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;x,y,wid,hgt,defaultcolor(0..15 that will be used as ink in empty chr$)
;6912: color 0 in bmp is for mask
;16c: color 16 in bmp is for mask
;formats:
;[b: b/w tiles: wid, hgt, data]
;B: colour tiles: wid, hgt, data
;s: b/w sprites: wid8, hgt, (antimask, antipixels, ...)
;[S: colour sprites: wid8, hgt, (antimask, antipixels, ...)]
;T: colour tilepic 28xN (size 0xN00 bytes)
;x: 16c sprite: wid/2,hgt,(column:and,or...),(0x4000-((hgt-1)*40))...,prsprqwid

king0=x,0,128,16,16
king0step=x,16,128,16,16
king1=x,32,128,16,16
king1step=x,48,128,16,16
king2=x,64,128,16,16
king2step=x,80,128,16,16
king3=x,96,128,16,16
king3step=x,112,128,16,16
king4=x,128,128,16,16
king4step=x,144,128,16,16
king5=x,160,128,16,16
king5step=x,176,128,16,16
king6=x,192,128,16,16
king6step=x,208,128,16,16
king7=x,224,128,16,16
king7step=x,240,128,16,16
griz0=x,0,144,16,16
griz0step=x,16,144,16,16
griz1=x,32,144,16,16
griz1step=x,48,144,16,16
griz2=x,64,144,16,16
griz2step=x,80,144,16,16
griz3=x,96,144,16,16
griz3step=x,112,144,16,16
griz4=x,128,144,16,16
griz4step=x,144,144,16,16
griz5=x,160,144,16,16
griz5step=x,176,144,16,16
griz6=x,192,144,16,16
griz6step=x,208,144,16,16
griz7=x,224,144,16,16
griz7step=x,240,144,16,16