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EASY SPRITEMAKING CHART

  SPRITE 0 SPRITE 1 SPRITE 2 SPRITE 3 SPRITE 4 SPRITE 5 SPRITE 6 SPRITE 7
Turn on V+21,1 V+21,2 V+21,4 V+21,8 V+21,16 V+21,32 V+21,64 V+21,128
Put in Memory (Set Pointers) 2040, 192 2040, 193 2040, 194 2040, 195 2040, 196 2040, 197 2040, 198 2040, 199
Locations for Sprite Pixel (12288-12798) 12288 to 12350 12252 to 12414 12416 to 12478 12480 to 12542 12480 to 12542 12480 to 12542 12480 to 12542 12480 to 12542
Sprite Color V+39,C V+40,C V+41,C V+42,C V+43,C V+44,C V+45,C V+46,C
Set LEFT X Position (0-255) V+0,X V+2,X V+4,X V+6,X V+8,X V+10,X V+12,X V+14,X
Set RIGHT X Position (0-255) V+16,1 V+0,X V+16,2 V+2,X V+16,4 V+4,X V+16,8 V+6,X V+16,16 V+8,X V+16,32 V+10,X V+16,64 V+12,X V+16,128 V+14,X
Set Y Position V+1,Y V+3,Y V+5,Y V+7,Y V+9,Y V+11,Y V+13,Y V+15,Y
Expand Sprite Horizontally/X V+29,1 V+29,2 V+29,4 V+29,8 V+29,16 V+29,32 V+29,64 V+29,128
Expand Sprite Vertically/Y V+23,1 V+23,2 V+23,4 V+23,8 V+23,16 V+23,32 V+23,64 V+23,128
Turn On (Set) Multi-Color Mode V+28,1 V+28,2 V+28,4 V+28,8 V+28,16 V+28,32 V+28,64 V+28,128
Multi-Color 1 (First Color) V+37,C V+37,C V+37,C V+37,C V+37,C V+37,C V+37,C V+37,C
Multi-Color 2 (Second Color) V+38,C V+38,C V+38,C V+38,C V+38,C V+38,C V+38,C V+38,C
Set Priority of Sprites The rule is that lower numbered sprites always have display priority over higher numbered sprites. For example, sprite 0 has priority over ALL other sprites, sprite 7 has last priority. This means lower numbered sprites always appear to move IN FRONT OF or ON TOP OF higher numbered sprites.
Collision (Sprite to Sprite) V+30 IF PEEK(V+30)ANDX=X THEN [action]
Collision (Sprite to Background) V+31 IF PEEK(V+31)ANDX=X THEN [action]

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This page has been created by Sami Rautiainen.
Read the small print. Last updated December 10, 2002.