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- 90 'die Zeilen 100-260 werden direkt vom Sprite-Editor so abgespeichert.
- 91 'Ab Zeile 1000 finden Sie ein kurzes Demo, das den Rahmen bewegt.
- 92 '(Maus bewegen!)
- 93 'Achtung! Das Demo laeuft nur in s/w.
- 100 Rahmen%L= MEMORY(256): FOR I%L=Rahmen%L TO Rahmen%L+252 STEP 4: READ A%L: LPOKE I%L,A%L: NEXT
- 110 DATA -1,0,-1,0
- 120 DATA -1,1073741820,-1,1073741820
- 130 DATA -1,805306380,-1,805306380
- 140 DATA -67108801,805306380,-67108801,805306380
- 150 DATA -67108801,805306380,-67108801,805306380
- 160 DATA -67108801,805306380,-67108801,805306380
- 170 DATA -67108801,805306380,-67108801,805306380
- 180 DATA -67108801,805306380,-67108801,805306380
- 190 DATA -67108801,805306380,-67108801,805306380
- 200 DATA -67108801,805306380,-67108801,805306380
- 210 DATA -67108801,805306380,-67108801,805306380
- 220 DATA -67108801,805306380,-67108801,805306380
- 230 DATA -67108801,805306380,-67108801,805306380
- 240 DATA -1,805306380,-1,805306380
- 250 DATA -1,1073741820,-1,1073741820
- 260 DATA -1,0,-1,0
- 1000 PRINT CHR$(27);"f";: DEF SPRITE 1, PEEK($44C)*2+2, MEMORY(1024)
- 1010 REPEAT
- 1020 SPRITE 1, MOUSEX , MOUSEY ,Rahmen%L,0,1
- 1030 UNTIL MOUSEBUT
- 1040 DEF SPRITE 1,0: WVBL
- ə