Implement native 0x202 color interpolation
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@@ -369,8 +369,9 @@ public sealed class VirtualMachine
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Gfx.ClearSurface((int)Read(a[0])); return pc + 1;
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case "clone-gfx-object": // 0x21d (source handle)(destination handle)
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Gfx.CloneObject(Read(a[0]), Read(a[1])); return pc + 1;
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case "gfx-blit-color": // 0x202 (handle)(x)(y)(alpha)(color) — static alpha/tint (anim interp deferred)
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Gfx.SetObjectColorResolved(Read(a[0]), Read(a[3]), Read(a[4])); return pc + 1;
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case "gfx-blit-color": // 0x202 (handle)(delay)(duration)(alpha)(color) — one-shot color
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Gfx.SetAnimatedObjectColorResolved(Read(a[0]), Read(a[1]), Read(a[2]), Read(a[3]), Read(a[4]));
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return pc + 1;
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case "gfx-draw-color": // 0x203 (handle)(v)(alpha)(color) — static alpha/tint
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Gfx.SetStaticObjectColorResolved(Read(a[0]), Read(a[1]), Read(a[2]), Read(a[3])); return pc + 1;
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// ---- sprite transform / animation cluster (docs/engine-re.md "0x21c-0x243 ... ANIMATION") ----
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