - Commodore/VisC64</h3>
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<p>The Commodore 64 has a 64-bit sprite format defined by the hardware.
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It comes in two basic varieties:</p>
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<ul>
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<li><b>High-resolution sprite</b> - 24x21 monochrome. Pixels are either
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colored or transparent.</li>
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<li><b>Multi-color sprite</b> - 12x21 3-color. The width of each pixel
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is doubled to make it 24x21.
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</ul>
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<p>Sprites can be doubled in width and/or height.</p>
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<p>Colors come from a hardware-defined palette of 16:</p>
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<ol start="0" style="columns:2; -webkit-columns:2; -moz-columns:2;">
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<li><span style="color:#ffffff;background-color:#000000"> black </span></li>
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<li><span style="color:#000000;background-color:#ffffff"> white </span></li>
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<li><span style="color:#ffffff;background-color:#67372b"> red </span></li>
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<li><span style="color:#ffffff;background-color:#70a4b2"> cyan </span></li>
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<li><span style="color:#ffffff;background-color:#6f3d86"> purple </span></li>
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<li><span style="color:#ffffff;background-color:#588d43"> green </span></li>
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<li><span style="color:#ffffff;background-color:#352879"> blue </span></li>
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<li><span style="color:#000000;background-color:#b8c76f"> yellow </span></li>
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<li><span style="color:#ffffff;background-color:#6f4f25"> orange </span></li>
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<li><span style="color:#ffffff;background-color:#433900"> brown </span></li>
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<li><span style="color:#ffffff;background-color:#9a6759"> light red </span></li>
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<li><span style="color:#ffffff;background-color:#444444"> dark grey </span></li>
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<li><span style="color:#ffffff;background-color:#6c6c6c"> grey </span></li>
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<li><span style="color:#000000;background-color:#9ad284"> light green </span></li>
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<li><span style="color:#ffffff;background-color:#6c5eb5"> light blue </span></li>
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<li><span style="color:#ffffff;background-color:#959595"> light grey </span></li>
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</ol>
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<p>Bear in mind that the editor scales images to their maximum size, so
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a sprite that is doubled in both width and height will look exactly like
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a sprite that is not doubled at all.</p>
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