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Little animations


Bones-69

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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

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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

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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.

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