1¾«  0'This program can be used in any BASIC program for the TI-83. 'To use this first set the area of the sprite. All sprites must be squares, so you set it by typing: {Size}->LC 'Where Size is the dimension of one side of the square. 'To select the placement of your sprite set A and B as the Y and X position. Do this by typing in: Ypos->A Xpos->B Where Ypos is a positive integer between 0 and 62 minus the height of the sprite. Note that the Ypos starts at the top of the screen as 0 and goes to the bottom as 62. Where Xpos is a positive integer between 0 and 94 minus the width of the sprite. Note that the number get's higher as you go to the right. Also, if their is no value in C, store any number into C, so the program won't quit because it can't find the variable C to backup to. Now to create the sprite: Start by creating a field of 0's the size of the sprite. For example if I was making an 8x8 sprite I would type out: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 This is 8 rows of 8 zeroes. If you increase the size of the sprite, then the number of rows and zeros in a row are the same as one of the dimensions of the sprite. Then let your eyes focus out and replace a zero with a one where you want a pixel to showup. So if I wanted to make an 8x8 happy face, I would create a sprite that looks like this: 011111110 100000001 101000101 100000001 101000101 100111001 100000001 011111110 Then put it all on one line by using the delete key, so now you have one line that looks like this: 011111110100000001101000101100000001101000101100111001100000001011111110 Then put a ' " ' in front of this string by using the insert key. Now send this data to sprite format by typing in: prgmSPRITE And voila! You should now see the sprite on the screen. Here is the code for a program that uses a sprite: PROGRAM:PIC :ClrDraw :{8}->LC :31->A :47->B :"0111111010000001111111111111111111111111111111111111111101111110 :prgmSPRITE This will create a picture of a calculator near the middle of the screen. And now the code for the sprite program. It is recommended that you don't change this code, because if you do it might not work. PROGRAM:SPRITE :Ans->Str0 :{A,B,C}->LBAK :1->A :For(I,1,LC(1)²) :inString(Str0,"1",A)->A :int((A-1)/LC(1))->B :A-B*LC(1)->C :If A(=/)0:Pxl-Change(B+LBAK(1),C+LBAK(2)) :A+1->A :If inString(Str0,"1",A)=0:Goto XX :End :Lbl XX :LBAK(1)->A :LBAK(2)->B :LBAK(3)->C :DelVar Str0 :DelVar LBAK :"" Well that's all for now, so happy programming and good luck. Eric Brookins http://geocities.com/SiliconValley/Grid/1101/ ing the insert key. Now send this data to sprite format by typing in: €2w3s<o‘kðgPcµ_¶[WwSƒOòK\ø  òwstoG km gn cƒ _„ [± W² SÁ O K\ø       ã wä sí oî k4 g5 cA _B [N WO Sp Oq K\ø       q y w sí oî k4 g5 cA _B [N WO Sp Oq K\ø     €Âÿÿ)ÿÿ6ÿÿoÿÿqÿÿÖÿÿàÿÿêÿÿ”ÿÿ!ÿÿ©ÿÿÄÿÿ;ÿÿFÿÿQÿÿ\ÿÿgÿÿrÿÿ}ÿÿˆÿÿˆ“ÿÿ°ÿÿ9ÿÿ—ÿÿðÿÿüÿÿÿÿÿÿ ÿÿ,ÿÿ8ÿÿDÿÿPÿÿµÿÿÿÿCÿÿvÿÿƒÿÿ¼ÿÿ¾ÿÿ¾òÿÿÿÿÿ ÿÿÿÿÿÿ#ÿÿgÿÿtÿÿvÿÿxÿÿÃÿÿÅÿÿG ÿÿW ÿÿc ÿÿs ÿÿz ÿÿŒ ÿÿ¦ ÿÿ¼ ÿÿ¼ Ë ÿÿ÷ ÿÿ ÿÿ$ ÿÿ* ÿÿ3 ÿÿ@ ÿÿM ÿÿZ ÿÿh ÿÿv ÿÿ{ ÿÿ} ÿÿ» ÿÿÐ ÿÿ ÿÿ ÿÿŒ ÿÿ¦ ÿÿ¼ ÿÿ Arialm can be used in any BASIC program for the TI-83. 'To use this first set the area of the sprite. All sprites mu