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SPRITEMAKING NOTES

Alternative Sprite Memory Pointers and Memory Locations Using Cassette Buffer
Put in Memory (Set pointers)SPRITE 0
2040,13
SPRITE 1
2041,14
SPRITE 2
2042,15
If you're using 1 to 3 sprites you can use these memory locations in the cassette buffer (832 to 1023) but for more than 3 sprites we suggest using locations from 12288 to 12798 (see chart).
Sprite Pixel Locations for Blocks 13-15 823 to 894 896 to 958 960 to 1022

TURNING ON SPRITES:

You can turn on any individual sprite by using POKE V+21 and the number from the chart... BUT... turning on just ONE sprite will turn OFF any others. To turn on TWO OR MORE sprites, ADD TOGETHER the numbers of the sprites you want to turn on (Example: POKE V+21, 6 turns on sprites 1 and 2). Here is a method you can use to turn one sprite off and on without affecting any of the others (useful for animation).

EXAMPLE:

To turn off just sprite 0 type: POKE V+21,PEEK V+21AND(255-1). Change the number 1 in (255-1) to 1,2,4,8,16,32,64, or 128 (for sprites 0-7). To re-enable the sprite and not affect the other sprites currently turned on, POKE V+21, PEEK(V+21)OR 1 and change the OR 1 to OR 2 (sprite 2), OR 4 (sprite 3), etc.

X POSITION VALUES BEYOND 255:

X positions run from 0 to 255... and then START OVER from 0 to 255. To put a sprite beyond X position 255 on the far right side of the screen, you must first POKE V+ 16 as shown, THEN POKE a new X valve from 0 to 63, which will place the sprite in one of the X positions at the right side of the screen. To get back to positions 0-255, POKE V+16,0 and POKE in an X value from 0 to 255.

Y POSITION VALUES:

Y positions run from 0 to 255, including 0 to 49 off the TOP of the viewing area, 50 to 229 IN the,viewing area, and 230 to 255 off the BOTTOM of the viewing area.


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This page has been created by Sami Rautiainen.
Read the small print. Last updated December 11, 2002.