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doxygen: Replace HTML tags by markdown
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@ -33,10 +33,10 @@ extern "C" {
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/// 5 - Bitmap BGs at 8 or 16 bits.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Init 2D mode for tiled BGs and sprites on screen 1 (bottom)
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/// NF_Set2D(1, 0);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param mode Mode (0, 2, 5).
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@ -47,10 +47,10 @@ void NF_Set2D(u8 screen, u8 mode);
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/// Use this command to make visible a BG previously hidden with NF_HideBg().
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Makes the BG of layer 2 in screen 0 (top) visible
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/// NF_ShowBg(0, 2);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param layer Layer (0 - 3).
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@ -59,10 +59,10 @@ void NF_ShowBg(u8 screen, u8 layer);
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/// Makes the BG of the selected layer and screen invisible.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Makes the BG of layer 2 in screen 0 (top) invisible
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/// NF_HideBg(0, 2);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param layer Layer (0 - 3).
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@ -73,10 +73,10 @@ void NF_HideBg(u8 screen, u8 layer);
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/// If the map is taller or wider than 512, it must be kept in RAM all the time.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Move the BG of layer 1 and screen 0 to the coordinates (128, 96)
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/// NF_ScrollBg(0, 1, 128, 96);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param layer Layer (0 - 3).
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@ -87,10 +87,10 @@ void NF_ScrollBg(u8 screen, u8 layer, s16 x, s16 y);
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/// Moves the selected sprite of a screen to the specified coordinates.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Moves sprite 35 of screen 0 to the coordinates (100, 50).
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/// NF_MoveSprite(0, 35, 100, 50);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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@ -103,10 +103,10 @@ void NF_MoveSprite(u8 screen, u8 id, s16 x, s16 y);
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/// Layer 0 is on top of the others, layer 3 is at the bottom.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Sprite 35 of screen 1 will be drawn over layer 2.
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/// NF_SpriteLayer(1, 35, 2);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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@ -118,12 +118,12 @@ void NF_SpriteLayer(u8 screen, u8 id, u8 layer);
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/// If you hide a sprite, it becomes invisible, without deleting it.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Hides the sprite nº35 on screen 0.
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/// NF_ShowSprite(0, 35, false);
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/// // Makes visible the Sprite nº45 on screen 1.
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/// NF_ShowSprite(1, 45, true);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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@ -133,10 +133,10 @@ void NF_ShowSprite(u8 screen, u8 id, bool show);
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/// Sets the horizontal flip state of a sprite.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Flips sprite 35 of screen 0 horizontally
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/// NF_HflipSprite(0, 35, true);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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@ -146,10 +146,10 @@ void NF_HflipSprite(u8 screen, u8 id, bool hflip);
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/// Gets the horizontal flip state of a sprite.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Stores true in "state" if sprite 35 of screen 0 is flipped
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/// bool hflip = NF_GetSpriteHflip(0, 35);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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@ -159,10 +159,10 @@ bool NF_GetSpriteHflip(u8 screen, u8 id);
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/// Sets the vertical flip state of a sprite.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Flips sprite 35 of screen 0 vertically
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/// NF_VflipSprite(0, 35, true);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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@ -172,10 +172,10 @@ void NF_VflipSprite(u8 screen, u8 id, bool vflip);
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/// Gets the vertical flip state of a sprite.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Stores true in "state" if sprite 35 of screen 0 is flipped
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/// bool hflip = NF_GetSpriteVflip(0, 35);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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@ -185,10 +185,10 @@ bool NF_GetSpriteVflip(u8 screen, u8 id);
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/// Selects which frame of the animation of a sprite is shown.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Sprite 20 of screen 0 shows frame 5.
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/// NF_SpriteFrame(0, 20, 5);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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@ -205,11 +205,11 @@ void NF_SpriteFrame(u8 screen, u8 id, u16 frame);
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/// If you enable RotScale for a sprite the flip states will be ignored.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Enables the rotation and scalation for sprite 111 in screen 1, using the
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/// // RotSet 12, with “doublesize” disabled.
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/// NF_EnableSpriteRotScale(1, 111, 12, false);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param sprite Sprite ID (0 - 127).
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@ -220,10 +220,10 @@ void NF_EnableSpriteRotScale(u8 screen, u8 sprite, u8 id, bool doublesize);
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/// Disables the rotation and scalation of sprite.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Disable rotation and scalation of sprite 46 of screen 0.
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/// NF_DisableSpriteRotScale(0, 46);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param sprite Sprite ID (0 - 127).
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@ -237,14 +237,14 @@ void NF_DisableSpriteRotScale(u8 screen, u8 sprite);
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/// 100% scale is 256.
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///
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/// Example:
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/// <pre>
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/// ```
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/// // Rotate all sprites with RotSet 16 by 90 degrees to the right, with 100%
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/// // scale in both directions, on screen 0.
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/// NF_SpriteRotScale(0, 16, 128, 256, 256);
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/// // Rotate all sprites with RotSet 10 by 180 degrees to the left, scaling the
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/// // X size by 200% and the Y size by 100%, on screen 1.
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/// NF_SpriteRotScale(1, 10, -256, 512, 256);
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/// </pre>
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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