LINE 55: |
RX=INT(X/256) |
RX is the integer of X/256 which means that RX is
rounded off to 0 when X is less than 256, and RX
becomes 1 when X reaches position 256. We will
use RX in a moment to POKE V+16 with a 0 or 1
to turn on the "RIGHT SIDE" of the screen. |
LX=X-RX*256 |
When the sprite is at X position 0, the formula
looks like this: LX = 0 - (0 times 256) or 0. When
the sprite is at X position 1 the formula looks
like this: LX = 1 - (0 times 256) or 1. When the
sprite is at X position 256 the formula looks like
this: LX = 256 - (1 times 256) or 0 which resets X
back to 0 which must be done when you start over on
the RIGHT SIDE of the screen (POKEV+16,1). |
LINE 60: |
POKEV,LX |
You POKE V by itself with a value to set the Horizontal
(X) Position of sprite 0 on the screen. (See
SPRITEMAKING CHART on Page 176). As shown above,
the value of LX, which is the horizontal position
of the sprite, changes from 0 to 255 and when it
reaches 255 it automatically resets back to zero
because of the LX equation set up in line 55. |
POKEV+16,RX |
POKEV+16 always turns on the "right side" of the
screen beyond position 256, and resets the
horizontal positioning coordinates to zero. RX is
either a 0 or a 1 based on the position of the
sprite as determined by the RX formula in line 55. |
LINE 70: |
IFP=192THEN GOSUB200 |
If the sprite pointer is set to 192 (the first
sprite shape) the waveform control for the first
sound effect is set to 129 and 128 per line 200. |