%import syslib %import math %zeropage basicsafe main { sub start() { ubyte i for i in 0 to 7 { c64.set_sprite_ptr(i, &spritedata.balloonsprite) ; alternatively, set directly: c64.SPRPTR[i] = $0a00 / 64 } c64.SPENA = 255 ; enable all sprites sys.set_rasterirq(&irq.irqhandler, 230) ; enable animation } } irq { ubyte angle1=200 ubyte angle2=0 sub irqhandler() -> bool { angle1 += 2 angle2 += 3 c64.MSIGX=0 ubyte @zp spri for spri in 7 downto 0 { c64.EXTCOL++ uword @zp x = math.sin8u(angle1-spri*16) as uword + 50 ubyte @zp y = math.sin8u(angle2-spri*16) / 2 + 70 c64.SPXYW[spri] = mkword(y, lsb(x)) if msb(x)!=0 sys.set_carry() rol(c64.MSIGX) } c64.EXTCOL-=8 return true } } spritedata { ; this memory block contains the sprite data ; it must start on an address aligned to 64 bytes. ubyte[] @align64 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 ] }