%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() { for ubyte i in 0 to 7 { c64.SPRPTR[i] = $0a00/64 } c64.SPENA = 255 ; enable all sprites c64utils.set_rasterirq(220) ; enable animation } } irq { sub irq() { ubyte angle ; no initialization value so it keeps the previous one. c64.EXTCOL-- angle++ c64.MSIGX=0 for ubyte @zp i in 7 to 0 step -1 { uword @zp x = sin8u(angle*2-i*16) as uword + 50 ubyte @zp y = cos8u(angle*3-i*16) / 2 + 70 c64.SPXYW[i] = mkword(lsb(x), y) lsl(c64.MSIGX) if msb(x) c64.MSIGX++ c64.EXTCOL++ } c64.EXTCOL-=7 } }