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FourSpriter Final (Slower) Version
#9
Don't forget you can always cheat.

See if you can work out how this works:

Code:
DIM sprite (320) AS uByte
let sprite (158)=%00010000
let sprite (159)=%00111000

dim f,n as uInteger

poke Uinteger 23675,@sprite(0)

cls
for f=0 to 20
    print at f,9;CHR$(65+f)
next f
  
for n=0 to 152
  poke Uinteger 23675,@sprite(n)

  for f=0 to 20
    print at f,10;CHR$(144+f)
  next f
pause 10
next n
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