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Elite on the BBC Micro and NES

Equipment: refund, Removed

[Elite-A, Docked]

Name: refund, Removed [Show more] Type: Subroutine Category: Equipment Summary: Install a new laser, processing a refund if applicable
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file

Arguments: A The power of the new laser to be fitted X The view number for fitting the new laser (0-3)
Returns: A A is preserved X X is preserved
\ --- Mod: Code removed for Elite-A: ------------------> \IF _STH_DISC OR _SRAM_DISC \ \ NOP \ In the first version of disc Elite, there was a nasty \ NOP \ bug where buying a laser that you already owned \ NOP \ affected your credit balance, so if you were clever, \ NOP \ you could keep doing this to get as many credits as \ NOP \ you liked. This was quickly fixed by replacing the \ NOP \ incorrect code with NOPs, which is what we have here \ NOP \ NOP \ NOP \ \.refund \ \ STA T1 \ Store A in T1 so we can retrieve it later \ \ LDA LASER,X \ If there is no laser in view X (i.e. the laser power \ BEQ ref3 \ is zero), jump to ref3 to skip the refund code \ \ELIF _IB_DISC \ \ \ In the first version of disc Elite, there was a nasty \ \ bug where buying a laser that you already owned \ \ affected your credit balance. This was quickly fixed \ \ by replacing the incorrect code with NOPs, but the \ \ version on Ian Bell's website contains this bug, and \ \ this is the section responsible for the problem \ \.ref2 \ \ LDY #187 \ Print out the error: "LASER PRESENT" and refund the \ JMP pres \ value of the laser, returning from the subroutine \ \ using a tail call. This is the cause of the refund \ \ bug, as pres is called with the laser power in A \ \ rather than the item number, so the prx routine \ \ fetches a refund price from a location well outside \ \ the prxs table. This means that depending on which \ \ type of laser you are attempting to buy, your credit \ \ level will go up or down, when it shouldn't change at \ \ all \ \.refund \ \ STA T1 \ Store A in T1 so we can retrieve it later \ \ LDA LASER,X \ If there is no laser in view X (i.e. the laser power \ BEQ ref3 \ is zero), jump to ref3 to skip the refund code \ \ CMP T1 \ If we are trying to replace a laser with one of the \ BEQ ref2 \ same type, jump up ref2 above \ \ENDIF \ \ LDY #4 \ If the current laser has power #POW (pulse laser), \ CMP #POW \ jump to ref1 with Y = 4 (the item number of a pulse \ BEQ ref1 \ laser in the table at PRXS) \ \ LDY #5 \ If the current laser has power #POW+128 (beam laser), \ CMP #POW+128 \ jump to ref1 with Y = 5 (the item number of a beam \ BEQ ref1 \ laser in the table at PRXS) \ \ LDY #12 \ If the current laser has power #Armlas (military \ CMP #Armlas \ laser), jump to ref1 with Y = 12 (the item number of a \ BEQ ref1 \ military laser in the table at PRXS) \ \ LDY #13 \ Otherwise this is a mining laser, so fall through into \ \ ref1 with Y = 13 (the item number of a mining laser in \ \ the table at PRXS) \ \.ref1 \ \ \ We now want to refund the laser of type Y that we are \ \ exchanging for the new laser \ \ STX ZZ \ Store the view number in ZZ so we can retrieve it \ \ later \ \ TYA \ Copy the laser type to be refunded from Y to A \ \ JSR prx \ Call prx to set (Y X) to the price of equipment item \ \ number A \ \ JSR MCASH \ Call MCASH to add (Y X) to the cash pot \ \ LDX ZZ \ Retrieve the view number from ZZ \ \.ref3 \ \ \ Finally, we install the new laser \ \ LDA T1 \ Retrieve the new laser's power from T1 into A \ \ STA LASER,X \ Set the laser view to the new laser's power \ \ RTS \ Return from the subroutine \ --- End of removed code ----------------------------->