To make sprite 0 WHITE, type: POKE V+39,1 (use COLOR POKE SETTING shown in chart, and INDIVIDUAL COLOR CODES shown below):
|2-RED||6-BLUE||10-LT. RED||14-LT. BLUE|
|3-CYAN||7-YELLOW||11-DARK GREY||15-LT. GREY|
You must "reserve" a separate 64-BYTE BLOCK of numbers in the computer's memory for each sprite of which 63 BYTES will be used for sprite data. The memory settings shown below are recommended for the "sprite pointer" settings in the chart above. Each sprite will be unique and you'll have to define it as you wish. To make all sprites exactly the same, point the sprites you want to look the same to the same register for sprites.
These sprite pointer settings are RECOMMENDATIONS ONLY.
Caution: you can set your sprite pointers anywhere in RAM memory but if you set them too "low" in memory a long BASIC program may overwrite your sprite data, or vice versa. To protect an especially LONG BASIC PROGRAM from overwriting sprite data, you may want to set the sprites at a higher area of memory (for example, 2040,192 for sprite 0 at locations 12288 to 12350... 2041,193 at locations 12352 to 12414 for sprite 1 and so on... by adjusting the memory locations from which sprites get their "data," you can define as many as 64 different sprites plus a sizable BASIC program. To do this, define several sprite "shapes" in your DATA statements and then redefine a particular sprite by changing the "pointer" so the sprite you are using is "pointed" at different areas of memory containing different sprite picture data. See the "Dancing Mouse" to see how this works. If you want two or more sprites to have THE SAME SHAPE (you can still change position and color of each sprite), use the same sprite pointer and memory location for the sprites you want to match (for example, you can point sprites 0 and 1 to the same location by using POKE 2040,192 and POKE 2041, 192).
|This page has been created by Sami Rautiainen.|
|Read the small print.||Last updated December 11, 2002.|