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- StartColourDefinition
- Dithering(&0)
- LinearField(&F4E7,&C8C3)
- OneDimensionalStoreBufferTwo
- LinearField(&F800,&B892)
- OneDimensionalStoreBufferOne
- LinearField(&D800,&E8D9)
- CreateColoursUsingRGBData
- EndColourDefinition
-
- |
- | Turbulence demonstartion
- |
- Seed(&8C22)
- Phase(&2D)
- NoiseToBeFiltered(&D6F8)
- CreateOneDimensionalFilter(QuickNoise(&FF62,&1893))
- OneDimensionalTransform
- HorizontalWaves(Overwrite)
- VerticalShear(&1,Overwrite)
- CreateOneDimensionalFilter(QuickNoise(&F2DE,&4D3))
- OneDimensionalTransform
- HorizontalWaves(SimpleAddition)
- For(&C)
- CreateOneDimensionalFilter(FractalNoise(&F47E,&66))
- SmoothOneDimensionalTransform
- HorizontalDistortion(Overwrite)
- CreateOneDimensionalFilter(FractalNoise(&F337,&5A))
- SmoothOneDimensionalTransform
- VerticalDistortion(Overwrite)
- Next
- TwoDimensionalEqualization
- If IsLessThanOrEqualTo(LogBitsPerPixel,&2) Then Dithering(&3E2D) Else If IsEqualTo(LogBitsPerPixel,&3) Then Dithering(&2471) Else Dithering(&1)
- | Due to the following "resize" code the sprite still tessellates seamlessly despite its resize.
- TwoDimensionalProcess(&0,&0,&0,&0,TwoDimensionalPoint(PartlyScaledMultiply(&5000,LogicalShiftRight(X,&6)),PartlyScaledMultiply(&5000,LogicalShiftRight(Y,&6))),Overwrite)
- TwoDimensionalShift(&8000,&8000,Overwrite)
- MakeSprite
- TruncateSpriteHorizontally(&0,&CCCC)
- TruncateSpriteVertically(&0,&CCCC)
- Checksum(&226)
- End
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