<aname="l4"></a>first </span><spanclass=cF2>make a sprite</span><spanclass=cF0> somewhere outside a function. Then, you </span><spanclass=cF2>insert a pointer</span><spanclass=cF0> to the sprite as an "*elems" arg when calling </span><spanclass=cF4>
<aname="l5"></a></span><ahref="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrSpritePlot.CC.html#l536"><spanclass=cF4>Sprite</span></a><spanclass=cF0>() or </span><ahref="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrSpritePlot.CC.html#l18"><spanclass=cF4>Sprite3</span></a><spanclass=cF0>(). See </span><spanclass=cF4><u>Sprites</u></span><spanclass=cF0>.
<aname="l7"></a>You can create a </span><spanclass=cF2>sprite macro</span><spanclass=cF0> on your </span><ahref="https://zeal-operating-system.github.io/ZealOS/Home/PersonalMenu.DD.html#l1"><spanclass=cF4>PersonalMenu</span></a><spanclass=cF0> with a payload of </span><ahref="https://zeal-operating-system.github.io/ZealOS/Doc/CosmiC.DD.html#l1"><spanclass=cF4>CosmiC</span></a><spanclass=cF0> source code to execute when it ESC's back to the