
SPRITE COLORS:
To make sprite 0 WHITE, type: POKE V+39,1 (use COLOR POKE SET-
TING shown in chart, and INDIVIDUALCOLOR CODES shown below):
0- BLACK
1-WHITE
2-RED
3-CYAN
4-PURPLE
5-GREEN
6-BLUE
7- YELLOW
8-0RANGE 12-MED. GREY
9-BROWN 13-LT. GREEN
10-LT. RED 14-LT. BLUE
ll-DARK GREY15-LT. GREY
MEMORY LOCATION:
You must "reserve" a separate 64-BYTE BLOCK of numbers in the
computer's memory for each sprite of which 63 BYTESwill 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.
DIFFERENT SPRITE POINTER SETTINGS:
These sprite pointer settings are RECOMMENDATIONSONLY.
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 DATAstatements and then redefine a particular sprite by chang-
ing the "pointer" so the sprite you are using is "pointed" at different
areas of memory containing different sprite picture data. See the "Danc-
ing 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).
178 PROGRAMMING GRAPHICS
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