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- spriteloop2:
- moveq #0, d0
- moveq #0, d1
- moveq #0, d2
- moveq #0, d3
- moveq #0, d4
- moveq #0, d5
- moveq #0, d6
- moveq #0, d7
- lea (SineTable), a0
- move.w #$C000, d0
- bsr CalcOffset
- move.w #$C000, d2
- ;d1 = THAT PIECE OF SHIT X COORDINATE
- @Start:
- move.w d1, d0
- lsl.w #1, d0
- add.b d7, d0
- move.w (a0,d0.w), d3
- lsr.w #4, d3
- move.w d3, (VDPDATA)
- ; IF D1 = 40 RESET
- addq.b #1, d1
- cmp.w #40, d1
- bne.s @Line
- moveq #0, d1
- add.w #64, d2 ; d2 = VRAM ADDRESS
- move.w d2, d0
- bsr CalcOffset
- addq.b #1, d4
- cmp.b #28, d4
- bne.s @Start
- waitframe
- add.l #1, d7 ;(FRAMECOUNTER)
- jmp @Start
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