Home
CBM
  ASCII-X
  BASIC
    Disk Commands
    Enter RUN mode
    Program Format
    Secret Variables
    Variable Format
    Expressions
    Keywords
      (divide)
      (equal)
      (less)
      (minus)
      (more)
      (multiply)
      (plus)
      (power)
      Abs
      And
      Append
      Asc
      Atn
      Auto
      Backup
      Bank
      Begin
      Bend
      Bload
      Boot
      Box
      Bsave
      Bump
      Catalog
      Char
      Chr
      Circle
      Close
      Clr
      Cmd
      Collect
      Collision
      Color
      Concat
      Cont
      Copy
      Cos
      Data
      Dclear
      Dclose
      Dec
      Def
      Delete
      Dim
      Directory
      Dispose
      Dload
      Do
      Dopen
      Draw
      Ds
      Ds string
      Dsave
      Dverify
      El
      Else
      End
      Envelope
      Er
      Err
      Exit
      Exp
      Fast
      Fetch
      Filter
      Fn
      For
      Fre
      Get
      Get num
      Getkey
      Go
      Gosub
      Goto
      Graphic
      Gshape
      Header
      Help
      Hex
      If
      Input
      Input num
      Instr
      Int
      Joy
      Key
      Left
      Len
      Let
      List
      Load
      Locate
      Log
      Loop
      Mid
      Monitor
      Movspr
      New
      Next
      Not
      Off
      On
      Open
      Or
      Paint
      Peek
      Pen
      Pi
      Play
      Pointer
      Poke
      Pos
      Pot
      Print
      Print num
      Pudef
      Quit
      Rclr
      Rdot
      Read
      Record
      Rem
      Rename
      Renumber
      Restore
      Resume
      Return
      Rgr
      Right
      Rlum
      Rnd
      Rreg
      Rspcolor
      Rsppos
      Rsprite
      Run
      Rwindow
      Save
      Scale
      Scnclr
      Scratch
      Sgn
      Sin
      Sleep
      Slow
      Sound
      Spc
      Sprcolor
      Sprdef
      Sprite
      Sprsav
      Sqr
      Sshape
      St
      Stash
      Step
      Stop
      Str
      Swap
      Sys
      Tab
      Tan
      Tempo
      Then
      Ti
      Ti string
      To
      Trap
      Troff
      Tron
      Until
      Using
      Usr
      Val
      Verify
      Vol
      Wait
      While
      Width
      Window
      Xor
    Syntax
    Tokens
  C128
  D64plus
  Disk
  Escape Codes
  Hardware
  PCxface
  PETSCII
  Pet2asc
Futurama
IBM PC-AT
Contact
Games
Glossary
Hall of fame
Hall of shame
Miscellaneous
Privacy policy
Programming
Twisty puzzles
KeywordAbbreviationToken (hex)Version(s)Classification
SPRDEFSPR{Shift+D}FE 1D7.0Command and Statement

 
 Syntax  
SPRDEF
  
 Purpose 
Machine statement management.  Suspend BASIC and enter the sprite editor.
 
 Remarks 
SPRDEF invokes an interactive editor for defining sprite images.  Like CBM's screen editor, it is quite easy to use.  The basic operation is you select a sprite to edit, use the cursor keys to select a pixel and press a number key to write/erase the pixel.  Full details follow.  Note that SPRDEF may be used as a statement in a program but is rare; it is normally used as command in direct mode when developing softare.  Although SPRDEF allows you to set most parameters of any sprite you edit (see SPRITE), it provides no way to set either of the two colors which are shared by all multi-color sprites (see SPRCOLOR).
 
When SPRDEF first begins, it will (try to) allocate a VIC-II bitmap if not already allocated.  This may generate OUT OF MEMORY ERROR.  Otherwise the high-resolution bitmap will be cleared and displayed with a large edit window on the left.
 
 Outer Loop 
The outer loop of SPRDEF begins.  It asks "SPRITE NUMBER?" and waits for you to type a number between 1 and 8 to select a sprite to edit.  If you press Return (or Enter) at this point, the display is switched back to text mode, SPRDEF ends, and BASIC resumes.  Upon resumption, BASIC will check if any parameters were given to SPRDEF; if so, SYNTAX ERROR occurs.  The following assumes you pressed a valid number key.
 
The image of the selected sprite is saved in a temporary buffer.  This allows recovery/undo described later.  Next the selected sprite's motion is halted and it is positioned at sprite coordinate (264, 74) [see MOVSPR] which is on the right half of the screen near the top.  The choosen sprite is enabled and can be seen with its last-set parameters (see SPRITE).  All other sprites are disabled.
 
The pixels of the sprite's image are drawn at 8x magnifaction in the edit window on the left half of the screen.  The sprite-cursor is set to (0,0).  The auto-advance feature is activated; this will automatically advance the sprite-cursor one pixel to the right (with wrap to next line) when a pixel-plotting key (a number) is pressed. Now SPRDEF enters its main / inner loop.
 
 Inner Loop 
SPRDEF renders the sprite-cursor as + or ++ in the large edit window (if the sprite is in high-resolution or multi-color mode, respectively).  Now it waits for you to press a key.  When you press a key, the sprite-cursor is erased.  The following keys are recognized and perform the indicated action:
 
Key(s) Action
1erases the pixel (writes a 0 or %00 to the image data)
2draws pixel with color 1 (writes a 1 or %01 to the image data)  
3draws pixel with color 2 (writes %10 to the image data); multi-color mode only
draws pixel with color 3 (writes %11 to the image data); multi-color mode only
Control + [1 ~ 8]sets the unique color of the sprite (COLOR 1 ~ 8) 
C= + [1 ~ 8]sets the unique color of the sprite (COLOR 9 ~ 16)
up, downmoves the sprite-cursor in the indicated direction; will not wrap from top to bottom
left, rightmoves the sprite-cursor in the indicated direction; will wrap to next line unless at the top,left or bottom,right
Return, Entermoves the sprite-cursor to the left-most pixel on the next line 
Atoggles the auto-advance feature on/off 
copies another sprite's image to this sprite (described below) 
Mtoggles between multi-color and high-resolution sprite mode
Xtoggles the sprite's X-expansion (double width)
toggles the sprite's Y-expansion (double height) 
STOP the undo feature; restores the sprite's original image and exits to the outer loop 
Shift + [Return, Enter]disables the sprite and exits to the outer loop 
 
When you press C (for Copy), SPRDEF will prompt "COPY FROM?" and waits for a number 1 ~ 8 or Return/Enter.  When one of those keys are pressed, the prompt is erased.  If you pressed a number, the selected sprite's image is copied to the sprite currently being edited.  Otherwise nothing is copied.  Nothing effectively happens if you copy from the same sprite being edited.  In any case, the main/inner loop continues.
 
The eight sprite images are stored sequentialy in Bank 0 RAM between 3584 and 4095 inclusive, 64 bytes each (although only the first 63 bytes of each sprite image is used by the VIC-II(e) chip).  The data may be saved with BSAVE or loaded with BLOAD.  You may also use SPRSAV to save a sprite's image to/from a string.
 
Because SPRDEF is an interactive editor, there are no examples of it; however below are examples to save your creation, and load it back later.
BSAVE "SPRITES.BIN", B0, P3584 TOP 4096, U8 : REM device 8, drive 0
SAVING 0:SPRITES.BIN
READY.
BLOAD "SPRITES.BIN", B0, P3584, U8 : REM device 8, drive 0 (P3584 not needed)
SEARCHING FOR 0:SPRITES.BIN
LOADING
READY.
 
 
 Compare With 
 
 Contrast With 
 See Also 

© H2Obsession, 2014