The 0,0 coordinates are now at the origin of the display screen, the way the screen is addressed by the controller. This was not the case before, because of the y-decrement Ram Data Entry Mode used by the display class, combined with the un-mirroring code I had added for the display buffer.
For the buffered graphics you just use setRotation as you need.
For the direct drawing of bitmaps to the screen I have kept the original orientation; one flip mode is already implemented, more may be added later.
I currently spend too much time on this, need to slow down a bit, but will try to fix reported errors as soon as possible.