These options allow you to skip one bitplane worth of graphics data. This is useful for blitter objects (bobs) where the game will often store the data in Amiga ACBM format with an extra bitplane used as a mask:
|Q/A||Adjust bitplane width by 8/16 pixels|
|Q/A + Shift||Double or half the bitplane width|
|W/S||Adjust bitplane height by 1 pixel|
|W/S + Shift||Adjust bitplane height by 8 pixels|
|E/D||Adjust number of bitplanes (double/half the number of colours)|
|R/F||Adjust the number of bytes to skip between bitplanes or tiles by 2|
|R/F + Shift||Adjust the number of bytes to skip between bitplanes or tiles by 16|
|T/G||Adjust the destination ripping width by 16 pixels|
|T/G + Shift||Double or half the destination ripping width|
|Y/H||Adjust the destination ripping height by 1 pixel|
|Y/H + Shift||Double or half the destination ripping height|
|U/J||Adjust the Y co-ordinate stopping position by 1 pixel|
|U/J + Shift||Adjust the Y co-ordinate stopping position by 8 pixels|
|M||Change the ripping mode used to convert memory into graphics|
|Arrow Left/Right||Move picture left/right by 2 bytes|
|Arrow Left/Right + Shift||Move picture left/right by 1 tile|
|Arrow Up/Down||Move picture up/down by 1 pixel|
|Arrow Up/Down + Shift||Move picture up/down by 1 tile|
|X||Set Skip Mode (B = Bitplanes, T = Tiles)|
|1-8||Increase the bitplane assigned|
|1-8 + Shift||Decrease the bitplane assigned|
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