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colour sprite

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Personal collection » Commodore disks » disk50a2_progs1.d64
Filename: colour sprite
Read OK:
File size: 0FF8 bytes
Load address: 0801
Exec address: 0000
Duplicates

There are 2 duplicate copies of this file in the archive:

File contents
    10 REM MULTI-COLOUR SPRITE-DESIGNER
    50 PRINTCHR$(147);
   110 GOSUB 1020
   120 GOSUB 1510
   130 GOSUB 2010
   140 GOSUB 5010
   150 PRINT"<cursor down><cyan>DO YOU WANT TO DESIGN ANY MORE?"
   160 GET ANS$:IF ANS$="" THEN 160
   170 POKEVC+21,0
   180 IF ANS$<>"N" THEN 50
   190 END
   200 :
  1000 REM
  1010 REM
  1020 POKE 53281,0:POKE 53280,0:PRINT"<yellow>"
  1030 PRINT"<home>MULTI-COLOUR SPRITES INVOLVE FOUR COL-"
  1040 PRINT"OURS. PLEASE INDICATE YOUR CHOICE FOR"
  1050 PRINT"EACH OF THE FOLLOWING.<cursor down>"
  1060 INPUT"BACKGROUND";BACK
  1070 INPUT"MULTI-COLOUR 1";C1
  1080 INPUT"MULTI COLOUR 2";C2
  1090 INPUT"SPRITE COLOUR";SCOL
  1100 INPUT"<cursor down><cursor down>WHICH SPRITE DO YOU WANT TO DESIGN";NSPRITE
  1110 VCHIP=53248
  1120 REM
  1130 PTR=192+NS:POKE2040+NS,PTR:PTR=PTR*64
  1140 PRINT"<cursor down><cursor down>HOW DO YOU WANT TO DESIGN IT?"
  1150 PRINT"S. FROM SCRATCH?"
  1160 PRINT"M. MODIFYING ITS PRESENT DESIGN?"
  1170 PRINT"B. BASING IT ON ANOTHER SPRITE?"
  1180 GET MANNER$:IF MANNER$<>"S" AND MANNER$<>"M" AND MANNER$<>"B" THEN 1180
  1190 REM
  1200 IF MANNER$="S" THEN FORI=0TO62:POKEPTR+I,0:NEXT
  1210 IF MANNER$="B" THEN GOSUB 3510
  1220 C1=C1-1:C2=C2-1:SCOL=SCOL-1:BACK=BACK-1
  1230 POKE VC+2*NS,65:POKEVC+2*NS+1,200
  1240 REM
  1250 POKE VC+29,0:POKEVC+23,0:POKEVC+16,0
  1260 REM
  1270 POKEVC+28,2^NS:POKEVC+37,C1
  1280 POKEVC+38,C2:POKE39+VC+NS,SCOL
  1290 REM
  1300 POKEVC+21,2^NS
  1310 RETURN
  1320 :
  1500 REM
  1510 PRINTCHR$(147);SPC(13)"┌🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸┐"
  1520 FORI=1TO21
  1530 PRINTSPC(13)"│"SPC(24)"🭲"
  1540 NEXT
  1550 PRINTSPC(13)"└🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸🭸┘<home>"
  1560 REM
  1570 REM
  1580 FORY=0TO20:FORX=0TO23STEP2
  1590 POKE1078+X+40*Y,160:POKE1079+X+40*Y,160
  1600 ADDR=55350+X+40*Y
  1610 IF MANNER$="S" THEN POKE ADDR,BACK:POKEADDR+1,BACK:GOTO1670
  1620 BITS=PEEK(PTR+INT(X/8)+3*Y)/2^(6-(X AND 7)) AND 3
  1630 IF BITS=0 THEN POKE ADDR,BACK:POKE ADDR+1,BACK
  1640 IF BITS=1 THEN POKE ADDR,C1:POKE ADDR+1,C1
  1650 IF BITS=2 THEN POKE ADDR,SCOL:POKE ADDR+1,SCOL
  1660 IF BITS=3 THEN POKE ADDR,C2:POKE ADDR+1,SCOL
  1670 NEXT:NEXT
  1680 PRINT"<home>USE:-"
  1690 PRINT"<cursor down>Q TO QUIT"
  1700 PRINT"<cursor down>SPACE OR":PRINT"DELETE TO":PRINT"CLEAR"
  1710 PRINT"<cursor down>1,2,OR S":PRINT"TO FILL WITH"
  1720 PRINT"MULTI COLOURS":PRINT"1 OR 2 OR"
  1730 PRINT"SPRITE COLOUR"
  1740 PRINT"<cursor down>CURSOR KEYS":PRINT"TO MOVE"
  1750 RETURN
  1760 :
  2000 REM
  2010 X=0:Y=0:PSN=1078:HUE=PEEK(PSN+54272)
  2020 POKE PSN,214
  2030 IF HUE=0 THEN POKE PSN,86:POKEPSN+54272,SCOL
  2040 GET COM$:IF COM$="" THEN 2040
  2050 IF COM$="Q" THEN POKE PSN+54272,HUS:RETURN
  2060 IF COM$="<cursor up>" THEN GOSUB2510
  2070 IF COM$="<cursor down>" THEN GOSUB2610
  2080 IF COM$="<cursor left>" THEN GOSUB2710
  2090 IF COM$="<cursor right>" THEN GOSUB2810
  2100 IF COM$=" " THEN HUE=BACK:HNUM=0:GOSUB2420:GOSUB2810
  2110 IF COM$="1" THEN HUE=C1:HNUM=1:GOSUB2420:GOSUB2800
  2120 IF COM$="2" THEN HUE=C2:HNUM=3:GOSUB2420:GOSUB2810
  2130 IF COM$="S" THEN HUE=SCOL:HNUM=2:GOSUB2420:GOSUB2810
  2140 IF COM$=CHR$(20) THEN GOSUB 2910:GOSUB2420
  2150 IF PSN<>1078+X+40*Y THEN PSN=1078+X+Y*40:HUE=PEEK(PSN+54272) AND 15
  2160 IF HUE<>BACK THEN POKE PSN,214
  2170 IF HUE=BACK THEN POKE PSN,86:POKE PSN+54272,SCOL
  2180 GOTO 2040
  2190 :
  2400 REM
  2410 REM
  2420 ADDR=PTR+INT(X/8)+3*Y:BYTEPSN=7-X+8*INT(X/8)
  2430 REM
  2440 POKE ADDR,PEEK(ADDR) AND 255-3*2^(BYTEPSN-1)
  2450 REM
  2460 IF HUE<>BACK THEN POKE ADDR,PEEK(ADDR) OR HNUM*2^(BYTEPSN-1)
  2470 RETURN
  2480 :
  2500 REM
  2510 GOSUB3010
  2520 Y=Y-1:IF Y<0 THEN Y=20
  2530 RETURN
  2540 :
  2600 REM
  2610 GOSUB 3010
  2630 Y=Y+1:IF Y>20 THEN Y=0
  2640 RETURN
  2650 :
  2700 REM
  2710 GOSUB 3010
  2720 X=X-2:IF X<0 THEN X=22:Y=Y-1
  2730 IF Y<0 THEN Y=20
  2740 RETURN
  2750 :
  2800 REM
  2810 GOSUB 3010
  2820 IF COM$<>"<cursor right>" THEN POKE PSN+54272,HUE:POKE PSN+54273,HUE
  2830 X=X+2:IF X=24 THEN X=0:Y=Y+1
  2840 IF Y=21 THEN Y=0
  2850 RETURN
  2860 :
  2900 REM
  2910 GOSUB 2710:HUE=BACK
  2920 PSN=1078+X+40*Y:POKEPSN+54273,BACK
  2930 RETURN
  2940 :
  3000 REM
  3010 POKE PSN,160:IF HUE=BACK THEN POKE PSN+54272,BACK
  3020 RETURN
  3030 :
  3500 REM
  3510 INPUT"<cursor down><cursor down>WHICH SPRITE IS IT TO BE BASED ON";OLD
  3520 OLD=12288+64*OLD
  3530 PRINT"<cursor down>YOU CAN MAKE FOUR TYPES OF COPY:-"
  3540 PRINT"1. DIRECT COPY"
  3550 PRINT"2. HORIZONTAL REFLECTION"
  3560 PRINT"3. VERTICAL REFLECTION"
  3570 PRINT"4. 180-DEGREE ROTATION"
  3580 INPUT"<cursor down>WHICH TYPE WOULD YOU LIKE";TYPE
  3590 PRINT"<cursor down><cursor down><cyan>PLEASE BE PATIENT-THIS TAKES A WHILE.<yellow>"
  3600 ON TYPE GOSUB 3810,4010,4210,4310
  3610 RETURN
  3620 :
  3800 REM
  3810 FOR I=0 TO 63
  3820 POKE PTR+I,PEEK(OLD+I)
  3830 NEXT
  3840 RETURN
  3850 :
  4000 REM
  4010 FOR J=0 TO 20
  4020 BYTE=PEEK(OLD+3*J+2):GOSUB 4110:POKE PTR+3*J,REFLECT
  4030 BYTE=PEEK(OLD+3*J+1):GOSUB 4110:POKE PTR+3*J+1,REFLECT
  4040 BYTE=PEEK(OLD+3*J):GOSUB 4110:POKE PTR+3*J+2,REFLECT
  4050 NEXT
  4060 RETURN
  4070 :
  4100 REM
  4110 REFLECT=0
  4120 FOR I=0 TO 6 STEP 2
  4130 BITS=BYTE/2^(6-I) AND 3
  4140 REFLECT=REFLECT+BITS*2^I
  4150 NEXT
  4160 RETURN
  4170 :
  4200 REM
  4210 FOR J=0 TO 20:FOR I=0 TO 2
  4220 POKE PTR+3*J+I,PEEK(OLD+3*(20-J)+I)
  4230 NEXT:NEXT
  4240 RETURN
  4250 :
  4300 REM
  4310 GOSUB 4010
  4320 FOR I=0 TO 62:POKE 832+I,PEEK(PTR+I):NEXT:OLD=832
  4330 GOSUB 4210
  4340 RETURN
  4350 :
  5000 REM
  5005 PRINTCHR$(147)
  5010 PRINT;CHR$(147);"THE 63 NUMBERS DEFINING THE SPRITE ARE:-"
  5020 FOR I=0 TO 6
  5030 PRINT"<cursor down>DATA";
  5040 FOR J=0 TO 7
  5050 NUM$=STR$(PEEK(PTR+9*I+J))
  5060 PRINT MID$(NUM$,2)",";
  5070 NEXT
  5080 NUM$=STR$(PEEK(PTR+9*I+8))
  5090 PRINT MID$(NUM$,2)
  5100 NEXT
  5110 RETURN

$
� MULTI-COLOUR SPRITE-DESIGNER12��(147);<n� 1020Gx� 1510R�� 2010]�� 5010���"�DO YOU WANT TO DESIGN ANY MORE?"��� ANS$:� ANS$�"" � 160���VC�21,0��� ANS$��"N" � 50�����:��������� 53281,0:� 53280,0:�"�"'	�"MULTI-COLOUR SPRITES INVOLVE FOUR COL-"T	�"OURS. PLEASE INDICATE YOUR CHOICE FOR"s	�"EACH OF THE FOLLOWING."�	$�"BACKGROUND";BACK�	.�"MULTI-COLOUR 1";C1�	8�"MULTI COLOUR 2";C2�	B�"SPRITE COLOUR";SCOL

L�"WHICH SPRITE DO YOU WANT TO DESIGN";NSPRITE
VVCHIP�53248 
`�G
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t�"HOW DO YOU WANT TO DESIGN IT?"�
~�"S. FROM SCRATCH?"�
��"M. MODIFYING ITS PRESENT DESIGN?"�
��"B. BASING IT ON ANOTHER SPRITE?"�� MANNER$:� MANNER$��"S" � MANNER$��"M" � MANNER$��"B" � 1180��D�� MANNER$�"S" � �I�0�62:�PTR�I,0:�_�� MANNER$�"B" � � 3510��C1�C1�1:C2�C2�1:SCOL�SCOL�1:BACK�BACK�1��� VC�2�NS,65:�VC�2�NS�1,200������ VC�29,0:�VC�23,0:�VC�16,0������VC�28,2�NS:�VC�37,C1�VC�38,C2:�39�VC�NS,SCOL
�$�VC�21,2�NS*�0(:6��c���(147);�13)"������������������������î"o��I�1�21����13)"�"�24)"�"�����13)"������������������������ý"���"��,�Y�0�20:�X�0�23�2�6�1078�X�40�Y,160:�1079�X�40�Y,160
@ADDR�55350�X�40�YA
J� MANNER$�"S" � � ADDR,BACK:�ADDR�1,BACK:�1670n
TBITS��(PTR��(X�8)�3�Y)�2�(6�(X � 7)) � 3�
^� BITS�0 � � ADDR,BACK:� ADDR�1,BACK�
h� BITS�1 � � ADDR,C1:� ADDR�1,C1�
r� BITS�2 � � ADDR,SCOL:� ADDR�1,SCOL|� BITS�3 � � ADDR,C2:� ADDR�1,SCOL��:�"��"USE:-"4��"Q TO QUIT"[��"SPACE OR":�"DELETE TO":�"CLEAR"|��"1,2,OR S":�"TO FILL WITH"���"MULTI COLOURS":�"1 OR 2 OR"���"SPRITE COLOUR"���"CURSOR KEYS":�"TO MOVE"�����:���
�X�0:Y�0:PSN�1078:HUE��(PSN�54272)�� PSN,214?�� HUE�0 � � PSN,86:�PSN�54272,SCOL[�� COM$:� COM$�"" � 2040~� COM$�"Q" � � PSN�54272,HUS:��� COM$�"�" � �2510�� COM$�"" � �2610� � COM$�"�" � �2710�*� COM$�"" � �28104� COM$�" " � HUE�BACK:HNUM�0:�2420:�28102>� COM$�"1" � HUE�C1:HNUM�1:�2420:�2800]H� COM$�"2" � HUE�C2:HNUM�3:�2420:�2810�R� COM$�"S" � HUE�SCOL:HNUM�2:�2420:�2810�\� COM$��(20) � � 2910:�2420�f� PSN��1078�X�40�Y � PSN�1078�X�Y�40:HUE��(PSN�54272) � 15p� HUE��BACK � � PSN,2140z� HUE�BACK � � PSN,86:� PSN�54272,SCOL;�� 2040A�:G`	�Mj	�zt	ADDR�PTR��(X�8)�3�Y:BYTEPSN�7�X�8��(X�8)�~	���	� ADDR,�(ADDR) � 255�3�2�(BYTEPSN�1)��	���	� HUE��BACK � � ADDR,�(ADDR) � HNUM�2�(BYTEPSN�1)��	���	:��	��	�3010�	Y�Y�1:� Y�0 � Y�20�	�$�	:*(
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���
�"WHICH SPRITE IS IT TO BE BASED ON";OLD��
OLD�12288�64�OLD�
�"YOU CAN MAKE FOUR TYPES OF COPY:-"2�
�"1. DIRECT COPY"R�
�"2. HORIZONTAL REFLECTION"p�
�"3. VERTICAL REFLECTION"��
�"4. 180-DEGREE ROTATION"��
�"WHICH TYPE WOULD YOU LIKE";TYPE��"�PLEASE BE PATIENT-THIS TAKES A WHILE.�"� TYPE � 3810,4010,4210,4310
�$:��(�� I�0 � 63=�� PTR�I,�(OLD�I)C��I�O
:U��d�� J�0 � 20��BYTE��(OLD�3�J�2):� 4110:� PTR�3�J,REFLECT��BYTE��(OLD�3�J�1):� 4110:� PTR�3�J�1,REFLECT��BYTE��(OLD�3�J):� 4110:� PTR�3�J�2,REFLECT�������:�REFLECT�0+� I�0 � 6 � 2E"BITS�BYTE�2�(6�I) � 3b,REFLECT�REFLECT�BITS�2�Ih6�n@�tJ:zh��r� J�0 � 20:� I�0 � 2�|� PTR�3�J�I,�(OLD�3�(20�J)�I)���:������:������ 4010�� I�0 � 62:� 832�I,�(PTR�I):�:OLD�832�� 4210���:!��-���(147)e��;�(147);"THE 63 NUMBERS DEFINING THE SPRITE ARE:-"s�� I�0 � 6���"DATA";��� J�0 � 7��NUM$��(�(PTR�9�I�J))��� �(NUM$,2)",";�����NUM$��(�(PTR�9�I�8))��� �(NUM$,2)������
$HJ@. multi-colour sprite-designer@1H2@..(147);@<HN@. 1020@gHX@. 1510@rH.@. 2010@]H.@. 5010@.H.@."Q.do you want to design any more?"@.H.@. ans$:. ans$."" . 160@.H.@.vc.21,0@.H.@. ans$.."n" . 50@.H.@.@.H.@:@.H.C.@.H.C.@.H.C. 53281,0:. 53280,0:."."@'IFD."Smulti-colour sprites involve four col-"@tIPD."ours. please indicate your choice for"@SIZD."each of the following.Q"@.I$D."background";back@.I.D."multi-colour 1";c1@.I8D."multi colour 2";c2@.IbD."sprite colour";scol@JJlD."QQwhich sprite do you want to design";nsprite@ZJvDvchip.53248@ J.D.@gJJDptr.192.ns:.2040.ns,ptr:ptr.ptr.64@NJTD."QQhow do you want to design it?"@.J.D."s. from scratch?"@.J.D."m. modifying its present design?"@.J.D."b. basing it on another sprite?"@WK.D. manner$:. manner$.."s" . manner$.."m" . manner$.."b" . 1180@]K.D.@dK.D. manner$."s" . .i.0.62:.ptr.i,0:.@.K.D. manner$."b" . . 3510@.K.Dc1.c1.1:c2.c2.1:scol.scol.1:back.back.1@.K.D. vc.2.ns,65:.vc.2.ns.1,200@.K.D.@.K.D. vc.29,0:.vc.23,0:.vc.16,0@.K.D.@.K.D.vc.28,2.ns:.vc.37,c1@NL@E.vc.38,c2:.39.vc.ns,scol@TLJE.@$LTE.vc.21,2.ns@*L.E.@0L(E:@6L.E.@CL.E..(147);.13)".........................."@OL.E.i.1.21@.L.E..13)".".24)"."@.LDF.@.LNF..13)"..........................S"@.LXF.@.L"F.@.L,F.y.0.20:.x.0.23.2@.L6F.1078.x.40.y,160:.1079.x.40.y,160@NM@Faddr.55350.x.40.y@aMjF. manner$."s" . . addr,back:.addr.1,back:.1670@NMtFbits..(ptr..(x.8).3.y).2.(6.(x . 7)) . 3@.M.F. bits.0 . . addr,back:. addr.1,back@.MHF. bits.1 . . addr,c1:. addr.1,c1@.MRF. bits.2 . . addr,scol:. addr.1,scol@LN.F. bits.3 . . addr,c2:. addr.1,scol@TN.F.:.@"N.F."Suse:-"@4N.F."Qq to quit"@[N.F."Qspace or":."delete to":."clear"@.N.F."Q1,2,or s":."to fill with"@.N.F."multi colours":."1 or 2 or"@.N.F."sprite colour"@.N.F."Qcursor keys":."to move"@.N.F.@.N.F:@.N.G.@JO.Gx.0:y.0:psn.1078:hue..(psn.54272)@XO.G. psn,214@?O.G. hue.0 . . psn,86:.psn.54272,scol@[O.G. com$:. com$."" . 2040@.OBH. com$."q" . . psn.54272,hus:.@.OLH. com$."." . .2510@.OVH. com$."Q" . .2610@.O H. com$."." . .2710@.O*H. com$."]" . .2810@GP4H. com$." " . hue.back:hnum.0:.2420:.2810@2P>H. com$."1" . hue.c1:hnum.1:.2420:.2800@]PhH. com$."2" . hue.c2:hnum.3:.2420:.2810@.PrH. com$."s" . hue.scol:hnum.2:.2420:.2810@.P£H. com$..(20) . . 2910:.2420@.PFH. psn..1078.x.40.y . psn.1078.x.y.40:hue..(psn.54272) . 15@EQPH. hue..back . . psn,214@0QZH. hue.back . . psn,86:. psn.54272,scol@;Q.H. 2040@aQ.H:@gQ.I.@mQJI.@ZQTIaddr.ptr..(x.8).3.y:bytepsn.7.x.8..(x.8)@.Q.I.@.Q.I. addr,.(addr) . 255.3.2.(bytepsn.1)@.Q.I.@.Q.I. hue..back . . addr,.(addr) . hnum.2.(bytepsn.1)@.Q.I.@.Q.I:@.Q.I.@AR.I.3010@XR.Iy.y.1:. y.0 . y.20@.R.I.@$R.I:@*R(J.@5R2J. 3010@lRfJy.y.1:. y.20 . y.0@rRpJ.@xRzJ:@.R.J.@IR.J. 3010@.R.Jx.x.2:. x.0 . x.22:y.y.1@.R.J. y.0 . y.20@.R.J.@.R.J:@.R.J.@.R.J. 3010@.RDK. com$.."]" . . psn.54272,hue:. psn.54273,hue@CSNKx.x.2:. x.24 . x.0:y.y.1@TSXK. y.21 . y.0@ZS"K.@ S,K:@&StK.@:S.K. 2710:hue.back@.SHKpsn.1078.x.40.y:.psn.54273,back@DSRK.@JS.K:@PS.K.@.S.K. psn,160:. hue.back . . psn.54272,back@.S.K.@.S.K:@.S.M.@.S.M."QQwhich sprite is it to be based on";old@.S.Mold.12288.64.old@£T.M."Qyou can make four types of copy:-"@2T.M."1. direct copy"@rT.M."2. horizontal reflection"@PT.M."3. vertical reflection"@.T.M."4. 180-degree rotation"@.T.M."Qwhich type would you like";type@.TFN."QQ.please be patient-this takes a while.."@GUPN. type . 3810,4010,4210,4310@MUZN.@SU$N:@YU.N.@(U.N. i.0 . 63@=U.N. ptr.i,.(old.i)@cU.N.@iU@O.@oUJO:@uU.O.@DU.O. j.0 . 20@.U.Obyte..(old.3.j.2):. 4110:. ptr.3.j,reflect@.U.Obyte..(old.3.j.1):. 4110:. ptr.3.j.1,reflect@.U.Obyte..(old.3.j):. 4110:. ptr.3.j.2,reflect@.U.O.@.U.O.@EV.O:@KVDP.@YVNPreflect.0@+VXP. i.0 . 6 . 2@eV"Pbits.byte.2.(6.i) . 3@BV,Preflect.reflect.bits.2.i@HV6P.@NV@P.@TVjP:@ZVHP.@.VRP. j.0 . 20:. i.0 . 2@.V.P. ptr.3.j.i,.(old.3.(20.j).i)@.V.P.:.@.V.P.@.V.P:@.V.P.@.V.P. 4010@DW.P. i.0 . 62:. 832.i,.(ptr.i):.:old.832@OW.P. 4210@UW.P.@[W.P:@!W.S.@-W.S..(147)@EW.S.;.(147);"the 63 numbers defining the sprite are:-"@SW.S. i.0 . 6@.W.S."Qdata";@.W.S. j.0 . 7@.W.Snum$..(.(ptr.9.i.j))@.W.S. .(num$,2)",";@.W.S.@.W.Snum$..(.(ptr.9.i.8))@.W.S. .(num$,2)@.W.S.@.W.S.@@@
00000000  24 08 0a 00 8f 20 4d 55  4c 54 49 2d 43 4f 4c 4f  |$.... MULTI-COLO|
00000010  55 52 20 53 50 52 49 54  45 2d 44 45 53 49 47 4e  |UR SPRITE-DESIGN|
00000020  45 52 00 31 08 32 00 99  c7 28 31 34 37 29 3b 00  |ER.1.2...(147);.|
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00000040  20 31 35 31 30 00 52 08  82 00 8d 20 32 30 31 30  | 1510.R.... 2010|
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00000d90  54 00 c4 15 be 0f 42 59  54 45 b2 c2 28 4f 4c 44  |T.....BYTE..(OLD|
00000da0  aa 33 ac 4a aa 31 29 3a  8d 20 34 31 31 30 3a 97  |.3.J.1):. 4110:.|
00000db0  20 50 54 52 aa 33 ac 4a  aa 31 2c 52 45 46 4c 45  | PTR.3.J.1,REFLE|
00000dc0  43 54 00 f3 15 c8 0f 42  59 54 45 b2 c2 28 4f 4c  |CT.....BYTE..(OL|
00000dd0  44 aa 33 ac 4a 29 3a 8d  20 34 31 31 30 3a 97 20  |D.3.J):. 4110:. |
00000de0  50 54 52 aa 33 ac 4a aa  32 2c 52 45 46 4c 45 43  |PTR.3.J.2,REFLEC|
00000df0  54 00 f9 15 d2 0f 82 00  ff 15 dc 0f 8e 00 05 16  |T...............|
00000e00  e6 0f 3a 00 0b 16 04 10  8f 00 19 16 0e 10 52 45  |..:...........RE|
00000e10  46 4c 45 43 54 b2 30 00  2b 16 18 10 81 20 49 b2  |FLECT.0.+.... I.|
00000e20  30 20 a4 20 36 20 a9 20  32 00 45 16 22 10 42 49  |0 . 6 . 2.E.".BI|
00000e30  54 53 b2 42 59 54 45 ad  32 ae 28 36 ab 49 29 20  |TS.BYTE.2.(6.I) |
00000e40  af 20 33 00 62 16 2c 10  52 45 46 4c 45 43 54 b2  |. 3.b.,.REFLECT.|
00000e50  52 45 46 4c 45 43 54 aa  42 49 54 53 ac 32 ae 49  |REFLECT.BITS.2.I|
00000e60  00 68 16 36 10 82 00 6e  16 40 10 8e 00 74 16 4a  |.h.6...n.@...t.J|
00000e70  10 3a 00 7a 16 68 10 8f  00 93 16 72 10 81 20 4a  |.:.z.h.....r.. J|
00000e80  b2 30 20 a4 20 32 30 3a  81 20 49 b2 30 20 a4 20  |.0 . 20:. I.0 . |
00000e90  32 00 b5 16 7c 10 97 20  50 54 52 aa 33 ac 4a aa  |2...|.. PTR.3.J.|
00000ea0  49 2c c2 28 4f 4c 44 aa  33 ac 28 32 30 ab 4a 29  |I,.(OLD.3.(20.J)|
00000eb0  aa 49 29 00 bd 16 86 10  82 3a 82 00 c3 16 90 10  |.I)......:......|
00000ec0  8e 00 c9 16 9a 10 3a 00  cf 16 cc 10 8f 00 da 16  |......:.........|
00000ed0  d6 10 8d 20 34 30 31 30  00 04 17 e0 10 81 20 49  |... 4010...... I|
00000ee0  b2 30 20 a4 20 36 32 3a  97 20 38 33 32 aa 49 2c  |.0 . 62:. 832.I,|
00000ef0  c2 28 50 54 52 aa 49 29  3a 82 3a 4f 4c 44 b2 38  |.(PTR.I):.:OLD.8|
00000f00  33 32 00 0f 17 ea 10 8d  20 34 32 31 30 00 15 17  |32...... 4210...|
00000f10  f4 10 8e 00 1b 17 fe 10  3a 00 21 17 88 13 8f 00  |........:.!.....|
00000f20  2d 17 8d 13 99 c7 28 31  34 37 29 00 65 17 92 13  |-.....(147).e...|
00000f30  99 3b c7 28 31 34 37 29  3b 22 54 48 45 20 36 33  |.;.(147);"THE 63|
00000f40  20 4e 55 4d 42 45 52 53  20 44 45 46 49 4e 49 4e  | NUMBERS DEFININ|
00000f50  47 20 54 48 45 20 53 50  52 49 54 45 20 41 52 45  |G THE SPRITE ARE|
00000f60  3a 2d 22 00 73 17 9c 13  81 20 49 b2 30 20 a4 20  |:-".s.... I.0 . |
00000f70  36 00 81 17 a6 13 99 22  11 44 41 54 41 22 3b 00  |6......".DATA";.|
00000f80  8f 17 b0 13 81 20 4a b2  30 20 a4 20 37 00 a8 17  |..... J.0 . 7...|
00000f90  ba 13 4e 55 4d 24 b2 c4  28 c2 28 50 54 52 aa 39  |..NUM$..(.(PTR.9|
00000fa0  ac 49 aa 4a 29 29 00 bc  17 c4 13 99 20 ca 28 4e  |.I.J))...... .(N|
00000fb0  55 4d 24 2c 32 29 22 2c  22 3b 00 c2 17 ce 13 82  |UM$,2)",";......|
00000fc0  00 db 17 d8 13 4e 55 4d  24 b2 c4 28 c2 28 50 54  |.....NUM$..(.(PT|
00000fd0  52 aa 39 ac 49 aa 38 29  29 00 eb 17 e2 13 99 20  |R.9.I.8))...... |
00000fe0  ca 28 4e 55 4d 24 2c 32  29 00 f1 17 ec 13 82 00  |.(NUM$,2).......|
00000ff0  f7 17 f6 13 8e 00 00 00                           |........|
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