Updates to SPRITE CONTINUE rate don't propagate until counter reaches zero.
EDIT: Closed. Rate can be reset using the "delay" byte.
Minor bug?/observation in SPRITE CONTINUE rate counter: Updates to the rate counter don't propagate until the current counter reaches zero. This limits the ability to dynamically and programmatically alter rates in active sprites (something I was trying to do today.) Code: 10 RUN AT 3: SPRITE PRINT 1: SPRITE BORDER 1 100 SPRITE %0,%100,%0,%0,%1 110 SPRITE CONTINUE %0,%0 TO %319 STEP %1 RUN,%0 TO %255 STEP %1 RUN,%0,%0,%100 200 REPEAT 210 FOR %a=%0 TO %5: PRINT AT %a,%0;%SPRITE AT (0,a);" ": NEXT %a 220 SPRITE MOVE INT 230 IF INKEY$="1" THEN PRINT AT %6,0;"Key pressed...no change.."'"...until counter=0": SPRITE CONTINUE %0,,,,,%1 300 REPEAT UNTIL 0
Issue and video also shared here: https://www.facebook.com/groups/ZXNextBasic/posts/1795997527593245/
UPDATE: Trying SPRITE PAUSE %0 beforehand, and even wrapping the new SPRITE CONTINUE code around SPRITE %0, OFF and then ON, doesn't over-write the counter. e.g. SPRITE %0,,,,%0: SPRITE CONTINUE %0,,,,,%1: SPRITE %0,,,,%1