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#112
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Basically, the idea is to use replays. Asm either couldn't or didn't bother, but in general, with the ability to edit the Heroes code, it shouldn't be too difficult to implement. The algorithm is as follows: an event handler is attached to the procedure that displays sprites on the screen, which logs all calls and saves them to disk. Accordingly, playback is similar - reading the log and repeating it in the same sequence. This will significantly reduce the size of the replay - because the replay does not store graphics, only sprite codes. And the potential for archiving such a log will be quite large - both using an external archiver and simply by cutting out unnecessary sprites (for example, all kinds of animations) or creating sprite macros (like a city). Can you handle it?

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