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;label autonumbering: label#8=... or label$4 or label$4#8
;x,y,wid,hgt,defaultcolor(0..15 that will be used as ink in empty chr$)
;6912: color 0 in bmp is for mask
;16c: color 16 in bmp is for mask
;formats:
;b: b/w tiles: chrdata...
;B: colour tiles: chrdata...
;s: b/w sprites: wid8, hgt, (antimask, antipixels, ...)
;z: b/w sprites: antipixelsw... (right to left)
;Z: b/w sprites: antipixelsw... (left to right)
;w: b/w sprites: antipixelsw, antimaskw...
;W: b/w image by columns
;[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
;L: 16c 16x16 tiles (N of tiles in "defaultcolor"): N of tile for each square
;i: 16c image
;P: DDp palette

hero_r0=x,0,0,16,32,7
hero_r1=x,0,32,16,32,7
hero_r2=x,0,64,16,32,7
hero_l0=x,0,96,16,32,7
hero_l1=x,0,128,16,32,7
hero_l2=x,0,160,16,32,7
hero_u0=x,0,192,16,32,7
hero_u1=x,0,224,16,32,7
hero_u2=x,0,256,16,32,7
hero_d0=x,0,288,16,32,7
hero_d1=x,0,320,16,32,7
hero_d2=x,0,352,16,32,7
herour0=x,0,384,16,32,7
herour1=x,0,416,16,32,7
herour2=x,0,448,16,32,7
herodr0=x,0,480,16,32,7
herodr1=x,0,512,16,32,7
herodr2=x,0,544,16,32,7
heroul0=x,0,576,16,32,7
heroul1=x,0,608,16,32,7
heroul2=x,0,640,16,32,7
herodl0=x,0,672,16,32,7
herodl1=x,0,704,16,32,7
herodl2=x,0,736,16,32,7