This code show how to reuse the same sprite for displaying a starfield. For each star the following properties are reserved: * y position byte * x position byte * colour byte * x high byte (for pos > $ff) * speed Since sprite can be reused after $15 lines from the previous one, we take care to set the correct Y value distance between each star The code can be assembed using native Turbo Assembler for C64 (use {E command to import SEQ file) *= $1000 JSR $E544 ; CLEAR SCREEN NUMSTARS = 10 ;MIN 1 MAX 10 SEI ; DISABLE INT LDA #$00 CMP $D012 BNE *-3 STA $D020 ; SET BORDER TO 0 LDA #$80 STA $07F8 ;SPR POINT 1 LDA #$01 STA $D015 ;ENABLE SPR1 LDA #$01 STA $D01B ;SPR PRIORITY MLOOP LDX #0 LOOPSTAR LDA STARFLD1,X CMP $D012 BNE *-3 CLC ; ADD SPACE BETWEEN ADC #2 ; CUR RAST AND SPRITE STA $D001 ; Y LDA STARFLD2,X STA $D027 ; SPRITE COLOR1 INX JSR MOVESTARS LDA STARFLD1,X STA $D000 ; X LDA STARFLD2,X STA $D010 ; X HIGH BIT INX ; CPX #NUMSTARS*2 BNE LOOPSTAR JMP MLOOP MOVESTARS LDA STARFLD1,X CLC ADC STARFLD3,X ; ADD X TAY STA STARFLD1,X BCC CHECKHBIT ; CHECK IF 0 LDA #$01 ; SET X HI BIT STA STARFLD2,X RTS CHECKHBIT LDA STARFLD2,X ; CHECK X HI BIT BNE CHECKBORD RTS CHECKBORD CPY #$50 ; CHECK RIGHT BORDER BPL RESETPOSX RTS RESETPOSX LDA #0 STA STARFLD2,X ; RESET X HI BIT STA STARFLD1,X ; RESET X RTS STARFLD1 ; XX/YY .WORD $7435,$304A,$745F,$8274 .WORD $3389,$E79E,$A5B4,$41C9 .WORD $21DE,$82F4 STARFLD2 ; X HI BIT/ COLOUR .WORD $0B,$010C,$0F,$0C .WORD $0B,$0C,$0B,$010C .WORD $010F,$0C STARFLD3 ; STAR SPEED / UNUSED .WORD $0100,$0200,$0300,$0200 .WORD $0100,$0200,$0100,$0200 .WORD $0300,$0100 SPR1DATA *= $2000 .BYTE $80