>
<center><img src="DoubleBarFills_Flicker.gif"></center><br>
Flickers between two fill values rapidly (every other frame, frame 0 displays the current HP, for example, while frame 1 displays the previous before-damage HP)
This gives a &ldquo;transparent&rdquo; appearance at 60 frames per second. The game, <i>Kirby Super Star Ultra</i> uses this mechanic. This does not use <kbd>ConvertBarFillAmountToTilesDoubleBar</kbd>
and can be use with &ldquo;normal&rdquo; fill amount &rarr; tile number routines since w