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NOW WORKS WOOT!
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| CONST RASTER_LINE = $d012 | |
| DIM a$ AS STRING * 1 | |
| SUB curpos(row AS BYTE, col AS BYTE) STATIC | |
| POKE 214, row: POKE 211, col: SYS 58732 | |
| END SUB | |
| REM store sprite shapes in safe VIC-visible RAM | |
| CONST SHAPES_START = $3000 : REM 12288 | |
| memcpy @ballsprite, SHAPES_START, 64 | |
| memcpy @batsprite, SHAPES_START+64, 64 | |
| PRINT CHR$(147) | |
| REM compiler multicolor flags | |
| SPRITE MULTICOLOR 1, 1 | |
| REM multicolor settings from your editor | |
| POKE $D025, 12 : REM multicolor #1 | |
| POKE $D026, 11 : REM multicolor #2 | |
| POKE $D021, 6 : REM background color | |
| SPRITE 0 COLOR 15 MULTI ON BACKGROUND | |
| SPRITE 1 COLOR 15 MULTI ON BACKGROUND | |
| REM hardware multicolor enable (sprites 0 and 1) | |
| POKE $D01C, %00000011 | |
| call curpos(10,10) | |
| PRINT "bat and ball demo" | |
| REM set sprite pointers for $3000 and $3000+64 | |
| POKE 2040, SHAPES_START/64 : REM = 192 | |
| POKE 2041, (SHAPES_START+64)/64 : REM = 193 | |
| SPRITE 0 ON AT 100,110 | |
| SPRITE 1 ON AT 120,120 | |
| GET a$ | |
| END | |
| ballsprite: | |
| DATA AS BYTE _ | |
| 0,0,0, 0,0,0, 0,0,0, 0,0,0, 0,21,0, _ | |
| 0,85,64, 1,105,80, 1,169,80, 5,169,84, _ | |
| 5,165,244, 5,85,244, 5,87,244, 1,87,208, _ | |
| 1,223,80, 0,125,64, 0,21,0, _ | |
| 0,0,0, 0,0,0, 0,0,0, 0,0,0, 0,0,0 | |
| batsprite: | |
| DATA AS BYTE _ | |
| 0,0,0, 0,0,0, 0,0,0, 0,0,0, 0,0,0, _ | |
| 0,0,0, 0,0,0, _ | |
| 5,85,80, _ | |
| 26,170,164, _ | |
| 105,85,91, _ | |
| 101,85,87, _ | |
| 85,85,87, _ | |
| 101,221,223, _ | |
| 87,119,127, _ | |
| 63,255,252, _ | |
| 15,255,240, _ | |
| 0,0,0, 0,0,0, 0,0,0, 0,0,0, 0,0,0, _ | |
| 0 : REM final padding byte so total = 64 |
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