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- u PRINT THIS
-
-
- S P R I T E R E G I S T E R S
- -------------------------------
-
- 2040 = sprite 0 data pointer.
- 2041 = sprite 1 data pointer.
- 2042 = sprite 2 data pointer.
- 2043 = sprite 3 data pointer.
- 2044 = sprite 4 data pointer.
- 2045 = sprite 5 data pointer.
- 2046 = sprite 6 data pointer.
- 2047 = sprite 7 data pointer.
-
- These are the sprite pointers when
- the screen is at its default location
- ($0400 or 1024). When the screen has
- been moved the sprite pointer
- locations can be found with this
- formula:
-
- peek(648)*256+1016
-
-
- v = 53248
-
- v+0 53248 = sprite 0 x-axis.
- v+1 53249 = sprite 0 y-axis.
- v+2 53250 = sprite 1 x-axis.
- v+3 53251 = sprite 1 y-axis.
- v+4 53252 = sprite 2 x-axis.
- v+5 53253 = sprite 2 y-axis.
- v+6 53254 = sprite 3 x-axis.
- v+7 53255 = sprite 3 y-axis.
- v+8 53256 = sprite 4 x-axis.
- v+9 53257 = sprite 4 y-axis.
- v+10 53258 = sprite 5 x-axis.
- v+11 53259 = sprite 5 y-axis.
- v+12 53260 = sprite 6 x-axis.
- v+13 53261 = sprite 6 y-axis.
- v+14 53262 = sprite 7 x-axis.
- v+15 53263 = sprite 7 y-axis.
-
- bit logic
- v+16 53264 = 0-7 hi X bit
- v+21 53269 = 0-7 enable.
- v+23 53271 = 0-7 Y-expand
- v+27 53275 = 0-7 priority
- v+28 53276 = 0-7 multicol
- v+29 53277 = 0-7 X-expand
- v+30 53278 = 0-7 s/s collision
- v+31 53279 = 0-7 s/b collision
-
- v+37 53285 = multicolor 0
- v+38 53286 = multicolor 1
- v+39 53287 = sprite 0 color.
- v+40 53288 = sprite 1 color.
- v+41 53289 = sprite 2 color.
- v+42 53290 = sprite 3 color.
- v+43 53291 = sprite 4 color.
- v+44 53292 = sprite 5 color.
- v+45 53293 = sprite 6 color.
- v+46 53294 = sprite 7 color.
-
-
-