When the vertical position of the beam counter is equal to the vstop
value in the sprite control words , the next two words fetched from the
sprite data structure are written into the sprite control registers
instead of being sent to the color registers . these two words are
interpreted by the hardware in the same manner as the original words that
were first loaded into the control registers . if the vstart value
contained in these words is lower than the current beam position, this
sprite will not be reused in this display field. For consistency, the
value 0 should be used for both words when ending the usage of a sprite.
sprite reuse is discussed later.
The following data structure is for the spaceship sprite. It will be
located at V = 65 and H = 128 on the normally visible part of the
screen.
SPRITE:
DC.W $6D60,$7200 ;VSTART, HSTART, VSTOP
DC.W $0990,$07E0 ;First pair of descriptor words
DC.W $13C8,$0FF0
DC.W $23C4,$1FF8
DC.W $13C8,$0FF0
DC.W $0990,$07E0
DC.W $0000,$0000 ;End of sprite data