prog8/examples/sprites.p8

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%import c64utils
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~ spritedata $0a00 {
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; 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
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ubyte[63] 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 ]
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}
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~ main {
const uword SP0X = $d000
const uword SP0Y = $d001
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sub start() {
c64.STROUT("balloon sprites!\n")
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c64.STROUT("...we are all floating...\n")
const uword sprite_address_ptr = $0a00 // 64
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c64.SPRPTR0 = sprite_address_ptr
c64.SPRPTR1 = sprite_address_ptr
c64.SPRPTR2 = sprite_address_ptr
c64.SPRPTR3 = sprite_address_ptr
c64.SPRPTR4 = sprite_address_ptr
c64.SPRPTR5 = sprite_address_ptr
c64.SPRPTR6 = sprite_address_ptr
c64.SPRPTR7 = sprite_address_ptr
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for ubyte i in 0 to 7 {
@(SP0X+i*2) = 50+25*i
@(SP0Y+i*2) = rnd()
}
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c64.SPENA = 255 ; enable all sprites
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c64utils.set_rasterirq(51) ; enable animation
}
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}
~ irq {
sub irq() {
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c64.EXTCOL--
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; float up & wobble horizontally
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for ubyte i in 0 to 14 step 2 {
@(main.SP0Y+i)--
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ubyte r = rnd()
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if r>200
@(main.SP0X+i)++
else if r<40
@(main.SP0X+i)--
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}
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c64.EXTCOL++
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}
}