The bitmap to be used as the sprite.
Priority ID of the sprite. Both identifies the sprite and decides it's display priority. Larger numbers will be drawn first, and thus will appear behind of smaller numbers, which also include negatives.
X position of the sprite (top-left corner).
Y position of the sprite (top-left corner).
Selects a given palette.
Determines how many bits are being used, and thus the palette size for selection.
The transparency of the sprite.
Horizontal scaling of the sprite. 1024 is the base value, anything less will stretch, greater will shrink the sprite.
Ditto for vertical.
Determines the rendering mode of the sprite. By default, it's determined by the layer itself. Any of the default other methods can be selected here, or a specially written rendering function can be specified with a different function.
The current area of the sprite.
Creates a sprite from a bitmap with the given data, then places it to the display list. (New architecture)