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(4 edits)

A better look at the sprite code:

10 print chr$(147)
20 print "apollo lunar module v1"
30 print "alex delderfield"
40 print "the apollo gc jam 2019"
50 poke 53285,11: rem multicolor 1
60 poke 53286,8: rem multicolor 2
70 poke 53269,255 : rem set all 8 sprites visible
80 for x=12800 to 12800+63: read y: poke x,y: next x: rem sprite generation
90 :: rem sprite_0
100 poke 53287,15: rem color = 15
110 poke 2040,200: rem pointer
120 poke 53248, 44: rem x pos
130 poke 53249, 120: rem y pos
140 poke 53276, 1: rem multicolor
150 poke 53277, 0: rem width
160 poke 53271, 0: rem height
1000 :: rem sprite_0 / multicolor / color: 15
1010 data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1020 data 0,0,0,0,0,0,0,0,1,4,16,0,213,192,0,25
1030 data 0,0,102,64,1,85,80,1,170,144,0,153,128,3,123,112
1040 data 3,238,240,13,29,28,12,12,12,4,4,4,63,63,63,143

 It was generated using an online editor I stumbled across tonight called Spritemate

Tomorrow I'll be delving  into C64/BASIC code further to help get a better understanding of it all. Thankfully when I was studying computer science a few years back I did a course on assembly programming, so its going to be a matter of learning the syntax and then finding/working out how a lot of game functions are done in lower level languages.

Also Id say a command module v1 design would be coming up next!