temp_buf = 0x8000

996a	main loop
999d	copy mem from temp_buf to screen - pixel data
99a0	draw attributes
99a9	draw background in temp_buf
99c1	draw foreground in temp_buf,	max sprites = 8
	ix: 0xa6a3	Hero
	ix: 0xa6b5	Enemy
		(ix) struct 0x12 bytes:
		+00	0 - not draw
		+01	x-pos of sprite, in 8 pixel resolution
		+02	y-pos of sprite, in 1 pixel resolution
		+03	Width of sprite, in 8 pixel resolution
		+04	Height of sprite, in 1 pixel resolution
		+05	bit 0 ?? - mirrored ?
		+06	low byte of sprite addr
		+07	high byte of sprite addr
		+0D	sprite number, if sprite number > 0x60 then bank = 01 else bank = 06

	foreground sprite format: even - data. odd - mask;

       ,   :
addr	data
0x999d	00
0x999e	00
0x999f	00	: disable copy from temp_buf to screen

0xb09f	40	
0xb0a5	40
0xb0ab	40
0xb0b1	40
0xb0b7	48
0xb0bd	48
0xb0c3	48
0xb0c9	48	: draw background

0xa96c	40	: draw foreground

or press ALT + P in Unreal debugger and enter:

39325,0;39326,0;39327,0;45215,64;45221,64;45227,64;45233,64;45239,72;45245,72;45251,72;45257,72;43372,64