Bones-69 Posted January 29, 2012 Share Posted January 29, 2012 I was so bored today after a week of rainy weather so I started fiddling... Ignore the crappy programing, was just playing to see what certain sprites/animations look wike when put together. Thought I might as well share them! 100 CALL CLEAR :: CALL SCREEN(12):: CALL MAGNIFY(3) 110 READ A$ :: CALL CHAR(96,A$) 120 READ A$ :: CALL CHAR(100,A$) 130 CALL SPRITE(#1,96,2,100,100) 140 CALL SPRITE(#3,100,8,100,100) 150 RESTORE 1020 160 FOR I=104 TO 116 STEP 4 :: READ A$ :: CALL CHAR(I,A$):: NEXT I 170 CALL SPRITE(#2,100,7,100,100) 171 READ A$ :: CALL CHAR(128,A$) 172 CALL SPRITE(#4,128,5,100,100) 180 FOR I=104 TO 116 STEP 4 :: CALL PATTERN(#2,I) 185 B=RND :: B=RND 190 NEXT I :: GOTO 180 999 ! OUTSIDE CIRCLE 1000 DATA 0718234C5090A0A0A0A090504C231807E018C4320A0905050505090A32C418E0 1009 ! INSIDE CIRCLE FILL 1010 DATA 00071C302060404040406020301C070000E0380C04060202020206040C38E000 1019 ! POSITION 1 1020 DATA 00071C302060404040406020301C07000000000000000000020206040C38E000 1029 ! POSITION 2 1030 DATA 00071C302060404040406020301C070000E0380C040602020000000000000000 1039 ! POSITION 3 1040 DATA 00071C3020604040000000000000000000E0380C04060202020206040C38E000 1049 ! POSITION 4 1050 DATA 000000000000000040406020301C070000E0380C04060202020206040C38E000 1059 ! INSIDE CIRCLE 1060 DATA 000000030F0F1F1F1F1F0F0F03000000000000C0F0F0F8F8F8F8F0F0C0000000 100 CALL CLEAR :: CALL SCREEN(5):: CALL MAGNIFY(3) 110 FOR I=96 TO 120 STEP 4 :: READ A$ :: CALL CHAR(I,A$):: NEXT I 120 CALL SPRITE(#20,96,2,100,100) 130 CALL SPRITE(#21,100,7,100,100) 140 CALL SPRITE(#22,104,13,100,100) 150 CALL SPRITE(#1,108,11,100,100) 160 FOR I=108 TO 120 STEP 4 :: CALL PATTERN(#1,I) 170 B=RND 180 NEXT I :: GOTO 160 1000 ! CIRCLE OUTLINE 1010 DATA 0000030C13142828282814130C0300000000C030C8281414141428C830C00000 1020 ! CIRCLE INSIDE FILL 1030 DATA 000000030C0810101010080C03000000000000C03010080808081030C0000000 1040 ! CIRCLE CORE FILL 1050 DATA 000000000003070707070300000000000000000000C0E0E0E0E0C00000000000 1060 ! CIRCLE ROTATE 1 1070 DATA 000000030C0810101010080C03000000000000000000000008081030C0000000 1080 ! CIRCLE ROTATE 2 1090 DATA 000000030C0810101010080C03000000000000C0301008080000000000000000 1100 ! CIRCLE ROTATE 3 1110 DATA 000000030C0810100000000000000000000000C03010080808081030C0000000 1120 ! CIRCLE ROTATE 4 1130 DATA 00000000000000001010080C03000000000000C03010080808081030C0000000 1 ! HOURGLASS ANIMATION 100 CALL CLEAR :: CALL SCREEN(2):: CALL MAGNIFY(3) 110 FOR I=72 TO 140 STEP 4 :: READ A$ :: CALL CHAR(I,A$):: NEXT I 120 CALL SPRITE(#1,72,8,100,100) 130 CALL SPRITE(#2,76,5,100,100) 140 FOR I=76 TO 140 STEP 4 :: CALL PATTERN(#2,I) 150 A=RND 160 NEXT I 170 FOR I=1 TO 500 :: NEXT I :: GOTO 140 1000 ! HOURGLASS OUTLINE 1010 DATA 3F10080804040201010204080810103FFE0408081010204040201008080404FE 1020 ! FULL / START 1030 DATA 000F070703030100000000000000000000F8F0F0E0E0C0808000000000000000 1040 ! ANIM 1 1050 DATA 000F070703030100000000000000000000F8F0F0E0E0C0808080000000000000 1060 ! ANIM 2 1070 DATA 000F070703030100000000000000000000F8F0F0E0E0C0808080800000000000 1080 ! ANIM 3 1090 DATA 000F070703030100000000000000000000F8F0F0E0E0C0808080808000000000 1100 ! ANIM 4 1110 DATA 000F070703030100000000000000000000F8F0F0E0E0C0808080808080000000 1120 ! ANIM 5 1130 DATA 000F070703030100000000000000000000F8F0F0E0E0C0808080808080800000 1140 ! ANIM 6 1150 DATA 000F070703030100000000000000000000F8F0F0E0E0C0808080808080808000 1160 ! ANIM 7 1170 DATA 000F070703030100000000000000010000F8F0F0E0E0C080808080808080C000 1180 ! ANIM 8 1190 DATA 000007070303010000000000000103000000F0F0E0E0C0808080808080C0E000 1200 ! ANIM 9 1210 DATA 00000007030301000000000001030700000000F0E0E0C08080808080C0E0F000 1220 ! ANIM 10 1230 DATA 00000000030301000000000001030F0000000000E0E0C08080808080C0E0F800 1240 ! ANIM 11 1250 DATA 000000000003010000000000030F0F000000000000E0C08080808080E0F8F800 1260 ! ANIM 11 1270 DATA 000000000000010000000001070F0F00000000000000C080808080C0F0F8F800 1280 ! ANIM 12 1290 DATA 000000000000000000000003070F0F000000000000000080808080E0F0F8F800 1300 ! ANIM 13 1310 DATA 000000000000000000000007070F0F000000000000000000808080F0F0F8F800 1320 ! ANIM 14 1330 DATA 000000000000000000000307070F0F0000000000000000008080E0F0F0F8F800 1340 ! ANIM 15 1350 DATA 000000000000000000010307070F0F00000000000000000000C0E0F0F0F8F800 1 ! BEAKER 100 CALL CLEAR :: CALL SCREEN(2):: CALL MAGNIFY(3) 110 FOR I=36 TO 124 STEP 4 :: READ A$ :: CALL CHAR(I,A$):: NEXT I 120 CALL SPRITE(#1,36,8,100,100) 130 CALL SPRITE(#2,40,5,100,100) 140 FOR I=44 TO 124 STEP 4 :: CALL PATTERN(#2,I) 150 A=RND 160 NEXT I 170 GOTO 140 1000 ! BEAKER OUTLINE 1010 DATA 00000000000002020202040808080403000000000000404040402010101020C0 1020 ! FLUID START 1030 DATA 0000000000000000000000000000000000000000000000000000000000000000 1040 ! ANIM 1 1050 DATA 00000000000000000000000005070300000000000000000000000000E0E04000 1060 ! ANIM 2 1070 DATA 00000000000000000000000207070300000000000000000000000000E060C000 1080 ! ANIM 3 1090 DATA 00000000000000000000010007050300000000000000000000000000A0E0C000 1100 ! ANIM 4 1110 DATA 00000000000000000001000005070300000000000000000000000040E0E04000 1120 ! ANIM 4 1130 DATA 00000000000000000000000207070300000000000000000080004000E060C000 1140 ! ANIM 5 1150 DATA 0000000000000001000002000707020000000000000000000080000060E08000 1160 ! ANIM 6 1170 DATA 00000000000000000100010007050300000000000000800000000040E0A0C000 1180 ! ANIM 7 1190 DATA 00000000000000000001000005070300000000000080008000004000C0E04000 1200 ! ANIM 8 1210 DATA 00000000000001000100000207070100000000008000000000800020E060C000 1220 ! ANIM 9 1230 DATA 0000000000010001000002000705030000000040000000008000002060E0C000 1240 ! ANIM 10 1250 DATA 0000000002000001000100000507030000A040A00000800000004080E060C000 1260 ! ANIM 11 1270 DATA 0000020502000000010001040707030000000000400080000080000060E0C000 1280 ! ANIM 12 1290 DATA 00000000000000010001020007070300000000200080000080000080E0E0C000 1300 ! ANIM 13 1310 DATA 00000000000001000101000007070300001028108000008000004000E0E0C000 1320 ! ANIM 14 1330 DATA 00000001000200000100000007070300000080408040008000000000E0E0C000 1340 ! ANIM 15 1350 DATA 000000040A0400010000000007070300000000205020800000000000E0E0C000 1360 !ANIM 16 1370 DATA 00000000000001000000000007070300000000000080000000000000E0E0C000 1380 !ANIM 17 1390 DATA 00000000000100000000000007070300000000004000000000000000E0E0C000 1400 !ANIM 18 1410 DATA 00000000020000000000000007070300000000200000000000000000E0E0C000 1420 !ANIM 20 1430 DATA 00020502000000000000000007070300000010000000000000000000E0E0C000 1440 ! ANIM 21 1450 DATA 00000000000000000000000007070300040A04000000000000000000E0E0C000 1 ! ROTATE CIRCLES 100 CALL CLEAR :: CALL SCREEN(2):: CALL MAGNIFY(4) 110 FOR I=96 TO 132 STEP 4 :: READ A$ :: CALL CHAR(I,A$):: NEXT I 120 CALL SPRITE(#1,96,8,100,100) 130 CALL SPRITE(#2,104,5,100,100) 135 CALL SPRITE(#3,100,7,100,100) 140 FOR I=104 TO 132 STEP 4 :: CALL PATTERN(#2,I) 150 A=RND 160 NEXT I 170 GOTO 140 1000 ! CIRCLE 1010 DATA 01324A493000609090600030494A3201804C52920C0006090906000C92524C80 1020 ! CIRCLE FILL 1030 DATA 0001313000000060600000003031010000808C0C00000006060000000C8C8000 1040 ! ANIM 1 1050 DATA 0001010000000000000000000000000000808000000000000000000000000000 1060 ! ANIM 2 1070 DATA 0000000000000000000000000000000000000C0C000000000000000000000000 1080 ! ANIM 3 1090 DATA 0000000000000000000000000000000000000000000000060600000000000000 1100 ! ANIM 4 1110 DATA 000000000000000000000000000000000000000000000000000000000C0C0000 1120 ! ANIM 5 1130 DATA 0000000000000000000000000001010000000000000000000000000000808000 1140 ! ANIM 6 1150 DATA 0000000000000000000000003030000000000000000000000000000000000000 1160 ! ANIM 7 1170 DATA 0000000000000060600000000000000000000000000000000000000000000000 1180 ! ANIM 8 1190 DATA 0000303000000000000000000000000000000000000000000000000000000000 Quote Link to comment https://forums.atariage.com/topic/193436-little-animations/ Share on other sites More sharing options...
Bones-69 Posted January 29, 2012 Author Share Posted January 29, 2012 Another little one to add.... 100 CALL CLEAR :: CALL SCREEN(12):: CALL MAGNIFY(4) 110 FOR I=40 TO 88 STEP 4 :: READ A$ :: CALL CHAR(I,A$):: NEXT I 120 CALL SPRITE(#1,40,5,100,100) 130 CALL SPRITE(#2,48,2,100,100) 135 CALL SPRITE(#3,44,15,100,100) 140 FOR I=52 TO 88 STEP 4 :: CALL PATTERN(#2,I):: NEXT I :: GOTO 140 1000 ! TYRE AND CENTRE ANIM 1 1010 DATA 00071F386060C0C3C2C3C06060381F0700C0F0380C0C06868686060C0C38F0C0 1020 ! centre colour 1025 DATA 000000071F1F3F3C3D3C3F1F1F070000000000C0F0F0F8787878F8F0F0C00000 1030 ! SPOKES ANIM 2 1040 DATA 00000000000101310E010101020200000000008080000000E018000000000000 1050 ! SPOKES ANIM 3 1060 DATA 000000000000013906010102020200000000008080800000C038000000000000 1070 ! SPOKES ANIM 3 1080 DATA 000000000000003D020102020202000000000080808080008078000000000000 1090 ! SPOKES ANIM 4 1100 DATA 000000000000100D020102020400000000000000408080008060100000000000 1110 ! SPOKES ANIM 5 1120 DATA 0000000000100805020102040800000000000000204080008040201000000000 1130 ! SPOKES ANIM 6 1140 DATA 0000000010080403020304081000000000000000102040808080402010000000 1150 ! SPOKES ANIM 7 1160 DATA 0000000008080403020304180000000000000000003040808080402020000000 1170 ! SPOKES ANIM 8 1180 DATA 000000040404040302033C000000000000000000000078808080404040400000 1190 ! SPOKES ANIM 9 1200 DATA 000000020404040302231C000000000000000000000070888080404040800000 1210 ! SPOKES ANIM 10 1220 DATA 000000020204040302330C000000000000000000000060988080404080800000 1230 !SPOKES ANIM 11 1240 DATA 0000000202020203023F00000000000000000000000000F88080808080800000 Quote Link to comment https://forums.atariage.com/topic/193436-little-animations/#findComment-2454545 Share on other sites More sharing options...
Tursi Posted January 30, 2012 Share Posted January 30, 2012 Nice little demos!! I just tried them all out. Quote Link to comment https://forums.atariage.com/topic/193436-little-animations/#findComment-2455010 Share on other sites More sharing options...
rocky007 Posted January 30, 2012 Share Posted January 30, 2012 i like especially the "beaker" one will you use them for some future games ? Quote Link to comment https://forums.atariage.com/topic/193436-little-animations/#findComment-2455439 Share on other sites More sharing options...
Bones-69 Posted January 31, 2012 Author Share Posted January 31, 2012 Probably not.... This was just to burn a few hours - But I do like some of the effects so you never know. It also never occured to me just how quick CALL PATTERN was in XB. I always knew it was quicker than CALL CHAR as a potential alternative but I never noticed until doing this little excercise just how quick it was. Quote Link to comment https://forums.atariage.com/topic/193436-little-animations/#findComment-2455833 Share on other sites More sharing options...
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