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Elite on the BBC Micro and NES

Main loop: Main flight loop (Part 5 of 16), Removed

[Elite-A, Flight]

Name: Main flight loop (Part 5 of 16), Removed [Show more] Type: Subroutine Category: Main loop Summary: For each nearby ship: If an energy bomb has been set off, potentially kill this ship Deep dive: Program flow of the main game loop
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file

The main flight loop covers most of the flight-specific aspects of Elite. This section covers the following: * Continue looping through all the ships in the local bubble, and for each one: * If an energy bomb has been set off and this ship can be killed, kill it and increase the kill tally
\ --- Mod: Code removed for Elite-A: ------------------> \ LDA BOMB \ If we set off our energy bomb (see MA24 above), then \ BPL MA21 \ BOMB is now negative, so this skips to MA21 if our \ \ energy bomb is not going off \ \ CPY #2*SST \ If the ship in Y is the space station, jump to BA21 \ BEQ MA21 \ as energy bombs are useless against space stations \ \ LDA INWK+31 \ If the ship we are checking has bit 5 set in its ship \ AND #%00100000 \ byte #31, then it is already exploding, so jump to \ BNE MA21 \ BA21 as ships can't explode more than once \ \ ASL INWK+31 \ The energy bomb is killing this ship, so set bit 7 of \ SEC \ the ship byte #31 to indicate that it has now been \ ROR INWK+31 \ killed \ \ JSR EXNO2 \ Call EXNO2 to process the fact that we have killed a \ \ ship (so increase the kill tally, make an explosion \ \ sound and possibly display "RIGHT ON COMMANDER!") \ --- End of removed code ----------------------------->