anchor.diff:      let mutable viewCharacterTable = CharacterTable()
       let character1 = initialGameData.Characters.[0]
   
  -    let createColor (color: Morgemil.Math.Color) = SadRogue.Primitives.Color(color.R, color.G, color.B, color.A)
  +    let createColor (color: Color) = SadRogue.Primitives.Color(color.R, color.G, color.B, color.A)
       let createTileMapFromData(data: TileMapData) =
           let result =
               TileMap(
  
positive.code:             match tileFeature with
              | Some(feature) ->
                  let (showFeatureChar, foregroundColor) =
                      if System.Char.IsWhiteSpace feature.Representation.AnsiCharacter then
                          false, (tile.Representation.ForegroundColor |> Option.map createColor |> Option.defaultValue SadRogue.Primitives.Color.Black)
                      else
                          let foreground = feature.Representation.ForegroundColor |> Option.map createColor |> Option.defaultValue SadRogue.Primitives.Color.TransparentBlack
  
negative.code:                 base.Cursor.Print(ColoredString(tile.Representation.AnsiCharacter.ToString(), foregroundColor, backgroundColor)) |> ignore
  
          for (position, character) in viewCharacterTable.ByPositions do
              let color1 = Color.Black
              let representation = {
                  TileRepresentation.AnsiCharacter = '@'
                  BackGroundColor = None
  