of memory). The first sprite (sprite 0) is "addressed" at memory
locations 832 to 894.
LINE 40 sets the variable "V" equal to 53248, the starting address of
the VIDEO CHIP. This entry lets us use the form (V+number) for sprite
settings. 're using the form (V+number) when POKEing sprite settings
because this format conserves memory and lets us work with smaller
numbers. For example, in line 50 we typed POKE V+21. This is the same as
typing POKE 53248+21 or POKE 53269... but V+21 requires less space than
53269, and is easier to remember.
LINE 50 enables or "turns on" sprite 0. There are 8 sprites, numbered
from 0 to 7. To turn on an individual sprite, or a combination of
sprites, all you have to do is POKE V+21 followed by a number from 0
(turn all sprites off) to 255 (turn all 8 sprites on). You can turn on
one or more sprites by POKEing the following numbers:
POKE V+21,1 turns on sprite 0. POKE V+21,128 turns on sprite 7. You
can also turn on combinations of sprites. For example, POKE V+21,129
turns on both sprite 0 and sprite 7 by adding the two "turn on" numbers
(1+128) together. (See SPRITEMAKING CHART, Page 176.)
LINE 60 sets the COLOR of sprite 0. There are 16 possible sprite
colors, numbered from 0 (black) to 15 (grey). Each sprite requires a
different POKE to set its color, from V+39 to V+46. POKE V+39,1 colors
sprite 0 white. POKE V+46,15 colors sprite 7 grey. (See the SPRITEMAKING
CHART for more information.)
When you create a sprite, as you just did, the sprite will STAY IN
MEMORY until you POKE it off, redefine it, or turn off your computer.
This lets you change the color, position and even shape of the sprite in
DIRECT or IMMEDIATE mode, which is useful for editing purposes. As an
example, RUN the program above, then type this line in DIRECT mode
(without a line number) and hit the <RETURN> key:
POKE V+39,8
The sprite on the screen is now ORANGE. Try POKEing some other numbers
from 0 to 15 to see the other sprite colors. Because you did this in