; ----------------------------------------------------------------------------- ; スプライト形状を初期化 ; input: ; なし ; output ; なし ; break ; 全て ; comment ; なし ; ----------------------------------------------------------------------------- sprite_pattern_init:: ld hl, #sprite_pattern ld de, #SPRITE_GENERATOR ld bc, #(8*4*3) jp LDIRVM |
; ----------------------------------------------------------------------------- sprite_pattern: .db #0x00, #0x01, #0x00, #0x03, #0x03, #0x03, #0x03, #0x07 .db #0x67, #0x7F, #0x6F, #0x6F, #0x63, #0x3D, #0xC4, #0x03 .db #0x00, #0x80, #0x80, #0x40, #0x40, #0xC0, #0xC0, #0xE0 .db #0x6A, #0x72, #0x7A, #0x7A, #0x42, #0x7A, #0x46, #0x80 .db #0x01, #0x03, #0x03, #0x06, #0x06, #0x04, #0x04, #0x4C .db #0xCE, #0xCF, #0xDF, #0xDF, #0xDF, #0xC3, #0x03, #0x00 .db #0x00, #0x00, #0x00, #0x80, #0x80, #0x00, #0x00, #0x04 .db #0x84, #0xAC, #0xBC, #0xBC, #0xBC, #0x84, #0x80, #0x00 .db #0x00, #0x20, #0x70, #0x70, #0x70, #0x70, #0x70, #0x70 .db #0x70, #0x30, #0x60, #0x20, #0x40, #0x20, #0x00, #0x00 .db #0x00, #0x08, #0x1C, #0x1C, #0x1C, #0x1C, #0x1C, #0x1C .db #0x1C, #0x0C, #0x18, #0x08, #0x10, #0x08, #0x00, #0x00 |
.globl sprite_pattern_init |
; 11 なら sprite_pattern_init のテスト dec a jp z, sprite_pattern_init |
100 CLEAR 200,&HC000:DEFINTA-Z:COLOR15,4,7:SCREEN4,2,0 110 BLOAD "CHAPTER4.BIN" 120 DEFUSR=&HC000 130 A=USR(0)+USR(2)+USR(3)+USR(4)+USR(9)+USR(11) 140 PUTSPRITE0,,1:PUTSPRITE1,,&H4E:PUTSPRITE2,,10:PUTSPRITE3,,10:PUTSPRITE4,,10:S=0 150 ' 160 A=USR(1)+USR(5)+USR(6)+USR(7) 170 IF S=0 THEN IF STRIG(0) OR STRIG(1) THEN S=1:A=USR(8) ELSE ELSE S=STRIG(0) OR STRIG(1) 180 A=USR(10) 190 GOTO 160 |