Principals of SPRITES by John Blackmer, for MCUC Magazine Since some of the stronger points of the Commodore family of computers are the excellent graphics capabilities, it ' s only logical that animation would become an extention of those points . Let ' s face it, the games we all play depend on it . In general, the way one would animate something, say a spinning ball, would be by drawing one position then changing the position ( or angle of view ) and redrawing the ball over the 1st one . Continuous and rapid changes create the illusion of movement . In BASIC, you can accomplish this in a couple of ways . Both are limited and, as we all know, basic is slow . The first, and probably the easiest, is employing the use of sprites . Sprites, aka MOBs ( Moveable Object Blocks ), are small programmable areas of the computer ' s memory dedicated especially for this function . The 64 / 128 have 8 sprites available . Numbered from 1 to 8 in order of depth into the screen . That is, when employed, sprite # 1 is in front of # 2 etc on up to 8 . There are many small programs available to help you to design edit and display sprites on the 64 . I have asked Jim and Bob to put some of these on the disk of the month this month . Be sure to check out Sprite Designer 64 ! On the 128 it ' s a lot easier . The designers put a sprite editor right in the ROMs ! In 40 column mode, type SPRDEF and up pops a screen for designing your sprites . Here are some additional commands that are built into the 128 / 40 for manipulating your sprites . SPRITE Toggles individual sprites on or off and sets assorted characteristics . MOVSPR Allows you to make your sprite move in any direction at any speed . SPRSAV Transfers sprite data to a string variable, from a string variable to a sprite, or from sprite to sprite . SPRCOLOR Sets one of 2 multi color modes for one or all sprites . COLLISION Handles detection of collision between sprites, display data ( background ), and assists in use of a light pen . Your programmer ' s manual can explain all of these and the ones not mentioned here . The other way of animating your screen is to POKE data onto the screen . Memory locations 1024 to 2023 on the 64 and the 40 column 128 . If you poke the screen position with the ascii code # of the character you want to display it will show up at that position . Here ' s a very short progran to illustrate : 10 for lo = 1024 to 2023 20 poke lo,65 25 pokelo - 1,32 30 next lo If you run this program it will show an A running across the screen, left to right untill it reaches the lower right part of the screen .