Name            ADD   R/W   CHIP  FUNCTION
-----------------------------------------------------------------------------------
SPR2POS	%	150	W	AD	Sprite 2 vert.-horiz. start position data
SPR2CTL	%	152	W	AD	Sprite 2 vert. stop position and control data
SPR2DATA	%	154	W	D	Sprite 2 image data register A
SPR2DATB	%	156	W	D	Sprite 2 image data register B
SPR3POS	%	158	W	AD	Sprite 3 vert.-horiz. start position data
SPR3CTL	%	15A	W	AD	Sprite 3 vert. stop position and control data
SPR3DATA	a.l cm_ColorTable(a1),a1
                movea.l a1,a2
                adda.w  #1*2,a2         Point at the colors we want
                movea.l a2,a3
                addq.w  #2,a3
                moveq   #13,d0
                move.w  (a2),d1
loop            move.w  (a3)+,(a2)+
                dbra    d0,loop
                move.w  d1,(a2)

                movea.l _GfxBase,a6
                moveq   #32,d0
                callsys LoadRGB4

                movem.l (sp)+,a2-a3/a6
                rts

                end
               xref    _LVO\1
                endm

callsys         macro
                CALLLIB _LVO\1
                endm

                xdef    _rotate

                xref    _GfxBase
                xref    _vp

                xlib    LoadRGB4

                rorg    0


_rotate         movem.l a2-a3/a6,-(sp)

                movea.l _vp,a0
                movea.l a0,a1
                movea.l vp_ColorMap(a1),a1
                moveúï ï $ÒÀð ï ÀÀð ï àÀð ï ü  Àð î ûï Ù ÙÿÙÿÙ Ùÿïÿî$ÒïÿïÿòÀïÿïÿüàïÿïÿþü  ïÿïÿàû?ðÿï L¡€ð ïÿâ€9ïÿïÿüÁïÿïÿþü ïÿïÿàú?ðÿïÿúL¡¿ðÿï €9Àð ïÿüÁïÿïÿþü ïÿïÿàú?ðÿï ˜K@ð ï  s€ð ïÿøƒïÿïÿþü ïÿïÿàø?ðÿïÿô˜Kðÿïÿæ s¿ðÿï ƒÀð ïÿþü ïÿïÿà?ø?ðÿï 44’Àð ïÿî8ã?ðÿï 8=Àð ïÿþü ïÿïÿà<=ø?ðÿïÿè40’ïÿï 8ãï ï 89Àð ïÿþü@ïÿïÿà<yø?ðÿ'çÿÀþqÏü çÿÀ  hi)€ üãŸø ÿÎ9ÿ€üãŸø'çÿÀþqÏü çÿÀ  qÊ  üãŸø ÿÎ9ÿ€üãŸøî pxÀð6)
   lea   BitMap,a0
   move.l   a0,$045004

   lea   $70000,a0
   move.w  #2000,d0
Loop:
   move.l  #$0,(a0)+

   subq.w   #1,d0
   bne   Loop

SetCopper:
   move.l   a3,a0
   move.l   (a0),a4
   move.l   #CopperList,(a0)

   move.l   #0,a5
looppi:
   move.l   #100,d1
   move.l   #160,d0
   jsr      _LVOMove(a6)
   move.l  a5,d0
   clr.l    d1
   jsr      _LVODraw(a6)
   add.l   #2,a5
   cmp.l   #320,a5
   bne     looppi
   move.w #100,d6
kloo:   
   move.b #$80,d0
   move.b #$81,d '€ã ?øŽ0ÿ€ã ?ÿÿþü€ÿÿð`ÿ 1Æ ð`ïÿà|ùð?ðÿïÿòia)¿ðÿïÿüqÊ?ðÿ'™œw3?ù™Çs3ÿ™œw3?ÿÿàppÿÿó3Žægÿ38î