Simple example of tilemap animation on a scrolling playfield combined with sprites on Atari STE, using the AGT engine.
The animations can be cut as separate maps with the tile IDs copied to the active playfield using rectangle copy operations. The main background and animation maps can share the same tileset.
Animations can be stored on a single map, or across multiple maps.
This example uses a single-layer background. Two-layer backgrounds are also supported, with the top layer providing a transparent key-colour. Both layers support independent animation and independent tilesets.