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Switch sprite transparency to MSB
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@ -48,9 +48,9 @@ export word[] dgrbuff = @dgr1rows, @dgr2rows
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//
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// Color mapping.
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//
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byte[] evnclr = $00,$88,$11,$99,$22,$00,$33,$BB
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byte[] evnclr = $00,$88,$11,$99,$22,$AA,$33,$BB
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byte[] = $44,$CC,$55,$DD,$66,$EE,$77,$FF
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byte[] oddclr = $00,$11,$22,$33,$44,$00,$66,$77
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byte[] oddclr = $00,$11,$22,$33,$44,$55,$66,$77
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byte[] = $88,$99,$AA,$BB,$CC,$DD,$EE,$FF
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asm dgrInc(buff)
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@ -228,7 +228,7 @@ export asm dgrBLT(buff, x, y, width, height, src)
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LSR
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LDY #$00
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LDA (SRC),Y
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BEQ ++
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BMI ++
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TAX
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LDA TMP
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end
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@ -4,14 +4,14 @@ import dgr
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predef dgrMode, txtMode, dgrShow, dgrColor, dgrLine, dgrClear
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end
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byte[] sprite1 = $0,$0,$5,$5,$5,$5,$0,$0
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byte[] = $0,$5,$A,$A,$A,$A,$5,$0
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byte[] = $5,$A,$F,$F,$F,$F,$A,$5
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byte[] = $5,$A,$F,$0,$0,$F,$A,$5
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byte[] = $5,$A,$F,$0,$0,$F,$A,$5
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byte[] = $5,$A,$F,$F,$F,$F,$A,$5
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byte[] = $0,$5,$A,$A,$A,$A,$5,$0
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byte[] = $0,$0,$5,$5,$5,$5,$0,$0
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byte[] sprite1 = $80,$80,$00,$00,$00,$00,$80,$80
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byte[] = $80,$00,$0A,$0A,$0A,$0A,$00,$80
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byte[] = $00,$0A,$0F,$0F,$0F,$0F,$0A,$00
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byte[] = $00,$0A,$0F,$80,$80,$0F,$0A,$00
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byte[] = $00,$0A,$0F,$80,$80,$0F,$0A,$00
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byte[] = $00,$0A,$0F,$0F,$0F,$0F,$0A,$00
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byte[] = $80,$00,$0A,$0A,$0A,$0A,$00,$80
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byte[] = $80,$80,$00,$00,$00,$00,$80,$80
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byte[] tile1 = $88,$11,$88,$11,$88,$11,$AA,$00
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byte[] = $88,$11,$88,$11,$88,$11,$AA,$00
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