·
,
COPPERL:
DC.W
$00EO,$0002
;Bit plane 1 pointer = $21000
DC.W
$00E2,$10oo
DC.W
$0120,$0002
;Sprite 0 pointer = $25000
DC.W
$0122,$5000
DC.W
$0124,$0003
;Sprite 1 pointer = $30000
DC.W
$0126,$0000
DC.W
$0128,$0003
jSprite 2 pointer = $30000
DC.W
$012A,$OOOO
DC.W
$012C,$0003
;Sprite 3 pointer = $30000
DC.W
$012E,$0000
DC.W
$0130,$0003
jSprite
-I
pointer = $30000
DC.W
$0132,$0000
DC.W
$0134,$0003
jSprite 5 pointer = $30000
DC.W
$0136,$0000
DC.W
$0138,$0003
jSprite 6 pointer = $30000
DC.W
$013A,$0000
DC.W
$0130,$0003
jSprite 7 pointer = $30000
DO.W
$013E,$0000
DC.W
$FFFF
,$FFFE
;End
of
Copper list
,
; Sprite data for spaceship sprite.
It
appears on the screen at V 65 and
H-128.
SPRITE:
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
$6D60,$72oo
$Og90,$07EO
$13C8,$OFFO
$23C4,$lFF8
$1308,$OFFO
$Og90,$07EO
$0000,$0000
Moving
a
Sprite
; VSTART, HSTART, VSTOP
jFirst pair
of
descriptor words
;End
of
sprite data
A sprite generated
in
automatic mode can be moved by specifying a different position in
the
data
structure.
For
each display field,
the
data
is reread and
the
sprite redrawn.
Therefore, if you change the position
data
before the sprite is redrawn,
it
will appear in
a new position and will seem
to
be moving.
108 Sprite Hardware