Rys.Postac:
 ldy #$00
 sty Temp2
 sty Temp3		;Wyzeruj zmienne tymczasowe

 lda [addrLO3],y
 sta Temp1		;Sprawd ile spritw na posta

Rys.Postac.Start:
 lda #high(Rys.Postac.Back)
 PHA
 lda #low(Rys.Postac.Back);wrzuca do Stack'a adres...		
 PHA			;po skoku do rysowania rts zawrci procesor na adres w stacku..

 ldy Temp3
 iny

 lda [addrLO3],y		;Atrybut spritu(w sumie to tylko raczej paleta..)
 clc
 adc Atryb_Tlo		;Dodaj atryb mapy
 sta $7F0		;Zapisz atryb sprita

 iny

 lda [addrLO3],y		;X spritu
 clc
 adc X_Zdarzenie		;Dodaj X postaci
 PHA			;Zapodaj do Stack...

 iny
 iny

 lda [addrLO3],y	
 sta Temp2		;Zachowaj ID Tilesa

 iny

 lda [addrLO3],y		;Typ rysowania
 jsr ID.Rys		;Ustal adres do skoku bezwzgl.

 PLA			;Trzeba byo zabezpieczy bo powysza funkcja uywa X
 TAX			;Zapodaj X

 sty Temp3		;Zachowaj oglne Y

 dey
 dey

 lda [addrLO3],y		;Odczytaj Y sprita
 clc
 adc Y_Zdarzenie		;Dodaj Y Postaci
 TAY			;Zapodaj do Y
 lda Temp2
 jmp [addrLO2]

Rys.Postac.Back:
 nop
 dec Temp1
 bne Rys.Postac.Start

 rts

Adres_Data_Glace:
 ASL A
 TAX
 lda Glace_Pointers+0,x
 sta addrLO3
 lda Glace_Pointers+1,x
 sta addrHI3
 rts
 nop
 nop
 nop

Glace_Pointers:
 .dw Woda_Frame1,Woda_Frame2,Winda_Frame1,Most_Frame1
 .dw Player.Stand1,Player.Stand2,Player.Right1,Player.Right2,Player.Right3,Player.Right4
 .dw Machine.Frame1,Machine.Frame2,Machine.Frame3,Ladder.Climb,Rope.Frame1.Right
 .dw REDHerring,Dola.Frame ;10

Woda_Frame1:	
 .db $02
 .db $00,$60,$60,$C0,$01
 .db $00,$70,$60,$C0,$01

Woda_Frame2:	;Dummy
 .db $01
 .db $01,$08,$00,$81,$04
 .db $01,$00,$00,$80,$00
 .db $41,$18,$00,$80,$00
 .db $01,$00,$08,$82,$00

Winda_Frame1:
 .db $0A
 .db $01,$08,$00,$81,$04
 .db $01,$00,$00,$80,$00
 .db $41,$18,$00,$80,$00
 .db $01,$00,$08,$82,$00
 .db $41,$18,$08,$82,$00
 .db $01,$00,$10,$83,$02
 .db $41,$18,$10,$83,$00
 .db $41,$10,$10,$84,$00
 .db $41,$10,$18,$86,$00
 .db $41,$18,$18,$85,$00

Most_Frame1:
 .db $04
 .db $01,$FD,$08,$8B,$04
 .db $81,$FD,$10,$8B,$04
 .db $01,$0D,$08,$8B,$04
 .db $81,$0D,$10,$8B,$04

Player.Stand1:
 .db $05
 .db $00,$00,$00,$00,$02
 .db $00,$10,$00,$04,$00
 .db $00,$10,$08,$05,$00
 .db $00,$00,$10,$06,$01
 .db $00,$10,$10,$08,$00

Player.Stand2:
 .db $01
 .db $00,$00,$00,$00,$02	;Jeli kiedy bdzie trzeba animacj stania

Player.Right1:
 .db $05
 .db $00,$00,$00,$09,$02
 .db $00,$10,$00,$0D,$00
 .db $00,$10,$08,$0E,$00
 .db $00,$00,$10,$0F,$01
 .db $00,$10,$10,$11,$00

Player.Right2:
 .db $05
 .db $00,$00,$00,$18,$02
 .db $00,$00,$10,$1C,$01
 .db $00,$10,$00,$1E,$00
 .db $00,$10,$08,$1F,$00
 .db $00,$10,$10,$20,$00

Player.Right3:
 .db $06
 .db $80,$00,$10,$09,$01
 .db $80,$00,$08,$0B,$01
 .db $80,$10,$10,$0D,$00
 .db $80,$10,$08,$0E,$00
 .db $80,$00,$00,$0F,$01
 .db $80,$10,$00,$11,$00

Player.Right4:
 .db $09
 .db $40,$10,$00,$18,$00
 .db $40,$08,$00,$19,$00
 .db $40,$00,$00,$1E,$00
 .db $40,$10,$08,$1A,$00
 .db $40,$08,$08,$1B,$00
 .db $40,$00,$08,$1F,$00
 .db $40,$10,$10,$1C,$00
 .db $40,$08,$10,$1D,$00
 .db $40,$00,$10,$20,$00

Machine.Frame1:
 .db $02
 .db $00,$60,$5F,$95,$00
 .db $00,$60,$67,$98,$00

Machine.Frame2:
 .db $02
 .db $00,$6A,$5F,$96,$00
 .db $00,$6A,$67,$99,$00

Machine.Frame3:
 .db $02
 .db $00,$74,$5F,$97,$00
 .db $80,$74,$67,$97,$00

Ladder.Climb:
 .db $05
 .db $00,$00,$00,$00,$01
 .db $00,$10,$00,$04,$00
 .db $00,$10,$08,$16,$00
 .db $00,$00,$10,$12,$02
 .db $00,$10,$10,$17,$00

Rope.Frame1.Right:
 .db $07
 .db $00,$00,$00,$A3,$00
 .db $00,$08,$F8,$A3,$00
 .db $00,$10,$F0,$A3,$00
 .db $00,$18,$E8,$A3,$00
 .db $00,$20,$E0,$A3,$00
 .db $00,$28,$D8,$A3,$00
 .db $00,$30,$D0,$A3,$00

REDHerring:
 .db $06
 .db $01,$00,$00,$40,$02
 .db $01,$00,$10,$44,$02
 .db $01,$10,$00,$48,$00
 .db $01,$10,$08,$49,$00
 .db $01,$10,$10,$4A,$00
 .db $01,$10,$18,$4B,$00

Dola.Frame:
 .db $03
 .db $00,$00,$00,$4C,$01
 .db $00,$00,$08,$5C,$01
 .db $00,$00,$10,$6C,$01

ID.Rys:			;Adres do skoku bezwzgldnego do rysowania
 ASL A
 TAX
 lda Rys.Pointers+0,x
 sta addrLO2
 lda Rys.Pointers+1,x
 sta addrHI2
 rts

Rys.Pointers:
 .dw Rys1,Rys2,Rys3,Rys4,Rys5,Rys10