← D900 Tile graphics Map E060 → Capsule sprite source, 4 frames
E000: Visor sprite source, 3 frames
The source bank: the boot-time source of the sprite bank, one object's bitmaps per entry, in bank order. Every pixel row is two bytes: the even byte is the row's right 8-pixel column, the odd byte its left. Every bitmap is neutral, at attribute 7.
This page doubles as the back buffer.
A sprite is four 8×8 tiles. Each render below therefore walks a column in steps of 2.
Visor frames, animated by the visor animation.
spr_visor_1
spr_visor_1 E000 DEFB $00,$00,$A0,$07,$D8,$1F,$EC,$3F
E008 DEFB $00,$00,$FF,$FF,$01,$80,$81,$81
E010 DEFB $01,$80,$FF,$FF,$00,$00,$EC,$3F
E018 DEFB $D8,$1F,$A0,$07,$00,$00,$00,$00
spr_visor_2
spr_visor_2 E020 DEFB $00,$00,$A0,$07,$D8,$1F,$EC,$3F
E028 DEFB $00,$00,$FF,$FF,$81,$81,$E1,$87
E030 DEFB $81,$81,$FF,$FF,$00,$00,$EC,$3F
E038 DEFB $D8,$1F,$A0,$07,$00,$00,$00,$00
spr_visor_3
spr_visor_3 E040 DEFB $00,$00,$A0,$07,$D8,$1F,$EC,$3F
E048 DEFB $00,$00,$FF,$FF,$C1,$83,$F9,$9F
E050 DEFB $C1,$83,$FF,$FF,$00,$00,$EC,$3F
E058 DEFB $D8,$1F,$A0,$07,$00,$00,$00,$00
← D900 Tile graphics Map E060 → Capsule sprite source, 4 frames
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