LINE 25: |
FORS2=12352 TO 12414 |
The second shape of sprite zero is defined by the
DATA which is located at locations 12352 to 12414.
NOTE that location 12351 is SKIPPED... this is the
64th location which is used in the definition of
the first sprite group but does not contain any of
the sprite data numbers. Just remember when
defining sprites in consecutive locations that you
will use 64 locations, but only POKE sprite data
into the first 63 locations. |
READQ2 |
Reads the 63 numbers which follow the numbers we
used for the first sprite shape. This READ simply
looks for the very next number in the DATA area and
starts reading 63 numbers, one at a time. |
POKES2,Q2 |
Pokes the data (Q2) into the memory locations (S2)
for our second sprite shape, which begins at
location 12352. |
NEXT | Same use as line 20 above. |
LINE 30: |
FORS3=12416 TO 12478 |
The third shape of sprite zero is defined by the
DATA to be located at locations 12416 to 12478. |
READQ3 | Reads last 63 numbers in order as Q3. |
POKES3,Q3 |
Pokes those numbers into locations 12416 to 12478. |
NEXT | Same as lines 20 and 25. |
LINE 35: |
POKEV+39,15 |
Sets color for sprite 0 to light grey. |
POKEV+1,68 |
Sets the upper right hand corner of the sprite
square to vertical (Y) position 68. For the sake of
comparison, position 50 is the top lefthand corner
Y position on the viewing screen. |