;-------------------------------------------------------------------------------
; SQUARE ANIMATION CHARACTER SET
; Frames for an animation of a spinning square.
;
; Each frame is 4x4 chars, with each char an 8x8 bitmap. Char ordering within
; each frame matches what animation subroutine expects.
;-------------------------------------------------------------------------------


	* = $1800	; Char set should be loaded to ADDR $1800 (6144)

; Component Char Structure & Naming:
;	 0  - TUL - TUR -  0
;	LUL - CUL - CUR - RUR
;	LLL - CLL - CLR - RLR
;	 0  - BLL - BLR -  0

; ~~~~ FRAME 1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; TUL 1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; TUR 1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; LUL 1
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF	; CUL 1
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF	; CUR 1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; RUR 1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; LLL 1
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF	; CLL 1
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF	; CLR 1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; RLR 1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; BLL 1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; BLR 1
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  1

; ~~~~ FRAME 2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  2
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; TUL 2
.BYTE $00,$00,$00,$00,$00,$00,$00,$3E	; TUR 2
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  2
.BYTE $00,$01,$01,$01,$01,$01,$00,$00	; LUL 2
.BYTE $0F,$FF,$FF,$FF,$FF,$FF,$FF,$FF	; CUL 2
.BYTE $FE,$FE,$FE,$FE,$FF,$FF,$FF,$FF	; CUR 2
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; RUR 2
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; LLL 2
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$7F,$7F   ; CLL 2
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$FF,$F0   ; CLR 2
.BYTE $00,$00,$80,$80,$80,$80,$80,$00	; RLR 2
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  2
.BYTE $7C,$00,$00,$00,$00,$00,$00,$00	; BLL 2
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; BLR 2
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  2

; ~~~~ FRAME 3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  3
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; TUL 3
.BYTE $00,$00,$00,$00,$00,$00,$0C,$FC	; TUR 3
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  3
.BYTE $00,$00,$03,$03,$01,$01,$01,$01	; LUL 3
.BYTE $00,$1F,$FF,$FF,$FF,$FF,$FF,$FF	; CUL 3 ; first byte changed from $01
.BYTE $FC,$FC,$FE,$FE,$FE,$FF,$FF,$FF	; CUR 3
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; RUR 3
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; LLL 3
.BYTE $FF,$FF,$FF,$FF,$7F,$7F,$3F,$3F	; CLL 3
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$F8,$80	; CLR 3
.BYTE $80,$80,$80,$80,$C0,$C0,$00,$00	; RLR 3
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  3
.BYTE $3F,$30,$00,$00,$00,$00,$00,$00	; BLL 3
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; BLR 3
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  3

; ~~~~ FRAME 4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  4
.BYTE $00,$00,$00,$00,$00,$00,$01,$07	; TUL 4
.BYTE $00,$00,$00,$00,$00,$30,$F0,$F8	; TUR 4
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  4
.BYTE $00,$00,$00,$01,$07,$07,$03,$03	; LUL 4
.BYTE $1F,$3F,$7F,$FF,$FF,$FF,$FF,$FF	; CUL 4
.BYTE $F8,$FC,$FC,$FE,$FE,$FE,$FF,$FF	; CUR 4
.BYTE $00,$00,$00,$00,$00,$00,$80,$C0	; RUR 4
.BYTE $03,$01,$00,$00,$00,$00,$00,$00	; LLL 4
.BYTE $FF,$FF,$7F,$7F,$7F,$3F,$3F,$3F	; CLL 4
.BYTE $FF,$FF,$FF,$FF,$FF,$FE,$F8,$F8	; CLR 4
.BYTE $C0,$C0,$E0,$E0,$80,$00,$00,$00	; RLR 4
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  4
.BYTE $1F,$0F,$0C,$00,$00,$00,$00,$00	; BLL 4
.BYTE $E0,$80,$00,$00,$00,$00,$00,$00	; BLR 4
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  4

; ~~~~ FRAME 5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  5
.BYTE $00,$00,$00,$00,$01,$03,$07,$0F	; TUL 5
.BYTE $00,$00,$00,$00,$80,$C0,$E0,$F0	; TUR 5
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  5
.BYTE $00,$00,$00,$00,$01,$03,$07,$0F	; LUL 5
.BYTE $1F,$3F,$7F,$FF,$FF,$FF,$FF,$FF	; CUL 5
.BYTE $F8,$FC,$FE,$FF,$FF,$FF,$FF,$FF	; CUR 5
.BYTE $00,$00,$00,$00,$80,$C0,$E0,$F0	; RUR 5
.BYTE $0F,$07,$03,$01,$00,$00,$00,$00	; LLL 5
.BYTE $FF,$FF,$FF,$FF,$FF,$7F,$3F,$1F	; CLL 5
.BYTE $FF,$FF,$FF,$FF,$FF,$FE,$FC,$F8	; CLR 5
.BYTE $F0,$E0,$C0,$80,$00,$00,$00,$00	; RLR 5
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  5
.BYTE $0F,$07,$03,$01,$00,$00,$00,$00	; BLL 5
.BYTE $F0,$E0,$C0,$80,$00,$00,$00,$00	; BLR 5
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  5

; ~~~~ FRAME 6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  6
.BYTE $00,$00,$00,$00,$00,$0C,$0F,$1F	; TUL 6
.BYTE $00,$00,$00,$00,$00,$00,$80,$E0	; TUR 6
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  6
.BYTE $00,$00,$00,$00,$00,$00,$01,$03	; LUL 6
.BYTE $3F,$3F,$3F,$7F,$7F,$7F,$FF,$FF	; CUL 6
.BYTE $F8,$F8,$FE,$FF,$FF,$FF,$FF,$FF	; CUR 6
.BYTE $00,$00,$00,$80,$E0,$E0,$C0,$C0	; RUR 6
.BYTE $03,$03,$07,$07,$01,$00,$00,$00	; LLL 6
.BYTE $FF,$FF,$FF,$FF,$FF,$7F,$3F,$1F	; CLL 6
.BYTE $FF,$FF,$FE,$FE,$FE,$FC,$FC,$F8	; CLR 6
.BYTE $C0,$80,$00,$00,$00,$00,$00,$00	; RLR 6
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  6
.BYTE $07,$01,$00,$00,$00,$00,$00,$00	; BLL 6
.BYTE $F8,$F0,$30,$00,$00,$00,$00,$00	; BLR 6
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  6

; ~~~~ FRAME 7 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  7
.BYTE $00,$00,$00,$00,$00,$00,$30,$3F	; TUL 7
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; TUR 7
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  7
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; LUL 7
.BYTE $3F,$3F,$7F,$7F,$FF,$FF,$FF,$FF	; CUL 7
.BYTE $80,$F8,$FF,$FF,$FF,$FF,$FF,$FF	; CUR 7
.BYTE $00,$00,$C0,$C0,$80,$80,$80,$80	; RUR 7
.BYTE $01,$01,$01,$01,$03,$03,$00,$00	; LLL 7
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$1F,$00	; CLL 7
.BYTE $FF,$FF,$FF,$FE,$FE,$FE,$FC,$FC	; CLR 7
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; RLR 7
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  7
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; BLL 7
.BYTE $FC,$0C,$00,$00,$00,$00,$00,$00	; BLR 7
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  7

; ~~~~ FRAME 8 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  8
.BYTE $00,$00,$00,$00,$00,$00,$00,$7C	; TUL 8
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; TUR 8
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  8
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; LUL 8
.BYTE $7F,$7F,$FF,$FF,$FF,$FF,$FF,$FF   ; CUL 8
.BYTE $F0,$FF,$FF,$FF,$FF,$FF,$FF,$FF   ; CUR 8
.BYTE $00,$80,$80,$80,$80,$80,$00,$00	; RUR 8
.BYTE $00,$00,$01,$01,$01,$01,$01,$00	; LLL 8
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$FF,$0F	; CLL 8
.BYTE $FF,$FF,$FF,$FF,$FE,$FE,$FE,$FE	; CLR 8
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; RLR 8
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  8
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; BLL 8
.BYTE $3E,$00,$00,$00,$00,$00,$00,$00	; BLR 8
.BYTE $00,$00,$00,$00,$00,$00,$00,$00	; 00  8