Multiple names: SPRITE TUTOR-1, SPRITES TUT-1.64
FILE INFORMATION
FILENAME(S):
• SPRITE TUTOR-1<br>• SPRITES TUT-1.64
FILE TYPE(S): PRG
FILE SIZE: 18.8K
FIRST SEEN: 2025-10-20 14:30:19
APPEARS ON: 3 disk(s)
FILE HASH
651e421a3c555b13985bef01fd258530158e84dd44e2210505e89bde3e40b377
FOUND ON DISKS (3 DISKS)
| DISK TITLE | FILENAME | FILE TYPE | COLLECTION | TRACK | SECTOR | ACTIONS |
|---|---|---|---|---|---|---|
| PB DOMAIN 0031ED | SPRITE TUTOR-1 | PRG | Treasure Chest - Klaus Der Suhler | 30 | 5 | DOWNLOAD FILE |
| FREESOFT DISK NR | SPRITES TUT-1.64 | PRG | Treasure Chest - Wolfgang Rauprich | 11 | 4 | DOWNLOAD FILE |
| U TILITIE | SPRITES TUT-1.64 | PRG | Treasure Chest - Wolfgang Rauprich | 11 | 4 | DOWNLOAD FILE |
FILE CONTENT & ANALYSIS
> DETECTED: COMMODORE BASIC PROGRAM (LOAD ADDRESS $0801)
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000038D0: 45 58 54 20 22 00 ED 40 1E 0F 99 22 31 30 31 20 |EXT "..@..."101 |
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00004680: 4E 20 4F 46 46 21 13 22 3A 80 00 98 4E D4 30 8F |N OFF!.":...N.0.|
00004690: 20 53 50 52 49 54 45 53 00 B5 4E DE 30 81 49 B2 | SPRITES..N.0.I.|
000046A0: 30 A4 36 32 3A 58 B2 32 34 30 3A 97 38 33 32 AA |0.62:X.240:.832.|
000046B0: 49 2C 58 3A 82 00 D8 4E E8 30 97 32 30 34 30 2C |I,X:...N.0.2040,|
000046C0: 31 33 3A 97 32 30 34 30 AA 33 2C 31 33 3A 97 32 |13:.2040.3,13:.2|
000046D0: 30 34 30 AA 37 2C 31 33 00 03 4F F2 30 56 B2 35 |040.7,13..O.0V.5|
000046E0: 33 32 34 38 3A 97 20 56 AA 33 39 2C 31 30 3A 97 |3248:. V.39,10:.|
000046F0: 56 AA 33 39 AA 33 2C 31 3A 97 56 AA 33 39 AA 37 |V.39.3,1:.V.39.7|
00004700: 2C 31 34 00 15 4F FC 30 97 56 AA 32 31 2C 31 AA |,14..O.0.V.21,1.|
00004710: 38 AA 31 32 38 00 29 4F 10 31 81 20 54 B2 30 20 |8.128.)O.1. T.0 |
00004720: A4 20 35 30 30 20 A9 20 35 00 3B 4F 15 31 58 30 |. 500 . 5.;O.1X0|
00004730: B2 54 AD 32 3A 59 30 B2 54 AD 33 00 55 4F 16 31 |.T.2:Y0.T.3.UO.1|
00004740: 58 33 B2 32 35 30 AB 54 AD 32 3A 59 33 B2 32 30 |X3.250.T.2:Y3.20|
00004750: 30 AB 54 AD 33 00 7E 4F 17 31 58 37 B2 31 35 30 |0.T.3.~O.1X7.150|
00004760: AA 31 30 30 AC BF 28 54 AD 35 30 29 3A 59 37 B2 |.100..(T.50):Y7.|
00004770: 31 30 30 AA 35 30 AC BE 28 54 AD 35 30 29 00 9A |100.50..(T.50)..|
00004780: 4F 1A 31 97 20 56 AA 32 AC 30 2C 58 30 3A 97 20 |O.1. V.2.0,X0:. |
00004790: 56 AA 32 AC 30 AA 31 2C 59 30 00 B6 4F 1F 31 97 |V.2.0.1,Y0..O.1.|
000047A0: 20 56 AA 32 AC 33 2C 58 33 3A 97 20 56 AA 32 AC | V.2.3,X3:. V.2.|
000047B0: 33 AA 31 2C 59 33 00 D2 4F 20 31 97 20 56 AA 32 |3.1,Y3..O 1. V.2|
000047C0: AC 37 2C 58 37 3A 97 20 56 AA 32 AC 37 AA 31 2C |.7,X7:. V.2.7.1,|
000047D0: 59 37 00 E4 4F 24 31 82 20 54 3A 97 56 AA 32 31 |Y7..O$1. T:.V.21|
000047E0: 2C 30 3A 8E 00 F5 4F 60 EA 8F 20 49 4E 49 54 49 |,0:...O`.. INITI|
000047F0: 41 4C 49 5A 45 00 17 50 61 EA 42 54 24 B2 22 13 |ALIZE..Pa.BT$.".|
00004800: 22 3A 81 49 B2 31 A4 32 34 3A 42 54 24 B2 42 54 |":.I.1.24:BT$.BT|
00004810: 24 AA 22 11 22 3A 82 00 61 50 62 EA 50 54 24 B2 |$.".":..aPb.PT$.|
00004820: 22 1C B0 C0 C0 C0 C0 C0 C0 C0 C0 C0 C0 AE 11 9D |"...............|
00004830: 9D 9D 9D 9D 9D 9D 9D 9D 9D 9D 9D DD 1D 1D 1D 1D |................|
00004840: 1D 1D 1D 1D 1D 1D DD 11 9D 9D 9D 9D 9D 9D 9D 9D |................|
00004850: 9D 9D 9D 9D AD B2 C0 C0 C0 C0 C0 C0 C0 C0 B2 BD |................|
00004860: 22 00 AB 50 63 EA 50 54 24 B2 50 54 24 AA 22 11 |"..Pc.PT$.PT$.".|
00004870: 9D 9D 9D 9D 9D 9D 9D 9D 9D 9D 9D 9D 9D CE A3 A3 |................|
00004880: A3 A3 A3 A3 A3 A3 A3 A3 A3 A3 CD 11 9D 9D 9D 9D |................|
00004890: 9D 9D 9D 9D 9D 9D 9D 9D 9D 9D A5 1E 3D 3D 3D 3D |............====|
000048A0: 3D 3D 3D 3D 3D 3D 3D 3D 90 A7 22 00 E7 50 64 EA |========.."..Pd.|
000048B0: 50 54 24 B2 50 54 24 AA 22 11 9D 9D 9D 9D 9D 9D |PT$.PT$.".......|
000048C0: 9D 9D 9D 9D 9D 9D 9D 9D D0 CF A3 A3 A3 A3 A3 A3 |................|
000048D0: A3 A3 A3 A3 D0 CF 91 91 91 91 9D 9D 9D 9D 9D 9D |................|
000048E0: 9D 9D 9D 9D 9D 9D 22 00 1A 51 65 EA 50 54 24 B2 |......"..Qe.PT$.|
000048F0: 42 54 24 AA 22 91 91 91 91 91 91 1D 1D 1D 1D 1D |BT$."...........|
00004900: 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D |................|
00004910: 1D 1D 1D 1D 1D 22 AA 50 54 24 00 4A 51 67 EA 4D |.....".PT$.JQg.M|
00004920: 4C 24 B2 22 13 11 11 11 11 11 11 11 11 11 1D 1D |L$."............|
00004930: 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D |................|
00004940: 1D 1D 1D 1D 1D 1D 1D 1D 1D 22 00 5D 51 68 EA 57 |.........".]Qh.W|
00004950: 44 B2 34 30 3A 43 52 54 B2 31 30 32 34 00 99 51 |D.40:CRT.1024..Q|
00004960: 69 EA 57 32 B2 57 44 AD 32 3A 57 33 B2 57 44 AB |i.W2.WD.2:W3.WD.|
00004970: 31 3A 57 31 24 B2 CA 28 C4 28 57 44 29 2C 32 29 |1:W1$..(.(WD),2)|
00004980: 3A 97 35 33 32 38 31 2C 31 35 3A 97 35 33 32 38 |:.53281,15:.5328|
00004990: 30 2C 31 32 3A 99 22 90 22 00 B6 51 6A EA 56 B2 |0,12:."."..Qj.V.|
000049A0: 35 33 32 34 38 3A 81 49 B2 30 A4 31 36 3A 97 56 |53248:.I.0.16:.V|
000049B0: AA 49 2C 30 3A 82 00 DD 51 6B EA 97 56 AA 32 33 |.I,0:...Qk..V.23|
000049C0: 2C 30 3A 97 56 AA 32 39 2C 30 3A 81 49 B2 30 A4 |,0:.V.29,0:.I.0.|
000049D0: 37 3A 97 56 AA 33 39 AA 49 2C 30 3A 82 00 E3 51 |7:.V.39.I,0:...Q|
000049E0: 74 EA 8E 00 EE 51 30 F2 8D 36 33 30 30 30 00 04 |t....Q0..63000..|
000049F0: 52 31 F2 99 53 44 24 43 4C 24 3A 99 43 4C 24 3A |R1..SD$CL$:.CL$:|
00004A00: 99 43 4C 24 00 0A 52 33 F2 8E 00 45 52 18 F6 99 |.CL$..R3...ER...|
00004A10: 22 13 11 11 11 11 11 11 11 11 11 11 11 11 11 11 |"...............|
00004A20: 11 11 11 11 11 11 11 11 11 11 90 48 49 54 20 12 |...........HIT .|
00004A30: 52 45 54 55 52 4E 92 20 54 4F 20 43 4F 4E 54 49 |RETURN. TO CONTI|
00004A40: 4E 55 45 22 3B 00 5B 52 19 F6 A1 41 24 3A 8B 41 |NUE";.[R...A$:.A|
00004A50: 24 B3 B1 22 22 A7 36 33 30 30 31 00 70 52 1A F6 |$.."".63001.pR..|
00004A60: A1 41 24 3A 8B 41 24 B2 22 22 A7 36 33 30 30 32 |.A$:.A$."".63002|
00004A70: 00 76 52 1B F6 8E 00 8A 52 7C F6 81 54 B2 31 A4 |.vR.....R|..T.1.|
00004A80: 35 3A 99 50 54 24 4D 53 24 3B 00 A0 52 7D F6 99 |5:.PT$MS$;..R}..|
00004A90: 50 54 24 22 20 20 20 20 20 20 20 20 20 20 22 3B |PT$" ";|
00004AA0: 00 AF 52 7E F6 99 50 54 24 4D 53 24 3B 3A 82 00 |..R~..PT$MS$;:..|
00004AB0: BA 52 7F F6 99 22 90 22 3A 8E 00 07 53 9C F9 53 |.R...".":...S..S|
00004AC0: 44 24 B2 22 13 11 11 11 11 11 11 11 11 11 11 11 |D$."............|
00004AD0: 11 11 11 11 11 11 11 22 3A 43 4C 24 B2 22 92 20 |.......":CL$.". |
00004AE0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | |
00004AF0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | |
00004B00: 20 20 20 20 20 92 22 00 3A 53 9D F9 53 52 24 B2 | .".:S..SR$.|
00004B10: 22 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D |"...............|
00004B20: 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D |................|
00004B30: 1D 1D 1D 1D 1D 1D 1D 1D 1D 22 00 40 53 9E F9 8E |.........".@S...|
00004B40: 00 00 00 |... |
..-...."....... P.J.PONZO*83*WATERLOO/ON
TARIO.:....".......L....60000:.G(142):."
. ..SPRITES-1"......".....
..................................."....
..". .. SPRITES AND STUFF
.. .":MS$."PONZOTUTOR".(....".........
................................":.63100
:MS$." WELCOME!".C....63100:.I.0.62:. X:
.832.I,X:.:V.53248:.2040,13:.V.21,1.....
.V.39,1:.V.1,100:A$."........
".C...B$."THIS I
S A SPRITE"......V.39,1:.V.1,100:.X.0.25
5.8:.V,X:.H(A$,8.X1);.(....I(B$,31.X2):X
2.X2.(X2.32):X1.X1.1:.T.1.10:.:..X....63
000:.I.0.15:.V.39,I:.T.1.150:.:.:.V.21,0
.....MS$." YUM YUM":.63100:."..IT IS EAS
Y TO HAVE UP TO 8 'SPRITES'"......".ON T
HE SCREEN AT ONE TIME."......".LET'S LAB
EL THE SPRITES 0,1,..7."......".PICK A N
UMBER N (0 TO 7) AND".3....".A BLOCK OF
MEMORY TO HOLD THE".Y.$..".INFORMATION O
N THE 'SHAPE' OF".L.)..".SPRITE #N."....
.MS$."NICE SHAPE":.63100:.63000...8..".N
OW A SPRITE IS MADE UP OF AN ARRAY"...B.
.".OF 'PIXELS' OR 'DOTS' ON THE SCREEN."
...L..".24 DOTS WIDE AND 21 DOTS TALL.".
2.V..".(24*21=504 DOTS IN TOTAL).".[.`..
".EACH DOT IS EITHER 'ON' OR 'OFF'"...E.
.".AND WE CAN INDICATE THIS WITH"...J.."
.A '1' OR '0' (1=.ON. & 0=.OFF.)".N.T.."
.THE 'SHAPE' INFO CAN THEN BE"...~..". S
TORED AS 504 BINARY DIGITS"......".(BITS
),EITHER '1' OR '0'.".=....".SINCE WE ST
ORE NUMBERS IN BYTES".C...."..IT WILL TA
KE 504/8=63 BYTES!".N....63000......".WE
WILL RESERVE .63. BYTES OF MEMORY".....
.".(LET'S CALL THEM 'BLOCKS')"...D..".FO
R EACH SPRITE 'SHAPE'."...N..".YOU TELL
ME THE 'BLOCK' NUMBER".*.X..".AND I'LL K
NOW WHERE TO LOOK".H....".FOR THE SPRITE
SHAPE!".N....".IN FACT IF YOU SAY .BLOC
K 90."......".I'LL GO TO MEMORY LOCATION
"......".64*90=5760 TO GET THE FIRST OF"
......".THE 63 BYTES!":MS$."63 BITES?!":
.63100:.63000......".OK..YOU PICK AN .N.
(THE SPRITE #)".>....".AND A .B. (THE B
LOCK NUMBER).".E.(..".HINT..........:B=1
1,13,14 & 15"...2..".ARE VERY NICE BLOCK
S 'CAUSE"...<..".THE 63 BYTES OF MEMORY
STARTING"...F..".AT 64*11=.704.,64*13=.8
32.,64*14=.896"...P..".AND 64*15=.960. A
RE AVAILABLE!".4.Z..".(..LET'S SAY 'RESE
RVED' FOR SPRITES).".[.D..".THEN YOU MUS
T .POKE. THE .1.'S".}.N..".AND .0.'S INT
O THE BLOCK."...S.."..100 FORI=0TO62:REA
D X:POKE64*B+I,X:NEXT":.63000.S.X..".LET
'S SAY THAT AGAIN:"......"..100 FORI=0TO
62:READ X:POKE64*B+I,X:NEXT".'....".NOW
YOU TELL THE C64 WHERE".K....".THE SPRIT
E SHAPE IS STORED.".M. ..".FOR SPRITE .N
., YOU MUST:"......"..110 POKE 2040+N,B.
:REM B=BLOCK #"......".NOW TO HAVE SPRIT
E #N DISPLAYED"......".ON THE SCREEN YOU
MUST .ENABLE"...H..".THIS SPRITE.":MS$.
" .2040+N.":.63100:.63000.@.M..".YOU'LL
ALSO WANT TO PUT IT AT".G.N..".THE RIGH
T PLACE ON THE SCREEN,"...O..".GIVE IT A
NICE COLOUR, MOVE IT"...P..".AROUND, MA
KE IT BIGGER OR SMALLER".Y.Q..".AND OTHE
R CLEVER THINGS."...R..".ALL THIS INFORM
ATION MUST GO TO".:.W..".THE .VIDEO CHIP
.!":MS$."NICE CHIP!":.63100:.63000.R....
"..THE VIDEO CHIP".Y....".THIS SEXY CHIP
HAS 47 INTERNAL"......".MEMORY LOCATION
S OR .REGISTERS..".O....".THEY START AT
.$D000. IN HEXADECIMAL"......".(NICE) AN
D .53248. IN DECIMAL"......".(NOT SO NIC
E). ANYWAY LET:".A...."..120 V=53248:REM
VIDEO CHIP BASE".A....".TO 'TURN ON' SP
RITE #N:".|...."..130 POKE V+21,2^N"....
..".YES....THAT'S 2^N.".....MS$."TURN ME
ON":.63100:.63000......".YOU SEE, THE R
EGISTER AT V+21"..."..".WHICH 'ENABLES'
SPRITES HAS 8 BITS."./.#..".WE LABEL THE
BITS 0,1,...7".I.$..".(SOUND FAMILIAR?)
".S.'..".EACH BIT CORRESPONDS TO A SPRIT
E."...(..".TO 'SEE' SPRITE #5, TURN ON T
HE"...)..".BIT #5!".L.*..".HOW? JUST .PO
KE V+21,32."...,..".NOTE..........:
2^5=32"...-.MS$." 00100000":.63
100:.63000.?.6..".FOR OUR 'SPRITE #N' WE
WILL:".Y.;.."..130 POKEV+21,2^N"...<.."
.(YOU WON'T BE SURPRISED TO SEE"...@..".
THAT ANY OTHER SPRITES WILL"...J..".DISA
PPEAR!)"...T..".IF YOU WANT SPRITE #0 .A
ND. SPRITE #3"...^.."..AND. SPRITE #7 .A
LL. 'ENABLED' OR 'VISIBLE'".;.H..".THEN
.POKEV+21,1+8+128.".D.R..".NOTE:2^0+2^3+
2^7=1+8+128 (NICE)!"...|..".YOU WANT ALL
8 SPRITES?......"..POKEV+21,255":MS$."
10001001":.63100:.63000.O....".SO FAR WE
HAVE:"......"..100 FORI=0TO62:READ X:PO
KE64*B+I,X:NEXT".0....".110 POKE2040+N,B
:REM WHERE SHAPE IS ".`.B..".120 V=53
248: REM VIDEO CHIP BASE "...L..".
130 POKEV+21,2^N:REM ENABLE SPRITE "
...V.."...AND SPRITE #N IS ON THE SCREEN
!"......".BUT WHERE AND WHAT COLOUR?!*+!
"......".THERE ARE 16 COLOURS TO CHOOSE
FROM.".1....".WE LABEL THEM 0,1,2,...15.
".V....".TO MAKE SPRITE #N COLOUR #10".|
....".(A LIGHT RED) WE POKE ANOTHER"....
..".MAGIC REGISTER IN THE VIDEO CHIP."".
X...."..POKEV+39+N,10.:SPRITE #N IS RED!
":.63000...&..".MAYBE WE SHOULD HAVE PIC
KED A".).0..".COLOUR .BEFORE. WE MADE TH
E SPRITE".Q.5..".VISIBLE! THE LAST THING
WE WANT".X.7..".TO DO IS TO DISPLAY OUR
SPRITE"...8..".BEFORE IT'S PRESENTABLE!
".Y.:..".ANYWAY, WE'LL FIX THAT UP LATER
.":MS$." PATIENCE":.63100...?..63000...D
..".HOW ABOUT THE POSITION ON THE".6.N..
".SCREEN? WELL THE C64 HAS 40 COLUMNS".\
.X..".OR 'PRINT POSITIONS'. EACH IS"...B
..".8 'DOTS' WIDE. THAT MAKES 40*8=320"
".P.C..".
DOTS HORIZONTALLY AND WE SHOULD"...L..".
BE ABLE TO 'POSITION' OUR SPRITE #N"...V
..".IN ANY OF 320 X-POSITIONS.".I....".A
LSO, THE C64 HAS 25 ROWS, EACH ".S...."
.8 DOTS HIGH AND 25*8=200 SO THERE".....
.".WILL BE 200 POSSIBLE Y-POSITIONS"....
..".FOR OUR SPRITE.":.63000......".WHERE
DO WE PUT THIS X-POSITION &"......".Y-P
OSITION INFORMATION?".2.F..".INTO ANOTHE
R .V+SOMETHING. REGISTER.".H.P..".THIS T
IME WE:".M.Z.."..POKE V+2*N,X:POKE V+2*N
+1,Y"......".AS LONG AS 'X' AND 'Y' ARE
BOTH"......".LESS THAN 256 WE'RE IN GOOD
SHAPE!".Z....".IN FACT WE COULD:"......
"..FOR T=0 TO 500 ".#....".X
=T/2:Y=T/3 ".G....".POKE
V+2*N,X:POKE V+2*N+1,Y".R....".NEXT T
":.63000... ..".HOW AB
OUT SOMETHING CUTE LIKE:"...*.."..FOR T=
0 TO 500 "...4..".X=FNX(T):Y
=FNY(T) "...>..".POKE V+2*N,X:P
OKE V+2*N+1,Y".*.H..".NEXT T
".O.R..".THEN OUR SPRITE WOULD
FOLLOW".W.\..".A CURVE GIVEN BY SOME FUN
CTIONS"...F..".FNX AND FNY, PREVIOUSLY .
DEF.INED.".E.K.MS$."DEF FNX(T)":.63100:.
63000...P..".IF YOU'D LIKE TO HAVE THE S
PRITE".. Z..".AT THE RIGHT ON THE SCREEN
, IN".9 ...".PIXEL POSITIONS 256 TO 320,
".C ...".THEN WE HAVE TO DO THE FOLLOWIN
G:".. ..."....TELL IT TO THE VIDEO CHIP!
":MS$."NICE CHAP!":.63100.. ...63000.W .
..".YET ANOTHER REGISTER, AT V+16, HAS".
.!...".8 BITS, ONE FOR EACH OF 8 SPRITES
,".$!...".AND FOR SPRITE #N WE WILL".;!J
.."..POKE V+16,2^N".B!T..".THIS TURNS ON
'BIT #N' SO THAT"..!...".SPRITE #N WILL
BE ABLE TO MOVE THRU'".M!...".X-POSITIO
NS 256 TO 320!":MS$." 256-320!":.63100:.
63000..!..."..NOTE.:POKE V+16,32 WILL AF
FECT THE".("...".X-POSITION OF SPRITE #5
BY .ADDING 256".U"...".TO THE VALUE OF
X .POKE.D INTO V+2*5".~"..."..POKE V+2*5
,50:REM X-POS'N IS 50". "..."..POKE V+16
,32:REM ADD 256".K"$..".THIS PUTS SPRITE
#5 IN X-POS'N 306".."%.MS$." .V+16.":
.63100:.63000..#)..".IF YOU WANT SPRITE
#0 .AND. SPRITE #3".H#..."..AND. SPRITE
#7 .ALL. 'AT THE RIGHT'".I#8..".THEN PIC
K AN X0,X3 & X7:"..#B.."..POKE V+2*0,X0:
REM X-POS'N OF #0"..#L.."..POKE V+2*3,X3
:REM X-POS'N OF #3"..#V.."..POKE V+2*7,X
7:REM X-POS'N OF #7"..$`.."..POKE V+16,1
+8+128:ADD 256 TO ALL!".Q$E.MS$." .V+2
*N.":.63100:.63000:.".CHOOSE BLOCK 13 &
SPRITE 3".Y$F.."AND MAKE ALL 'SHAPE' BYT
ES=.240."..$G..".. 99 B=13:N=3
".Z$J..".100 FORI=0TO62
:X=240:POKE64*B+I,X:NEXT "..%T..".110 PO
KE2040+3,B: REM WHERE SHAPE IS ".:%~..
".120 V=53248: REM VIDEO CHIP BASE
".J%...".130 POKE V+39+N,10:REM RED SPR
ITE "..%...".140 POKEV+21,2^N: REM
ENABLE SPRITE ".J%...".150 FOR T=0 TO
500 STEP 5 "..%...".160 X=
T/2:Y=180+T/5 ".*&...
".170 POKE V+2*N,X:POKE V+2*N+1,Y
".`&...".180 NEXT T
":.4000.~&..MS$.". YUM !!! .":
.63100..&..."......THAT'S FOR ONE SPRITE
..N=3":.V.21,0..&D..".LET'S HAVE 3 SPRIT
ES..#0, #3 AND #7.":.63000..'N.."..100 F
ORI=0TO62:READ X:POKE64*B+I,X:NEXT":.260
0.Q'X.."...110 POKE2040+0,B: REM #0'SHA
PE BLOCK' ":.2610..'Y.."....111 POKE2040
+3,B: REM #3'SHAPE BLOCK' ":.2620.D'Z..
".....112 POKE2040+7,B: REM #7'SHAPE BL
OCK' ":.2630..'..."......120 V=53248:
REM VIDEO CHIP BASE ":.2640.;(..."..
.....130 POKE V+39+0,10:REM #0 IS RED
":.2650.X(..."........131 POKE V+39+
3,12:REM #3 IS WHITE ":.2660..(...".
........132 POKE V+39+7,14:REM #7 IS BLU
E ":.2670..(..."..........140 POKEV
+21,1+8+128:REM ENABLE SPRITES":.2680.5)
..."...........150 FOR T=0 TO 500: TT=T/
50 ":.2690.V)..."............
160 X0=T/2:Y0=T/3 "
:.2700..)...".............161 X3=250-T/2
:Y3=200-T/3 ":.2710..)...".
.............162 X7=150+100*SIN(TT):Y7=1
00+50*COS(TT)":.2720.@*...".............
..170 POKE V+2*0,X0:POKE V+2*0+1,Y0
":.2730..*..."................171 POKE
V+2*3,X3:POKE V+2*3+1,Y3 ":.2740.K*
...".................172 POKE V+2*7,X7:P
OKE V+2*7+1,Y7 ":.2750..+..."......
............180 NEXT T
".?+...2760:.12500:MS$." WHEE
!!":.63100:.63000:.2800.G+(.."PUT DATA I
NTO BLOCK 'B'":.63000:...+2.."TELL WHERE
#0 SHAPE IS ":.63000:...+<.."TELL WHERE
#3 SHAPE IS ":.63000:...+F.."TELL WHERE
#7 SHAPE IS ":.63000:...,P.."REMEMBER T
HIS NUMBER!!!":.63000:../,Z.."POKE V+39+
N & N=0..OK? ":.63000:..W,D.."POKE V+39+
N & N=3..OK! ":.63000:..,N..".....WHAT
ELSE?....... ":.63000:...,X.."TURN THEM
ALL ON!!!!!!!":.63000:..O,..."NOW,FOR 50
0 STEPS OR SO":.63000:...,..."DEFINE X-
AND Y-POS'NS.":.63000:...-..."FOR #3 TOO
":.63000:..G- .."AND #7...!
?* ":.63000:..O-..."MOVE SPRIT
E #0 ":.63000:...-..."MOVE SPRIT
E #3 ":.63000:...-..."MOVE SPRIT
E #7 ":.63000:...-H.."ON TO NEXT
T. ":.63000:......."..OF COURS
E WE COULD HAVE THE SPRITES".4....".EACH
A DIFFERENT SHAPE.".F....".WE COULD:".T
...."..FORI=0TO62:READ X:POKE64*B0+I,X:N
EXT"......"..FORI=0TO62:READ X:POKE64*B3
+I,X:NEXT".P.".."..FORI=0TO62:READ X:POK
E64*B7+I,X:NEXT"...,..".AND HAVE B0, B3
AND B7 ALL DIFFERENT".,/6..".THEN WE'D T
ELL THE C64 WHERE THEY ARE:".C/@.."..POK
E2040+0,B0".Y/A..".POKE2040+3,B3".O/B.."
.POKE2040+7,B7"../E.MS$." .2040+N.":.63
100../J..63000.H/T..".LET'S PLAY WITH TH
E SPRITE CREATED WITH:."../^..". 99 B=13
:N=3 ".(0H..".
100 FORI=0TO62:X=240:POKE64*B+I,X:NEXT "
.X0R..".110 ETC. ETC. ETC.
".Y0|.N.3:B.13:T0.500:T1.500:.410
0..0...63000..0..."...............TO CHA
NGE IT'S SIZE"..0...".WE POKE ANOTHER .V
+SOMETHING. REGISTER!":.63000..1...".WE'
LL EXPAND THE X-DIMENSION:".L1...". P
OKE V+29,2^N ":.630
00:.V.29,2.N.T1..."...WE'LL EXPAND THE Y
-DIMENSION:"..1...". POKE V+23,2^N
":.63000:.V.23,2.N..1
...".....WE'LL SHRINK THE X-DIMENSION:".
.2B..". POKE V+29,0
":.63000:.V.29,0.J2L..".......WE'L
L SHRINK THE Y-DIMENSION:"..2V..". PO
KE V+23,0 ":.6300
0:.V.23,0..2...63000:.V.21,0.K2...".WHAT
ABOUT THIS .READ X:POKE 832+I,X.?"..2..
.".READ WHAT?"..3...".A SPRITE, REMEMBER
, IS 24 PIXELS WIDE.".:3...".THAT'S .3.
BYTES WHICH THEN GIVE THE".K3..."..FIRST
. OF 21 ROWS OF PIXEL INFORMATION."..3..
.".IF THE 3 BYTES WERE 255,85 AND 8"..3.
..".WHICH,IN BINARY LOOK LIKE A STRING".
.3...".OF 1'S AND 0'S, NAMELY:"..4...".1
1111111 & 01010101 & 00001000". 4...".OR
, SIDE BY SIDE:".A4...".1111111101010101
00001000".L4...63000.M4...".111111110101
010100001000"..4...".THEN THE FIRST ROW
OF PIXELS WOULD BE:"..4...".QQQQQQQQ Q Q
Q Q Q ".H4...63000..4...".......SE
E!":.63000..5F..".........11111111010101
0100001000".+5K.."^^^^^^^^ ^ ^ ^ ^ ^
".R5P.."QQQQQQQQ Q Q Q Q Q ":.630
00..5Z..".............IF THE NEXT 3 BYTE
S IN THE"..5..."BLOCK OF MEMORY WHICH HA
S THE 'SHAPE'".Q5..."WERE 170,0,170 THEN
:":.63000..6...".................1010101
00000000010101010"."6..."Q Q Q Q
Q Q Q Q ".J6...".<.170..><..0...><.170.
.>":.63000..6..."..LET'S MAKE A .PACMAN.
:":.63000:.".":.7000:.6900..6...63000:."
.............................NOW..."..6
.."............................IN BINARY
!":.63000:T.200..7H.."... 0000000011111
11100000000. 7I..I.1.T:..A7R.." 0000011
11111111110000000.N7S..I.1.T:..O7\.." 0
00011111111111111000000.|7]..I.1.T:...7F
.." 000111111111111111100000..7G..I.1.T
:..K7P.." 001111110000011111110000.X7Q.
.I.1.T:...7Z.." 01111111000001111111100
0..8{..I.1.T:..'8..." 11111111011101111
1110000.48...I.1.T:..U8..." 11111111011
1011111100000.B8...I.1.T:...8..." 11111
1111111111111000000..8...I.1.T:...8..."
111111111111111110000000..8...I.1.T:...
8..." 111111111111111100000000..8...I.1
.T:...9..." 111111111111111100000000..9
...I.1.T:..;9..." 011111111111111110000
000.H9A..I.1.T:..I9J.." 001111111111111
111000000.V9K..I.1.T:...9T.." 000111111
111111111100000..9U..I.1.T:..E9..." 000
011111111111111110000.R9...I.1.T:...9...
" 000001111111111111111000..:...I.1.T:.
.!:..." 000000011111111111111100..:...I
.1.T:..O:..." 000000000111111111111000.
\:...I.1.T:..}:..." 0000000000011111100
00000..:...I.1.T:...:..." 0000000000001
11000000000..:...I.1.T:...:...63000:."..
...........................PICK OUT".';$
.."............................THE BYTES
!":.63000:T.200.K;..."... <...0..><.255
..><...0..>.X;/..I.1.T:..Y;8.." <...7..
><.255..><.128..>..;9..I.1.T:...;B.." <
..15..><.255..><.192..>..;C..I.1.T:..U;L
.." <..31..><.255..><.224..>..;M..I.1.T
:...<V.." <..63..><...7..><.240..>..<W.
.I.1.T:..1<`.." <.127..><...7..><.248..
>.><A..I.1.T:.._<J.." <.255..><.119..><
.240..>.L<K..I.1.T:...<T.." <.255..><.1
19..><.224..>..<U..I.1.T:...<~.." <.255
..><.255..><.192..>.H<..I.1.T:...<..."
<.255..><.255..><.128..>..<...I.1.T:...
=..." <.255..><.255..><...0..>.$=...I.1
.T:..E=..." <.255..><.255..><...0..>.R=
...I.1.T:..S=..." <.127..><.255..><.128
..>..=...I.1.T:...=..." <..63..><.255..
><.192..>..=...I.1.T:..O=..." <..31..><
.255..><.224..>..=...I.1.T:...=D.." <..
15..><.255..><.240..>..>E..I.1.T:..+>N..
" <...7..><.255..><.248..>.8>O..I.1.T:.
.Y>X.." <...1..><.255..><.252..>.F>Y..I
.1.T:...>..." <...0..><.127..><.248..>.
.>...I.1.T:...>..." <...0..><..31..><.1
28..>.B>...I.1.T:...>..." <...0..><..14
..><...0..>..>...I.1.T:..$?...63000:."..
...........................NOW... ".R?.
.."............................PUT THESE
"..?..."............................NUM
BERS "..?...".........................
...INTO DATA "..?..."...................
.........STATEMENTS"..@...".............
.................THEN.. ".8@...".......
...................... READ ".F@...".
........................... AND "..
@..."............................. POKE
"..@...63000:.".".U@..."..100 FORI=0T
O62:READ X:POKE832+I,X:NEXT "..@..."101
DATA 0,255,0"..A(.."102 DATA 7,255,128".
!A2.."103 DATA 15,255,192.<A<..".... ETC
. ETC. ETC.".TAF..".121 DATA 0,14,0".NAP
.MS$." SIMPLE!":.63100..AZ..63000:.".LET
'S DO IT:":Q$.".":.3931:.10000.SA[..".."
Q$"100 FORI=0TO62:READ X:POKE832+I,X:NEX
T "..B\..Q$"200 POKE2040+3,13: REM WHERE
SHAPE IS ":.GG.1.3934.@B]..Q$"300 V=53
248: REM VIDEO CHIP BASE ".QB^..Q$
"400 POKE V+39+3,10:REM RED SPRITE #3
"..B_..Q$"500 X=250:Y=200: REM PICK A
POSITION "..B`..Q$"600 POKE V+2*3,X:POKE
V+2*3+1,Y ":.GG.1....CA..Q$"700
POKEV+21,2^3: REM ENABLE SPRITE #3":..Z
CD..0,255,0,7,255,128,15,255,192,31,255,
224,63,7,240,127,7,248,255,119,240..CE..
255,119,224,255,255,192,255,255,128,255,
255,0,255,255,0,127,255,128..CF..63,255,
192,31,255,224,15,255,240,7,255,248,1,25
5,252,0,127,248..CG..0,31,128,0,14,0..D
.. SPRITES..D..B.13:. BLOCK 13.3D..N.3 :
. SPRITE #0.KD..T0.0:T1.500:.4100:..ID..
.I.0.62:X.240:.64.B.I,X:...D...2040.N,B:
. WHERE SHAPE IS..D..V.53248: .
VIDEO CHIP BASE.LD".. V.39.N,10:. RED SP
RITE..D'.. V.2.N,0:. V.2.N.1,0..D(.. V.2
9,0:. V.23,0..E,..V.21,2.N: . ENABLE SP
RITE.0E6.. T.T0 . T1 . 5.DE@.X.T.2:Y.100
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E^....E...".":MS$."AU REVOIR!":.63100.EE
..."....LOAD"G(34)">SPRITES-2"G(34)",8":
."....RUN.":...E...".. 1111111
11122222 "..F...". 12345678901234567890
1234 "..F...". 1".$F...". 2"./F...". 3".
:F...". 4".EF...". 5".PF...". 6".[F...".
7".FF...". 8".QF...". 9".|F...".10"..F.
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..F...".15"..F...".16".IF...".17".TF..."
.18"..F...".19"..F...".20"..F...".21"..F
.....GX.."... QQQQQQQQ.0GY.."
QQQQQQQQQQQQ.KGZ.." QQQQQQQQQQQ
QQQ.GG[.." QQQQQQQQQQQQQQQQ..G\.."
QQQQQQ QQQQQQQ..G].." QQQQQQQ
QQQQQQQQ..G^.." QQQQQQQQ QQQ QQQQQQQ.
.G_.." QQQQQQQQ QQQ QQQQQQ..G`.." QQQQ
QQQQQQQQQQQQQQ..HA.." QQQQQQQQQQQQQQQQQ
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QQQQQQQQQQ.\HD.." QQQQQQQQQQQQQQQQ.WHE
.." QQQQQQQQQQQQQQQQ..HF.." QQQQQ
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.NHH.." QQQQQQQQQQQQQQQQ..HI.."
QQQQQQQQQQQQQQQ..IJ.." Q
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BIL.." QQQQQQ.HIM...RI.'.63
000:.".BETTER STILL..LET'S ENABLE"..I.'.
".SPRITE #3 SO WE CAN .SEE. IT HAPPEN!".
.I$'.".WE'LL SET .V=53248."..I.'.".AND W
E'LL .POKE V+21,2^3"..J8'.".THEN WE'LL R
UN THE PROGRAM:":GG.1:.3931:Q$.".".7JB'.
63000:.".":.3931:.63000:V.53248.PJC'.I.0
.62:.832.I,240:..~JG'.V.6,250:.V.7,200:.
V.29,0:.V.23,0:.V.21,8..JL'.".....100 FO
RI=0TO62:READ X:POKE832+I,X:NEXT ".OJQ'.
:.I.0.62:. X:.832.I,X:...KV'."......200
POKE2040+3,13.: TELL WHERE SHAPE IS"..K[
'.2040.3,13:.10500.PK`'.".......400 POKE
V+39+3,1.: SPRITE #3 IS WHITE ".FKE'. V
.39.3,1:.10500..KJ'."........500 X=200:Y
=150.: PICK A POSITION "..KO'X.200
:Y.150:.10500..KT'.".........600 POKE V+
2*3,X:POKE V+2*3+1,Y"..LY'. V.2.3,X:. V.
2.3.1,Y:.10500.6L~'.".PICK A COLOUR # (0
TO 15)";:. C$:C.E(C$).NL.'. C.0 . C.15
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:X%.X%.256..M.'.V.2.3,X%:.V.16,XH%.EM.'.
"....WE DID: .N=3:POKEV+2*N,"X%":POKEV+1
6,"XH%:.63000.FM.'.V.16,0:.V.2.3,150:.V.
39.3,1..M.'.".....WHAT WILL .POKE V+29,2
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WILL .POKE V+23,2^3. DO?":.63000:.V.23,
8..M.).11000..N.).J.1.3:.". ":.K.1.1
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.:.63000.6N.)..^N.*.63000:MS$."AU REVOIR
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0.62:X.240:.832.I,X:..XN.0.2040,13:.2040
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V.2.0.1,Y0..O.1. V.2.3,X3:. V.2.3.1,Y3.R
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.63000..R1..SD$CL$:.CL$:.CL$..R3...ER...
"..........................HIT .RETURN.
TO CONTINUE";.[R...A$:.A$.."".63001.PR..
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