MODE 4 OFF CLS sprite_area% = FNload_sprites("Spr") PROCdraw_sprite("intro_25",320,256) SOUND ON VOICES 4 VOICE 1,"WaveSynth-Beep" VOICE 2,"WaveSynth-Beep" VOICE 3,"WaveSynth-Beep" VOICE 4,"WaveSynth-Beep" SOUND 1,-10,189,200 SOUND 2,-10,141,200 SOUND 3,-10,169,200,200 SOUND 4,-10,121,200,200 SOUND 1,-10,133,200,400 SOUND 2,-10,181,200,400 SOUND 3,-10,149,200,600 SOUND 4,-10,101,200,600 SOUND 1,-10,93,200,825 SOUND 2,-10,141,200,825 SOUND 3,-10,73,200,1025 SOUND 4,-10,85,200,1225 SOUND 1,-10,53,200,1425 PROCdelay(1700) PRINT "Press any key" A = INKEY(1000) END REM Delay routine - thanks Sophie DEF PROCdelay(n) T%=TIME+n:REPEAT UNTIL TIME > T% ENDPROC REM Shorthand for sprite drawing SWI DEF PROCdraw_sprite(name$,x%,y%) SYS "OS_SpriteOp",34+256,sprite_area%,name$,x%,y%,8 ENDPROC REM Loads sprite file - stolen off a forum somewhere DEF FNload_sprites(sprite_file$) LOCAL length%, area_ptr% SYS "OS_File",13,sprite_file$ TO ,,,,length% DIM area_ptr% length%+4-1 area_ptr%!0 = length%+4 area_ptr%!4 = 16 SYS "OS_SpriteOp",9+256,area_ptr% SYS "OS_SpriteOp",10+256,area_ptr%,sprite_file$ =area_ptr%