corrections in 1bpp color table
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@ -583,7 +583,7 @@ because the address is 2-bytes long, we output it using DEO2.
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as we saw already, sending a byte to .Screen/color will perform the drawing in the screen.
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### high nibble
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### color high nibble for 1bpp
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as in the case of drawing pixels, the high nibble of that byte will determine the layer in which we'll draw.
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@ -612,45 +612,49 @@ the possible values of this high nibble, used for drawing a 1bpp sprite, are:
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& * e: draw a 1bpp sprite in the background, flipped horizontally and vertically
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& * f: draw a 1bpp sprite in the foreground, flipped horizontally and vertically
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### low nibble
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### color low nibble for 1bpp
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the low nibble of the byte color will determine the colors that are used to draw the "on" and "off" pixels of the tiles.
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+ <table>
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+ <tr><th>low nibble</th><th>"on" color</th><th>"off" color</th></tr>
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+ <tr><td>0</td><td>0</td><td>0</td></tr>
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+ <tr><td>0</td><td>clear</td><td>clear</td></tr>
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+ <tr><td>1</td><td>1</td><td>0</td></tr>
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+ <tr><td>2</td><td>2</td><td>0</td></tr>
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+ <tr><td>3</td><td>3</td><td>0</td></tr>
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+ <tr><td>4</td><td>0</td><td>1</td></tr>
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+ <tr><td>5</td><td>1</td><td>0</td></tr>
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+ <tr><td>5</td><td>1</td><td>none</td></tr>
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+ <tr><td>6</td><td>2</td><td>1</td></tr>
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+ <tr><td>7</td><td>3</td><td>1</td></tr>
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+ <tr><td>8</td><td>0</td><td>2</td></tr>
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+ <tr><td>9</td><td>1</td><td>2</td></tr>
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+ <tr><td>a</td><td>2</td><td>0</td></tr>
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+ <tr><td>a</td><td>2</td><td>none</td></tr>
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+ <tr><td>b</td><td>3</td><td>2</td></tr>
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+ <tr><td>c</td><td>0</td><td>3</td></tr>
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+ <tr><td>d</td><td>1</td><td>3</td></tr>
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+ <tr><td>e</td><td>2</td><td>3</td></tr>
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+ <tr><td>f</td><td>3</td><td>0</td></tr>
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+ <tr><td>f</td><td>3</td><td>none</td></tr>
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+ </table>
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& * 0: "on" with color 0, "off" with color 0
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& * 0: clear tile
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& * 1: "on" with color 1, "off" with color 0
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& * 2: "on" with color 2, "off" with color 0
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& * 3: "on" with color 3, "off" with color 0
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& * 4: "on" with color 0, "off" with color 1
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& * 5: "on" with color 1, "off" with color 0
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& * 5: "on" with color 1, "off" with no color
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& * 6: "on" with color 2, "off" with color 1
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& * 7: "on" with color 3, "off" with color 1
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& * 8: "on" with color 0, "off" with color 2
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& * 9: "on" with color 1, "off" with color 2
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& * a: "on" with color 2, "off" with color 0
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& * a: "on" with color 2, "off" with no color
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& * b: "on" with color 3, "off" with color 2
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& * c: "on" with color 0, "off" with color 3
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& * d: "on" with color 1, "off" with color 3
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& * e: "on" with color 2, "off" with color 3
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& * f: "on" with color 3, "off" with color 0
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& * f: "on" with color 3, "off" with no color
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note that 0 in the low nibble will clear the tile.
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furthermore, 5, 'a' and 'f' in the low nibble will draw the pixels that are "on" but will leave the ones that are "off" as is: this will allow you to draw over something that has been drawn before.
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## hello sprite
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