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- spriteloop2:
- ; jmp *
- 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 (Sine), a0
- lea (Sine+10), a1 ; Cosine
- lea ($FF8000), a2
- ;d1 = THAT PIECE OF SHIT X COORDINATE
- moveq #40-1, d1
- moveq #28-1, d4
- @Start:
- ; moveq #0, d0
- move.b d1, d0
- add.b d7, d0
- add.b d7, d0
- move.b (a0,d0), d3
- move.b d1, d0
- add.b d1, d0
- add.b d7, d0
- add.b (a1,d0), d3
- move.b d4, d0
- add.b d7,d0
- add.b d7,d0
- add.b (a0,d0), d3
- move.b d4, d0
- add.b d4, d0
- add.b d7, d0
- add.b (a1,d0), d3
- subq #1, d3
- lsr.w #4, d3
- move.w d3, (a2)+
- dbf d1, @Start
- moveq #39, d1
- add.w #128-80, a2
- dbf d4, @Start
- waitframe
- lea ($FF8000), a2
- moveq #27, d4
- moveq #39, d1
- addq.l #1, d7 ;(FRAMECOUNTER)
- bra @Start
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