%import c64utils %import c64lib %zeropage basicsafe spritedata $0a00 { ; this memory block contains the sprite data ; it must start on an address aligned to 64 bytes. %option force_output ; make sure the data in this block appears in the resulting program ubyte[] balloonsprite = [ %00000000,%01111111,%00000000, %00000001,%11111111,%11000000, %00000011,%11111111,%11100000, %00000011,%11100011,%11100000, %00000111,%11011100,%11110000, %00000111,%11011101,%11110000, %00000111,%11011100,%11110000, %00000011,%11100011,%11100000, %00000011,%11111111,%11100000, %00000011,%11111111,%11100000, %00000010,%11111111,%10100000, %00000001,%01111111,%01000000, %00000001,%00111110,%01000000, %00000000,%10011100,%10000000, %00000000,%10011100,%10000000, %00000000,%01001001,%00000000, %00000000,%01001001,%00000000, %00000000,%00111110,%00000000, %00000000,%00111110,%00000000, %00000000,%00111110,%00000000, %00000000,%00011100,%00000000 ] } main { sub start() { ubyte i for i in 0 to 7 { c64.SPRPTR[i] = $0a00/64 } c64.SPENA = 255 ; enable all sprites c64utils.set_rasterirq(220) ; enable animation } } irq { ubyte angle sub irq() { angle++ c64.MSIGX=0 ubyte @zp spri for spri in 7 downto 0 { c64.EXTCOL++ uword @zp x = sin8u(angle*2-spri*16) as uword + 50 ubyte @zp y = cos8u(angle*3-spri*16) / 2 + 70 c64.SPXYW[spri] = mkword(y, lsb(x)) c64.MSIGX <<= 1 if msb(x) c64.MSIGX++ } c64.EXTCOL-=8 } }