anchor.diff:              match tileFeature with
               | Some(feature) ->
                   let (showFeatureChar, foregroundColor) =
  -                    if System.Char.IsWhiteSpace feature.Representation.AnsiCharacter then
  +                    if 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
  
positive.code:     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 createTileMapFromData(data: TileMapData) =
          let result =
              TileMap(
  
negative.code:                 Array.zip data.Tiles data.TileFeatures)
  
          result
      let blendColors (color1: SadRogue.Primitives.Color) (color2: SadRogue.Primitives.Color): SadRogue.Primitives.Color =
          if color1.A = Byte.MaxValue || color2.A = Byte.MinValue then
              color1
          elif color1.A = Byte.MinValue then
              color2
          else
              let ratio = ((float32)color2.A) / ((float32)color1.A + (float32)color2.A)
  