;ident:8,24
;=========== ALL GRAPHICAL DATA IS HERE (charset,Video-RAM,Colour-RAM, sprites)========
; $Id: graphics.inc 156 2012-10-27 23:03:55Z hermitsoft $
*= $d000
.binary "sw-charset.prg",2;loading the charset, 2 byte loadaddress taken out
;===================================================================================================================
octachar .byte $5c ;right chars of note-columns
.byte $a0,$b0,$a0,$b0,$a0,$a0,$b0,$a0,$b0,$a0,$b0,$a0
.byte $a1,$b1,$a1,$b1,$a1,$a1,$b1,$a1,$b1,$a1,$b1,$a1
.byte $a2,$b2,$a2,$b2,$a2,$a2,$b2,$a2,$b2,$a2,$b2,$a2
.byte $a3,$b3,$a3,$b3,$a3,$a3,$b3,$a3,$b3,$a3,$b3,$a3
.byte $a4,$b4,$a4,$b4,$a4,$a4,$b4,$a4,$b4,$a4,$b4,$a4
.byte $a5,$b5,$a5,$b5,$a5,$a5,$b5,$a5,$b5,$a5,$b5,$a5
.byte $a6,$b6,$a6,$b6,$a6,$a6,$b6,$a6,$b6,$a6,$b6,$a6
.byte $a7,$b7,$a7,$b7,$a7,$a7,$b7,$a7,$b7,$a7,$b7
.byte $10,$11,$12,$13,$14,$15,$16,$17,$18,$19,$1a,$1b,$1c,$1d,$1e,$1f;vibrato-amplitude (0..f)
.byte $00,$00,$00,$00,$00,$00,$00,$00;compressed zero-rows - only in packed tune
.byte $ba ;autoportamento signal ($78)
.byte $ad ;syncbit on signal ($79)
.byte $ae ;syncbit off signal ($7a)
.byte $ad ;ringbit on signal ($7b)
.byte $ae ;ringbit off signal ($7c)
.byte $af ;gateon signal ($7d)
.byte $60 ;gateoff signal ($7e)
.byte $bc ;pattern-end signal
notechar .byte $5b ;left chars of note-column
.byte $80,$81,$82,$83,$84,$85,$86,$87,$88,$89,$89,$8b
.byte $80,$81,$82,$83,$84,$85,$86,$87,$88,$89,$89,$8b
.byte $80,$81,$82,$83,$84,$85,$86,$87,$88,$89,$89,$8b
.byte $80,$81,$82,$83,$84,$85,$86,$87,$88,$89,$89,$8b
.byte $80,$81,$82,$83,$84,$85,$86,$87,$88,$89,$89,$8b
.byte $80,$81,$82,$83,$84,$85,$86,$87,$88,$89,$89,$8b
.byte $80,$81,$82,$83,$84,$85,$86,$87,$88,$89,$89,$8b
.byte $80,$81,$82,$83,$84,$85,$86,$87,$88,$89,$89 ;A is the same for normal & sharp, $8B is occupied by 'Vel'
.byte $8f,$8f,$8f,$8f,$8f,$8f,$8f,$8f,$8f,$8f,$8f,$8f,$8f,$8f,$8f,$8f;vibrato-signal ($60..$6f)
.byte $00,$00,$00,$00,$00,$00,$00,$00;compressed zero-rows - only in packed tune ($70..$77)
.byte $aa ;autoportamento signal ($78)
.byte $ab ;syncbit on signal ($79)
.byte $ab ;syncbit off signal ($7a)
.byte $ac ;ringbit on signal ($7b)
.byte $ac ;ringbit off signal ($7c)
.byte $af ;gateon signal ($7d)
.byte $5f ;gateoff signal ($7e)
.byte $bb ;pattern-end signal
;-----------------------------------------------------------------------------------------------------------
*= $d900 ;extra RAM under IO used for non-graphic, or grahpic-source content
cursprite
.byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.byte %11111111,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %11111111,%10000000,%00000000
*= cursprite+$40 ;upper border sprites - values displayed here by subroutine 'upbordisp'
updispr
.if (SID_AMOUNT==1)
.binary "sw-header.prg",2 ;sprite-header with the logo in the upper-border
.else
.binary "sw-2SID-header.prg",2
.fi
*= cursprite+$200 ;cursor-sprite in orderlist
olcursp .byte %11111111,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %10000000,%10000000,%00000000
.byte %11111111,%10000000,%00000000
.byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.byte 0,0,0,0,0,0, 0,0,0,0,0,0
seqchar ;characters for orderlist patternvalues' display
;normal sprite-charset without idle-ghostpixels
.byte %11101110 ;0
.byte %10101010 ;0
.byte %10101010 ;0
.byte %10101010 ;0
.byte %11101110 ;0
.byte %01000100 ;1
.byte %11001100 ;1
.byte %01000100 ;1
.byte %01000100 ;1
.byte %11101110 ;1
.byte %11101110 ;2
.byte %00100010 ;2
.byte %01100110 ;2
.byte %10001000 ;2
.byte %11101110 ;2
.byte %11101110 ;3
.byte %00100010 ;3
.byte %01100110 ;3
.byte %00100010 ;3
.byte %11001100 ;3
.byte %01000100 ;4
.byte %10001000 ;4
.byte %11101110 ;4
.byte %00100010 ;4
.byte %00100010 ;4
.byte %11101110 ;5
.byte %10001000 ;5
.byte %11101110 ;5
.byte %00100010 ;5
.byte %11001100 ;5
.byte %01100110 ;6
.byte %10001000 ;6
.byte %11001100 ;6
.byte %10101010 ;6
.byte %11001100 ;6
.byte %11101110 ;7
.byte %00100010 ;7
.byte %01000100 ;7
.byte %01000100 ;7
.byte %01000100 ;7
.byte %11101110 ;8
.byte %10101010 ;8
.byte %11101110 ;8
.byte %10101010 ;8
.byte %11101110 ;8
.byte %11101110 ;9
.byte %10101010 ;9
.byte %11101110 ;9
.byte %00100010 ;9
.byte %11001100 ;9
.byte %11101110 ;a
.byte %10101010 ;a
.byte %11101110 ;a
.byte %10101010 ;a
.byte %10101010 ;a
.byte %11001100 ;b
.byte %10101010 ;b
.byte %11001100 ;b
.byte %10101010 ;b
.byte %11001100 ;b
.byte %01100110 ;c
.byte %10001000 ;c
.byte %10001000 ;c
.byte %10001000 ;c
.byte %01100110 ;c
.byte %11001100 ;d
.byte %10101010 ;d
.byte %10101010 ;d
.byte %10101010 ;d
.byte %11001100 ;d
.byte %01100110 ;e
.byte %10001000 ;e
.byte %11001100 ;e
.byte %10001000 ;e
.byte %11101110 ;e
.byte %11101110 ;f
.byte %10001000 ;f
.byte %11001100 ;f
.byte %10001000 ;f
.byte %10001000 ;f
.byte %00000000 ;..
.byte %00000000 ;..
.byte %00100100 ;..
.byte %00000000 ;..
.byte %00000000 ;..
;ghostpixel in settings.cfg masks the low-resolution (X-extended) lower border sprites with $3FFF idle graphics
.if ( GHOSTPIXEL_ON && GHOSTPIXEL_TYPE==1 && PTNBOUND==256 && maxptnlen<250 && maxsubtuneamount<18 ) ;sprite-charset adjusted to idle-ghostpixel trick
;type 1. hermit's ghostpixel-characters, better separation of character-pairs
seqchr2 .byte %01111110 ;0
.byte %01011010 ;0
.byte %01011010 ;0
.byte %01011010 ;0
.byte %01111110 ;0
.byte %00100100 ;1
.byte %01101100 ;1
.byte %00100100 ;1
.byte %00100100 ;1
.byte %01111110 ;1
.byte %01111110 ;2
.byte %00010010 ;2
.byte %00110110 ;2
.byte %01001100 ;2
.byte %01111110 ;2
.byte %01111110 ;3
.byte %00010010 ;3
.byte %00110110 ;3
.byte %00010010 ;3
.byte %01101110 ;3
.byte %00100010 ;4
.byte %01000100 ;4
.byte %01111110 ;4
.byte %00010010 ;4
.byte %00010010 ;4
.byte %01111110 ;5
.byte %01001000 ;5
.byte %01111110 ;5
.byte %00010010 ;5
.byte %01101110 ;5
.byte %00111110 ;6
.byte %01001000 ;6
.byte %01101110 ;6
.byte %01011010 ;6
.byte %01101110 ;6
.byte %01111110 ;7
.byte %00010010 ;7
.byte %00100010 ;7
.byte %00100010 ;7
.byte %00100010 ;7
.byte %01111110 ;8
.byte %01011010 ;8
.byte %01111110 ;8
.byte %01011010 ;8
.byte %01111110 ;8
.byte %01111110 ;9
.byte %01011010 ;9
.byte %01111110 ;9
.byte %00010010 ;9
.byte %01101110 ;9
.byte %01111110 ;a
.byte %01011010 ;a
.byte %01111110 ;a
.byte %01011010 ;a
.byte %01011010 ;a
.byte %01101100 ;b
.byte %01011010 ;b
.byte %01101100 ;b
.byte %01011010 ;b
.byte %01101100 ;b
.byte %00110110 ;c
.byte %01001000 ;c
.byte %01001000 ;c
.byte %01001000 ;c
.byte %00110110 ;c
.byte %01101100 ;d
.byte %01011010 ;d
.byte %01011010 ;d
.byte %01011010 ;d
.byte %01101100 ;d
.byte %00111110 ;e
.byte %01001000 ;e
.byte %01101100 ;e
.byte %01001000 ;e
.byte %01111110 ;e
.byte %01111110 ;f
.byte %01001000 ;f
.byte %01101100 ;f
.byte %01001000 ;f
.byte %01001000 ;f
.elsif ( GHOSTPIXEL_ON && GHOSTPIXEL_TYPE==2 && PTNBOUND==256 && maxptnlen<250 && maxsubtuneamount<18 ) ;sprite-charset adjusted to idle-ghostpixel trick
;type 2. Soci's ghostpixel-characters, better looking chars but small separation of character-pairs
seqchr2 .byte %01100110 ;0
.byte %10011001 ;0
.byte %10011001 ;0
.byte %10011001 ;0
.byte %01100110 ;0
.byte %00100010 ;1
.byte %01100110 ;1
.byte %00100010 ;1
.byte %00100010 ;1
.byte %01110111 ;1
.byte %01100110 ;2
.byte %00010001 ;2
.byte %01100110 ;2
.byte %10001000 ;2
.byte %11111111 ;2
.byte %01100110 ;3
.byte %00010001 ;3
.byte %00100010 ;3
.byte %00010001 ;3
.byte %11101110 ;3
.byte %00100010 ;4
.byte %01000100 ;4
.byte %11111111 ;4
.byte %00100010 ;4
.byte %00100010 ;4
.byte %11111111 ;5
.byte %10001000 ;5
.byte %11101110 ;5
.byte %00010001 ;5
.byte %01100110 ;5
.byte %01100110 ;6
.byte %10001000 ;6
.byte %11101110 ;6
.byte %10011001 ;6
.byte %01100110 ;6
.byte %11111111 ;7
.byte %00010001 ;7
.byte %00100010 ;7
.byte %01000100 ;7
.byte %01000100 ;7
.byte %01100110 ;8
.byte %10011001 ;8
.byte %01100110 ;8
.byte %10011001 ;8
.byte %01100110 ;8
.byte %01100110 ;9
.byte %10011001 ;9
.byte %01110111 ;9
.byte %00010001 ;9
.byte %01100110 ;9
.byte %01100110 ;a
.byte %10011001 ;a
.byte %11111111 ;a
.byte %10011001 ;a
.byte %10011001 ;a
.byte %11101110 ;b
.byte %10011001 ;b
.byte %11101110 ;b
.byte %10011001 ;b
.byte %11101110 ;b
.byte %01110111 ;c
.byte %10001000 ;c
.byte %10001000 ;c
.byte %10001000 ;c
.byte %01110111 ;c
.byte %11101110 ;d
.byte %10011001 ;d
.byte %10011001 ;d
.byte %10011001 ;d
.byte %11101110 ;d
.byte %11111111 ;e
.byte %10001000 ;e
.byte %11101110 ;e
.byte %10001000 ;e
.byte %11111111 ;e
.byte %11111111 ;f
.byte %10001000 ;f
.byte %11101110 ;f
.byte %10001000 ;f
.byte %10001000 ;f
.else
seqchr2 = seqchtb2
.fi
;--------------------------------------------------
seqchtbl ;reference table (5X multiplier) for 5-pixel high chardata
.byte <seqchar+0,<seqchar+5,<seqchar+10,<seqchar+15,<seqchar+20,<seqchar+25
.byte <seqchar+30,<seqchar+35,<seqchar+40,<seqchar+45,<seqchar+50
.byte <seqchar+55,<seqchar+60,<seqchar+65,<seqchar+70,<seqchar+75
.byte <seqchar+80
.if ( GHOSTPIXEL_ON && PTNBOUND==256 && maxptnlen<250 && maxsubtuneamount<18 )
seqchtb2 ;reference table (5X multiplier) for 5-pixel high chardata
.byte <seqchr2+0,<seqchr2+5,<seqchr2+10,<seqchr2+15,<seqchr2+20,<seqchr2+25
.byte <seqchr2+30,<seqchr2+35,<seqchr2+40,<seqchr2+45,<seqchr2+50
.byte <seqchr2+55,<seqchr2+60,<seqchr2+65,<seqchr2+70,<seqchr2+75
.byte <seqchar+80
.else
seqchtb2 = seqchtbl
.fi
sprtable ;precalc.table for sprite-addresses of corresponding orderlist x-coordinates
.byte <ordlspr+$00,<ordlspr+$01,<ordlspr+$02,<ordlspr+$40,<ordlspr+$41
.byte <ordlspr+$42,<ordlspr+$80,<ordlspr+$81,<ordlspr+$82,<ordlspr+$c0
.byte <ordlspr+$c1,<ordlspr+$c2
.byte <ordlspr+$100,<ordlspr+$101,<ordlspr+$102,<ordlspr+$140,<ordlspr+$141
.byte <ordlspr+$142,<ordlspr+$180,<ordlspr+$181
;===================================================================================================================
.dsection CodeUnderIO ;around 1k of code parts (which don't use IO area) can be sent here from other sources
;.send CodeUnderIO
.dsection DataUnderIO
;.send DataUnderIO
;===================================================================================================================
;video ram content
.cerror *>$e000,"TOO MUCH CODE BEFORE VIDEO-RAM ($e000) DOESN'T FIT IN MEMORY. MOVE SOME CODE TO FREE AREAS!"
*= $e000
.enc screen
vidram
INSPOS
stp1plc .byte $c0
trk1plc .byte $80,$A0,$00,$10,$00,$10,$00,$10,$bd
stp2plc .byte $c0
trk2plc .byte $80,$A0,$00,$10,$00,$10,$00,$10,$bd
stp3plc .byte $c0
trk3plc .byte $5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
;*=$E01E
.text "01INSTRUM."
*= INSPOS+$28
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $64,$65, $00,$00,$00,$00, $66,$67, $68,$69
*= INSPOS+$50
.byte $c2,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c2,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c2,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $77,$78, $00,$00,$00,$00, $78,$6c
.text "2"
.byte $79
*= INSPOS+$78
.byte $c3,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c3,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c3,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $6a,$6b, $00,$00,$00,$10, $6c,$6d, $6e,$70
*= INSPOS+$a0
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $73,$74, $00,$10,$00,$10, $75,$76
.text "+1"
*= INSPOS+$c8
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.text "WFARPDT"
.byte $7a,$7b,$c1
*= INSPOS+$f0
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
wfplace .byte $c1,$00,$10,$00,$90,$00,$10
chplace .byte $c1,$00,$90
*= INSPOS+$118
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c2,$00,$10,$00,$90,$00,$10,$c2,$00,$90
*= INSPOS+$140
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c3,$00,$10,$00,$90,$00,$10,$c3,$00,$90
*= INSPOS+$168
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c4,$00,$10,$00,$90,$00,$10,$c4,$00,$90
*= INSPOS+$190
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c5,$00,$10,$00,$90,$00,$10,$c5,$00,$90
*= INSPOS+$1b8
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c6,$00,$10,$00,$90,$00,$10,$c6,$00,$90
*= INSPOS+$1e0
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c7,$00,$10,$00,$90,$00,$10,$c7,$00,$90
*= INSPOS+$208
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c8,$00,$10,$00,$90,$00,$10,$c8,$00,$90
*= INSPOS+$230
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.text "PULSEKT"
.byte $c9,$00,$90
*= INSPOS+$258
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
pwplace .byte $c1,$00,$10,$00,$90,$00,$10,$ca,$00,$90
*= INSPOS+$280
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c2,$00,$10,$00,$90,$00,$10,$cb,$00,$90
*= INSPOS+$2a8
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c3,$00,$10,$00,$90,$00,$10,$cc,$00,$90
*= INSPOS+$2d0
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c4,$00,$10,$00,$90,$00,$10,$cd,$00,$90
*= INSPOS+$2f8
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.text "FILT.KT"
.byte $7c,$7d,$c1
*= INSPOS+$320
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
ctplace .byte $c1,$00,$10,$00,$90,$00,$10
TMPLACE .byte $c1,$00,$90
*= INSPOS+$348
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c2,$00,$10,$00,$90,$00,$10,$c2,$00,$90
*= INSPOS+$370
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c3,$00,$10,$00,$90,$00,$10,$c3,$00,$90
*= INSPOS+$398
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $c4,$00,$10,$00,$90,$00,$10,$c4,$00,$90
*= INSPOS+$3c0
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$80,$A0,$00,$10,$00,$10,$00,$10,$bd
.byte $c1,$5D,$5C,$5D,$5C,$5D,$5C,$5D,$5C,$bd
.byte $8c,$8d,$8e
stplace .byte $c1
.text "-"
.byte $7c,$7d,$c8,$c4,$7e
.enc none
*= INSPOS+$3f8 ;sprite-pointers
.byte <(cursprite / $40) ;divided by spritesize, 256 sprites in a bank
.byte <(updispr / $40 + range(7))
;===================================================================================================================================
; vim: sw=4 ts=4 syntax=asm: