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- 100 rem prioritaeten eines sprites
- 110 rem
- 120 rem spritedaten in block 128 laden
- 130 rem
- 140 for n=8192 to 8254:read q:poke n,q:next
- 150 data 0,160,0,2,168,0,2,145,64
- 160 data 2,85,64,2,85,0,0,84,0
- 170 data 0,208,0,0,240,0,1,124,0
- 180 data 5,255,0,23,255,0,23,255,64
- 190 data 5,255,80,1,252,80,0,168,0
- 200 data 0,170,0,2,250,128,10,194,128
- 210 data 91,2,128,92,6,128,21,69,84
- 220 rem *****************************
- 230 rem prioritaeten setzen
- 240 rem
- 250 rem vorbereitungen
- 260 rem
- 270 rem farben
- 280 poke53280,5:poke53281,0:poke53285,8
- 290 poke53286,11:poke53287,7
- 300 rem
- 310 poke53276,1:rem sprite 0 multicolor
- 320 poke53277,0:rem vergroesserung loeschen
- 330 poke53248,160:poke53249,120:rem anfangsposition
- 340 gosub420:rem gitter zeichnen
- 350 poke53269,1:rem sprite 0 an
- 360 gett$:ift$=""then360
- 370 ifpeek(53275)=0thenpoke53275,1:goto360
- 380 poke53275,0:goto360
- 390 rem
- 400 rem gitter zeichnen
- 410 rem
- 420 print"[147]";
- 430 printtab(15)" [146]"
- 440 forw=1to4
- 450 printtab(15);"[194][194][194][194][194][194]"
- 460 nextw
- 470 printtab(15);" [146]"
- 480 return
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