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Commodore 128D - Page 117

Commodore 128D
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Sprites:
Programmable,
Movable
Object
Blocks
You
already
have
learned
about
some
of
the
Commodore
128's
exceptional
graphics
capabilities,
You've
learned
how
to
use
the
first
set
of
high
level
graphics
statements
to
draw
circles,
boxes,
lines
and
dots.
You
have
also
learned
how
to
color
the
screen,
switch
graphic
modes,
paint
objects
on
the
screen
and
scale
them.
Now
it's
time
to
take
the
next
step
in
graphics
programming—sprite
animation.
If
you
have
worked
with
the
Commodore
64,
you
already
know
some
thing
about
sprites.
For
those
of
you
who
are
not
familiar
with
the
subject,
a
sprite
is
a
movable
object
that
you
can
form
into
any
shape
or
image.
You
can
color
sprites
in
16
colors.
Sprites
can
even
be
multicolor.
The
best
part
is
that
you
can
move
them
on
the
screen.
Sprites
open
the
door
to
computer
animation.
Sprite
Creation
The
first
step
in
programming
sprites
is
designing
the
way
the
sprite
looks.
For
example,
suppose
you
want
to
design
a
rocket
ship
or
a
racing
car
sprite.
Before
you
can
color
or
move
the
sprite,
you
must
first
design
the
image.
In
C128
mode,
you
can
create
sprites
in
these
three
ways:
1.
Using
SPRite
DEFinition
mode
(SPRDEF)
2.
Using
the
new
SPRITE
statements
within
a
program
3.
Using
the
same
method
as
the
Commodore
64.
Sprite
Definition
Mode—The
SPRDEF
Command
The
Commodore
128
has
a
built-in
SPRite
DEFinition
mode
which
enables
you
to
create
sprites
on
your
Commodore
128.
You
may
be
familiar
with
the
Commodore
64
method
of
creating
sprites,
in
which
you
are
required
to
either
have
an
additional
sprite
editor,
or
design
a
sprite
on
a
piece
of
graph
paper
and
then
READ
in
the
coded
sprite
DATA
and
POKE
it
into
an
available
sprite
block.
With
the
new
Com
modore
128
sprite
definition
command
SPRDEF,
you
can
construct
and
edit
your
own
sprites
in
a
special
sprite
work
area.
To
enter
SPRDEF
mode,
type:
SPRDEF
and
press
RETURN.
The
Commodore
128
displays
a
sprite
grid
on
the
screen.
In
addition,
the
computer
displays
the
prompt:
SPRITE
NUMBER?
Enter
a
number
between
1
and
8.
The
computer
fills
the
grid
and
displays
the
corresponding
sprite
in
the
upper
right
corner
of
the
screen.
From
now
on,
we
will
refer
to
the
sprite
grid
as
the
work
areg.
109
USING
C128
MODE—Color,
Animation
and
Sprite
Graphics
Statements

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