・A sprite can be used by SPSET.
・All attributes such as rotation is initialized by executing SPSET.
・The sprite variables are cleared.
・When using SPHIT collision detection, call SPCOL after SPSET.
Sprite number to create: 0 to 4095
Definition number of template defined by SPDEF: 0 to 8191
Specify whether to display the created sprite
・Display with 1 and do not display with 0.
・1, if not specified.
SPSET 1,500
・Used when setting independently without using SPDEF value.
Sprite number to create: 0 to 4095
The coordinates on the graphic page of the referenced image
Sprite size: 0 to 2048
b00 | ↑ Rotation by 90 degrees (specified by 2 bits of b00 and b01) |
b01 | ↓ #A_ROT0, #A_ROT90, #A_ROT0180, #A_ROT270 |
b02 | Horizontal Reverse (0=OFF, 1=ON), #A_REVH |
b03 | Vertical Reverse (0=OFF, 1=ON), #A_REVV |
b04 | Additive Composite (0=OFF, 1=ON), #A_ADD |
・0, if not specified.
Specify whether to display the created sprite
・Display with 1 and do not display with 0.
・1, if not specified.
SPSET 54,0,0,32,32,1,0
・Search for space in the entire sprite.
Definition number of the template defined by SPDEF: 0 to 8191
Specify whether to display the created sprite
・Display with 1 and do not display with 0.
・1, if not specified.
Generated sprite number: 0 to 4095
・When there is no space and cannot be generated, -1 is returned.
IX=SPSET(500)
・Search for space in the entire sprite.
The coordinates on the graphic page of the referenced image
Sprite size: 0 to 2048
b00 | ↑ Rotation by 90 degrees (specified by 2 bits of b00 and b01) |
b01 | ↓ #A_ROT0, #A_ROT90, #A_ROT0180, #A_ROT270 |
b02 | Horizontal Reverse (0=OFF, 1=ON), #A_REVH |
b03 | Vertical Reverse (0=OFF, 1=ON), #A_REVV |
b04 | Additive Composite (0=OFF, 1=ON), #A_ADD |
Specify whether to display the created sprite
・Display with 1 and do not display with 0.
・1, if not specified.
Generated sprite number: 0 to 4095
・When there is no space and cannot be generated, -1 is returned.
IX=SPSET(0,0,32,32,1)
・Search for available space within the specified range.
Search range (0 to 4095)
・If the starting number is increased, the available numbers are searched in descending order.
Definition number of template defined by SPDEF: 0 to 8191
Specify whether to display the created sprite
・Display with 1 and do not display with 0.
・1, if not specified.
Generated sprite number: 0 to 4095
・When there is no space and cannot be generated, -1 is returned.
IX=SPSET(100,120, 500)
・ Search for available space within the specified range.
Search range (0 to 4095)
・If the starting number is increased, the available numbers are searched in descending order.
The coordinates on the graphic page of the referenced image
Sprite size: 0 to 2048
b00 | ↑ Rotation by 90 degrees (specified by 2 bits of b00 and b01) |
b01 | ↓ #A_ROT0, #A_ROT90, #A_ROT0180, #A_ROT270 |
b02 | Horizontal Reverse (0=OFF, 1=ON), #A_REVH |
b03 | Vertical Reverse (0=OFF, 1=ON), #A_REVV |
b04 | Additive Composite (0=OFF, 1=ON), #A_ADD |
Specify whether to display the created sprite
・Display with 1 and do not display with 0.
・1, if not specified.
Generated sprite number: 0 to 4095
・When there is no space and cannot be generated, -1 is returned.
IX=SPSET(100,120, 0,0,32,32,1)
・Sprite for graphic page (4095) is not deleted.
SPCLR
・If you do not delete it after use, there will be no sprite space that can be specified with SPSET.
Sprite number to delete: 0 to 4095
SPCLR 56
Start number position of sprite range to delete: 0 to 4095
End number position of sprite range to delete: 0 to 4095
SPCLR 2,10
・Error when used before SPSET.
Sprite number to display: 0 to 4095
・Display with 1 and do not display with 0.
・1, if not specified.
SPSHOW 43 SPSHOW 44, #TRUE
・Error when used before SPSET.
Sprite number to check: 0 to 4095
Returns 1 if displayed, 0 if disappeared
S = SPSHOW(43)
・Just hiding the display, it does not delete the sprite.
・Error when used before SPSET.
Sprite number to hide display: 0 to 4095
・Display with 1 and do not display with 0.
・1, if not specified.
SPHIDE 43
・Error when used before SPSET.
Sprite number to check: 0 to 4095
Returns 0 if displayed, 1 if disappeared
H=SPHIDE(43)
・The home coordinates are used as reference points for SPOFS(Movement), SPROT(Rotation), and SPSCALE(Enlargement/Reduction).
・SPCOL (collision detection) uses the value of SPHOME as the default value when the starting point X and Y are not specified. For details, see the SPCOL description.
・Error when used before SPSET.
Sprite number for setting the reference point: 0 to 4095
Relative coordinates with the upper left corner of the sprite as the origin (0,0)
・Depending on the hardware specifications, setting a Real value may shift the reference image by one pixel.
SPHOME 34,16,16
・Error when used before SPSET.
Sprite number: 0 to 4095
Home coordinates
SPHOME 10 OUT HX,HY
・Error when used before SPSET.
Target sprite number: 0 to 4095
Display coordinates of sprite to be set
・Depending on the hardware specifications, setting a Real value may shift the reference image by one pixel.
Display priority: -4095 to 4095
・The smaller it is, the closer it is displayed.
SPOFS 23,50,80 SPOFS 23,,,1000 SPOFS 23,150,180,0
・Error when used before SPSET.
Target sprite number: 0 to 4095
If 1, it returns absolute sprite coordinates.
If 0, it returns the sprite's relative coordinates.
・Relative coordinates mean the coordinates set in SPOFS.
・Absolute coordinates return the display coordinates on the layer.
・Both will have different coordinates when using SPLINK.
・0, if not specified.
Sprite coordinates
Display priority
SPOFS 12 OUT X,Y,Z
・Error when used before SPSET.
Target sprite number: 0 to 4095
Rotation angle: 0 to 360 (clockwise)
・Depending on the hardware specifications, the reference image may be shifted by 1 pixel depending on the angle.
SPROT 23,45
・Error when used before SPSET.
Target sprite number: 0 to 4095
Sprite angle
DR=SPROT(23)
・SPCOL is executed first for the collision detection considering the scale.
・Error when used before SPSET.
Target sprite number: 0 to 4095
0.5 (50%) to 1.0 (100%) to 2.0 (200%) and more
・Depending on the hardware specifications, the reference image may be shifted by 1 pixel depending on the setting value.
SPSCALE 56,0.75, 0.75
・Error when used before SPSET.
Target sprite number: 0 to 4095
Sprite magnification
SPSCALE 45 OUT SX,SY
・Error when used before SPSET.
Target sprite number: 0 to 4095
・The actual display color is the value obtained by multiplying the original pixel color by the color code.
SPCOLOR 1,RGB(16, 255,0,0) 'A=16,R=255,G=0,B=0
・Error when used before SPSET.
Target sprite number: 0 to 4095
Color code set for sprite
C=SPCOLOR(1)
・Error when used before SPSET.
Sprite number whose definition is to be changed: 0 to 4095
Template number registered with SPDEF command: 0 to 8191
SPCHR 0,500
・Arguments other than the sprite number can be omitted.
・Error when used before SPSET.
Target sprite number: 0 to 4095
The coordinates on the graphic page of the referenced image
Sprite size: 0 to 2048
・If not specified, both W and H are 16.
b00 | ↑ Rotation by 90 degrees (specified by 2 bits of b00 and b01) |
b01 | ↓ #A_ROT0, #A_ROT90, #A_ROT0180, #A_ROT270 |
b02 | Horizontal Reverse (0=OFF, 1=ON), #A_REVH |
b03 | Vertical Reverse (0=OFF, 1=ON), #A_REVV |
b04 | Additive Composite (0=OFF, 1=ON), #A_ADD |
・0, if not specified.
SPCHR 5,64,64,16,16,0 SPCHR 6,,,32,32,1 'UV skip
・Error when used before SPSET.
Target sprite number: 0 to 4095
The coordinates on the graphic page of the referenced image
Sprite image size
Sprite attributes
SPCHR 5 OUT U,V,W,H,ATR
・Error when used before SPSET.
Target sprite number: 0 to 4095
Character definition number of the specified sprite
DEFNO=SPCHR(5)
Target sprite number: 0 to 4095
-1 to 5
・The default sprite page is 4.
SPPAGE 100, 3
Target sprite number: 0 to 4095
Graphic page number: -1 to 5
P=SPPAGE(100)
-1 to 5 (GRP-1 to GRP5)
The initial sprite page is 4 (GRP4)
SPPAGE 3
Graphic page number: -1 to 5
P=SPPAGE()
Target sprite number: 0 to 4095
ID of the layer to which the sprite belongs: 0 to 7
SPLAYER 100,3
Target sprite number: 0 to 4095
Layer ID
P=SPLAYER(100)
0 to 7
・The initial layer ID is 0.
SPLAYER 3
Layer ID
P=SPLAYER()
Template definition number: 0 to 8191
The coordinates on the graphic page of the referenced image
Sprite size
・If not specified, both W and H are 16.
Sprite coordinate reference point
・If not specified, X and Y are 0.
b00 | ↑ Rotation by 90 degrees (specified by 2 bits of b00 and b01) |
b01 | ↓ #A_ROT0, #A_ROT90, #A_ROT0180, #A_ROT270 |
b02 | Horizontal Reverse (0=OFF, 1=ON), #A_REVH |
b03 | Vertical Reverse (0=OFF, 1=ON), #A_REVV |
b04 | Additive Composite (0=OFF, 1=ON), #A_ADD |
・0, if not specified.
SPDEF 0,192,352,32,32,16,16,1
Numeric array that stores sprite template data
・There are seven elements: U, V, W, H, origin X, origin Y, and attribute.
・The number of elements must be a multiple of 7.
・"A number of elements divided by 7" sprite templates will be defined in order from 0.
Specify the definition start number: 0 to 8191
It is added for the definition position adjustment of the image (each 0 to 4095)
SPDEF SRCDATA SPDEF SRCDATA 256,0,256
DATA command label enumerating sprite template data
・@Label name must be enclosed in "" or specified with a string variable.
・The top data is the number of sprites to be defined, and then enumerate the data of each sprite (7 data per piece)
・The one data includes 7 items which are U, V, W, H, origin X, origin Y, and attribute.
Specify the definition start number: 0 to 8191
It is added for the definition position adjustment of the image (each 0 to 4095)
SPDEF "@SRCDATA" SPDEF "@SRCDATA",256,0,256
Template definition number: 0 to 8191
The coordinates on the graphic page of the referenced image
Sprite definition image size
Reference point coordinates of sprite definition
Sprite definition attributes
SPDEF 2 OUT U,V,ATR
・Elements that do not need to be copied can be omitted (separator ',' comma is required).
・The argument part is used for adjustment after copying.
Template definition number: 0 to 8191
Definition number that becomes the copy source: 0 to 8191
The coordinates on the graphic page of the referenced image
The size of the sprite to define
・If not specified, both W and H are 16.
Sprite coordinate reference point
・If not specified, X and Y are 0.
b00 | ↑ Rotation by 90 degrees (specified by 2 bits of b00 and b01) |
b01 | ↓ #A_ROT0, #A_ROT90, #A_ROT0180, #A_ROT270 |
b02 | Horizontal Reverse (0=OFF, 1=ON), #A_REVH |
b03 | Vertical Reverse (0=OFF, 1=ON), #A_REVV |
b04 | Additive Composite (0=OFF, 1=ON), #A_ADD |
・0, if not specified.
SPDEF 0,255,192,352,32,32,16,16,1 SPDEF 1,255,,,32,32,,,
SPDEF
・When linked, the coordinates will follow the link destination (parent).
・The display coordinates and display priority of the child are relative coordinates based on the parent.
・Error when used before SPSET.
Link source (child) sprite number: 0 to 4095
Link (parent) sprite number: 0 to 4095
・An error occurs if the descendant of the link source is specified.
Combination of bit values that specify which link destination (parent) attribute is inherited
・Specify when you want to inherit attributes other than display coordinates and display priority.
・If bit0 is specified, descendants are deleted 1V after the parent has been SPCLR.
・0, if not specified.
bit0 | 1 | Display ON / OFF and Erase Timing |
bit1 | 2 | Rotation |
bit2 | 4 | Scaling |
bit3 | 8 | Color |
bit4 | 16 | Layer ID |
SPLINK 15,4 SPLINK 2,0,3
・Error when used before SPSET.
Link source (child) sprite number: 0 to 4095
Type of link destination and link flag to be obtained.
0 | Parent |
1 | Child |
2 | Brother |
3 | LinkFlag |
・Default is 0.
Link number: 0 to 4095 (No link when -1)
'Pick up every child of the sprite PARENT CHILD=SPLINK( PARENT,1 ) 'The first child WHILE CHILD!=-1 CHILD=SPLINK( CHILD, 2 ) 'Get brothers in order WEND
・Error when used before SPSET.
Sprite number to release link: 0 to 4095
SPUNLINK 15
・Error when used before SPSET.
・The set animation is played automatically.
・Animation is an operation of setting a value and waiting for a specified time.
・The animation starts from the next frame after executing SPANIM.
・Accept up to 32 data for each target element.
・If a negative value is specified for time, linear interpolation is performed from the previous value (moves smoothly).
Sprite number for setting animation: 0 to 4095
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of sprite internal variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・If you add "." to the end of the string or add 16 to the number, the sprite will be deleted when the animation ends.
1D numeric array that stores animation data
Loop count: (1 or more)
・If 0 is specified, an infinite loop is created.
・1, if not specified.
・Anime data is prepared in the following order in the numerical array (up to 32).
・Time1, Item1,[Item2,] Time2,Item1,[Item2,]...
DIM PANIM[6] PANIM[0]=-60 'frame(-60=smooth) PANIM[1]=200 'offset X,Y PANIM[2]=100 PANIM[3]=-30 'frame PANIM[4]=50 'offset PANIM[5]=20 SPSET 0,0 SPANIM 0,"XY",PANIM
・Error when used before SPSET.
Sprite number for setting animation: 0 to 4095
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of sprite internal variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・If you add "." to the end of the string or add 16 to the number, the sprite will be deleted when the animation ends.
・The first label of the DATA command that stores the animation data.
・@Label name is enclosed in "" and specified as a string (or character variable).
Loop count: (1 or more)
・If 0 is specified, an infinite loop is created.
・1, if not specified.
Anime data is prepared in the following order in the DATA command
DATA NumberOfKeyFrames(UpTo32)
DATA Time1,Item1[,Item2]
DATA Time2,Item1[,Item 2]
:
@MOVDATA DATA 2 'counter DATA -60,200,100 'frame,offset DATA -30,50,20 'frame,offset SPSET 0,0 SPANIM 0,"XY",@MOVDATA
・Error when used before SPSET.
Sprite number for setting animation: 0 to 4095
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of sprite internal variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・If you add "." to the end of the string or add 16 to the number, the sprite will be deleted when the animation ends.
・Animation data itself (up to 32 as many as necessary).
Loop count: (1 or more)
・If 0 is specified, an infinite loop is created.
・1, if not specified.
SPSET 0,0 SPANIM 0,"XY",-60,200,100,-30,50,20
・Animation definitions defined with ANIMDEF can be specified.
・Error when used before SPSET.
Sprite number for setting animation: 0 to 4095
Definition number already defined by ANIMDEF command: 0 to 1023
ANIMDEF 0,"XY",-60,100,0 SPSET 0,0 SPANIM 0,0
Sprite number for clearing animation: 0 to 4095
・An error will occur if a number that is not SPSET is specified.
・If not specified, clear all sprite animations.
SPANIM 0 SPANIM
・Error when used before SPSET.
Target sprite number: 0 to 4095
・If not specified, all sprite animations are stopped.
SPSTOP
・An error if used before SPSET.
Target sprite number: 0 to 4095
・If not specified, start animation of all sprites.
SPSTART
・Error when used before SPSET.
Target sprite number: 0 to 4095
b00 | XY Coordinates | 1 | #CHKXY |
b01 | Z Coordinate | 2 | #CHKZ |
b02 | Rotation | 4 | #CHKR |
b03 | XY Magnification | 8 | #CHKS |
b04 | Display Color | 16 | #CHKC |
b05 | Variable | 32 | #CHKV |
b06 | UV Coordinates | 64 | #CHKUV |
b07 | Definition Number | 128 | #CHKI |
Target assignment for each bit (when all are 0, animation is stopped)
ST=SPCHK(5) '|b00|#CHKXY| '|b01|#CHKZ| '|b02|#CHKR| '|b03|#CHKS| '|b04|#CHKC| '|b05|#CHKV| '|b06|#CHKUV| '|b07|#CHKI|
・All sprites have special variables called sprite variables.
・Sprite variables are cleared when program execution starts or when SPSET or SPCLR is called.
Target sprite number: 0 to 4095
The name of the sprite variable
・A string or Int can be given as a name.
Value to be registered in internal variable
・Numerical values or strings can be registered.
SPVAR 0,7,1 SPVAR 0,"NAME","VALUE"
Target sprite number: 0 to 4095
The name of the sprite variable: string or Int can be named.
Value registered with SPVAR
If no value is registered with SPVAR, the Int 0 is returned.
V=SPVAR(54,0)
Target sprite number: 0 to 4095
The name of the sprite variable to delete
・A string or Int can be given as a name.
・If not specified, all sprite variables of the specified sprite are deleted.
SPVAR 0,7 SPVAR 0,"NAME"
・Be sure to call before using SPHIT command.
・Error when used before SPSET.
・If start point X and start point Y are not specified in SPCOL, then the information of SPHOME is used as start point X and start point Y. Even if SPHOME is changed afterwards, start point X and start point Y are not followed.
Target sprite number: 0 to 4095
When 1 is specified, the size of the collision detection changes according to the scale change in SPSCALE or SPANIM.
If 0 is specified, the size of collision detection will not change even if the scale is changed.
・0, if not specified.
SPCOL 3,1
・Be sure to call before using SPHIT command.
・Error when used before SPSET.
・If start point X and start point Y are not specified in SPCOL, then the information of SPHOME is used as start point X and start point Y. Even if SPHOME is changed afterwards, start point X and start point Y are not followed.
Target sprite number: 0 to 4095
When 1 is specified, the size of the collision detection changes according to the scale change in SPSCALE or SPANIM.
If 0 is specified, the size of collision detection will not change even if the scale is changed.
・0, if not specified.
0 to &HFFFFFFFF(32bit)
・When the collision is detected, compare each other's bit of AND and if it is 0, it is regarded as not colliding.
・If not specifiied, it's &HFFFFFFFF.
SPCOL 3,1,31 SPCOL 3,,31
・Be sure to call before using SPHIT commands.
・Error when used before SPSET.
・When the starting point X and Y are specified in SPCOL, the information of SPHOME is not used at all.
Target sprite number: 0 to 4095
・Start point coordinates of detection area: X, Y (-32768 to 32767).
・Relative coordinates with the top left of the sprite as the origin (0,0).
Detection area width and height: W, H (1 to 65535)
When 1 is specified, the size of the collision detection changes according to the scale change in SPSCALE or SPANIM.
If 0 is specified, the size of collision detection will not change even if the scale is changed.
・0, if not specified.
0 to &HFFFFFFFF(32bit)
・When the collision is detected, compare each other's bit of AND and if it is 0, it is regarded as not colliding.
・If not specifiied, it's &HFFFFFFFF.
SPCOL 3,0,0,32,32,1,255 SPCOL 3,0,0,32,32,,255
・Error when used before SPSET.
Target sprite number: 0 to 4095
Scale support flag set in sprite
Collision mask value set for sprite
SPCOL 3 OUT SC,MSK
・Error when used before SPSET.
Target sprite number: 0 to 4095
Collision detection area start point coordinates
Collision detection area width and height
Scale support flag set in sprite
Collision detection mask value
SPCOL 3 OUT X,Y,W,H,SC,MSK
・Error when used before SPSET.
Target sprite number: 0 to 4095
・If not specified, it is automatically calculated as follows.
・Running SPANIM XY with linear interpolation: distance moved from the previous frame.
・Otherwise: 0,0
SPCOLVEC 93
・Call SPCOL in advance.
Sprite number to judge: 0 to 4095
Sprite range to detect (0 to 4095)
Collision sprite number (-1 if no collision)
H=SPHITSP(0)
・Call SPCOL in advance.
Sprite number to detect: 0 to 4095
Opponent sprite number: 0 to 4095
0=No Collision, 1=Collision
H=SPHITSP(0,34)
・If there are multiple collision destinations in SPHITSP with arguments, all collision destinations can be retrieved by calling again with the arguments omitted.
・Call SPCOL in advance.
・Call SPHITSP without omitting arguments in advance.
Collision sprite number (-1 if no collision)
H=SPHITSP(0) WHILE H>=0 H=SPHITSP() WEND
・Call SPCOL in advance.
Upper left coordinate of the rectangle to be detected
Width and height of the source rectangle
0 to &HFFFFFFFF(32bit)
・When the collision is detected, compare each other's bit of AND and if it is 0, it is regarded as not colliding.
・If not specifiied, it's &HFFFFFFFF.
Movement amount of the rectangle of the detecting source
Collision sprite number (-1 if no collision)
H=SPHITRC(0,0,16,16)
・Call SPCOL in advance.
Collision opponent sprite number: 0 to 4095
Upper left coordinate of the rectangle to be detected
Width and height of the source rectangle
0 to &HFFFFFFFF(32bit)
・When the collision is detected, compare each other's bit of AND and if it is 0, it is regarded as not colliding.
・If not specifiied, it's &HFFFFFFFF.
Movement amount of the rectangle of the detecting source
0=No Collision, 1=Collision
H=SPHITRC(1,0,0,16,16)
・Call SPCOL in advance.
Sprite range to detect (0 to 4095)
Upper left coordinate of the rectangle to be detected
Width and height of the detecting rectangle
0 to &HFFFFFFFF(32bit)
・When the collision is detected, compare each other's bit of AND and if it is 0, it is regarded as not colliding.
・If not specifiied, it's &HFFFFFFFF.
Movement amount of the rectangle of the detecting source
Collision sprite number (-1 if no collision)
H=SPHITRC(0,0,16,16)
・If there are multiple collision destinations in SPHITRC with arguments, you can retrieve all collision destinations by omitting the arguments and calling again.
・Call SPCOL in advance.
Collision sprite number (-1 if no collision)
H=SPHITRC(0,0,16,16) WHILE (H >= 0) H=SPHITRC() WEND
・Collision time: Real between 0 and 1
・Coordinates at the time of detection + velocity x collision time coincides with the collision coordinates.
TM=SPHITINFO()
・Collision time: Real between 0 and 1
・Coordinates at the time of detection + velocity x collision time coincides with the collision coordinates.
Coordinate of object 1 at the time of collision
Coordinate of object 2 at the time of collision
SPHITINFO OUT TM,X1,Y1,X2,Y2
・Collision time: Real between 0 and 1
・Coordinates at the time of detection + velocity x collision time coincides with the collision coordinates.
Coordinate of object 1 at the time of collision
Object 1 velocity at impact
Coordinate of object 2 at the time of collision
Object 2 velocity at impact
SPHITINFO OUT TM,X1,Y1,VX1,VY1,X2,Y2,VX2,VY2
・Commands for advanced users who need callback processing.
・You can specify either the label you want to jump with GOSUB or the name of the DEF command you want to execute.
・Callback processing of all sprites is executed at once by CALL SPRITE.
・At the callback destination, the number can be acquired with the CALLIDX () function.
Target sprite number: 0 to 4095
Label of the processing destination to be called
The name of the user-defined command to be called
SPFUNC 0,"@PROG" SPFUNC 1,"USERDEF"
Sprite number to clear: 0 to 4095
SPFUNC 0
Target sprite number: 0 to 4095
0=Free, 1=in use
S=SPUSED(4)