
LINE 25:
FORS2 =12352
TO 12414
READQ2
POKES2,Q2
NEXT
LINE
30:
FORS3= 12416
TO 12478
READQ3
POKES3,Q3
NEXT
LINE 35:
POKEV+39,15
POKEV+ 1,68
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 re-
member when defining sprites in consecutive lo-
cations that you will use 64 locations, but only
POKE sprite data into the first 63 locations.
Reads the 63 numbers which follow the numbers
we used for the first sprite shape. This READsim-
ply looks for the very next number in the DATA
area and starts reading 63 numbers, one at a
time.
Pokes the data (Q2) into the memory locations
(52) for our second sprite shape, which begins at
location 12352.
Same use as line 20 above.
The third shape of sprite zero is defined by the
DATAto be located at locations 12416 to 12478.
Reads last 63 numbers in order as Q3.
Pokes those numbers into locations 12416 to
12478.
Same as lines 20 and 25.
Sets color for sprite 0 to light grey.
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.
170 PROGRAMMING GRAPHICS
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