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Commodore 128D - Page 133

Commodore 128D
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I
\
i
\
i i
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
$0F80
]—Sprite
6
$0F40
]—Sprite
5
$0F00
]—Sprite
4
$0EC0
]—Sprite
3
$0E80
]-Sprite2
$0E40
]—Sprite
1
$0E00
(3584
Decimal)
Figure
6-9.
Memory
Address
Ranges
for
Sprite
Storage
BSAVE
Once
you
exit
from
the
SPRDEF
mode,
you
can
save
our
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
"filename",
BO,
P3584
TO
P4096
The
binary
filename
is
a
name
you
give
to
the
file.
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
computer.
It
is
125
USING
C128
MODE—Color,
Animation
and
Sprite
Graphics
Statements

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