procedure player_sprite5_0();
begin
asm ("
  ld de, $1c
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $0a
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $a0
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $26
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $68
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $2a
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $a8
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $0a
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $a0
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $08
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $20
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $08
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $20
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
");
end;
procedure player_sprite5_1();
begin
asm ("
  ld de, $1c
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $02
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $a8
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $09
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $9a
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $0a
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $aa
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $02
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $a8
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $02
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $08
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $02
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $08
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
");
end;
procedure player_sprite5_2();
begin
asm ("
  ld de, $1c
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $aa
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $02
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $66
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $80
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $02
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $aa
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $80
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $aa
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $82
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $82
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
");
end;
procedure player_sprite5_3();
begin
asm ("
  ld de, $1c
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $2a
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $80
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $99
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $a0
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $aa
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $a0
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $2a
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $80
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $20
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $80
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $20
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 or $80
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
 ld a,[ix+0] 
 ld [hl],a
 inc hl 
 inc ix 
  add hl,de
  add ix,de
");
end;
var player_sprite5_pi : integer;
var player_sprite5_buf : integer;
@donotremove player_sprite5_dst 
procedure player_sprite5(player_sprite5_src,player_sprite5_dst : pointer; player_sprite5px,player_sprite5py : byte);
begin
  player_sprite5_pi:=player_sprite5_dst + player_sprite5py<<5 + player_sprite5px>>2;
  player_sprite5_buf:=#buf + player_sprite5py<<5 + player_sprite5px>>2;
asm("  ld ix, [player_sprite5_buf] 
  ld hl, [player_sprite5_pi]
");
 player_sprite5px:=player_sprite5px&3;
 if (player_sprite5px=0) then player_sprite5_0();
 if (player_sprite5px=1) then player_sprite5_1();
 if (player_sprite5px=2) then player_sprite5_2();
 if (player_sprite5px=3) then player_sprite5_3();
end;
