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@ -1852,10 +1852,32 @@
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<li>m2: index into the array of objects, bits 0 to 15 (upper bits in m5)</li>
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<li>m3: random bits</li>
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<li>m5: index into the array of objects, bits 16 to 23 (lower bits in m2)</li>
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<li style="color: blue">m6 bits 1..0: foundation type:
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<table style="color: blue">
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<tr>
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<td nowrap valign=top><tt>0</tt> </td>
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<td align=left>none</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>1</tt> </td>
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<td align=left>flat</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>2</tt> </td>
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<td align=left>inclined X-axis</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>3</tt> </td>
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<td align=left>inclined Y-axis</td>
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</tr>
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</table>
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</li>
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<li>m7: animation counter</li>
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<li style="color: blue">m4 bits 7..5: update counter (for objects using land ground sprites), incremented on every periodic processing.<BR>
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For snow and desert, these bits are not used, tile is updated on every periodic processing.</li>
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<li style="color: blue">m4 bits 4: tile has no effective foundation.</li>
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<li style="color: blue">m4 bits 3..2: ground type (for objects using land ground sprites):
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<table style="color: blue">
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<tr>
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