Thread:Nickel7o7/@comment-22439-20140711021942/@comment-14600979-20140711183253

Well, the way you probably want to do it is just a big counter.

In your main loop,  which is what will make your symbols/notes run across the screen.

Near the end of your main loop,

In @MOVENOTE FOR S=0 TO 

OFFSET=S*100 'Only as a test

SPOFS S,X,OFFSET+YCH NEXT RETURN

Note that "S=0" should be changed so that "0" is the first sprite number that IS ACTUALLY A NOTE PIECE.

Also note that X should be set to however far down you want the notes to be when scrolling across the screen.

OFFSET is the note placement. In the example, each note will be separated 100 pixels, but you'll need to learn DATA so that you can get real values for each note.

SUPER IMPORTANT: You need to use SPSET to create the note sprites before this. Por rapido creación de sprites: FOR I=1 TO 20 SPSET I, ,0,0,0,0 NEXT This will make 20, starting at "space" or "index" 1. Now, if you were making 20, you would make the "number of sprites" in "FOR S=0 TO " 20, and change the 0 to 1.

The basic layout of this entire example goes as shown: ACLS FOR I=1 TO 20 SPSET I,142,0,0,0,0 NEXT

X=200 @MAIN VSYNC 1 'Stuff YCH=YCH-1 IF YCH==524287 THEN END :'You'll need a workaround GOSUB @MOVENOTE GOTO @MAIN

@MOVENOTE FOR S=0 TO 20 OFFSET=S*100 SPOFS S,X,OFFSET+YCH NEXT RETURN

That should be enough for now.