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Jun 20th, 2018
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  1. spriteloop2:   
  2.     moveq #0, d0
  3.     moveq #0, d1
  4.     moveq #0, d2
  5.     moveq #0, d3
  6.     moveq #0, d4
  7.     moveq #0, d5
  8.     moveq #0, d6
  9.     moveq #0, d7
  10.     lea (SineTable), a0
  11.     move.w #$C000, d0
  12.     bsr CalcOffset
  13.     move.w #$C000, d2
  14.     ;d1 =  THAT PIECE OF SHIT X COORDINATE
  15. @Start:
  16.     move.w d1, d0
  17.     lsl.w #1, d0
  18.     add.b d7, d0
  19.     move.w (a0,d0.w), d3
  20.     lsr.w #4, d3
  21.     move.w d3, (VDPDATA)
  22.     ; IF D1 = 40 RESET
  23.     addq.b #1, d1
  24.     cmp.w #40, d1
  25.     bne.s @Line
  26.     moveq #0, d1
  27.     add.w #64, d2 ; d2 = VRAM ADDRESS
  28.     move.w d2, d0
  29.     bsr CalcOffset
  30.     addq.b #1, d4
  31.     cmp.b #28, d4
  32.     bne.s @Start
  33.     waitframe
  34.     add.l #1, d7 ;(FRAMECOUNTER)
  35.     jmp @Start
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