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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

hero2_r0=x,64,0,16,32,7
hero2_r1=x,64,32,16,32,7
hero2_r2=x,64,64,16,32,7
hero2_l0=x,64,96,16,32,7
hero2_l1=x,64,128,16,32,7
hero2_l2=x,64,160,16,32,7
hero2_u0=x,64,192,16,32,7
hero2_u1=x,64,224,16,32,7
hero2_u2=x,64,256,16,32,7
hero2_d0=x,64,288,16,32,7
hero2_d1=x,64,320,16,32,7
hero2_d2=x,64,352,16,32,7
hero2ur0=x,64,384,16,32,7
hero2ur1=x,64,416,16,32,7
hero2ur2=x,64,448,16,32,7
hero2dr0=x,64,480,16,32,7
hero2dr1=x,64,512,16,32,7
hero2dr2=x,64,544,16,32,7
hero2ul0=x,64,576,16,32,7
hero2ul1=x,64,608,16,32,7
hero2ul2=x,64,640,16,32,7
hero2dl0=x,64,672,16,32,7
hero2dl1=x,64,704,16,32,7
hero2dl2=x,64,736,16,32,7