The main action detection actually begins at line 430 managing the sprite position (X,Y) up to line 600 and checks boundaires and then we return from here.
430 POKE532848,X:POKE53249,Y
500 REM CHECK BOUNDARIES
502 SA=PEEK(VL)
505 S3=PEEK(V3):S4=PEEK(VL):S5=PEEK(UR):S6=PEEK(H1):S7=PEEK(H2)
600 RETURN
The rest of the lines from 700-1000 are called as the joystick is moved around which aligns the character data to the sprite box.
695 REM UP
700 POKEV0,1:POKEV0+54272,12:POKEV2,2:POKEV2+54272,5
702 POKEV3,3:POKEV3+54272,2
705 RETURN
708 REM LEFT
710 POKEV1,1:POKEV1+54272,1:POKEV4,4:POKEV4+54272,4
712 POKEV7,7:POKEV7+54272,7
714 RETURN
715 REM RIGHT
720 POKEV3,3:POKEV3+54272,13:POKEV6,6:POKEV6+54272,6
722 POKEV9,9:POKEV9+54272,9
723 RETURN
725 REM DOWN
730 POKEV7,7:POKEV7+54272,1:POKEV8,8:POKEV8+54272,8
732 POKEV9,9:POKEV9+54272,9
1000 POKE53269,0
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