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- 100 rem spritedaten
- 110 rem *****************************
- 120 for n=8192 to 8254:read q:poke n,q:next
- 130 data 0,160,0,2,168,0,2,145,64
- 140 data 10,85,64,10,85,0,40,84,0
- 150 data 0,208,0,0,240,0,1,124,0
- 160 data 5,255,0,23,255,0,23,255,64
- 170 data 5,255,80,1,252,80,0,168,0
- 180 data 0,170,0,2,250,128,10,194,128
- 190 data 91,2,128,92,6,128,21,69,84
- 200 rem *****************************
- 210 rem programmstart bewegen
- 220 rem
- 230 rem vorbereitungen
- 240 rem
- 250 poke 53280,5:poke53281,0
- 260 poke 53285,8:poke53286,11:poke53287,7
- 270 poke53276,1:rem sprite 0 multicolor
- 280 xreg=53248:xlauf=53264
- 290 yreg=53249
- 300 poke 2040,128:rem spritezeiger auf daten
- 310 poke xreg,0:poke xlauf,0:poke yreg,100:rem anfangspos.
- 320 poke 53269,1:rem sprite 0 an
- 330 rem
- 340 rem sprite animieren
- 350 rem
- 360 for x=1 to 350
- 370 xp=x
- 380 if xp<=255 then poke xlauf,0
- 390 if xp>255 then poke xlauf,1:xp=xp-255
- 400 poke xreg,xp
- 410 next x
- 420 goto310
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