Skip to navigation

Elite on the BBC Micro and NES

Workspaces: WP

[NES version, Common]

Name: WP [Show more] Type: Workspace Address: $0300 to $05FF Category: Workspaces Summary: Ship slots, variables
Context: See this workspace in context in the source code References: No direct references to this workspace in this source file
ORG $0300 .WP SKIP 0 ; The start of the WP workspace .allowInSystemJump SKIP 1 ; Bits 6 and 7 record whether it is safe to perform an ; in-system jump ; ; Bits are set if, for example, hostile ships are in the ; vicinity, or we are too near a station, the planet or ; the sun ; ; We can only do a jump if both bits are clear ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollText ; * Main flight loop (Part 2 of 16) ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 4 of 16) ; * Main game loop (Part 5 of 6) ; * NWSHP ; * PlayDemo ; * RES2 ; * SetupIconBarFlight ; * TT110 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.enableSound SKIP 1 ; Controls sound effects and music in David Whittaker's ; sound module ; ; * 0 = sound is disabled ; ; * Non-zero = sound is enabled ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * EnableSound ; * MakeMusic ; * MakeSoundOnNOISE ; * MakeSoundOnSQ1 ; * MakeSoundOnSQ2 ; * MakeSounds ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.effectOnSQ1 SKIP 1 ; Records whether a sound effect is being made on the ; SQ1 channel ; ; * 0 = no sound effect is being made on SQ1 ; ; * Non-zero = a sound effect is being made on SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; * MakeSounds ; * NOISE ; * StartEffectOnSQ1 ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.effectOnSQ2 SKIP 1 ; Records whether a sound effect is being made on the ; SQ2 channel ; ; * 0 = no sound effect is being made on SQ2 ; ; * Non-zero = a sound effect is being made on SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; * MakeSounds ; * StartEffectOnSQ2 ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.effectOnNOISE SKIP 1 ; Records whether a sound effect is being made on the ; NOISE channel ; ; * 0 = no sound effect is being made on NOISE ; ; * Non-zero = a sound effect is being made on NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnNOISE ; * MakeSoundOnNOISE ; * MakeSounds ; * StartEffectOnNOISE ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuneSpeed SKIP 1 ; The speed of the current tune, which can vary as the ; tune plays ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * DEATH2 ; * MakeMusic ; * MakeMusicOnNOISE ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; * PlayDemo ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuneSpeedCopy SKIP 1 ; The starting speed of the current tune, as stored in ; the tune's data ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; * PlayDemo ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVibrato SKIP 4 ; The four-byte seeds for adding randomised vibrato to ; the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * Main game loop (Part 2 of 6) ; * MakeSoundOnNOISE ; * MakeSoundOnSQ1 ; * MakeSoundOnSQ2 ; * SetupDemoUniverse ; * ShowStartScreen ; * UpdateVibratoSeeds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuneProgress SKIP 1 ; A variable for keeping track of progress while playing ; the current tune, so we send data to the APU at the ; correct time over multiple iterations of the MakeMusic ; routine, according to the tune speed in tuneSpeed ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusic ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuningAll SKIP 1 ; The tuning value for all channels ; ; Gets added to each note's pitch in the SQ1, SQ2 and ; TRI channels ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.playMusic SKIP 1 ; Controls whether to keep playing the current tune: ; ; * 0 = do not keep playing the current tune ; ; * $FF do keep playing the current tune ; ; The $FE note command stops the current tune and zeroes ; this flag, and the only way to restart the music is ; via the ChooseMusic routine ; ; A value of zero in this flag also prevents the ; EnableSound routine from having any effect ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * EnableSound ; * MakeMusicOnNOISE ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionDataSQ1 SKIP 2 ; The address of the note data for channel SQ1 of the ; the current section of the current tune ; ; So if the current tune is tune 0 and we're playing ; section 0, this would point to tune0Data_SQ1_0 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionListSQ1 SKIP 2 ; The address of the section list for channel SQ1 of ; the current tune ; ; So if the current tune is tune 0, this would point to ; tune0Data_SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nextSectionSQ1 SKIP 2 ; The next section for the SQ1 channel of the current ; tune ; ; This is stored as the offset of the address of the ; next section in the current tune for the SQ1 channel ; (so this would be the offset within the tuneData0_SQ1 ; table for tune 0, for example) ; ; Adding 2 moves it on to the next section of the tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuningSQ1 SKIP 1 ; The tuning value for the SQ1 channel ; ; Gets added to each note's pitch in the SQ1 channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.startPauseSQ1 SKIP 1 ; Pause for this many iterations before starting to ; process each batch of note data on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pauseCountSQ1 SKIP 1 ; Pause for this many iterations before continuing to ; process note data on channel SQ1, decrementing the ; value for each paused iteration ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.dutyLoopEnvSQ1 SKIP 1 ; The high nibble to use for SQ1_VOL, when setting the ; following for the SQ1 channel: ; ; * Bits 6-7 = duty pulse length ; ; * Bit 5 set = infinite play ; * Bit 5 clear = one-shot play ; ; * Bit 4 set = constant volume ; * Bit 4 clear = envelope volume ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq1Sweep SKIP 1 ; The value that we are going to send to the APU via ; SQ1_SWEEP for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchIndexSQ1 SKIP 1 ; The index of the entry within the pitch envelope to ; be applied to the current tune on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchEnvelopeSQ1 SKIP 1 ; The number of the pitch envelope to be applied to the ; current tune on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq1LoCopy SKIP 1 ; A copy of the value that we are going to send to the ; APU via SQ1_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeIndexSQ1 SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeRepeatSQ1 SKIP 1 ; The number of repeats to be applied to each byte in ; the volume envelope on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeCounterSQ1 SKIP 1 ; A counter for keeping track of repeated bytes from ; the volume envelope on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeEnvelopeSQ1 SKIP 1 ; The number of the volume envelope to be applied to the ; current tune on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.applyVolumeSQ1 SKIP 1 ; A flag that determines whether to apply the volume ; envelope to the SQ1 channel ; ; * 0 = do not apply volume envelope ; ; * $FF = apply volume envelope ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionDataSQ2 SKIP 2 ; The address of the note data for channel SQ2 of the ; the current section of the current tune ; ; So if the current tune is tune 0 and we're playing ; section 0, this would point to tune0Data_SQ2_0 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionListSQ2 SKIP 2 ; The address of the section list for channel SQ2 of ; the current tune ; ; So if the current tune is tune 0, this would point to ; tune0Data_SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nextSectionSQ2 SKIP 2 ; The next section for the SQ2 channel of the current ; tune ; ; This is stored as the offset of the address of the ; next section in the current tune for the SQ2 channel ; (so this would be the offset within the tuneData0_SQ2 ; table for tune 0, for example) ; ; Adding 2 moves it on to the next section of the tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuningSQ2 SKIP 1 ; The tuning value for the SQ2 channel ; ; Gets added to each note's pitch in the SQ2 channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.startPauseSQ2 SKIP 1 ; Pause for this many iterations before starting to ; process each batch of note data on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pauseCountSQ2 SKIP 1 ; Pause for this many iterations before continuing to ; process note data on channel SQ2, decrementing the ; value for each paused iteration ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.dutyLoopEnvSQ2 SKIP 1 ; The high nibble to use for SQ2_VOL, when setting the ; following for the SQ2 channel: ; ; * Bits 6-7 = duty pulse length ; ; * Bit 5 set = infinite play ; * Bit 5 clear = one-shot play ; ; * Bit 4 set = constant volume ; * Bit 4 clear = envelope volume ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq2Sweep SKIP 1 ; The value that we are going to send to the APU via ; SQ2_SWEEP for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchIndexSQ2 SKIP 1 ; The index of the entry within the pitch envelope to ; be applied to the current tune on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchEnvelopeSQ2 SKIP 1 ; The number of the pitch envelope to be applied to the ; current tune on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq2LoCopy SKIP 1 ; A copy of the value that we are going to send to the ; APU via SQ2_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeIndexSQ2 SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeRepeatSQ2 SKIP 1 ; The number of repeats to be applied to each byte in ; the volume envelope on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeCounterSQ2 SKIP 1 ; A counter for keeping track of repeated bytes from ; the volume envelope on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeEnvelopeSQ2 SKIP 1 ; The number of the volume envelope to be applied to the ; current tune on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.applyVolumeSQ2 SKIP 1 ; A flag that determines whether to apply the volume ; envelope to the SQ2 channel ; ; * 0 = do not apply volume envelope ; ; * $FF = apply volume envelope ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionDataTRI SKIP 2 ; The address of the note data for channel TRI of the ; the current section of the current tune ; ; So if the current tune is tune 0 and we're playing ; section 0, this would point to tune0Data_TRI_0 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionListTRI SKIP 2 ; The address of the section list for channel TRI of ; the current tune ; ; So if the current tune is tune 0, this would point to ; tune0Data_TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nextSectionTRI SKIP 2 ; The next section for the TRI channel of the current ; tune ; ; This is stored as the offset of the address of the ; next section in the current tune for the TRI channel ; (so this would be the offset within the tuneData0_TRI ; table for tune 0, for example) ; ; Adding 2 moves it on to the next section of the tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuningTRI SKIP 1 ; The tuning value for the TRI channel ; ; Gets added to each note's pitch in the TRI channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.startPauseTRI SKIP 1 ; Pause for this many iterations before starting to ; process each batch of note data on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pauseCountTRI SKIP 1 ; Pause for this many iterations before continuing to ; process note data on channel TRI, decrementing the ; value for each paused iteration ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .pitchIndexTRI SKIP 1 ; The index of the entry within the pitch envelope to ; be applied to the current tune on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchEnvelopeTRI SKIP 1 ; The number of the pitch envelope to be applied to the ; current tune on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.triLoCopy SKIP 1 ; A copy of the value that we are going to send to the ; APU via TRI_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeCounterTRI SKIP 1 ; A counter for keeping track of repeated bytes from ; the volume envelope on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .volumeEnvelopeTRI SKIP 1 ; The number of the volume envelope to be applied to the ; current tune on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .sectionDataNOISE SKIP 2 ; The address of the note data for channel NOISE of the ; the current section of the current tune ; ; So if the current tune is tune 0 and we're playing ; section 0, this would point to tune0Data_NOISE_0 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionListNOISE SKIP 2 ; The address of the section list for channel NOISE of ; the current tune ; ; So if the current tune is tune 0, this would point to ; tune0Data_NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nextSectionNOISE SKIP 2 ; The next section for the NOISE channel of the current ; tune ; ; This is stored as the offset of the address of the ; next section in the current tune for the NOISE channel ; (so this would be the offset within the ; tuneData0_NOISE table for tune 0, for example) ; ; Adding 2 moves it on to the next section of the tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .startPauseNOISE SKIP 1 ; Pause for this many iterations before starting to ; process each batch of note data on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pauseCountNOISE SKIP 1 ; Pause for this many iterations before continuing to ; process note data on channel NOISE, decrementing the ; value for each paused iteration ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .pitchIndexNOISE SKIP 1 ; The index of the entry within the pitch envelope to ; be applied to the current tune on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchEnvelopeNOISE SKIP 1 ; The number of the pitch envelope to be applied to the ; current tune on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.noiseLoCopy SKIP 1 ; A copy of the value that we are going to send to the ; APU via NOISE_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeIndexNOISE SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeRepeatNOISE SKIP 1 ; The number of repeats to be applied to each byte in ; the volume envelope on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeCounterNOISE SKIP 1 ; A counter for keeping track of repeated bytes from ; the volume envelope on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeEnvelopeNOISE SKIP 1 ; The number of the volume envelope to be applied to the ; current tune on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.applyVolumeNOISE SKIP 1 ; A flag that determines whether to apply the volume ; envelope to the NOISE channel ; ; * 0 = do not apply volume envelope ; ; * $FF = apply volume envelope ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq1Volume SKIP 1 ; The value that we are going to send to the APU via ; SQ1_VOL for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; * MakeSounds ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .sq1Lo SKIP 1 ; The value that we are going to send to the APU via ; SQ1_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq1Hi SKIP 1 ; The value that we are going to send to the APU via ; SQ1_HI for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq2Volume SKIP 1 ; The value that we are going to send to the APU via ; SQ2_VOL for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .sq2Lo SKIP 1 ; The value that we are going to send to the APU via ; SQ2_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq2Hi SKIP 1 ; The value that we are going to send to the APU via ; SQ2_HI for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .triLo SKIP 1 ; The value that we are going to send to the APU via ; TRI_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.triHi SKIP 1 ; The value that we are going to send to the APU via ; TRI_HI for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.noiseVolume SKIP 1 ; The value that we are going to send to the APU via ; NOISE_VOL for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; * MakeSoundOnNOISE ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .noiseLo SKIP 1 ; The value that we are going to send to the APU via ; NOISE_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; * MakeSoundOnNOISE ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .FRIN SKIP NOSH + 1 ; Slots for the ships in the local bubble of universe ; ; There are #NOSH + 1 slots, but the ship-spawning ; routine at NWSHP only populates #NOSH of them, so ; there are 9 slots but only 8 are used for ships ; (the last slot is effectively used as a null ; terminator when shuffling the slots down in the ; KILLSHP routine) ; ; See the deep dive on "The local bubble of universe" ; for details of how Elite stores the local universe in ; FRIN, UNIV and K% ; ; [Show more]
; ; This variable is used by the following: ; ; * autoPlayKeys1_DE ; * autoPlayKeys1_EN ; * autoPlayKeys1_FR ; * autoPlayKeys2 ; * ClearScanner ; * DEATH ; * FlightLoop4To16 ; * FRMIS ; * GetStatusCondition ; * InSystemJump ; * KILLSHP ; * KS2 ; * KS4 ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 4 of 6) ; * NWSHP ; * NWSPS ; * SOLAR ; * WPSHPS ; * ZERO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JUNK SKIP 1 ; The amount of junk in the local bubble ; ; "Junk" is defined as being one of these: ; ; * Escape pod ; * Alloy plate ; * Cargo canister ; * Asteroid ; * Splinter ; * Shuttle ; * Transporter ; ; [Show more]
; ; This variable is used by the following: ; ; * GetStatusCondition ; * KILLSHP ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * Main game loop (Part 4 of 6) ; * NWSHP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.scannerNumber SKIP 10 ; Details of which scanner numbers are allocated to ; ships on the scanner ; ; Bytes 1 to 8 contain the following: ; ; * $FF indicates that this scanner number (1 to 8) ; is allocated to a ship so that is it shown on ; the scanner (the scanner number is stored in byte ; #33 of the ship's data block) ; ; * 0 indicates that this scanner number (1 to 8) is ; not yet allocated to a ship ; ; Bytes 0 and 9 in the table are unused ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * HideFromScanner ; * NWSHP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.scannerColour SKIP 10 ; The colour of each ship number on the scanner, stored ; as the sprite palette number for that ship's three ; scanner sprites ; ; Bytes 1 to 8 contain palettes for ships with non-zero ; entries in the scannerNumber table (i.e. for ships on ; the scanner) ; ; Bytes 0 and 9 are unused ; ; [Show more]
; ; This variable is used by the following: ; ; * NWSHP ; * SCAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.auto SKIP 1 ; Docking computer activation status ; ; * 0 = Docking computer is off ; ; * Non-zero = Docking computer is running ; ; [Show more]
; ; This variable is used by the following: ; ; * cntr ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * Main flight loop (Part 9 of 16) ; * Main flight loop (Part 15 of 16) ; * TACTICS (Part 2 of 7) ; * TT102 ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ECMP SKIP 1 ; Our E.C.M. status ; ; * 0 = E.C.M. is off ; ; * Non-zero = E.C.M. is on ; ; [Show more]
; ; This variable is used by the following: ; ; * ECMOF ; * FlightLoop4To16 ; * Main flight loop (Part 3 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MJ SKIP 1 ; Are we in witchspace (i.e. have we mis-jumped)? ; ; * 0 = no, we are in normal space ; ; * $FF = yes, we are in witchspace ; ; [Show more]
; ; This variable is used by the following: ; ; * COMPAS ; * Main flight loop (Part 2 of 16) ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 12 of 16) ; * Main flight loop (Part 14 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * MJP ; * SetSelectionFlags ; * SetupIconBarFlight ; * TACTICS (Part 1 of 7) ; * TT146 ; * TT151 ; * ypl ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CABTMP SKIP 1 ; Cabin temperature ; ; The ambient cabin temperature in deep space is 30, ; which is displayed as one notch on the dashboard bar ; ; We get higher temperatures closer to the sun ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 5 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LAS2 SKIP 1 ; Laser power for the current laser ; ; * Bits 0-6 contain the laser power of the current ; space view ; ; * Bit 7 denotes whether or not the laser pulses: ; ; * 0 = pulsing laser ; ; * 1 = beam laser (i.e. always on) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MSAR SKIP 1 ; The targeting state of our leftmost missile ; ; * 0 = missile is not looking for a target, or it ; already has a target lock (indicator is not ; flashing red) ; ; * Non-zero = missile is currently looking for a ; target (indicator is flashing red) ; ; [Show more]
; ; This variable is used by the following: ; ; * ABORT ; * DIALS ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.VIEW SKIP 1 ; The number of the current space view ; ; * 0 = front ; * 1 = rear ; * 2 = left ; * 3 = right ; * 4 = generating a new space view ; ; [Show more]
; ; This variable is used by the following: ; ; * LOOK1 ; * Main flight loop (Part 3 of 16) ; * PlayDemo ; * PLUT ; * PrintSpaceViewName ; * RedrawCurrentView ; * SendSpaceViewToPPU ; * SetSpaceViewInNMI ; * SIGHT ; * STARS ; * TT102 ; * TT110 ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASCT SKIP 1 ; The laser pulse count for the current laser ; ; This is a counter that defines the gap between the ; pulses of a pulse laser. It is set as follows: ; ; * 0 for a beam laser ; ; * 10 for a pulse laser ; ; It gets decremented by 2 on each iteration round the ; main game loop and is set to a non-zero value for ; pulse lasers only ; ; The laser only fires when the value of LASCT hits ; zero, so for pulse lasers with a value of 10, that ; means the laser fires once every four iterations ; round the main game loop (LASCT = 10, 6, 2, 0) ; ; In comparison, beam lasers fire continuously as the ; value of LASCT is always 0 ; ; [Show more]
; ; This variable is used by the following: ; ; * CalculateGridLines ; * ChooseLanguage ; * DEATH ; * DrawScrollText ; * Main flight loop (Part 3 of 16) ; * Main game loop (Part 5 of 6) ; * RunDemoFlightLoop ; * SetChosenLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.GNTMP SKIP 1 ; Laser temperature (or "gun temperature") ; ; If the laser temperature exceeds 242 then the laser ; overheats and cannot be fired again until it has ; cooled down ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * InSystemJump ; * LASLI ; * Main flight loop (Part 3 of 16) ; * Main game loop (Part 5 of 6) ; * ResetShipStatus ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.HFX SKIP 1 ; This flag is unused in this version of Elite. In the ; other versions, setting HFX to a non-zero value makes ; the hyperspace rings multi-coloured, but the NES ; has a different hyperspace effect, so this variable is ; not used .EV SKIP 1 ; The "extra vessels" spawning counter ; ; This counter is set to 0 on arrival in a system and ; following an in-system jump, and is bumped up when we ; spawn bounty hunters or pirates (i.e. "extra vessels") ; ; It decreases by 1 each time we consider spawning more ; "extra vessels" in part 4 of the main game loop, so ; increasing the value of EV has the effect of delaying ; the spawning of more vessels ; ; In other words, this counter stops bounty hunters and ; pirates from continually appearing, and ensures that ; there's a delay between spawnings ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * Main game loop (Part 4 of 6) ; * SetupAfterLoad ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DLY SKIP 1 ; In-flight message delay ; ; This counter is used to keep an in-flight message up ; for a specified time before it gets removed. The value ; in DLY is decremented each time we start another ; iteration of the main game loop at TT100 ; ; [Show more]
; ; This variable is used by the following: ; ; * CLYNS ; * FlightLoop4To16 ; * MESS ; * OUCH ; * PrintMessage ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.de SKIP 1 ; Equipment destruction flag ; ; * Bit 1 denotes whether or not the in-flight message ; about to be shown by the MESS routine is about ; destroyed equipment: ; ; * 0 = the message is shown normally ; ; * 1 = the string " DESTROYED" gets added to the ; end of the message ; ; [Show more]
; ; This variable is used by the following: ; ; * CLYNS ; * mes9 ; * OUCH ; * StoreMessage ; * TT66 ; * ZERO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.selectedSystemFlag SKIP 1 ; Flags for the currently selected system ; ; * Bit 6 is set when we can hyperspace to the ; currently selected system, clear otherwise ; ; * Bit 7 is set when there is a currently selected ; system, clear otherwise (such as when we are ; moving the crosshairs between systems) ; ; [Show more]
; ; This variable is used by the following: ; ; * hyp ; * hyp1 ; * RESET ; * SetSelectedSystem ; * SetSelectionFlags ; * SetupIconBarCharts ; * SetupIconBarFlight ; * TT102 ; * TT16 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NAME SKIP 7 ; The current commander name ; ; The commander name can be up to 7 characters long ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * cmn ; * CopyCommanderToBuf ; * ResetCommander ; * SaveLoadCommander ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SVC SKIP 1 ; The save count ; ; * Bits 0-6 contains the save count, which gets ; incremented when buying or selling equipment or ; cargo, or launching from a station (at which point ; bit 7 also gets set, so we only increment once ; between each save) ; ; * Bit 7: ; ; * 0 = The save counter can be incremented ; ; * 1 = We have already incremented the save ; counter for this commander but have not ; saved it yet, so do not increment it again ; until the file is saved (at which point we ; clear bit 7 again) ; ; [Show more]
; ; This variable is used by the following: ; ; * CopyCommanderToBuf ; * UpdateSaveCount ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TP SKIP 1 ; The current mission status ; ; * Bits 0-1 = Mission 1 status ; ; * %00 = Mission not started ; * %01 = Mission in progress, hunting for ship ; * %11 = Constrictor killed, not debriefed yet ; * %10 = Mission and debrief complete ; ; * Bits 2-3 = Mission 2 status ; ; * %00 = Mission not started ; * %01 = Mission in progress, plans not picked up ; * %10 = Mission in progress, plans picked up ; * %11 = Mission complete ; ; * Bit 4 = Trumble mission status ; ; * %0 = Trumbles not yet offered ; * %1 = Trumbles accepted or declined ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * BRIEF2 ; * BRIEF3 ; * DEBRIEF ; * DEBRIEF2 ; * DOENTRY ; * KILLSHP ; * Main game loop (Part 4 of 6) ; * PDESC ; * TBRIEF ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ0 SKIP 1 ; The current system's galactic x-coordinate (0-256) ; ; [Show more]
; ; This variable is used by the following: ; ; * DOENTRY ; * HALL ; * jmp ; * ping ; * THERE ; * TT105 ; * TT111 ; * TT14 ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ1 SKIP 1 ; The current system's galactic y-coordinate (0-256) ; ; [Show more]
; ; This variable is used by the following: ; ; * DOENTRY ; * jmp ; * MJP ; * THERE ; * TT105 ; * TT111 ; * TT14 ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CASH SKIP 4 ; Our current cash pot ; ; The cash stash is stored as a 32-bit unsigned integer, ; with the most significant byte in CASH and the least ; significant in CASH+3. This is big-endian, which is ; the opposite way round to most of the numbers used in ; Elite - to use our notation for multi-byte numbers, ; the amount of cash is CASH(0 1 2 3) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * csh ; * DOENTRY ; * DrawCmdrImage ; * LCASH ; * MCASH ; * PlayDemo ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ14 SKIP 1 ; Our current fuel level (0-70) ; ; The fuel level is stored as the number of light years ; multiplied by 10, so QQ14 = 1 represents 0.1 light ; years, and the maximum possible value is 70, for 7.0 ; light years ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * EQSHP ; * ESCAPE ; * fwl ; * Main flight loop (Part 15 of 16) ; * PlayDemo ; * PrintEquipment ; * SetSelectionFlags ; * TT14 ; * TT18 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.COK SKIP 1 ; A flag to record whether cheat mode has been applied ; (by renaming the commander file to CHEATER, BETRUG or ; TRICHER) ; ; * Bit 7 clear = cheat mode has not been applied ; ; * Bit 7 set = cheat mode has been applied ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * CheckSaveLoadBar ; * DOENTRY ; * SetupIconBarDocked ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.GCNT SKIP 1 ; The number of the current galaxy (0-7) ; ; When this is displayed in-game, 1 is added to the ; number, so we start in galaxy 1 in-game, but it's ; stored as galaxy 0 internally ; ; The galaxy number increases by one every time a ; galactic hyperdrive is used, and wraps back around to ; the start after eight galaxies ; ; [Show more]
; ; This variable is used by the following: ; ; * DOENTRY ; * Ghy ; * MT28 ; * PDESC ; * tal ; * THERE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASER SKIP 4 ; The specifications of the lasers fitted to each of the ; four space views: ; ; * Byte #0 = front view ; * Byte #1 = rear view ; * Byte #2 = left view ; * Byte #3 = right view ; ; For each of the views: ; ; * 0 = no laser is fitted to this view ; ; * Non-zero = a laser is fitted to this view, with ; the following specification: ; ; * Bits 0-6 contain the laser's power ; ; * Bit 7 determines whether or not the laser pulses ; (0 = pulse or mining laser) or is always on ; (1 = beam or military laser) ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * Main flight loop (Part 3 of 16) ; * PlayDemo ; * refund ; * ShowScrollText ; * SIGHT ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CRGO SKIP 1 ; Our ship's cargo capacity ; ; * 22 = standard cargo bay of 20 tonnes ; ; * 37 = large cargo bay of 35 tonnes ; ; The value is two greater than the actual capacity to ; make the maths in tnpr slightly more efficient ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * tnpr ; * TT213 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ20 SKIP 17 ; The contents of our cargo hold ; ; The amount of market item X that we have in our hold ; can be found in the X-th byte of QQ20. For example: ; ; * QQ20 contains the amount of food (item 0) ; ; * QQ20+7 contains the amount of computers (item 7) ; ; See QQ23 for a list of market item numbers and their ; storage units ; ; [Show more]
; ; This variable is used by the following: ; ; * BAD ; * BuyAndSellCargo ; * ESCAPE ; * Main flight loop (Part 8 of 16) ; * OUCH ; * PrintNumberInHold ; * SOLAR ; * tnpr ; * TT210 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ECM SKIP 1 ; E.C.M. system ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * Main flight loop (Part 3 of 16) ; * PlayDemo ; * SetupIconBarCharts ; * SetupIconBarFlight ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BST SKIP 1 ; Fuel scoops (BST stands for "barrel status") ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * Main flight loop (Part 7 of 16) ; * Main flight loop (Part 15 of 16) ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BOMB SKIP 1 ; Energy bomb ; ; * 0 = not fitted ; ; * $7F = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 13 of 16) ; * RES2 ; * SetupIconBarFlight ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ENGY SKIP 1 ; Energy unit ; ; * 0 = not fitted ; ; * Non-zero = fitted ; ; The actual value determines the refresh rate of our ; energy banks, as they refresh by ENGY+1 each time (so ; our ship's energy level goes up by 2 each time if we ; have an energy unit fitted, otherwise it goes up by 1) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChargeShields ; * DEBRIEF2 ; * DrawEquipment ; * EQSHP ; * PlayDemo ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DKCMP SKIP 1 ; Docking computer ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * TT102 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.GHYP SKIP 1 ; Galactic hyperdrive ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * Ghy ; * SetupIconBarCharts ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ESCP SKIP 1 ; Escape pod ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * ESCAPE ; * Main flight loop (Part 3 of 16) ; * SetupIconBarFlight ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TRIBBLE SKIP 2 ; The number of Trumbles in the cargo hold ; ; [Show more]
; ; This variable is used by the following: ; ; * ESCAPE ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 5 of 6) ; * SOLAR ; * TBRIEF ; * tnpr ; * TT210 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TALLYL SKIP 1 ; Combat rank fraction ; ; Contains the fraction part of the kill count, which ; together with the integer in TALLY(1 0) determines our ; combat rank. The fraction is stored as the numerator ; of a fraction with a denominator of 256, so a TALLYL ; of 128 would represent 0.5 (i.e. 128 / 256) ; ; [Show more]
; ; This variable is used by the following: ; ; * IncreaseTally ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NOMSL SKIP 1 ; The number of missiles we have fitted (0-4) ; ; [Show more]
; ; This variable is used by the following: ; ; * ABORT2 ; * DIALS ; * DrawEquipment ; * EQSHP ; * FRMIS ; * Main flight loop (Part 3 of 16) ; * msblob ; * SetupIconBarFlight ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.FIST SKIP 1 ; Our legal status (FIST stands for "fugitive/innocent ; status"): ; ; * 0 = Clean ; ; * 1-49 = Offender ; ; * 50+ = Fugitive ; ; You get 64 points if you kill a cop, so that's a fast ; ticket to fugitive status ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawCmdrImage ; * ESCAPE ; * Ghy ; * Main flight loop (Part 12 of 16) ; * Main game loop (Part 3 of 6) ; * PrintLegalStatus ; * SOLAR ; * TACTICS (Part 3 of 7) ; * TT110 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.AVL SKIP 17 ; Market availability in the current system ; ; The available amount of market item X is stored in ; the X-th byte of AVL, so for example: ; ; * AVL contains the amount of food (item 0) ; ; * AVL+7 contains the amount of computers (item 7) ; ; See QQ23 for a list of market item numbers and their ; storage units, and the deep dive on "Market item ; prices and availability" for details of the algorithm ; used for calculating each item's availability ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * GVL ; * TT151 ; * var ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ26 SKIP 1 ; A random value used to randomise market data ; ; This value is set to a new random number for each ; change of system, so we can add a random factor into ; the calculations for market prices (for details of how ; this is used, see the deep dive on "Market prices") ; ; [Show more]
; ; This variable is used by the following: ; ; * GVL ; * TT151 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TALLY SKIP 2 ; Our combat rank ; ; The combat rank is stored as the number of kills, in a ; 16-bit number TALLY(1 0) - so the high byte is in ; TALLY+1 and the low byte in TALLY ; ; There is also a fractional part of the kill count, ; which is stored in TALLYL ; ; The NES version calculates the combat rank differently ; to the other versions of Elite. The combat status is ; given by the number of kills in TALLY(1 0), as ; follows: ; ; * Harmless when TALLY(1 0) = 0 or 1 ; * Mostly Harmless when TALLY(1 0) = 2 to 7 ; * Poor when TALLY(1 0) = 8 to 23 ; * Average when TALLY(1 0) = 24 to 43 ; * Above Average when TALLY(1 0) = 44 to 129 ; * Competent when TALLY(1 0) = 130 to 511 ; * Dangerous when TALLY(1 0) = 512 to 2559 ; * Deadly when TALLY(1 0) = 2560 to 6399 ; * Elite when TALLY(1 0) = 6400 or more ; ; You can see the rating calculation in the ; PrintCombatRank subroutine ; ; [Show more]
; ; This variable is used by the following: ; ; * DEBRIEF2 ; * DOENTRY ; * EXNO2 ; * GetHeadshotType ; * HALL ; * IncreaseTally ; * KILLSHP ; * PrintCombatRank ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .QQ21 SKIP 6 ; The three 16-bit seeds for the current galaxy ; ; These seeds define system 0 in the current galaxy, so ; they can be used as a starting point to generate all ; 256 systems in the galaxy ; ; Using a galactic hyperdrive rotates each byte to the ; left (rolling each byte within itself) to get the ; seeds for the next galaxy, so after eight galactic ; jumps, the seeds roll around to the first galaxy again ; ; See the deep dives on "Galaxy and system seeds" and ; "Twisting the system seeds" for more details ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * TT81 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NOSTM SKIP 1 ; The number of stardust particles shown on screen, ; which is 20 (#NOST) for normal space, and 3 for ; witchspace ; ; [Show more]
; ; This variable is used by the following: ; ; * FLIP ; * HideStardust ; * MJP ; * nWq ; * RES2 ; * ShowScrollText ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.burstSpriteIndex SKIP 1 ; The index into the sprite buffer of the explosion ; burst sprite that is set up in DrawExplosionBurst ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawExplosionBurst ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.unusedVariable SKIP 1 ; This variable is zeroed in RES2 but is never read ; ; [Show more]
; ; This variable is used by the following: ; ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.chargeDockingFee SKIP 1 ; Records whether we have been charged a docking fee, so ; we don't get charged twice: ; ; * 0 = we have not been charged a docking fee ; ; * Non-zero = we have been charged a docking fee ; ; The docking fee is 5.0 credits ; ; [Show more]
; ; This variable is used by the following: ; ; * RES2 ; * TT102 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.priceDebug SKIP 1 ; This is only referenced by some disabled test code in ; the prx routine, where it was presumably used for ; testing different equipment prices ; ; [Show more]
; ; This variable is used by the following: ; ; * prx ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DAMP SKIP 1 ; Controller damping configuration setting ; ; * 0 = damping is disabled ; ; * $FF = damping is enabled (default) ; ; [Show more]
; ; This variable is used by the following: ; ; * cntr ; * PauseGame ; * ResetOptions ; * SetupIconBarPause ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTGY SKIP 1 ; Reverse controller y-axis configuration setting ; ; * 0 = standard Y-axis (default) ; ; * $FF = reversed Y-axis ; ; [Show more]
; ; This variable is used by the following: ; ; * PauseGame ; * ResetOptions ; * SetupIconBarPause ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DNOIZ SKIP 1 ; Sound on/off configuration setting ; ; * 0 = sound is off ; ; * $FF = sound is on (default) ; ; [Show more]
; ; This variable is used by the following: ; ; * NOISE ; * PauseGame ; * ResetOptions ; * SetupIconBarPause ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.disableMusic SKIP 1 ; Music on/off configuration setting ; ; * 0 = music is on (default) ; ; * Non-zero = sound is off ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic_b6 ; * PauseGame ; * ResetOptions ; * SetupIconBarPause ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.autoPlayDemo SKIP 1 ; Controls whether to play the demo automatically (which ; happens after it is left idle for a while) ; ; * Bit 7 clear = do not play the demo automatically ; ; * Bit 7 set = play the demo automatically using ; the controller key presses in the ; autoPlayKeys table ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * ChooseLanguage ; * DEATH ; * DEATH2 ; * NMI ; * SetDemoAutoPlay ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.bitplaneFlags SKIP 1 ; Flags for bitplane 0 that control the sending of data ; for this bitplane to the PPU during VBlank in the NMI ; handler: ; ; * Bit 0 is ignored and is always clear ; ; * Bit 1 is ignored and is always clear ; ; * Bit 2 controls whether to override the number of ; the last tile or pattern to send to the PPU: ; ; * 0 = set the last tile number to lastNameTile or ; the last pattern to lastPattern for this ; bitplane (when sending nametable and pattern ; entries respectively) ; ; * 1 = set the last tile number to 128 (which means ; tile 8 * 128 = 1024) ; ; * Bit 3 controls the clearing of this bitplane's ; buffer in the NMI handler, once it has been sent ; to the PPU: ; ; * 0 = do not clear this bitplane's buffer ; ; * 1 = clear this bitplane's buffer once it has ; been sent to the PPU ; ; * Bit 4 lets us query whether a tile data transfer ; is already in progress for this bitplane: ; ; * 0 = we are not currently in the process of ; sending tile data to the PPU for this ; bitplane ; ; * 1 = we are in the process of sending tile data ; to the PPU for the this bitplane, possibly ; spread across multiple VBlanks ; ; * Bit 5 lets us query whether we have already sent ; all the data to the PPU for this bitplane: ; ; * 0 = we have not already sent all the data to the ; PPU for this bitplane ; ; * 1 = we have already sent all the data to the PPU ; for this bitplane ; ; * Bit 6 determines whether to send nametable data as ; well as pattern data: ; ; * 0 = only send pattern data for this bitplane, ; and stop sending it if the other bitplane is ; ready to be sent ; ; * 1 = send both pattern and nametable data for ; this bitplane ; ; * Bit 7 determines whether we should send data to ; the PPU for this bitplane: ; ; * 0 = do not send data to the PPU ; ; * 1 = send data to the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearDrawingPlane (Part 1 of 3) ; * ClearPlaneBuffers (Part 1 of 2) ; * ConsiderSendTiles ; * DrawMessageInNMI ; * DrawScreenInNMI ; * DrawScrollInNMI ; * DrawSpaceViewInNMI ; * ResetScreen ; * SendBuffersToPPU (Part 2 of 3) ; * SendBuffersToPPU (Part 3 of 3) ; * SendDataNowToPPU ; * SendNametableToPPU ; * SendOtherBitplane ; * SendTilesToPPU ; * SetDrawPlaneFlags ; * WaitForPPUToFinish ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; Flags for bitplane 1 (see above) .nmiCounter SKIP 1 ; A counter that increments every VBlank at the start of ; the NMI handler ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * DrawSpaceViewInNMI ; * HALL ; * nWq ; * SendPaletteSprites ; * SetupDemoUniverse ; * ShowScrollText ; * SUN (Part 1 of 2) ; * WaitForNextNMI ; * WaitForNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.screenReset SKIP 1 ; Gets set to 245 when the screen is reset, but this ; value is only read once (in SetupViewInNMI) and the ; value is ignored, so this doesn't have any effect ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SetupViewInNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW6 SKIP 1 ; A flag to denote whether printing in lower case is ; enabled for extended text tokens ; ; * %10000000 = lower case is enabled ; ; * %00000000 = lower case is not enabled ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK2 ; * MT13 ; * MT2 ; * ResetVariables ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW2 SKIP 1 ; A flag that indicates whether we are currently ; printing a word ; ; * 0 = we are currently printing a word ; ; * Non-zero = we are not currently printing a word ; ; [Show more]
; ; This variable is used by the following: ; ; * CLYNS ; * DETOK2 ; * MT8 ; * ResetVariables ; * TT26 ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW3 SKIP 1 ; A flag for switching between standard and extended ; text tokens ; ; * %00000000 = print extended tokens (i.e. those in ; TKN1 and RUTOK) ; ; * %11111111 = print standard tokens (i.e. those in ; QQ18) ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK2 ; * MT5 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW4 SKIP 1 ; Flags that govern how justified extended text tokens ; are printed ; ; * Bit 7: 1 = justify text ; 0 = do not justify text ; ; * Bit 6: 1 = buffer the entire token before ; printing, including carriage returns ; (used for in-flight messages only) ; 0 = print the contents of the buffer ; whenever a carriage return appears ; in the token ; ; [Show more]
; ; This variable is used by the following: ; ; * DisableJustifyText ; * HME2 ; * MESS ; * MT15 ; * PrintMessage ; * TT26 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW5 SKIP 1 ; The size of the justified text buffer at BUF ; ; [Show more]
; ; This variable is used by the following: ; ; * DisableJustifyText ; * HME2 ; * MESS ; * MT15 ; * MT17 ; * PrintMessage ; * StoreMessage ; * TT26 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW1 SKIP 1 ; A mask for applying the lower case part of Sentence ; Case to extended text tokens ; ; * %10000000 = apply lower case to the second letter ; of a word onwards ; ; * %00000000 = do not change case to lower case ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK2 ; * MT13 ; * MT2 ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW8 SKIP 1 ; A mask for capitalising the next letter in an extended ; text token ; ; * %00000000 = capitalise the next letter ; ; * %11111111 = do not change case ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * DETOK2 ; * HME2 ; * MT19 ; * ResetVariables ; * TT26 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XP SKIP 1 ; The x-coordinate of the current character as we ; construct the lines for the Star Wars scroll text ; ; [Show more]
; ; This variable is used by the following: ; ; * CalculateGridLines ; * GRIDSET ; * GRS1 ; * LAUN ; * LL164 ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.YP SKIP 1 ; The y-coordinate of the current character as we ; construct the lines for the Star Wars scroll text ; ; [Show more]
; ; This variable is used by the following: ; ; * CalculateGridLines ; * DrawScrollFrame ; * GRIDSET ; * GRS1 ; * LAUN ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.titleShip SKIP 0 ; Used to store the current ship number in the title ; screen ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.firstBox SKIP 0 ; Used to detect the first iteration of the box-drawing ; loop when drawing the launch tunnel ; ; [Show more]
; ; This variable is used by the following: ; ; * LAUN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.scrollProgress SKIP 1 ; Keeps track of the progress of the demo scroll text, ; starting from zero and increasing as the text scrolls ; up the screen ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollFrame ; * DrawScrollFrames ; * DrawScrollText ; * GetScrollDivisions ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.decimalPoint SKIP 1 ; The decimal point character for the chosen language ; ; [Show more]
; ; This variable is used by the following: ; ; * BPRNT ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .LAS SKIP 1 ; Contains the laser power of the laser fitted to the ; current space view (or 0 if there is no laser fitted ; to the current view) ; ; This gets set to bits 0-6 of the laser power byte from ; the commander data block, which contains the laser's ; power (bit 7 doesn't denote laser power, just whether ; or not the laser pulses, so that is not stored here) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MSTG SKIP 1 ; The current missile lock target ; ; * $FF = no target ; ; * 1-8 = the slot number of the ship that our ; missile is locked onto ; ; [Show more]
; ; This variable is used by the following: ; ; * ABORT2 ; * autoPlayKeys1_DE ; * autoPlayKeys1_EN ; * autoPlayKeys1_FR ; * autoPlayKeys2 ; * DIALS ; * FRMIS ; * FRS1 ; * KILLSHP ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; * RES2 ; * SetupIconBarFlight ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.scrollTextSpeed SKIP 1 ; Controls the speed of the scroll text in the demo ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollFrames ; * DrawScrollText ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KL SKIP 0 ; The following bytes implement a key logger that gets ; updated according to the controller button presses ; ; This enables code from the BBC Micro version to be ; reused without rewriting the key press logic to work ; with the NES controllers, as it's easier just to ; populate the BBC's key logger table, so the code ; thinks that keys are being pressed when they are ; actually controller buttons ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * SetKeyLogger ; * U% ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY1 SKIP 1 ; One pilot is configured and the down and B buttons are ; both being pressed on controller 1 ; ; Or two pilots are configured and the B button is being ; pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSpaceViewInNMI ; * Main flight loop (Part 3 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY2 SKIP 1 ; One pilot is configured and the up and B buttons are ; both being pressed on controller 1 ; ; Or two pilots are configured and the A button is being ; pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSpaceViewInNMI ; * Main flight loop (Part 3 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY3 SKIP 1 ; One pilot is configured and the left button is being ; pressed on controller 1 (and the B button is not being ; pressed) ; ; Or two pilots are configured and the left button is ; being pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY4 SKIP 1 ; One pilot is configured and the right button is being ; pressed on controller 1 (and the B button is not being ; pressed) ; ; Or two pilots are configured and the right button is ; being pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY5 SKIP 1 ; One pilot is configured and the down button is being ; pressed on controller 1 (and the B button is not being ; pressed) ; ; Or two pilots are configured and the down button is ; being pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY6 SKIP 1 ; One pilot is configured and the up button is being ; pressed on controller 1 (and the B button is not being ; pressed) ; ; Or two pilots are configured and the up button is ; being pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY7 SKIP 1 ; The A button is being pressed on controller 1 ; ; * 0 = no ; ; * Bit 7 set = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.cloudSize SKIP 1 ; Used to store the explosion cloud size in PTCLS ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DrawExplosionBurst ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundByteSQ1 SKIP 14 ; The 14 sound bytes for the sound effect being made ; on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundLoSQ1 SKIP 1 ; The value that we are going to send to the APU via ; SQ1_LO for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundHiSQ1 SKIP 1 ; The value that we are going to send to the APU via ; SQ1_HI for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitCountSQ1 SKIP 1 ; Controls how often we send pitch data to the APU for ; the sound effect on channel SQ1 ; ; Specifically, pitch data is sent every ; soundPitCountSQ1 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitchEnvSQ1 SKIP 1 ; Controls how often we apply the pitch envelope to the ; sound effect on channel SQ1 ; ; Specifically, we apply the changes in the pitch ; envelope every soundPitchEnvSQ1 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolIndexSQ1 SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to the sound effect on channel ; SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolCountSQ1 SKIP 1 ; Controls how often we apply the volume envelope to the ; sound effect on channel SQ1 ; ; Specifically, one entry from the volume envelope is ; applied every soundVolCountSQ1 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundByteSQ2 SKIP 14 ; The 14 sound bytes for the sound effect being made ; on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundLoSQ2 SKIP 1 ; The value that we are going to send to the APU via ; SQ2_LO for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundHiSQ2 SKIP 1 ; The value that we are going to send to the APU via ; SQ2_HI for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitCountSQ2 SKIP 1 ; Controls how often we send pitch data to the APU for ; the sound effect on channel SQ2 ; ; Specifically, pitch data is sent every ; soundPitCountSQ2 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitchEnvSQ2 SKIP 1 ; Controls how often we apply the pitch envelope to the ; sound effect on channel SQ2 ; ; Specifically, we apply the changes in the pitch ; envelope every soundPitchEnvSQ2 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolIndexSQ2 SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to the sound effect on channel ; SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolCountSQ2 SKIP 1 ; Controls how often we apply the volume envelope to the ; sound effect on channel SQ2 ; ; Specifically, one entry from the volume envelope is ; applied every soundVolCountSQ2 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundByteNOISE SKIP 14 ; The 14 sound bytes for the sound effect being made ; on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundLoNOISE SKIP 1 ; The value that we are going to send to the APU via ; NOISE_LO for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundHiNOISE SKIP 1 ; The value that we are going to send to the APU via ; NOISE_HI for the current sound effect .soundPitCountNOISE SKIP 1 ; Controls how often we send pitch data to the APU for ; the sound effect on channel NOISE ; ; Specifically, pitch data is sent every ; soundPitCountNOISE iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitchEnvNOISE SKIP 1 ; Controls how often we apply the pitch envelope to the ; sound effect on channel NOISE ; ; Specifically, we apply the changes in the pitch ; envelope every soundPitchEnvNOISE iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolIndexNOISE SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to the sound effect on channel ; NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolCountNOISE SKIP 1 ; Controls how often we apply the volume envelope to the ; sound effect on channel NOISE ; ; Specifically, one entry from the volume envelope is ; applied every soundVolCountNOISE iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolumeSQ1 SKIP 2 ; The address of the volume envelope data for the sound ; effect currently being made on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolumeSQ2 SKIP 2 ; The address of the volume envelope data for the sound ; effect currently being made on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolumeNOISE SKIP 2 ; The address of the volume envelope data for the sound ; effect currently being made on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ19 SKIP 6 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * cpl ; * DrawCrosshairs ; * GVL ; * TT103 ; * TT105 ; * TT111 ; * TT123 ; * TT128 ; * TT14 ; * TT15 ; * TT151 ; * TT152 ; * TT16 ; * TT210 ; * TT22 ; * TT25 ; * var ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.selectedSystem SKIP 6 ; The three 16-bit seeds for the selected system, i.e. ; the one we most recently snapped the crosshairs to ; in a chart view ; ; [Show more]
; ; This variable is used by the following: ; ; * SetCurrentSystem ; * TT111 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K2 SKIP 4 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * MV40 ; * MVEIT (Part 5 of 9) ; * PL9 (Part 2 of 3) ; * PL9 (Part 3 of 3) ; * PLFL ; * PLS22 ; * PLS5 ; * SUN (Part 1 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.demoInProgress SKIP 1 ; A flag to determine whether we are playing the demo: ; ; * 0 = we are not playing the demo ; ; * Non-zero = we are initialising or playing the demo ; ; * Bit 7 set = we are initialising the demo ; ; [Show more]
; ; This variable is used by the following: ; ; * FRMIS ; * Main flight loop (Part 12 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * Main game loop (Part 5 of 6) ; * NWSTARS ; * PlayDemo ; * RES2 ; * TT66 ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.newTune SKIP 1 ; The number of the new tune when choosing the ; background music ; ; * Bits 0-6 = the tune number (1-4) ; 0 indicates no tune is selected ; ; * Bit 7 set = we are still in the process of ; changing to this tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic_b6 ; * PauseGame ; * ResetMusic ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
IF _PAL .pointerTimerB SKIP 1 ; A timer used in the PAL version to detect the B button ; being pressed twice in quick succession (a double-tap) ; ; The MoveIconBarPointer routine sets pointerTimerB to 1 ; and pointerTimer to 40 when it detects a tap on the B ; button ; ; In successive calls to MoveIconBarPointer, while ; pointerTimerB is non-zero, the MoveIconBarPointer ; routine keeps a look-out for a second tap of the B ; button, and if it detects one, it's a double-tap ; ; When the timer in pointerTimer runs down to zero, ; pointerTimerB is also zeroed, so if a second tap is ; detected within 40 VBlanks, it is deemed to be a ; double-tap ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
ENDIF .showIconBarPointer SKIP 1 ; Controls whether to show the icon bar pointer ; ; * 0 = do not show the icon bar pointer ; ; * $FF = show the icon bar pointer ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * DEATH ; * MoveIconBarPointer ; * PauseGame ; * SetupSpaceView ; * ShowScrollText ; * UpdateView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xIconBarPointer SKIP 1 ; The x-coordinate of the icon bar pointer ; ; Each of the 12 buttons on the bar is positioned at an ; interval of 4, so the buttons have x-coordinates of ; of 0, 4, 8 and so on, up to 44 for the rightmost ; button ; ; This value is multiplied by 5 to get the button's ; pixel coordinate ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.yIconBarPointer SKIP 1 ; The y-coordinate of the icon bar pointer ; ; This is either 148 (when the dashboard is visible) or ; 204 (when there is no dashboard and the icon bar is ; along the bottom of the screen) ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetupSprite0 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xPointerDelta SKIP 1 ; The direction in which the icon bar pointer is moving, ; expressed as a delta to add to the x-coordinate of the ; pointer sprites ; ; * 0 = pointer is not moving ; ; * 1 = pointer is moving to the right ; ; * -1 = pointer is moving to the left ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pointerMoveCounter SKIP 1 ; The position of the icon bar pointer as it moves ; between icons, counting down from 12 (at the start of ; the move) to 0 (at the end of the move) ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.iconBarType SKIP 1 ; The type of the current icon bar: ; ; * 0 = Docked ; ; * 1 = Flight ; ; * 2 = Charts ; ; * 3 = Pause ; ; * 4 = Title screen copyright message ; ; * $FF = Hide the icon bar on row 27 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawIconBar ; * PauseGame ; * RESET ; * SetIconBarButtons ; * SetIconBarRow ; * SetupIconBar ; * SetupSprite0 ; * ShowIconBar ; * UpdateIconBar ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.iconBarChoice SKIP 1 ; The number of the icon bar button that's just been ; selected ; ; * 0 means no button has been selected ; ; * A button number from the iconBarButtons table ; means that button has been selected by pressing ; Select on that button (or the B button has been ; tapped twice) ; ; * 80 means the Start has been pressed to pause the ; game ; ; This variable is set in the NMI handler, so the ; selection is recorded in the background ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * ChangeLetter ; * CheckForPause ; * CheckPauseButton ; * CheckSaveLoadBar ; * DrawScrollFrames ; * EQSHP ; * HideIconBarPointer ; * MoveIconBarPointer ; * qv ; * RunDemoFlightLoop ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .pointerTimer SKIP 1 ; A timer that counts down by 1 on each call to the ; MoveIconBarPointer routine, so that a double-tap ; on the B button can be interpreted as such ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pointerPressedB SKIP 1 ; Controls whether the MoveIconBarPointer routine looks ; for a second tap of the B button when trying to detect ; a double-tap on the B button ; ; * 0 = do not look for a second tap ; ; * Non-zero = do look for a second tap ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiStoreA SKIP 1 ; Temporary storage for the A register during NMI ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SendPaletteSprites ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiStoreX SKIP 1 ; Temporary storage for the X register during NMI ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SendPaletteSprites ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiStoreY SKIP 1 ; Temporary storage for the Y register during NMI ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SendPaletteSprites ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.picturePattern SKIP 1 ; The number of the first free pattern where commander ; and system images can be stored in the buffers ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawCmdrImage ; * DrawSystemImage ; * GetHeadshot ; * GetSystemBack ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sendDashboardToPPU SKIP 1 ; A flag that controls whether we send the dashboard to ; the PPU during the main loop ; ; * 0 = do not send the dashboard ; ; * $FF = do send the dashboard ; ; Flips between 0 or $FF after the screen has been drawn ; in the main loop, but only if drawingBitplane = 0 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSpaceViewInNMI ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.boxEdge1 SKIP 1 ; The tile number for drawing the left edge of a box ; ; * 0 = no box, for use in the Game Over screen ; ; * 1 = standard box, for use in all other screens ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * DrawBoxEdges ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.boxEdge2 SKIP 1 ; The tile number for drawing the right edge of a box ; ; * 0 = no box, for use in the Game Over screen ; ; * 2 = standard box, for use in all other screens ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * DrawBoxEdges ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.chartToShow SKIP 1 ; Controls which chart is shown when choosing the chart ; button on the icon bar (as the Long-range and ; Short-range Charts share the same button) ; ; * Bit 7 clear = show Short-range Chart ; ; * Bit 7 clear = show Long-range Chart ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH2 ; * TT102 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.previousCondition SKIP 1 ; Used to store the ship's previous status condition ; (i.e. docked, green, yellow or red), so we can tell ; how the situation is changing ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSpaceViewInNMI ; * GetHeadshotType ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.statusCondition SKIP 1 ; Used to store the ship's current status condition ; (i.e. docked, green, yellow or red) ; ; [Show more]
; ; This variable is used by the following: ; ; * GetStatusCondition ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.screenFadedToBlack SKIP 1 ; Records whether the screen has been faded to black ; ; * Bit 7 clear = screen is full colour ; ; * Bit 7 set = screen has been faded to black ; ; [Show more]
; ; This variable is used by the following: ; ; * FadeToBlack ; * FadeToColour ; * MoveIconBarPointer ; * ResetScreen ; * SetupViewInNMI ; * UpdateScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .numberOfPilots SKIP 1 ; A flag to determine whether the game is configured for ; one or two pilots ; ; * 0 = one pilot (using controller 1) ; ; * 1 = two pilots (where controller 1 controls the ; weaponry and controller 2 steers the ship) ; ; This value is toggled between 0 and 1 by the "one or ; two pilots" configuration icon in the pause menu ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; * Main flight loop (Part 2 of 16) ; * MoveIconBarPointer ; * PauseGame ; * ReadControllers ; * SetKeyLogger ; * SetupIconBarPause ; * TITLE ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTX SKIP 1 ; Our current roll rate ; ; This value is shown in the dashboard's RL indicator, ; and determines the rate at which we are rolling ; ; The value ranges from 1 to 255 with 128 as the centre ; point, so 1 means roll is decreasing at the maximum ; rate, 128 means roll is not changing, and 255 means ; roll is increasing at the maximum rate ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * DrawPitchRollBars ; * Main flight loop (Part 2 of 16) ; * RES2 ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTY SKIP 1 ; Our current pitch rate ; ; This value is shown in the dashboard's DC indicator, ; and determines the rate at which we are pitching ; ; The value ranges from 1 to 255 with 128 as the centre ; point, so 1 means pitch is decreasing at the maximum ; rate, 128 means pitch is not changing, and 255 means ; pitch is increasing at the maximum rate ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * DrawPitchRollBars ; * Main flight loop (Part 2 of 16) ; * RES2 ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.channelPriority SKIP 3 ; The priority of the sound on the current channel ; (0 to 2) ; ; [Show more]
; ; This variable is used by the following: ; ; * FlushSoundChannel ; * NOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASX SKIP 1 ; The x-coordinate of the tip of the laser line ; ; [Show more]
; ; This variable is used by the following: ; ; * LASLI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASY SKIP 1 ; The y-coordinate of the tip of the laser line ; ; [Show more]
; ; This variable is used by the following: ; ; * LASLI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .ALTIT SKIP 1 ; Our altitude above the surface of the planet or sun ; ; * 255 = we are a long way above the surface ; ; * 1-254 = our altitude as the square root of: ; ; x_hi^2 + y_hi^2 + z_hi^2 - 6^2 ; ; where our ship is at the origin, the centre of the ; planet/sun is at (x_hi, y_hi, z_hi), and the ; radius of the planet/sun is 6 ; ; * 0 = we have crashed into the surface ; ; [Show more]
; ; This variable is used by the following: ; ; * CheckAltitude ; * DIALS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SWAP SKIP 1 ; Temporary storage, used to store a flag that records ; whether or not we had to swap a line's start and end ; coordinates around when clipping the line in routine ; LL145 (the flag is used in places like BLINE to swap ; them back) ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawLightning ; * LL145 (Part 1 of 4) ; * LL145 (Part 4 of 4) ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.distaway SKIP 1 ; Used to store the nearest distance of the rotating ; ship on the title screen ; ; [Show more]
; ; This variable is used by the following: ; ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XSAV2 SKIP 1 ; Temporary storage, used for storing the value of the X ; register in the CHPR routine ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 1 of 6) ; * CHPR (Part 3 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.YSAV2 SKIP 1 ; Temporary storage, used for storing the value of the Y ; register in the CHPR routine ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 1 of 6) ; * CHPR (Part 3 of 6) ; * DrawSaveSlotMark ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.inputNameSize SKIP 1 ; The maximum size of the name to be fetched by the ; InputName routine ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * HME2 ; * InputName ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.FSH SKIP 1 ; Forward shield status ; ; * 0 = empty ; ; * $FF = full ; ; [Show more]
; ; This variable is used by the following: ; ; * ChargeShields ; * DIALS ; * OOPS ; * RESET ; * ResetShipStatus ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ASH SKIP 1 ; Aft shield status ; ; * 0 = empty ; ; * $FF = full ; ; [Show more]
; ; This variable is used by the following: ; ; * ChargeShields ; * DIALS ; * OOPS ; * ResetShipStatus ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ENERGY SKIP 1 ; Energy bank status ; ; * 0 = empty ; ; * $FF = full ; ; [Show more]
; ; This variable is used by the following: ; ; * autoPlayKeys2 ; * ChargeShields ; * DENGY ; * DIALS ; * GetStatusCondition ; * Main flight loop (Part 15 of 16) ; * OOPS ; * ResetShipStatus ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ24 SKIP 1 ; Temporary storage, used to store the current market ; item's price in routine TT151 ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * TT151 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ25 SKIP 1 ; Temporary storage, used to store the current market ; item's availability in routine TT151 ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * TT151 ; * TT210 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ28 SKIP 1 ; The current system's economy (0-7) ; ; * 0 = Rich Industrial ; * 1 = Average Industrial ; * 2 = Poor Industrial ; * 3 = Mainly Industrial ; * 4 = Mainly Agricultural ; * 5 = Rich Agricultural ; * 6 = Average Agricultural ; * 7 = Poor Agricultural ; ; See the deep dive on "Generating system data" for more ; information on economies ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * var ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ29 SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * Main flight loop (Part 8 of 16) ; * PrintNumberInHold ; * tnpr ; * tnpr1 ; * TT167 ; * TT210 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.imageSentToPPU SKIP 1 ; Records when images have been sent to the PPU or ; unpacked into the buffers, so we don't repeat the ; process unnecessarily ; ; * 0 = dashboard image has been sent to the PPU ; ; * 1 = font image has been sent to the PPU ; ; * 2 = Cobra Mk III image has been sent to the PPU ; for the Equip Ship screen ; ; * 3 = the small Elite logo has been sent to the PPU ; for the Save and Load screen ; ; * 245 = the inventory icon image has been sent to ; the PPU for the Market Price screen ; ; * %1000xxxx = the headshot image has been sent to ; the PPU for the Status Mode screen, ; where %xxxx is the headshot number ; (0-13) ; ; * %1100xxxx = the system background image has been ; unpacked into the buffers for the Data ; on System screen, where %xxxx is the ; system image number (0-14) ; ; [Show more]
; ; This variable is used by the following: ; ; * GetCmdrImage ; * GetHeadshot ; * GetSystemBack ; * ResetScreen ; * SendViewToPPU ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.gov SKIP 1 ; The current system's government type (0-7) ; ; See the deep dive on "Generating system data" for ; details of the various government types ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * Main game loop (Part 4 of 6) ; * SetupAfterLoad ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tek SKIP 1 ; The current system's tech level (0-14) ; ; See the deep dive on "Generating system data" for more ; information on tech levels ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * EQSHP ; * hyp1 ; * NWSPS ; * SetupAfterLoad ; * SOS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ2 SKIP 6 ; The three 16-bit seeds for the current system, i.e. ; the one we are currently in ; ; See the deep dives on "Galaxy and system seeds" and ; "Twisting the system seeds" for more details ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * ypl ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ3 SKIP 1 ; The selected system's economy (0-7) ; ; * 0 = Rich Industrial ; * 1 = Average Industrial ; * 2 = Poor Industrial ; * 3 = Mainly Industrial ; * 4 = Mainly Agricultural ; * 5 = Rich Agricultural ; * 6 = Average Agricultural ; * 7 = Poor Agricultural ; ; See the deep dive on "Generating system data" for more ; information on economies ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ4 SKIP 1 ; The selected system's government (0-7) ; ; See the deep dive on "Generating system data" for more ; details of the various government types ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ5 SKIP 1 ; The selected system's tech level (0-14) ; ; See the deep dive on "Generating system data" for more ; information on tech levels ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ6 SKIP 2 ; The selected system's population in billions * 10 ; (1-71), so the maximum population is 7.1 billion ; ; See the deep dive on "Generating system data" for more ; details on population levels ; ; [Show more]
; ; This variable is used by the following: ; ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ7 SKIP 2 ; The selected system's productivity in M CR (96-62480) ; ; See the deep dive on "Generating system data" for more ; details about productivity levels ; ; [Show more]
; ; This variable is used by the following: ; ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ8 SKIP 2 ; The distance from the current system to the selected ; system in light years * 10, stored as a 16-bit number ; ; The distance will be 0 if the selected system is the ; current system ; ; The galaxy chart is 102.4 light years wide and 51.2 ; light years tall (see the intra-system distance ; calculations in routine TT111 for details), which ; equates to 1024 x 512 in terms of QQ8 ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * PDESC ; * SetSelectionFlags ; * TT111 ; * TT146 ; * TT18 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ9 SKIP 1 ; The galactic x-coordinate of the crosshairs in the ; galaxy chart (and, most of the time, the selected ; system's galactic x-coordinate) ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * HME2 ; * jmp ; * ping ; * TT103 ; * TT105 ; * TT111 ; * TT16 ; * TT22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ10 SKIP 1 ; The galactic y-coordinate of the crosshairs in the ; galaxy chart (and, most of the time, the selected ; system's galactic y-coordinate) ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * HME2 ; * jmp ; * TT103 ; * TT105 ; * TT111 ; * TT16 ; * TT22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.systemNumber SKIP 1 ; The current system number, as calculated in TT111 when ; finding the nearest system in the galaxy ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * PDESC ; * TT111 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .systemsOnChart SKIP 1 ; A counter for the number of systems drawn on the ; Short-range Chart, so it gets limited to 24 systems ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawChartSystem ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.spasto SKIP 2 ; Contains the address of the ship blueprint of the ; space station (which can be a Coriolis or Dodo) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 4 of 16) ; * NWSPS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ18Lo SKIP 1 ; Gets set to the low byte of the address of the text ; token table used by the ex routine (QQ18) ; ; [Show more]
; ; This variable is used by the following: ; ; * ex ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ18Hi SKIP 1 ; Gets set to the high byte of the address of the text ; token table used by the ex routine (QQ18) ; ; [Show more]
; ; This variable is used by the following: ; ; * ex ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TKN1Lo SKIP 1 ; Gets set to the low byte of the address of the text ; token table used by the DETOK routine (TKN1) ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TKN1Hi SKIP 1 ; Gets set to the high byte of the address of the text ; token table used by the DETOK routine (TKN1) ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.languageIndex SKIP 1 ; The language that was chosen on the Start screen as an ; index into the various lookup tables: ; ; * 0 = English ; ; * 1 = German ; ; * 2 = French ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * DETOK3 ; * DrawTitleScreen ; * EQSHP ; * HighlightSaleItem ; * PDESC ; * PrintCash ; * PrintCrTab ; * PrintLaserView ; * PrintMarketItem ; * qv ; * SetDemoAutoPlay ; * SetLanguage ; * SetViewAttrs ; * ShowScrollText ; * STATUS ; * SVE ; * TT167 ; * TT23 ; * TT25 ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.languageNumber SKIP 1 ; The language that was chosen on the Start screen as a ; number: ; ; * 1 = Bit 0 set = English ; ; * 2 = Bit 1 set = German ; ; * 4 = Bit 2 set = French ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawGlasses ; * DrawLeftEarring ; * DrawRightEarring ; * fwl ; * PrintCombatRank ; * PrintCtrlCode ; * PrintEquipment ; * PrintLaserView ; * SetLanguage ; * STATUS ; * TT210 ; * TT25 ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1Down SKIP 1 ; A shift register for recording presses of the down ; button on controller 1 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * BuyAndSellCargo ; * ChangeLetter ; * ChooseLanguage ; * EQSHP ; * Main flight loop (Part 2 of 16) ; * MoveIconBarPointer ; * MoveInMiddleColumn ; * MoveInRightColumn ; * qv ; * ScanButtons ; * SetKeyLogger ; * TT16 ; * TT17 ; * TT18 ; * UpdateJoystick ; * YESNO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller2Down SKIP 1 ; A shift register for recording presses of the down ; button on controller 2 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1Up SKIP 1 ; A shift register for recording presses of the up ; button on controller 1 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * BuyAndSellCargo ; * ChangeLetter ; * ChooseLanguage ; * EQSHP ; * Main flight loop (Part 2 of 16) ; * MoveIconBarPointer ; * MoveInMiddleColumn ; * MoveInRightColumn ; * qv ; * ScanButtons ; * SetKeyLogger ; * TT16 ; * TT17 ; * TT18 ; * UpdateJoystick ; * YESNO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller2Up SKIP 1 ; A shift register for recording presses of the up ; button on controller 2 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1Left SKIP 1 ; A shift register for recording presses of the left ; button on controller 1 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * BuyAndSellCargo ; * ChooseLanguage ; * Main flight loop (Part 2 of 16) ; * MoveIconBarPointer ; * ScanButtons ; * SetControllerPast ; * SetKeyLogger ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller2Left SKIP 1 ; A shift register for recording presses of the left ; button on controller 2 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1Right SKIP 1 ; A shift register for recording presses of the right ; button on controller 1 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * BuyAndSellCargo ; * ChooseLanguage ; * Main flight loop (Part 2 of 16) ; * MoveIconBarPointer ; * ScanButtons ; * SetControllerPast ; * SetKeyLogger ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller2Right SKIP 1 ; A shift register for recording presses of the right ; button on controller 2 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1A SKIP 1 ; A shift register for recording presses of the A button ; on controller 1 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * ChangeLetter ; * ChooseLanguage ; * DEATH2 ; * DrawScrollFrames ; * EQSHP ; * PAUSE ; * PAUSE2 ; * qv ; * ScanButtons ; * SetKeyLogger ; * TITLE ; * YESNO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller2A SKIP 1 ; A shift register for recording presses of the A button ; on controller 2 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * SetKeyLogger ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1B SKIP 1 ; A shift register for recording presses of the B button ; on controller 1 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * BuyAndSellCargo ; * ChangeLetter ; * ChooseLanguage ; * DEATH2 ; * MoveIconBarPointer ; * PAUSE ; * PAUSE2 ; * ScanButtons ; * SetControllerPast ; * SetKeyLogger ; * TT16 ; * TT17 ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller2B SKIP 1 ; A shift register for recording presses of the B button ; on controller 2 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1Start SKIP 1 ; A shift register for recording presses of the Start ; button on controller 1 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * ChooseLanguage ; * DEATH2 ; * HideIconBarPointer ; * MoveIconBarPointer ; * ScanButtons ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller2Start SKIP 1 ; A shift register for recording presses of the Start ; button on controller 2 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1Select SKIP 1 ; A shift register for recording presses of the Select ; button on controller 1 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * ChooseLanguage ; * DEATH2 ; * MoveIconBarPointer ; * ScanButtons ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller2Select SKIP 1 ; A shift register for recording presses of the Select ; button on controller 2 ; ; The controller is scanned every NMI and the result is ; right-shifted into bit 7, with a 1 indicating a button ; press and a 0 indicating no button press ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH2 ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1Left03 SKIP 1 ; Bits 0 to 3 of the left button controller variable ; ; In non-space views, this contains controller1Left but ; shifted left by four places, so the high nibble ; contains bits 0 to 3 of controller1Left, with zeroes ; in the low nibble ; ; So bit 7 is the left button state from four VBlanks ; ago, bit 6 is from five VBlanks ago, and so on ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * ChangeLetter ; * MoveInLeftColumn ; * MoveInMiddleColumn ; * MoveInRightColumn ; * qv ; * SetControllerPast ; * TT16 ; * TT17 ; * WaitForNoDirection ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.controller1Right03 SKIP 1 ; Bits 0 to 3 of the right button controller variable ; ; In non-space views, this contains controller1Right but ; shifted left by four places, so the high nibble ; contains bits 0 to 3 of controller1Right, with zeroes ; in the low nibble ; ; So bit 7 is the right button state from four VBlanks ; ago, bit 6 is from five VBlanks ago, and so on ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * ChangeLetter ; * MoveInLeftColumn ; * MoveInMiddleColumn ; * MoveInRightColumn ; * qv ; * SetControllerPast ; * TT16 ; * TT17 ; * WaitForNoDirection ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.autoPlayKey SKIP 1 ; Stores the buttons to be automatically pressed during ; auto-play ; ; The bits are as follows: ; ; * Bit 0 = right button ; * Bit 1 = left button ; * Bit 2 = down button ; * Bit 3 = up button ; * Bit 4 = Select button ; * Bit 5 = B button ; * Bit 6 = A button ; ; Bit 7 is always clear ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * SetDemoAutoPlay ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.autoPlayRepeat SKIP 1 ; Stores the number of times a step should be repeated ; during auto-play ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * SetDemoAutoPlay ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.patternBufferHi SKIP 1 ; (patternBufferHi patternBufferLo) contains the address ; of the pattern buffer for the pattern we are sending ; to the PPU from bitplane 0 (i.e. for pattern number ; sendingPattern in bitplane 0) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks ; ; [Show more]
; ; This variable is used by the following: ; ; * SendPatternsToPPU (Part 1 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 6 of 6) ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; (patternBufferHi patternBufferLo) contains the address ; of the pattern buffer for the pattern we are sending ; to the PPU from bitplane 1 (i.e. for pattern number ; sendingPattern in bitplane 1) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .nameTileBuffHi SKIP 1 ; (nameTileBuffHi nameTileBuffLo) contains the address ; of the nametable buffer for the tile we are sending to ; the PPU from bitplane 0 (i.e. for tile number ; sendingNameTile in bitplane 0) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks ; ; [Show more]
; ; This variable is used by the following: ; ; * SendNametableToPPU ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; (nameTileBuffHi nameTileBuffLo) contains the address ; of the nametable buffer for the tile we are sending to ; the PPU from bitplane 1 (i.e. for tile number ; sendingNameTile in bitplane 1) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks SKIP 4 ; These bytes appear to be unused .ppuToBuffNameHi SKIP 1 ; A high byte that we can add to an address in nametable ; buffer 0 to get the corresponding address in the PPU ; nametable ; ; [Show more]
; ; This variable is used by the following: ; ; * SendNametableToPPU ; * SendPatternsToPPU (Part 1 of 6) ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; A high byte that we can add to an address in nametable ; buffer 1 to get the corresponding address in the PPU ; nametable .SX SKIP NOST + 1 ; This is where we store the x_hi coordinates for all ; the stardust particles ; ; [Show more]
; ; This variable is used by the following: ; ; * FLIP ; * nWq ; * ShowScrollText ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SY SKIP NOST + 1 ; This is where we store the y_hi coordinates for all ; the stardust particles ; ; [Show more]
; ; This variable is used by the following: ; ; * FLIP ; * MLU1 ; * nWq ; * ShowScrollText ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SZ SKIP NOST + 1 ; This is where we store the z_hi coordinates for all ; the stardust particles ; ; [Show more]
; ; This variable is used by the following: ; ; * DV42 ; * FLIP ; * nWq ; * ShowScrollText ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BUF SKIP 90 ; The line buffer used by DASC to print justified text ; ; [Show more]
; ; This variable is used by the following: ; ; * CopyCommanderToBuf ; * DrawScrollFrame ; * GetScrollDivisions ; * HME2 ; * MT17 ; * PrintCommanderName ; * ResetSaveBuffer ; * SaveLoadCommander ; * StoreMessage ; * TT26 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.HANGFLAG SKIP 1 ; The number of ships being displayed in the ship hangar ; ; [Show more]
; ; This variable is used by the following: ; ; * HALL ; * HANGER ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MANY SKIP SST ; The number of ships of each type in the local bubble ; of universe ; ; The number of ships of type X in the local bubble is ; stored at MANY+X ; ; See the deep dive on "Ship blueprints" for a list of ; ship types ; ; [Show more]
; ; This variable is used by the following: ; ; * autoPlayKeys1_DE ; * autoPlayKeys1_EN ; * autoPlayKeys1_FR ; * autoPlayKeys2 ; * KILLSHP ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 3 of 6) ; * Main game loop (Part 4 of 6) ; * NWSHP ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 3 of 7) ; * ZERO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SSPR SKIP NTY + 1 - SST ; "Space station present" flag ; ; * Non-zero if we are inside the space station's safe ; zone ; ; * 0 if we aren't (in which case we can show the sun) ; ; This flag is at MANY+SST, which is no coincidence, as ; MANY+SST is a count of how many space stations there ; are in our local bubble, which is the same as saying ; "space station present" ; ; [Show more]
; ; This variable is used by the following: ; ; * CheckJumpSafety ; * COMPAS ; * DOCKIT ; * DOKEY ; * FlightLoop4To16 ; * KS4 ; * Main flight loop (Part 14 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * Main game loop (Part 3 of 6) ; * SetupIconBarFlight ; * SOLAR ; * TACTICS (Part 3 of 7) ; * TT102 ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.messageLength SKIP 1 ; The length of the message stored in the message buffer ; ; [Show more]
; ; This variable is used by the following: ; ; * PrintFlightMessage ; * StoreMessage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.messageBuffer SKIP 32 ; A buffer for the in-flight message text ; ; [Show more]
; ; This variable is used by the following: ; ; * PrintFlightMessage ; * StoreMessage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SXL SKIP NOST + 1 ; This is where we store the x_lo coordinates for all ; the stardust particles ; ; [Show more]
; ; This variable is used by the following: ; ; * nWq ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SYL SKIP NOST + 1 ; This is where we store the y_lo coordinates for all ; the stardust particles ; ; [Show more]
; ; This variable is used by the following: ; ; * nWq ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SZL SKIP NOST + 1 ; This is where we store the z_lo coordinates for all ; the stardust particles ; ; [Show more]
; ; This variable is used by the following: ; ; * nWq ; * STARS1 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.safehouse SKIP 6 ; Backup storage for the seeds for the selected system ; ; The seeds for the current system get stored here as ; soon as a hyperspace is initiated, so we can fetch ; them in the hyp1 routine. This fixes a bug in an ; earlier version where you could hyperspace while ; docking and magically appear in your destination ; station ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * hyp ; * hyp1 ; * SetSelectedSeeds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sunWidth0 SKIP 1 ; The half-width of the sun on pixel row 0 in the tile ; row that is currently being drawn ; ; [Show more]
; ; This variable is used by the following: ; ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sunWidth1 SKIP 1 ; The half-width of the sun on pixel row 1 in the tile ; row that is currently being drawn ; ; [Show more]
; ; This variable is used by the following: ; ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sunWidth2 SKIP 1 ; The half-width of the sun on pixel row 2 in the tile ; row that is currently being drawn ; ; [Show more]
; ; This variable is used by the following: ; ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sunWidth3 SKIP 1 ; The half-width of the sun on pixel row 3 in the tile ; row that is currently being drawn ; ; [Show more]
; ; This variable is used by the following: ; ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sunWidth4 SKIP 1 ; The half-width of the sun on pixel row 4 in the tile ; row that is currently being drawn ; ; [Show more]
; ; This variable is used by the following: ; ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sunWidth5 SKIP 1 ; The half-width of the sun on pixel row 5 in the tile ; row that is currently being drawn ; ; [Show more]
; ; This variable is used by the following: ; ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sunWidth6 SKIP 1 ; The half-width of the sun on pixel row 6 in the tile ; row that is currently being drawn ; ; [Show more]
; ; This variable is used by the following: ; ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sunWidth7 SKIP 1 ; The half-width of the sun on pixel row 7 in the tile ; row that is currently being drawn ; ; [Show more]
; ; This variable is used by the following: ; ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.shipIsAggressive SKIP 1 ; A flag to record just how aggressive the current ship ; is in the TACTICS routine ; ; Bit 7 set indicates the ship in tactics is looking ; for a fight ; ; [Show more]
; ; This variable is used by the following: ; ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 7 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
CLEAR BUF+32, P% ; The following tables share space with BUF through to ORG BUF+32 ; K%, which we can do as the scroll text is not shown ; at the same time as ships, stardust and so on .X1TB SKIP 240 ; The x-coordinates of the start points for character ; lines in the scroll text ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollFrame ; * GRS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.Y1TB SKIP 240 ; The y-coordinates of the start and end points for ; character lines in the scroll text, with the start ; point (Y1) in the low nibble and the end point (Y2) ; in the high nibble ; ; [Show more]
; ; This variable is used by the following: ; ; * CalculateGridLines ; * DrawScrollFrame ; * GRS1 ; * ScrollTextUpScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.X2TB SKIP 240 ; The x-coordinates of the end points for character ; lines in the scroll text ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollFrame ; * GRS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PRINT "WP workspace from ", ~WP," to ", ~P%