The entire area where all eight sprite blocks reside starts at
memory location 3584 ($0E00) and ends at location 4095
($0FFF). Figure 6-9 lists the memory address ranges where each
individual sprite stores its data:
$0FFF (4095 Decimal)
]—Sprite 8
$0FC0
]—Sprite 7
S0F80
]—Sprite 6
S0F40
]—Sprite 5
S0F00
]—Sprite 4
S0EC0
]—Sprite 3
S0E80
]—Sprite 2
S0E40
]—Sprite 1
o
m
o
o
(3584 Decimal)
Figure 6-9. Memory Address Ranges for Sprite Storage
BSAVE
Once you exit from the SPRDEF mode, you can save your sprite
data in binary sprite files. This way, you can load any collection of
sprites back into the Commodore 128 neatly and easily. Use this
command to save your sprite data into a binary file:
BSAVE “binary filename”, BO, P3584 TO P4096
The "BO” specifies that you are saving the sprite data from bank
0. The parameters “ P3584 TO P4096” signify you are saving the
address range 3584 ($0E00) through 4095 ($0FFF), which is the
range where all the sprite data is stored.
You do not have to define all of the sprites when you BSAVE
them. The sprites you do define are BSAVEd from the correct
sprite block. The undefined sprites are also BSAVEd in the binary
file from the appropriate sprite block, but they do not matter to the
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