;-------------------------------------------------------------------------------
; 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