82 PRINT"[147]" 83 REM********************************** 84 REM(#)_MEANS BIT VALUE OF PARTICULAR 85 REM SPRITE(S) * 95 REM*********************************** 96 REM SPRITE VALUE POKED (BIT VALUE) 97 REM ----- ----------- 98 REM 0 1 99 REM 1 2 * * * * * * * * 100 REM 2 4 *NOTE: TO USE 105 REM 3 8 *MORE THAN ONE 210 REM 4 16 *SPRITE-ADD 211 REM 5 32 *POKE VALUES: 212 REM 6 64 *E.G.ADD 16+64= 213 REM 7 128*80 & POKE 80 214 REM *TO USE SPRITES 215 REM * 4 & 6 * 216 REM********************************* 217 V=53248:REM _ START OF VIC CHIP * 218 REM********************************* 219 PRINTTAB(10)"[144] [146]" 220 PRINTTAB(10)" [146]" 221 REM ^ BACKGROUND PRINTED * 222 REM********************************* 224 POKE53276,28: 225 REM ^ SET MULTICOLOUR MODE(#) * 229 REM********************************* 230 POKE53281,1:POKE53280,2: 231 REM ^ SET SCREEN & BORDER COLOURS* 232 REM********************************* 240 POKE53285,6:POKE53286,7: 241 REM ^ SET TWO COLOURS "IN" SPRITE * 242 REM********************************* 250 POKE53287+2,3: 251 REM ^ SET COLOUR "OF" SPRITE (2) * 252 REM********************************* 255 REM ^ COLOUR VALUES 0 TO15 FOR EACH 256 REM ^ OF THE 'COLOUR' POKES ABOVE * 257 REM********************************* 260 POKE53271,4:POKE53277,12 262 REM ^ EXAND IN Y:EXPAND IN X 263 REM ^ POKE'0'FOR NORMAL SIZE 264 REM ^ USE (#) FOR PARTICULAR 266 REM ^ SPRITE(S) * 268 REM********************************* 270 POKE53275,16:REM_BACKGROUND PRIORITY 300 REM********************************* 320 POKEV+21,28:REM_ENABLE SPRITE(S) (#) 328 REM********************************* 330 POKE2042,13:POKE2043,13:POKE2044,13: 331 REM ^ SPRITE(S) DATA STORED IN 332 REM ^ 13TH BLOCK. ONE BLOCK=64. 334 REM ^ THUS STARTING AT 13*64=832. 335 REM ^ SEE LINE 140. 336 REM ^ NOTE: 338 REM ^ POKE 2040+SPRITE NO.,BLOCK 339 REM********************************* 340 FORN=0TO53:READQ:POKE832+N,Q:NEXT 342 REM ^'0'TO'53' IS NUMBER OF DATA 343 REM ^ ENTERIES.-I.E.THERE IS 54 344 REM ^ ENTERIES. EACH DATA ENTERY 345 REM ^ IS POKED INTO A LOCATION 346 REM ^ STARTING AT 832 (PART OF 347 REM ^ CASSETTE BUFFER) * 348 REM********************************* 350 FORX=1TO255 360 POKEV+4,X:REM_UPDATES#2,XCOORDINATE 362 POKEV+6,X:REM_UPDATES#3,XCOORDINATE 364 POKEV+8,X:REM_UPDATES#4,XCOORDINATE 365 REM********************************* 370 POKEV+5,X:REM_UPDATES#2,YCOORDINATE 372 POKEV+7,255-X:REM_UPDATES#3,YCOORD. 374 POKEV+9,100:REM_UPDATES#4,Y COORD. * 375 REM******************************** 380 NEXTX 395 REM******************************** 400 POKE53264,16:REM_ENABLE LAST 64 402 REM POSITIONS ON HORIZONTAL 404 REM FOR SPRITE #4 406 REM******************************** 410 FORI=0TO63:REM_MOVE LAST 64 POSIT. 420 POKEV+8,I:REM_UPDATE #4 X COORDS 440 NEXTI 442 REM******************************** 445 POKE53264,0:REM_TURN OFF REGISTER 447 REM TO MOVE LAST 64 449 REM POSITIONS 450 GOTO350 452 REM******************************** 5000 DATA 85, 170, 170, 85, 170, 170, 85, 170, 170 5010 DATA 170, 175, 250, 170, 175, 250, 170, 175, 250 5020 DATA 170, 175, 250, 170, 170, 170, 168, 2, 170 5030 DATA 168, 0, 170, 168, 0, 170, 168, 0, 42 5040 DATA 170, 170, 170, 170, 170, 170, 170, 170, 170 5050 DATA 170, 170, 170, 170, 170, 170, 170, 170, 170 5990 REM******************************** 6000 REM ^ DATA TAKEN FROM SPRITE 6005 REM ^ EDITOR. * 6010 REM********************************