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Doc updates
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@ -89,7 +89,11 @@ style: toolref
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</tr>
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<tr>
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<td><a href="#GTECreateSpriteStamp">GTECreateSpriteStamp</a></td>
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<td> Creates a sprite stamp from the tile set</td>
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<td>Creates a sprite stamp from the tile set</td>
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</tr>
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<tr>
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<td><a href="#GTECompileSpriteStamp">GTECompilepriteStamp</a></td>
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<td>Created a compiled sprite from a sprite stamp</td>
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</tr>
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<tr>
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<td><a href="#GTEAddSprite">GTEAddSprite</a></td>
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@ -794,12 +798,12 @@ style: toolref
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<tr>
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<td class="bot">width</td>
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<td><em></em></td>
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<td><em>Word</em>—Width of the playfield in pixels. Must be even.</td>
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<td><em>Word</em>—Width of the playfield in bytes. Must be even.</td>
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</tr>
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<tr>
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<td class="bot">height</td>
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<td><em></em></td>
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<td><em>Word</em>—Height of the playfield in pixels.</td>
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<td><em>Word</em>—Height of the playfield in scanlines.</td>
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</tr>
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<tr>
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<td class="bot"></td>
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@ -1424,6 +1428,90 @@ style: toolref
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$2DXX</h4>
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<h4 id="GTECompileSpriteStamp">GTECompileSpriteStamp</h4>
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<p>
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Creates a compiled sprite in a special compilation buffer from an existing sprite stamp. The return value
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is an address token that can be passed into the AddSprite function in place of the vBuffAddr parameter as
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long as the `SPRITE_COMPILED` flag is set.
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</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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<colgroup>
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<col class="col-1">
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<col class="col-2">
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<col class="col-3">
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</colgroup>
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<tbody>
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<tr>
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<th>Stack before call</th>
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</tr>
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">wordspace</td>
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<td></td>
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<td><em>Word</em>—Space for result</td>
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</tr>
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<tr>
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<td class="bot">spriteIdent</td>
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<td></td>
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<td><em>Word</em>—sprite identifier word</td>
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</tr>
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<tr>
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<td class="bot">vBuffAddr</td>
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<td></td>
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<td><em>Word</em>—Location in the sprite vitual buffer.</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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<td><em>SP</em></td>
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</tr>
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</tbody>
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</table>
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<table class="stack">
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<colgroup>
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<col class="col-1">
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<col class="col-2">
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<col class="col-3">
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</colgroup>
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<tbody>
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<tr>
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<th>Stack after call</th>
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</tr>
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">addr</td>
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<td></td>
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<td><em>Word</em>—Location in the sprite compilation buffer.</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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<td><em>SP</em></td>
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</tr>
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</tbody>
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</table>
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</div>
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<div class="section">
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<h5>Errors</h5>
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<p>None</p>
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal Word GTECompileSpriteStamp(spriteIdent, vBuffAddr)</tt></p>
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<p><tt>Word spriteIdent;</tt></p>
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<p><tt>Word vBuffAddr;</tt></p>
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$10XX</h4>
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<h4 id="GTEAddSprite">GTEAddSprite</h4>
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@ -1451,9 +1539,19 @@ style: toolref
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">spriteDescriptor</td>
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<td class="bot">spriteSlot</td>
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<td></td>
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<td><em>Word</em>—Sprite descriptor word that is used to set the status bits.</td>
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<td><em>Word</em>—The slot to assign the sprite to. There are 16 slots and sprites in lower slots are drawn above the sprites in higher slots.</td>
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</tr>
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<tr>
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<td class="bot">spriteFlags</td>
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<td></td>
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<td><em>Word</em>—Sprite flags that define the sprite's properties.</td>
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</tr>
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<tr>
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<td class="bot">vBuffAddr</td>
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<td></td>
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<td><em>Word</em>—Sprite address in the VBUFF space, or a compiled sprite address</td>
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</tr>
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<tr>
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<td class="bot">x</td>
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@ -1465,11 +1563,6 @@ style: toolref
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<td></td>
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<td><em>Word</em>—Signed vertical sprite position on the playfield.</td>
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</tr>
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<tr>
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<td class="bot">spriteSlot</td>
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<td></td>
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<td><em>Word</em>—The slot to assign the sprite to. There are 16 slots and sprites in lower slots are drawn above the sprites in higher slots.</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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@ -1505,11 +1598,12 @@ style: toolref
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTEAddSprite(spriteDescriptor, x, y, spriteSlot)</tt></p>
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<p><tt>extern pascal void GTEAddSprite(spriteSlot, spriteFlags, vBuffAddr, x, y)</tt></p>
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<p><tt>Word spriteSlot;</tt></p>
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<p><tt>Word spriteDescriptor;</tt></p>
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<p><tt>Word vBuffAddr;</tt></p>
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<p><tt>Word x;</tt></p>
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<p><tt>Word y;</tt></p>
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<p><tt>Word spriteSlot;</tt></p>
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</div>
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<div class="example">
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<h5>Sprite Descriptor</h5>
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