Home » Personal collection » Commodore disks » disk32a_commodore_disk_user_3_7.d64 » hires animator

hires animator

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 » disk32a_commodore_disk_user_3_7.d64
Filename: hires animator
Read OK:
File size: 0ECE bytes
Load address: 0801
Exec address: 0000
Duplicates

There is 1 duplicate copy of this file in the archive:

File contents
    10 IFA>0THEN40
    20 POKE55,255:POKE56,63:POKE51,255:POKE52,63:CLR
    30 A=A+1:PRINT"LOADING SPRITES":LOAD"SPRITE FILE 1",8,1
    40 IFA>1THEN60
    50 A=A+1:PRINT"LOADING M/CODE ":LOAD"ANIMATE.MC",8,1
    60 IFA>2THEN90
    70 SYS 50222:REM CLEAR BIT MAP MEMORY AND HIRES CHARACTER MEMORY
    80 A=A+1:PRINT"LOADING HIRES CH":LOAD"TEST1      .ANM",8,1
    90 GOSUB 820:REM VARIABLES
   100 SYSCLS:SYSCMEM:SYSSBANK:SYSSCHBASE
   110 POKE53265,PEEK(53265)OR32:REM HIRES BIT MAP MODE
   120 IFPEEK(MULTI)=1THENPOKE53270,PEEK(53270)OR16:REM MULTICOLOUR
   130 POKE24568,0:POKE24569,8:REM SPRITE POINTERS
   140 POKE53276,PEEK(53276)OR3:REM MULTI COLOUR SPRITE
   150 POKE53287,10:POKE53285,12:POKE53286,5:POKE53288,0:REM SPRITE COLOUR
   160 POKE53248,100:POKE53249,50:REM X,Y CO-ORDINATES
   170 POKE53264,PEEK(53264)OR1:REM  MSB OF SPRITE 0
   180 POKE53269,PEEK(53269)OR3:REM SWITCH ON SPRITES
   190 SYSINIT:REM SET UP HIRES FIGURE ON SCREEN
   200 SC=0:DB=0
   210 POKEMODE,108:SYSANIM
   220 REM MAIN LOOP
   230 FORN=0TO320
   240 SX=SX-1
   250 IF SX<0AND(PEEK(53264)AND1)=1THENGOSUB760
   260 IF SX=0AND(PEEK(53264)AND1)=0THENSX=100:POKE53264,1
   270 IF DB=0THENSC=SC+1
   280 IF DB=1THENSC=SC-1
   290 IF SC=0THENDB=0
   300 IF SC=7THENDB=1
   310 POKE53248,SX:POKE24568,SC
   320 NEXTN
   330 POKE53269,0:SYSAOFF
   340 POKECB,96:POKECT,128:SYSWIPE
   350 POKE MULTI,1:POKEABASE,0:POKEABASE+1,96
   360 K=60
   370 X=1/π:P=0
   380 A=1/SQR(5)
   390 FORN=1 TO 1000
   400 Y=X-.5:X=X+A-INT(X+A)
   410 P=P-Y
   420 XX=X*319:YY=100-P*K:CC=INT(RND(1)*3+1)
   430 XX=2*INT(XX/2):XH=INT(XX/256):XL=XX-(XH*256)
   440 POKECOLOUR,CC:POKEHX,XL:POKEHX+1,XH:POKEHY,YY
   450 SYSPLOT
   460 NEXTN
   470 POKE MODE,96
   480 GOSUB670:PV=1:POKEPAUSE,PV:POKEYD,0
   490 X1=(PEEK(PX)*8)+60:Y1=150:POKE53250,X1:POKE53251,Y1
   500 SX=100:POKE53264,1:POKE53248,SX:POKE53249,120:POKE53269,3
   510 SYSNANIM
   520 SX=SX-1
   530 IF SX<0AND(PEEK(53264)AND1)=1THENGOSUB760
   540 IF SX=0AND(PEEK(53264)AND1)=0THENSX=100:POKE53264,1
   550 IF DB=0THENSC=SC+1
   560 IF DB=1THENSC=SC-1
   570 IF SC=0THENDB=0
   580 IF SC=7THENDB=1
   590 IFPEEK(FIRE)=1THEN650
   600 POKE53248,SX:POKE24568,SC
   610 X1=(PEEK(PX)*8)+60
   620 IFX1>255THENX1=X1-255:POKE53264,PEEK(53264)OR2:POKE53250,X1:GOTO640
   630 IFX1<255THENPOKE53264,PEEK(53264)AND253:POKE53250,X1
   640 GOTO510
   650 POKE53269,0
   660 END
   670 REM INITIALISE CHARACTER ROUTINE
   680 POKE MVE,0:POKE RILE,0
   690 X=8:Y=8:REM COORDINATES (IN CHARACTER BLOCKS) OF START POSITION.
   700 POKEPX,X:POKEPY,Y
   710 SS=24576+(320*Y):POKEHL,INT(SS/256):POKELL,SS-(PEEK(HL)*256):REM EXTREME LHS
   720 POKEHR,INT((SS+240)/256):POKELR,(SS+240)-(PEEK(HR)*256):REM EXTREME RHS
   730 SS=SS+(8*X):POKESVLUE+1,INT(SS/256):POKESVLUE,SS-(INT(SS/256)*256)
   740 SYS AER
   750 RETURN
   760 REM MSB OFF
   770 SX=255:POKE53264,PEEK(53264)AND 254
   780 RETURN
   790 REM MSB ON
   800 SX(0)=0:POKE53264,PEEK(53264)OR1
   810 RETURN
   820 REM INITIALISE VARIABLES
   830 SBANK=49205:REM SET BANK
   840 SCHBASE=49224:REM SET CHAR.BASE
   850 RILE=49916:REM MOVING L-R OR R-L
   860 MVE=49917:REM CHARACTER MOVE
   870 MULTI=49152:REM MULTI COLOUR MODE
   880 INIT=49362:REM INITIALISE HIRES CHARACTER ROUTINE
   890 ANIM=49450:REM ANIMATION ROUTINE
   900 PAUSE=50192:REM SLOW ROUTINE VALUE LOCATION
   910 CLS=49235:REM SET COLOUR MEMORY
   920 CMEM=49246:REM CLEAR MEMORY(COLOUR)LOCATION
   930 DX=49359:REM DIRECTION OF X JOYSTICK
   940 DY=49360:REM DIRECTION OF Y JOYSTICK
   950 FIRE=49361:REM FIRE BUTTON PRESSED
   960 LL=49918:REM LEFT HAND SIDE LO.BYTE
   970 LR=49920:REM RIGHT HAND SIDE LO.BYTE
   980 HL=49919:REM LEFT HAND SIDE HI.BYTE
   990 HR=49921:REM RIGHT HAND SIDE HI.BYTE
  1000 PV=16:REM PAUSE VALUE
  1010 CB=254:REM BOTTOM OF MEMORY CLEAR VECTOR HI BYTE
  1020 CT=50236:REM TOP OF MEMORY HI BYTE
  1030 PX=49924:REM POSITION OF X
  1040 PY=49925:REM POSITION OF Y
  1050 YD=49926:REM SWITCH ON MOVEMENT IN Y AXIS
  1060 POKEYD,1
  1070 ABASE=51290:REM HIRES SCREEN VECTOR
  1080 ERASE=50981:REM ERASE HIRES PIXEL
  1090 COLOUR=50982:REM MULTI COLOUR COLOUR
  1100 HX=50983:REM HIRES PIXEL X
  1110 HY=50985:REM HIRES PIXEL Y
  1120 PLOT=50901:REM PLOT HIRES PIXEL
  1130 WIPE=49297:REM CLEAR HIRES MEMORY
  1140 AOFF=49475:REM SWITCH OFF INTERRUPT DRIVEN CHARACTER
  1150 NANIM=49490:REM NON INTERRUPT DRIVEN HIRES CHARACTER
  1160 MODE=49711:REM POKEMODE,108 BEFORE USING INTERRUPT CHARACTER OTHERWISE 96
  1170 ALOOP=49837:REM ROUTINE TO EX-OR 80*96 PIXEL BLOCK OF MEMORY
  1180 ASTE=49890:REM ROUTINE TO STORE START VARIABLES OF BLOCK MOVE
  1190 AER=49714:REM ROUTINE TO SET STANDING FIGURE
  1200 SVLUE=49912:REM SCREEN POSITION OF CHARACTER.
  1210 RETURN


�A�0�401�55,255:�56,63:�51,255:�52,63:�cA�A�1:�"LOADING SPRITES":�"SPRITE FILE 1",8,1o(�A�1�60�2A�A�1:�"LOADING M/CODE ":�"ANIMATE.MC",8,1�<�A�2�90�F� 50222:� CLEAR BIT MAP MEMORY AND HIRES CHARACTER MEMORY	PA�A�1:�"LOADING HIRES CH":�"TEST1      .ANM",8,13	Z� 820:� VARIABLESR	d�CLS:�CMEM:�SBANK:�SCHBASE~	n�53265,�(53265)�32:� HIRES BIT MAP MODE�	x��(MULTI)�1��53270,�(53270)�16:� MULTICOLOUR�	��24568,0:�24569,8:� SPRITE POINTERS
��53276,�(53276)�3:� MULTI COLOUR SPRITE=
��53287,10:�53285,12:�53286,5:�53288,0:� SPRITE COLOURi
��53248,100:�53249,50:� X,Y CO-ORDINATES�
��53264,�(53264)�1:�  MSB OF SPRITE 0�
��53269,�(53269)�3:� SWITCH ON SPRITES�
��INIT:� SET UP HIRES FIGURE ON SCREEN�
�SC�0:DB�0��MODE,108:�ANIM�� MAIN LOOP%��N�0�3201�SX�SX�1P�� SX�0�(�(53264)�1)�1��760z� SX�0�(�(53264)�1)�0�SX�100:�53264,1�� DB�0�SC�SC�1�� DB�1�SC�SC�1�"� SC�0�DB�0�,� SC�7�DB�1�6�53248,SX:�24568,SC�@�N�J�53269,0:�AOFFT�CB,96:�CT,128:�WIPE.^� MULTI,1:�ABASE,0:�ABASE�1,967hK�60ErX�1��:P�0R|A�1��(5)b��N�1 � 1000z�Y�X�.5:X�X�A��(X�A)��P�P�Y��XX�X�319:YY�100�P�K:CC��(�(1)�3�1)��XX�2��(XX�2):XH��(XX�256):XL�XX�(XH�256)���COLOUR,CC:�HX,XL:�HX�1,XH:�HY,YY
��PLOT
��N
�� MODE,96;
��670:PV�1:�PAUSE,PV:�YD,0j
�X1�(�(PX)�8)�60:Y1�150:�53250,X1:�53251,Y1�
�SX�100:�53264,1:�53248,SX:�53249,120:�53269,3�
��NANIM�
SX�SX�1�
� SX�0�(�(53264)�1)�1��760�
� SX�0�(�(53264)�1)�0�SX�100:�53264,1&� DB�0�SC�SC�1"0� DB�1�SC�SC�12:� SC�0�DB�0BD� SC�7�DB�1UN��(FIRE)�1�650mX�53248,SX:�24568,SC�bX1�(�(PX)�8)�60�l�X1�255�X1�X1�255:�53264,�(53264)�2:�53250,X1:�640�v�X1�255��53264,�(53264)�253:�53250,X1���510���53269,0���!�� INITIALISE CHARACTER ROUTINE6�� MVE,0:� RILE,0y�X�8:Y�8:� COORDINATES (IN CHARACTER BLOCKS) OF START POSITION.���PX,X:�PY,Y��SS�24576�(320�Y):�HL,�(SS�256):�LL,SS�(�(HL)�256):� EXTREME LHS��HR,�((SS�240)�256):�LR,(SS�240)�(�(HR)�256):� EXTREME RHSI�SS�SS�(8�X):�SVLUE�1,�(SS�256):�SVLUE,SS�(�(SS�256)�256)S�� AERY��g�� MSB OFF�SX�255:�53264,�(53264)� 254���� MSB ON� SX(0)�0:�53264,�(53264)�1�*��4� INITIALISE VARIABLES�>SBANK�49205:� SET BANKHSCHBASE�49224:� SET CHAR.BASE9RRILE�49916:� MOVING L-R OR R-LX\MVE�49917:� CHARACTER MOVE|fMULTI�49152:� MULTI COLOUR MODE�pINIT�49362:� INITIALISE HIRES CHARACTER ROUTINE�zANIM�49450:� ANIMATION ROUTINE�PAUSE�50192:� SLOW ROUTINE VALUE LOCATION#�CLS�49235:� SET COLOUR MEMORYQ�CMEM�49246:� CLEAR MEMORY(COLOUR)LOCATIONx�DX�49359:� DIRECTION OF X JOYSTICK��DY�49360:� DIRECTION OF Y JOYSTICK��FIRE�49361:� FIRE BUTTON PRESSED��LL�49918:� LEFT HAND SIDE LO.BYTE�LR�49920:� RIGHT HAND SIDE LO.BYTE7�HL�49919:� LEFT HAND SIDE HI.BYTE^�HR�49921:� RIGHT HAND SIDE HI.BYTEv�PV�16:� PAUSE VALUE��CB�254:� BOTTOM OF MEMORY CLEAR VECTOR HI BYTE��CT�50236:� TOP OF MEMORY HI BYTE�PX�49924:� POSITION OF XPY�49925:� POSITION OF Y4YD�49926:� SWITCH ON MOVEMENT IN Y AXIS>$�YD,1d.ABASE�51290:� HIRES SCREEN VECTOR�8ERASE�50981:� ERASE HIRES PIXEL�BCOLOUR�50982:� MULTI COLOUR COLOUR�LHX�50983:� HIRES PIXEL X�VHY�50985:� HIRES PIXEL Y`PLOT�50901:� PLOT HIRES PIXEL/jWIPE�49297:� CLEAR HIRES MEMORYftAOFF�49475:� SWITCH OFF INTERRUPT DRIVEN CHARACTER�~NANIM�49490:� NON INTERRUPT DRIVEN HIRES CHARACTER��MODE�49711:� POKEMODE,108 BEFORE USING INTERRUPT CHARACTER OTHERWISE 96(�ALOOP�49837:� ROUTINE TO EX-OR 80*96 PIXEL BLOCK OF MEMORYh�ASTE�49890:� ROUTINE TO STORE START VARIABLES OF BLOCK MOVE��AER�49714:� ROUTINE TO SET STANDING FIGURE��SVLUE�49912:� SCREEN POSITION OF CHARACTER.���
MHJ@.a.0.40@1HT@.55,255:.56,63:.51,255:.52,63:.@CH.@a.a.1:."loading sprites":."sprite file 1",8,1@OH(@.a.1.60@.H2@a.a.1:."loading m/code ":."animate.mc",8,1@.H<@.a.2.90@.Hf@. 50222:. clear bit map memory and hires character memory@]Ip@a.a.1:."loading hires ch":."test1      .anm",8,1@3Iz@. 820:. variables@rID@.cls:.cmem:.sbank:.schbase@.IN@.53265,.(53265).32:. hires bit map mode@.IX@..(multi).1..53270,.(53270).16:. multicolour@.I.@.24568,0:.24569,8:. sprite pointers@CJ.@.53276,.(53276).3:. multi colour sprite@=J.@.53287,10:.53285,12:.53286,5:.53288,0:. sprite colour@IJ.@.53248,100:.53249,50:. x,y co-ordinates@.J.@.53264,.(53264).1:.  msb of sprite 0@.J.@.53269,.(53269).3:. switch on sprites@.J.@.init:. set up hires figure on screen@.J.@sc.0:db.0@HK.@.mode,108:.anim@XK.@. main loop@%K.@.n.0.320@1K.@sx.sx.1@pK.@. sx.0.(.(53264).1).1..760@ZKDA. sx.0.(.(53264).1).0.sx.100:.53264,1@.KNA. db.0.sc.sc.1@.KXA. db.1.sc.sc.1@.K"A. sc.0.db.0@.K,A. sc.7.db.1@.K6A.53248,sx:.24568,sc@.K@A.n@.KjA.53269,0:.aoff@KLtA.cb,96:.ct,128:.wipe@.L.A. multi,1:.abase,0:.abase.1,96@7LHAk.60@eLRAx.1..:p.0@rL.Aa.1..(5)@BL.A.n.1 . 1000@ZL.Ay.x..5:x.x.a..(x.a)@.L.Ap.p.y@.L.Axx.x.319:yy.100.p.k:cc..(.(1).3.1)@.L.Axx.2..(xx.2):xh..(xx.256):xl.xx.(xh.256)@.L.A.colour,cc:.hx,xl:.hx.1,xh:.hy,yy@HM.A.plot@OM.A.n@]M.A. mode,96@;M.A.670:pv.1:.pause,pv:.yd,0@JM.Ax1.(.(px).8).60:y1.150:.53250,x1:.53251,y1@.M.Asx.100:.53264,1:.53248,sx:.53249,120:.53269,3@.M.A.nanim@.MHBsx.sx.1@.MRB. sx.0.(.(53264).1).1..760@.M£B. sx.0.(.(53264).1).0.sx.100:.53264,1@ON&B. db.0.sc.sc.1@"N0B. db.1.sc.sc.1@2N:B. sc.0.db.0@bNdB. sc.7.db.1@uNnB..(fire).1.650@MNxB.53248,sx:.24568,sc@.NBBx1.(.(px).8).60@.NLB.x1.255.x1.x1.255:.53264,.(53264).2:.53250,x1:.640@.NVB.x1.255..53264,.(53264).253:.53250,x1@.N.B.510@.N.B.53269,0@.N.B.@!O.B. initialise character routine@6O.B. mve,0:. rile,0@YO.Bx.8:y.8:. coordinates (in character blocks) of start position.@.O.B.px,x:.py,y@.O.Bss.24576.(320.y):.hl,.(ss.256):.ll,ss.(.(hl).256):. extreme lhs@LP.B.hr,.((ss.240).256):.lr,(ss.240).(.(hr).256):. extreme rhs@iP.Bss.ss.(8.x):.svlue.1,.(ss.256):.svlue,ss.(.(ss.256).256)@sP.B. aer@yP.B.@GP.B. msb off@.PBCsx.255:.53264,.(53264). 254@.PLC.@.PVC. msb on@.P Csx(0).0:.53264,.(53264).1@.P*C.@.P4C. initialise variables@.P>Csbank.49205:. set bank@VQhCschbase.49224:. set char.base@9QrCrile.49916:. moving l-r or r-l@xQ£Cmve.49917:. character move@.QFCmulti.49152:. multi colour mode@.QPCinit.49362:. initialise hires character routine@.QZCanim.49450:. animation routine@AR.Cpause.50192:. slow routine value location@#R.Ccls.49235:. set colour memory@qR.Ccmem.49246:. clear memory(colour)location@XR.Cdx.49359:. direction of x joystick@.R.Cdy.49360:. direction of y joystick@.R.Cfire.49361:. fire button pressed@.R.Cll.49918:. left hand side lo.byte@QS.Clr.49920:. right hand side lo.byte@7S.Chl.49919:. left hand side hi.byte@.S.Chr.49921:. right hand side hi.byte@VS.Cpv.16:. pause value@.S.Ccb.254:. bottom of memory clear vector hi byte@.S.Cct.50236:. top of memory hi byte@.SFDpx.49924:. position of x@HTPDpy.49925:. position of y@4TZDyd.49926:. switch on movement in y axis@>T$D.yd,1@DT.Dabase.51290:. hires screen vector@.T8Derase.50981:. erase hires pixel@.TbDcolour.50982:. multi colour colour@.TlDhx.50983:. hires pixel x@.TvDhy.50985:. hires pixel y@KU.Dplot.50901:. plot hires pixel@/UJDwipe.49297:. clear hires memory@FUTDaoff.49475:. switch off interrupt driven character@.U.Dnanim.49490:. non interrupt driven hires character@.U.Dmode.49711:. pokemode,108 before using interrupt character otherwise 96@(V.Daloop.49837:. routine to ex-or 80*96 pixel block of memory@HV.Daste.49890:. routine to store start variables of block move@.V.Daer.49714:. routine to set standing figure@.V.Dsvlue.49912:. screen position of character.@.V.D.@@@
00000000  0d 08 0a 00 8b 41 b1 30  a7 34 30 00 31 08 14 00  |.....A.0.40.1...|
00000010  97 35 35 2c 32 35 35 3a  97 35 36 2c 36 33 3a 97  |.55,255:.56,63:.|
00000020  35 31 2c 32 35 35 3a 97  35 32 2c 36 33 3a 9c 00  |51,255:.52,63:..|
00000030  63 08 1e 00 41 b2 41 aa  31 3a 99 22 4c 4f 41 44  |c...A.A.1:."LOAD|
00000040  49 4e 47 20 53 50 52 49  54 45 53 22 3a 93 22 53  |ING SPRITES":."S|
00000050  50 52 49 54 45 20 46 49  4c 45 20 31 22 2c 38 2c  |PRITE FILE 1",8,|
00000060  31 00 6f 08 28 00 8b 41  b1 31 a7 36 30 00 9e 08  |1.o.(..A.1.60...|
00000070  32 00 41 b2 41 aa 31 3a  99 22 4c 4f 41 44 49 4e  |2.A.A.1:."LOADIN|
00000080  47 20 4d 2f 43 4f 44 45  20 22 3a 93 22 41 4e 49  |G M/CODE ":."ANI|
00000090  4d 41 54 45 2e 4d 43 22  2c 38 2c 31 00 aa 08 3c  |MATE.MC",8,1...<|
000000a0  00 8b 41 b1 32 a7 39 30  00 e8 08 46 00 9e 20 35  |..A.2.90...F.. 5|
000000b0  30 32 32 32 3a 8f 20 43  4c 45 41 52 20 42 49 54  |0222:. CLEAR BIT|
000000c0  20 4d 41 50 20 4d 45 4d  4f 52 59 20 41 4e 44 20  | MAP MEMORY AND |
000000d0  48 49 52 45 53 20 43 48  41 52 41 43 54 45 52 20  |HIRES CHARACTER |
000000e0  4d 45 4d 4f 52 59 00 1d  09 50 00 41 b2 41 aa 31  |MEMORY...P.A.A.1|
000000f0  3a 99 22 4c 4f 41 44 49  4e 47 20 48 49 52 45 53  |:."LOADING HIRES|
00000100  20 43 48 22 3a 93 22 54  45 53 54 31 20 20 20 20  | CH":."TEST1    |
00000110  20 20 2e 41 4e 4d 22 2c  38 2c 31 00 33 09 5a 00  |  .ANM",8,1.3.Z.|
00000120  8d 20 38 32 30 3a 8f 20  56 41 52 49 41 42 4c 45  |. 820:. VARIABLE|
00000130  53 00 52 09 64 00 9e 43  4c 53 3a 9e 43 4d 45 4d  |S.R.d..CLS:.CMEM|
00000140  3a 9e 53 42 41 4e 4b 3a  9e 53 43 48 42 41 53 45  |:.SBANK:.SCHBASE|
00000150  00 7e 09 6e 00 97 35 33  32 36 35 2c c2 28 35 33  |.~.n..53265,.(53|
00000160  32 36 35 29 b0 33 32 3a  8f 20 48 49 52 45 53 20  |265).32:. HIRES |
00000170  42 49 54 20 4d 41 50 20  4d 4f 44 45 00 af 09 78  |BIT MAP MODE...x|
00000180  00 8b c2 28 4d 55 4c 54  49 29 b2 31 a7 97 35 33  |...(MULTI).1..53|
00000190  32 37 30 2c c2 28 35 33  32 37 30 29 b0 31 36 3a  |270,.(53270).16:|
000001a0  8f 20 4d 55 4c 54 49 43  4f 4c 4f 55 52 00 d7 09  |. MULTICOLOUR...|
000001b0  82 00 97 32 34 35 36 38  2c 30 3a 97 32 34 35 36  |...24568,0:.2456|
000001c0  39 2c 38 3a 8f 20 53 50  52 49 54 45 20 50 4f 49  |9,8:. SPRITE POI|
000001d0  4e 54 45 52 53 00 03 0a  8c 00 97 35 33 32 37 36  |NTERS......53276|
000001e0  2c c2 28 35 33 32 37 36  29 b0 33 3a 8f 20 4d 55  |,.(53276).3:. MU|
000001f0  4c 54 49 20 43 4f 4c 4f  55 52 20 53 50 52 49 54  |LTI COLOUR SPRIT|
00000200  45 00 3d 0a 96 00 97 35  33 32 38 37 2c 31 30 3a  |E.=....53287,10:|
00000210  97 35 33 32 38 35 2c 31  32 3a 97 35 33 32 38 36  |.53285,12:.53286|
00000220  2c 35 3a 97 35 33 32 38  38 2c 30 3a 8f 20 53 50  |,5:.53288,0:. SP|
00000230  52 49 54 45 20 43 4f 4c  4f 55 52 00 69 0a a0 00  |RITE COLOUR.i...|
00000240  97 35 33 32 34 38 2c 31  30 30 3a 97 35 33 32 34  |.53248,100:.5324|
00000250  39 2c 35 30 3a 8f 20 58  2c 59 20 43 4f 2d 4f 52  |9,50:. X,Y CO-OR|
00000260  44 49 4e 41 54 45 53 00  92 0a aa 00 97 35 33 32  |DINATES......532|
00000270  36 34 2c c2 28 35 33 32  36 34 29 b0 31 3a 8f 20  |64,.(53264).1:. |
00000280  20 4d 53 42 20 4f 46 20  53 50 52 49 54 45 20 30  | MSB OF SPRITE 0|
00000290  00 bc 0a b4 00 97 35 33  32 36 39 2c c2 28 35 33  |......53269,.(53|
000002a0  32 36 39 29 b0 33 3a 8f  20 53 57 49 54 43 48 20  |269).3:. SWITCH |
000002b0  4f 4e 20 53 50 52 49 54  45 53 00 e6 0a be 00 9e  |ON SPRITES......|
000002c0  49 4e 49 54 3a 8f 20 53  45 54 20 55 50 20 48 49  |INIT:. SET UP HI|
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