#include // PAGfxConverter Include #include "all_gfx.h" int main(void){ PA_Init(); //PAlib inits PA_LoadDefaultText(0, 0); s32 speed1 = 256; // first speed...0 PA_OutputText(0, 15, 2, " 1 pixel/frame"); s32 speed2 = 128; PA_OutputText(0, 15, 10, "0.5 pixel/frame"); s32 speed3 = 64; PA_OutputText(0, 15, 18, "0.25 pixel/frame"); PA_LoadSpritePal(0, 0, (void*)sprite0_Pal); // Palette name PA_CreateSprite(0, 0, (void*)vaisseau_Sprite, OBJ_SIZE_32X32, 1, 0, 0, 0); PA_CreateSprite(0, 1, (void*)vaisseau_Sprite, OBJ_SIZE_32X32, 1, 0, 0, 64); PA_CreateSprite(0, 2, (void*)vaisseau_Sprite, OBJ_SIZE_32X32, 1, 0, 0, 128); // all sprites stick to the left s32 spritex1 = 0; s32 spritex2 = 0; s32 spritex3 = 0; while(1) // Infinite loops { // Move all the sprites by their corresponding speed spritex1 += speed1; spritex2 += speed2; spritex3 += speed3; // Positionne all the sprites, >>8 to return to normal position PA_SetSpriteX(0, 0, spritex1>>8); PA_SetSpriteX(0, 1, spritex2>>8); PA_SetSpriteX(0, 2, spritex3>>8); PA_WaitForVBL(); } return 0; }