I suposse that they're software sprites (no hardware sprites in the PC88, right?) and given the 3 bitplanes (RGB), they must be encoded in the usual way overlapping the bitplane data. Every bitplane is 640x200 pixels (16K data); but I don't have the slightest idea of how the color data is composed (200 rows of 80 bytes each?, linear or not?). Never tried to test it...
Anyway, I've found this example using BASIC V3:
Code:
100 'COMPOSE サンプル110 SCREEN WIDTH 7,320,4,320,4
120 WIDTH 80,25:CONSOLE 0,22,1,1:CLS 3
130 COLOR 14
140 FOR I=3 TO 20
150 LOCATE 18,I:PRINT "888888888888888888888888888888888"
160 NEXT I
170 SPRITE SCREEN 1
180 DIM A%(513)
190 A%(0)=32*2:A%(1)=16*4
200 FOR I=2 TO 64*2*4+1
210 A%(I)=&HFFFF
220 NEXT
230 PUT PATTERN 1,A%,1,4
240 PALETTE 30,&HFFE0:PALETTE 31,-1
250 BUFFER=0
260 LINE (40,32)-(160,120),1,BF
270 LINE (40,128)-(160,300),1,BF
280 BUFFER=8
290 LINE (100,110)-(250,350),2,BF
300 LOCATE 0,0:COLOR 15
310 PRINT "0=テキスト 1=スプライト 2=グラフィック0(アオ) 3=グラフィック1(アカ)"
320 FOR P=1 TO 10
330 READ FST,SND,TRD,FTH
340 LOCATE 0,1:PRINT "現在の優先順位";FST;SND;TRD;FTH
350 COMPOSE FST,SND,TRD,FTH,7
360 GOSUB 450
370 NEXT P
380 PALETTE:PALETTE 31,&HFFFF
390 COMPOSE 1,0,2,3
400 PALETTE:PALETTE 31,&HFFFF
410 SPRITE SCREEN 1
420 BUFFER=0:CLS 3
430 BUFFER=8:CLS 3
440 END
450 '
460 TURN ON SPRITE
470 FOR I=650 TO 0 STEP -1
480 LOCATE SPRITE 1,I,89,1:FOR J=0 TO 11:NEXT J
490 NEXT I
500 FOR TT=0 TO 1000:NEXT
510 RETURN
520 DATA 1,0,2,3,1,0,3,2,1,2,0,3,1,2,3,0
530 DATA 2,1,0,3,2,1,3,0,2,3,1,0
540 DATA 3,1,0,2,3,1,2,0,3,2,1,0