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Elite on the BBC Micro and NES

Workspaces: ZP

[NES version, Common]

Name: ZP [Show more] Type: Workspace Address: $0000 to $00FF Category: Workspaces Summary: Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here
Context: See this workspace in context in the source code References: This workspace is used as follows: * ResetVariables uses ZP
ORG $0000 .ZP SKIP 0 ; The start of the zero page workspace ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetVariables ; ; This list only includes code that refers to the ; variable 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 .RAND SKIP 4 ; Four 8-bit seeds for the random number generation ; system implemented in the DORND routine ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DORND ; * DrawExplosionBurst ; * FixRandomNumbers ; * HALL ; * Main flight loop (Part 1 of 16) ; * Main game loop (Part 2 of 6) ; * nWq ; * PDESC ; * ShowScrollText ; * 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
.T1 SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * ARCTAN ; * DrawDash ; * LCASH ; * LL9 (Part 10 of 12) ; * MLS1 ; * MULT1 ; * PIXEL ; * PIXEL2 ; * refund ; * SFS1 ; * TIS1 ; * TT102 ; * TT103 ; * TT14 ; * TT22 ; * Ze ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SC SKIP 1 ; Screen address (low byte) ; ; Elite draws on-screen by poking bytes directly into ; screen memory, and SC(1 0) is typically set to the ; address of the character block containing the pixel ; ; [Show more]
; ; This variable is used by the following: ; ; * CheckJumpSafety ; * CHPR (Part 3 of 6) ; * CHPR (Part 4 of 6) ; * CHPR (Part 5 of 6) ; * CHPR (Part 6 of 6) ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * ClearNameInMiddle ; * ClearScreen ; * CLYNS ; * CopyCommanderToBuf ; * CopyLargeBlock ; * CopySmallBlock ; * DETOK2 ; * DIALS ; * DILX ; * Draw2OptionTiles ; * DrawBackground ; * DrawBigLogo ; * DrawBlankButton2x2 ; * DrawBlankButton3x2 ; * DrawDash ; * DrawHangarWallLine ; * DrawIconBar ; * DrawImageFrame ; * DrawImageNames ; * DrawRowOfTiles ; * DrawSmallBox ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * FAROF2 ; * GetHeadshot ; * GetNameAddress ; * GetRowNameAddress ; * GetSaveAddresses ; * GetSystemBack ; * GetViewPalettes ; * HAL3 ; * HAS3 ; * HideIconBar ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * KILLSHP ; * KS2 ; * LoadHighFont ; * LoadNormalFont ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * PDESC ; * PIXEL ; * ResetSaveSlots ; * ResetVariables ; * SaveLoadCommander ; * SendFontImageToPPU ; * SendInventoryToPPU ; * SendViewToPPU ; * SetLinePatterns ; * SetViewAttrs ; * ShowScrollText ; * TT26 ; * UnpackToRAM ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SCH SKIP 1 ; Screen address (high byte) .XX1 SKIP 0 ; This is an alias for INWK that is used in the main ; ship-drawing routine at LL9 ; ; [Show more]
; ; This variable is used by the following: ; ; * LL9 (Part 1 of 12) ; * LL9 (Part 2 of 12) ; * LL9 (Part 3 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 9 of 12) ; * SHPPT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.INWK SKIP 36 ; The zero-page internal workspace for the current ship ; data block ; ; As operations on zero page locations are faster and ; have smaller opcodes than operations on the rest of ; the addressable memory, Elite tends to store oft-used ; data here. A lot of the routines in Elite need to ; access and manipulate ship data, so to make this an ; efficient exercise, the ship data is first copied from ; the ship data blocks at K% into INWK (or, when new ; ships are spawned, from the blueprints at XX21). See ; the deep dive on "Ship data blocks" for details of ; what each of the bytes in the INWK data block ; represents ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * ChangeCmdrName ; * DEATH ; * DOCKIT ; * DOEXP ; * DOKEY ; * DrawExplosionBurst ; * DVID3B2 ; * ESCAPE ; * EXNO2 ; * FAROF ; * FAROF2 ; * FRS1 ; * GTHG ; * HAS1 ; * HideFromScanner ; * HITCH ; * HME2 ; * InputName ; * KS4 ; * LL9 (Part 1 of 12) ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 6 of 16) ; * Main flight loop (Part 7 of 16) ; * Main flight loop (Part 9 of 16) ; * Main flight loop (Part 10 of 16) ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 12 of 16) ; * Main flight loop (Part 14 of 16) ; * Main game loop (Part 1 of 6) ; * Main game loop (Part 2 of 6) ; * Main game loop (Part 4 of 6) ; * MAS1 ; * MAS4 ; * MV40 ; * MVEIT (Part 1 of 9) ; * MVEIT (Part 2 of 9) ; * MVEIT (Part 3 of 9) ; * MVEIT (Part 4 of 9) ; * MVEIT (Part 5 of 9) ; * MVEIT (Part 8 of 9) ; * MVEIT (Part 9 of 9) ; * MVS4 ; * MVS5 ; * MVT1 ; * MVT3 ; * MVT6 ; * NwS1 ; * NWSHP ; * NWSPS ; * PAS1 ; * PAUSE ; * PL9 (Part 2 of 3) ; * PL9 (Part 3 of 3) ; * PLANET ; * PlayDemo ; * PLS1 ; * PLS4 ; * PLUT ; * PROJ ; * RemoveShip ; * SCAN ; * SetupDemoShip ; * SFS1 ; * SOLAR ; * SOS1 ; * TACTICS (Part 1 of 7) ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 3 of 7) ; * TACTICS (Part 4 of 7) ; * TACTICS (Part 5 of 7) ; * TACTICS (Part 6 of 7) ; * TACTICS (Part 7 of 7) ; * TAS3 ; * TIDY ; * TIS3 ; * TITLE ; * TT110 ; * TT23 ; * Ze ; * ZINF ; * ZINF_b1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NEWB SKIP 1 ; The ship's "new byte flags" (or NEWB flags) ; ; Contains details about the ship's type and associated ; behaviour, such as whether they are a trader, a bounty ; hunter, a pirate, currently hostile, in the process of ; docking, inside the hold having been scooped, and so ; on. The default values for each ship type are taken ; from the table at E%, and you can find out more detail ; in the deep dive on "Advanced tactics with the NEWB ; flags" ; ; [Show more]
; ; This variable is used by the following: ; ; * DOCKIT ; * LL9 (Part 1 of 12) ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 8 of 16) ; * Main flight loop (Part 12 of 16) ; * Main game loop (Part 1 of 6) ; * Main game loop (Part 3 of 6) ; * Main game loop (Part 4 of 6) ; * NWSHP ; * NWSPS ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 3 of 7) ; * TACTICS (Part 4 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
SKIP 1 ; This byte appears to be unused .P SKIP 3 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * ARCTAN ; * BuyAndSellCargo ; * CHKON ; * CHPR (Part 3 of 6) ; * CHPR (Part 6 of 6) ; * DOEXP ; * DrawSunEdgeLeft ; * DrawSunRowOfBlocks ; * DVID3B2 ; * DVID4 ; * DVIDT ; * FMLTU ; * GC2 ; * GRS1 ; * HITCH ; * InSystemJump ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * MLS1 ; * MLTU2 ; * MLU2 ; * MU1 ; * MU11 ; * MU6 ; * MULT1 ; * MULT12 ; * MULT3 ; * MUT3 ; * MV40 ; * MVEIT (Part 5 of 9) ; * MVS4 ; * MVS5 ; * MVT6 ; * NORM ; * PL9 (Part 2 of 3) ; * PL9 (Part 3 of 3) ; * PLANET ; * PLFL ; * PLS1 ; * PLS22 ; * PLS3 ; * PROJ ; * SQUA2 ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 1 of 2) ; * SUN (Part 2 of 2) ; * TIS3 ; * TT111 ; * TT151 ; * TT24 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XC SKIP 1 ; The x-coordinate of the text cursor (i.e. the text ; column), which can be from 0 to 32 ; ; A value of 0 denotes the leftmost column and 32 the ; rightmost column, but because the top part of the ; screen (the space view) has a white border that ; clashes with columns 0 and 32, text is only shown ; in columns 1-31 ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * CalculateGridLines ; * ChangeLetter ; * ChooseLanguage ; * CHPR (Part 1 of 6) ; * CHPR (Part 2 of 6) ; * CHPR (Part 3 of 6) ; * CHPR (Part 4 of 6) ; * CHPR (Part 5 of 6) ; * CHPR (Part 6 of 6) ; * ClearNameInMiddle ; * CLYNS ; * dn ; * dockEd ; * DrawBackground ; * DrawBigLogo ; * DrawCmdrImage ; * DrawCobraMkIII ; * DrawImageNames ; * DrawInventoryIcon ; * DrawSaveSlotMark ; * DrawSmallBox ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSystemImage ; * eq ; * EQSHP ; * GetNameAddress ; * GRIDSET ; * InputName ; * MT8 ; * MT9 ; * PrintCash ; * PrintCrTab ; * PrintCtrlCode ; * PrintEquipment ; * PrintFlightMessage ; * PrintLaserView ; * PrintNameInMiddle ; * PrintSaveName ; * qv ; * STATUS ; * SVE ; * TT151 ; * TT163 ; * TT167 ; * TT210 ; * TT213 ; * TT22 ; * TT23 ; * TT25 ; * TT66 ; * 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
.hiddenColour SKIP 1 ; Contains the colour to use for pixels that are hidden ; in palette 0, e.g. $0F for black ; ; See the SetPaletteForView routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * HideHiddenColour ; * Main flight loop (Part 3 of 16) ; * ResetScreen ; * SetPaletteColours ; * SetPaletteForView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.visibleColour SKIP 1 ; Contains the colour to use for pixels that are visible ; in palette 0, e.g. $2C for cyan ; ; See the SetPaletteForView routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollText ; * DrawSpaceViewInNMI ; * LL164 ; * ResetScreen ; * SetPaletteColours ; * SetPaletteForView ; * SetupSpaceView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.paletteColour2 SKIP 1 ; Contains the colour to use for palette entry 2 in the ; current (non-space) view ; ; See the SetPaletteForView routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SetPaletteColours ; * SetPaletteForView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.paletteColour3 SKIP 1 ; Contains the colour to use for palette entry 3 in the ; current (non-space) view ; ; See the SetPaletteForView routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SetPaletteColours ; * SetPaletteForView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.fontStyle SKIP 1 ; The font style to use when printing text: ; ; * 1 = normal font ; ; * 2 = highlight font ; ; * 3 = green text on a black background (colour 3 on ; background colour 0) ; ; Style 3 is used when printing characters into 2x2 ; attribute blocks where printing the normal font would ; result in the wrong colour text being shown ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeLetter ; * CHPR (Part 2 of 6) ; * CHPR (Part 3 of 6) ; * HighlightEquipment ; * HighlightLaserView ; * HighlightSaleItem ; * HighlightSaveName ; * PrintNameInMiddle ; * PrintTokenAndColon ; * qv ; * ShowStartScreen ; * 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
.nmiTimer SKIP 1 ; A counter that gets decremented each time the NMI ; interrupt is called, starting at 50 and counting down ; to zero, at which point it jumps back up to 50 again ; and triggers an increment of (nmiTimerHi nmiTimerLo) ; ; On PAL system there are 50 frames per second, so this ; means nmiTimer ticks down from 50 once a second, so ; (nmiTimerHi nmiTimerLo) counts up in seconds ; ; On NTSC there are 60 frames per second, so nmiTimer ; counts down in 5/6 of a second, or 0.8333 seconds, ; so (nmiTimerHi nmiTimerLo) counts up every 0.8333 ; seconds ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; * FRMIS ; * PauseGame ; * PlayDemo ; * SetupDemoUniverse ; * ShowScrollText ; * UpdateNMITimer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiTimerLo SKIP 1 ; Low byte of a counter that's incremented by 1 every ; time nmiTimer wraps ; ; On PAL systems (nmiTimerHi nmiTimerLo) counts seconds ; ; On NTSC it increments up every 0.8333 seconds ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; * FRMIS ; * Main flight loop (Part 1 of 16) ; * Main game loop (Part 2 of 6) ; * PauseGame ; * PlayDemo ; * SetupDemoUniverse ; * ShowScrollText ; * UpdateNMITimer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiTimerHi SKIP 1 ; High byte of a counter that's incremented by 1 every ; time nmiTimer wraps ; ; On PAL systems (nmiTimerHi nmiTimerLo) counts seconds ; ; On NTSC it increments up every 0.8333 seconds ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; * FRMIS ; * PauseGame ; * PlayDemo ; * SetupDemoUniverse ; * ShowScrollText ; * UpdateNMITimer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.YC SKIP 1 ; The y-coordinate of the text cursor (i.e. the text ; row), which can be from 0 to 23 ; ; The screen actually has 31 character rows if you ; include the dashboard, but the text printing routines ; only work on the top part (the space view), so the ; text cursor only goes up to a maximum of 23, the row ; just before the screen splits ; ; A value of 0 denotes the top row, but because the ; top part of the screen has a white border that clashes ; with row 0, text is always shown at row 1 or greater ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * ChooseLanguage ; * CHPR (Part 1 of 6) ; * CHPR (Part 3 of 6) ; * CHPR (Part 6 of 6) ; * ClearNameInMiddle ; * CLYNS ; * dn ; * DrawBigLogo ; * DrawCmdrImage ; * DrawCobraMkIII ; * DrawInventoryIcon ; * DrawSaveSlotMark ; * DrawSmallBox ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSystemImage ; * eq ; * EQSHP ; * GetRowNameAddress ; * HighlightSaleItem ; * MT29 ; * NLIN3 ; * NLIN4 ; * PrintCash ; * PrintEquipment ; * PrintFlightMessage ; * PrintLaserView ; * PrintMarketItem ; * PrintNameInMiddle ; * PrintSaveName ; * qv ; * SetNewViewType ; * STATUS ; * SVE ; * TT146 ; * TT167 ; * TT23 ; * TT25 ; * TT66 ; * TTX69 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ17 SKIP 1 ; Contains a number of flags that affect how text tokens ; are printed, particularly capitalisation: ; ; * If all bits are set (255) then text printing is ; disabled ; ; * Bit 7: 0 = ALL CAPS ; 1 = Sentence Case, bit 6 determines the ; case of the next letter to print ; ; * Bit 6: 0 = print the next letter in upper case ; 1 = print the next letter in lower case ; ; * Bits 0-5: If any of bits 0-5 are set, print in ; lower case ; ; So: ; ; * QQ17 = 0 means case is set to ALL CAPS ; ; * QQ17 = %10000000 means Sentence Case, currently ; printing upper case ; ; * QQ17 = %11000000 means Sentence Case, currently ; printing lower case ; ; * QQ17 = %11111111 means printing is disabled ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 1 of 6) ; * CLYNS ; * EQSHP ; * MESS ; * MT17 ; * MT6 ; * PrintCash ; * PrintCtrlCode ; * PrintFlightMessage ; * SetSelectedSystem ; * SVE ; * TITLE ; * TT151 ; * TT23 ; * TT25 ; * TT26 ; * TT27 ; * TT41 ; * TT66 ; * TT69 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K3 SKIP 0 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * CHKON ; * CHPR (Part 1 of 6) ; * CHPR (Part 2 of 6) ; * CHPR (Part 3 of 6) ; * CIRCLE2 ; * DCS1 ; * DOCKIT ; * DOEXP ; * DrawChartSystem ; * DrawExplosionBurst ; * DrawLightning ; * PL9 (Part 3 of 3) ; * PLS22 ; * PROJ ; * SHPPT ; * SPS3 ; * SPS4 ; * SUN (Part 2 of 2) ; * TACTICS (Part 1 of 7) ; * TACTICS (Part 3 of 7) ; * TAS1 ; * TAS2 ; * TT128 ; * 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
.XX2 SKIP 14 ; Temporary storage, used to store the visibility of the ; ship's faces during the ship-drawing routine at LL9 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawLightning ; * LL9 (Part 3 of 12) ; * LL9 (Part 4 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K4 SKIP 2 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CHKON ; * DrawChartSystem ; * PL9 (Part 3 of 3) ; * PROJ ; * SHPPT ; * SUN (Part 1 of 2) ; * TT128 ; * 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
.XX16 SKIP 18 ; Temporary storage for a block of values, used in a ; number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * LL51 ; * LL9 (Part 3 of 12) ; * LL9 (Part 6 of 12) ; * PL9 (Part 2 of 3) ; * PL9 (Part 3 of 3) ; * PLS22 ; * PLS5 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX0 SKIP 2 ; Temporary storage, used to store the address of a ship ; blueprint. For example, it is used when we add a new ; ship to the local bubble in routine NWSHP, and it ; contains the address of the current ship's blueprint ; as we loop through all the nearby ships in the main ; flight loop ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DrawExplosionBurst ; * GetShipBlueprint ; * HAS1 ; * LL9 (Part 2 of 12) ; * LL9 (Part 4 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * Main flight loop (Part 4 of 16) ; * NWSHP ; * SFS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.INF SKIP 2 ; Temporary storage, typically used for storing the ; address of a ship's data block, so it can be copied ; to and from the internal workspace at INWK ; ; [Show more]
; ; This variable is used by the following: ; ; * ANGRY ; * CalculateGridLines ; * ClearScanner ; * DEATH ; * DOEXP ; * DrawExplosionBurst ; * GINF ; * GRIDSET ; * HideShip ; * HideShip_b1 ; * InSystemJump ; * KILLSHP ; * LL9 (Part 1 of 12) ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 6 of 16) ; * Main flight loop (Part 12 of 16) ; * NWSHP ; * OOPS ; * RemoveShip ; * SFS1 ; * TACTICS (Part 4 of 7) ; * WPSHPS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.V SKIP 2 ; Temporary storage, typically used for storing an ; address pointer ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * CopyLargeBlock ; * CopySmallBlock ; * DETOK ; * DETOK2 ; * DETOK3 ; * DrawBigLogo ; * DrawCobraMkIII ; * DrawIconBar ; * DrawImageNames ; * DrawSmallLogo ; * ex ; * GetCmdrImage ; * GetHeadshot ; * GetSystemBack ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; * LL9 (Part 11 of 12) ; * LoadHighFont ; * LoadNormalFont ; * PLFL ; * PrintSaveHeader ; * SendDashImageToPPU ; * SendViewToPPU ; * SetLaserSprite ; * SetLinePatterns ; * SetViewAttrs ; * SUN (Part 1 of 2) ; * SUN (Part 2 of 2) ; * SVE ; * TACTICS (Part 1 of 7) ; * TAS1 ; * UnpackToPPU ; * UnpackToRAM ; * VCSU1 ; * VCSUB ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX SKIP 2 ; Temporary storage, typically used for storing a 16-bit ; x-coordinate ; ; [Show more]
; ; This variable is used by the following: ; ; * MLS2 ; * MUT1 ; * MUT2 ; * 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
.YY SKIP 2 ; Temporary storage, typically used for storing a 16-bit ; y-coordinate ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSunEdgeLeft ; * DrawSunEdgeRight ; * EDGES ; * STARS1 ; * STARS2 ; * STARS6 ; * 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
.BETA SKIP 1 ; The current pitch angle beta, which is reduced from ; JSTY to a sign-magnitude value between -8 and +8 ; ; This describes how fast we are pitching our ship, and ; determines how fast the universe pitches around us ; ; The sign bit is also stored in BET2, while the ; opposite sign is stored in BET2+1 ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 2 of 16) ; * MV40 ; * MVS4 ; * RES2 ; * RESET ; * 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
.BET1 SKIP 1 ; The magnitude of the pitch angle beta, i.e. |beta|, ; which is a positive value between 0 and 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 2 of 16) ; * MVEIT (Part 5 of 9) ; * RES2 ; * 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
.QQ22 SKIP 2 ; The two hyperspace countdown counters ; ; Before a hyperspace jump, both QQ22 and QQ22+1 are ; set to 15 ; ; QQ22 is an internal counter that counts down by 1 ; each time TT102 is called, which happens every ; iteration of the main game loop. When it reaches ; zero, the on-screen counter in QQ22+1 gets ; decremented, and QQ22 gets set to 5 and the countdown ; continues (so the first tick of the hyperspace counter ; takes 15 iterations to happen, but subsequent ticks ; take 5 iterations each) ; ; QQ22+1 contains the number that's shown on-screen ; during the countdown. It counts down from 15 to 1, and ; when it hits 0, the hyperspace engines kick in ; ; [Show more]
; ; This variable is used by the following: ; ; * GalacticHyperdrive ; * hyp ; * Main game loop (Part 5 of 6) ; * MESS ; * ResetShipStatus ; * SetupIconBarCharts ; * SetupIconBarFlight ; * TT102 ; * wW ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ECMA SKIP 1 ; The E.C.M. countdown timer, which determines whether ; an E.C.M. system is currently operating: ; ; * 0 = E.C.M. is off ; ; * Non-zero = E.C.M. is on and is counting down ; ; The counter starts at 32 when an E.C.M. is activated, ; either by us or by an opponent, and it decreases by 1 ; in each iteration of the main flight loop until it ; reaches zero, at which point the E.C.M. switches off. ; Only one E.C.M. can be active at any one time, so ; there is only one counter ; ; [Show more]
; ; This variable is used by the following: ; ; * ECBLB2 ; * ECMOF ; * FlightLoop4To16 ; * Main flight loop (Part 3 of 16) ; * RES2 ; * TACTICS (Part 1 of 7) ; * TACTICS (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
.ALP1 SKIP 1 ; Magnitude of the roll angle alpha, i.e. |alpha|, ; which is a positive value between 0 and 31 ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * Main flight loop (Part 2 of 16) ; * MLS1 ; * MUT3 ; * MVEIT (Part 5 of 9) ; * PlayDemo ; * RES2 ; * ShowScrollText ; * STARS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ALP2 SKIP 2 ; Bit 7 of ALP2 = sign of the roll angle in ALPHA ; ; Bit 7 of ALP2+1 = opposite sign to ALP2 and ALPHA ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * Main flight loop (Part 2 of 16) ; * MVEIT (Part 5 of 9) ; * RES2 ; * 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
.XX15 SKIP 0 ; Temporary storage, typically used for storing screen ; coordinates in line-drawing routines ; ; There are six bytes of storage, from XX15 TO XX15+5. ; The first four bytes have the following aliases: ; ; X1 = XX15 ; Y1 = XX15+1 ; X2 = XX15+2 ; Y2 = XX15+3 ; ; These are typically used for describing lines in terms ; of screen coordinates, i.e. (X1, Y1) to (X2, Y2) ; ; The last two bytes of XX15 do not have aliases ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * BPRNT ; * DOCKIT ; * DrawScrollFrame ; * HALL ; * HAS1 ; * LL118 ; * LL120 ; * LL145 (Part 1 of 4) ; * LL145 (Part 2 of 4) ; * LL145 (Part 3 of 4) ; * LL145 (Part 4 of 4) ; * LL51 ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * Main flight loop (Part 9 of 16) ; * NORM ; * SP2 ; * TAS2 ; * TAS3 ; * TAS4 ; * TAS6 ; * TIDY ; * TT15 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.X1 SKIP 1 ; Temporary storage, typically used for x-coordinates in ; line-drawing routines ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawLaunchBox ; * DrawLightning ; * DrawSunEdgeLeft ; * DrawSunEdgeRight ; * DrawVerticalLine (Part 1 of 3) ; * EDGES ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 5 of 5) ; * LASLI ; * LL164 ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * PIXEL2 ; * SHPPT ; * STARS1 ; * STARS2 ; * STARS6 ; * 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
.Y1 SKIP 1 ; Temporary storage, typically used for y-coordinates in ; line-drawing routines ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DOEXP ; * DrawExplosionBurst ; * DrawLaunchBox ; * DrawLightning ; * DrawScrollFrame ; * DrawVerticalLine (Part 1 of 3) ; * LASLI ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * MLU1 ; * PIXEL2 ; * PLFL ; * SCAN ; * SHPPT ; * STARS1 ; * STARS2 ; * STARS6 ; * 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
.X2 SKIP 1 ; Temporary storage, typically used for x-coordinates in ; line-drawing routines ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawLaunchBox ; * DrawLightning ; * DrawSunEdgeLeft ; * DrawSunEdgeRight ; * EDGES ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * LASLI ; * LL164 ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * SHPPT ; * 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
.Y2 SKIP 1 ; Temporary storage, typically used for y-coordinates in ; line-drawing routines ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawLaunchBox ; * DrawLightning ; * DrawVerticalLine (Part 1 of 3) ; * LASLI ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * SHPPT ; ; This list only includes code that refers to the ; variable 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 ; The last two bytes of the XX15 block .XX12 SKIP 6 ; Temporary storage for a block of values, used in a ; number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawScrollFrame ; * LL129 ; * LL145 (Part 1 of 4) ; * LL145 (Part 2 of 4) ; * LL145 (Part 3 of 4) ; * LL145 (Part 4 of 4) ; * LL51 ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * 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
.K SKIP 4 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * BPRNT ; * CheckJumpSafety ; * CHKON ; * CIRCLE ; * csh ; * DIALS ; * DILX ; * DOCKIT ; * DrawBackground ; * DrawBigLogo ; * DrawChartSystem ; * DrawCmdrImage ; * DrawCobraMkIII ; * DrawImageFrame ; * DrawImageNames ; * DrawInventoryIcon ; * DrawLaunchBox ; * DrawLightning ; * DrawMedallion ; * DrawRowOfTiles ; * DrawSmallBox ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSystemImage ; * DVID3B2 ; * EQSHP ; * FAROF2 ; * FlightLoop4To16 ; * FMLTU2 ; * LAUN ; * LL164 ; * MAS1 ; * MU5 ; * MULT3 ; * MV40 ; * MVS5 ; * MVT3 ; * PL9 (Part 1 of 3) ; * PL9 (Part 2 of 3) ; * PLANET ; * PLS1 ; * PLS22 ; * PLS3 ; * PLS6 ; * PROJ ; * qv ; * SUN (Part 1 of 2) ; * SUN (Part 2 of 2) ; * TAS1 ; * TT11 ; * TT111 ; * TT14 ; * TT22 ; * TT23 ; * 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
.iconBarKeyPress SKIP 1 ; The button number of an icon bar button if an icon bar ; button has been chosen ; ; This gets set along with the key logger, copying the ; value from iconBarChoice (the latter gets set in the ; NMI handler with the icon bar button number, so ; iconBarKeyPress effectively latches the value from ; iconBarChoice) ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 3 of 16) ; * SetKeyLogger ; * TT17 ; * U% ; * 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
.QQ15 SKIP 6 ; The three 16-bit seeds for the selected system, i.e. ; the one in the crosshairs in the Short-range Chart ; ; 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 ; * cpl ; * GetSystemBack ; * GetViewPalettes ; * Ghy ; * HME2 ; * hyp ; * hyp1 ; * PDESC ; * SetCurrentSystem ; * SetSelectedSeeds ; * SetupAfterLoad ; * SOLAR ; * TT111 ; * TT22 ; * TT23 ; * TT24 ; * TT25 ; * TT54 ; * TT81 ; * 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
.K5 SKIP 0 ; Temporary storage used to store segment coordinates ; across successive calls to BLINE, the ball line ; routine ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * GRIDSET ; * ShowScrollText ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX18 SKIP 4 ; Temporary storage used to store coordinates in the ; LL9 ship-drawing routine ; ; [Show more]
; ; This variable is used by the following: ; ; * LL9 (Part 3 of 12) ; * LL9 (Part 5 of 12) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K6 SKIP 5 ; Temporary storage, typically used for storing ; coordinates during vector calculations ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CIRCLE2 ; * PLS22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BET2 SKIP 2 ; Bit 7 of BET2 = sign of the pitch angle in BETA ; ; Bit 7 of BET2+1 = opposite sign to BET2 and BETA ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 2 of 16) ; * MVEIT (Part 5 of 9) ; * RES2 ; * 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
.DELTA SKIP 1 ; Our current speed, in the range 1-40 ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * DIALS ; * DOKEY ; * DV41 ; * FRS1 ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 9 of 16) ; * Main flight loop (Part 10 of 16) ; * MVEIT (Part 6 of 9) ; * PlayDemo ; * RES2 ; * ResetShipStatus ; * ShowScrollText ; * TITLE ; * 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
.DELT4 SKIP 2 ; Our current speed * 64 as a 16-bit value ; ; This is stored as DELT4(1 0), so the high byte in ; DELT4+1 therefore contains our current speed / 4 ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 15 of 16) ; * 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
.U SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * BPRNT ; * csh ; * DOEXP ; * DrawExplosionBurst ; * LL61 ; * LL62 ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 11 of 12) ; * PLS3 ; * TAS1 ; * TT11 ; * 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
.Q SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ARCTAN ; * CheckAltitude ; * ChooseLanguage ; * CopyCommanderToBuf ; * DILX ; * DOCKIT ; * DOEXP ; * DrawExplosionBurst ; * DrawLightning ; * DrawScrollFrame ; * DrawVerticalLine (Part 2 of 3) ; * DV41 ; * DVID3B2 ; * DVID4 ; * DVIDT ; * EQSHP ; * FMLTU ; * FMLTU2 ; * GetSaveAddresses ; * GetScrollDivisions ; * HAS1 ; * LAUN ; * LL120 ; * LL123 ; * LL129 ; * LL145 (Part 3 of 4) ; * LL164 ; * LL28 ; * LL38 ; * LL5 ; * LL51 ; * LL61 ; * LL9 (Part 3 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 10 of 12) ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * MLTU2 ; * MoveEquipmentDown ; * MULT1 ; * MULT3 ; * MULTU ; * MV40 ; * MVEIT (Part 3 of 9) ; * MVS4 ; * MVS5 ; * NORM ; * PLFL ; * PLS22 ; * PLS3 ; * PLS4 ; * PrintEquipment ; * ResetSaveSlots ; * SaveLoadCommander ; * STARS1 ; * STARS2 ; * STARS6 ; * TAS3 ; * TAS4 ; * TIDY ; * TIS1 ; * TIS2 ; * TIS3 ; * TT111 ; * TT24 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.R SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * ARCTAN ; * CheckAltitude ; * DCS1 ; * DOEXP ; * DrawExplosionBurst ; * DrawVerticalLine (Part 1 of 3) ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * DVID3B2 ; * DVID4 ; * GetScrollDivisions ; * GRS1 ; * HAL3 ; * HAS1 ; * HAS3 ; * HITCH ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * InSystemJump ; * LAUN ; * LL118 ; * LL120 ; * LL123 ; * LL129 ; * LL164 ; * LL28 ; * LL38 ; * LL5 ; * LL51 ; * LL61 ; * LL62 ; * LL9 (Part 3 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 8 of 12) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * MAS3 ; * MLS2 ; * MULT12 ; * MULT3 ; * MUT1 ; * MVEIT (Part 3 of 9) ; * MVEIT (Part 6 of 9) ; * MVS4 ; * MVS5 ; * MVT1 ; * NORM ; * PLFL ; * PLS22 ; * ProjectScrollText ; * SFS2 ; * STARS1 ; * STARS2 ; * STARS6 ; * TAS3 ; * TAS4 ; * 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
.S SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * BPRNT ; * ChooseLanguage ; * CopyCommanderToBuf ; * DOEXP ; * DrawHangarWallLine ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawVerticalLine (Part 1 of 3) ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * DVID3B2 ; * GetHeadshotType ; * GetSaveAddresses ; * GetScrollDivisions ; * GRIDSET ; * HITCH ; * InSystemJump ; * LL118 ; * LL120 ; * LL123 ; * LL129 ; * LL145 (Part 3 of 4) ; * LL145 (Part 4 of 4) ; * LL38 ; * LL5 ; * LL51 ; * LL61 ; * LL9 (Part 5 of 12) ; * LOIN (Part 1 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * MLS2 ; * MULT12 ; * MUT2 ; * MVS4 ; * MVS5 ; * MVT1 ; * MVT3 ; * PLS22 ; * ResetSaveSlots ; * SaveLoadCommander ; * STARS1 ; * STARS2 ; * STARS6 ; * STATUS ; * TAS3 ; * TAS4 ; * 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
.T SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * ARCTAN ; * BLINE ; * BPRNT ; * BUMP2 ; * CheckJumpSafety ; * ChooseLanguage ; * CIRCLE2 ; * cntr ; * cpl ; * DOEXP ; * Draw2OptionTiles ; * DrawHangarWallLine ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * DVID3B2 ; * DVIDT ; * EDGES ; * FAROF2 ; * GetScrollDivisions ; * HAL3 ; * HALL ; * HAS3 ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * LL120 ; * LL123 ; * LL145 (Part 3 of 4) ; * LL5 ; * LL51 ; * LL9 (Part 2 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 8 of 12) ; * LoadNormalFont ; * Main game loop (Part 3 of 6) ; * Main game loop (Part 4 of 6) ; * Main game loop (Part 5 of 6) ; * MLS1 ; * MU11 ; * MULT1 ; * MULT3 ; * MV40 ; * MVS5 ; * MVT1 ; * MVT3 ; * NORM ; * NWSHP ; * OOPS ; * PIXEL2 ; * PLFL ; * PLS22 ; * REDU2 ; * SetLaserSprite ; * SP2 ; * STARS1 ; * STARS6 ; * SVE ; * TACTICS (Part 5 of 7) ; * TIS1 ; * TIS2 ; * TT111 ; * UnpackToRAM ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XSAV SKIP 1 ; Temporary storage for saving the value of the X ; register, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * HAS1 ; * InSystemJump ; * KS1 ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 12 of 16) ; * MVEIT (Part 1 of 9) ; * MVEIT (Part 2 of 9) ; * 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
.YSAV SKIP 1 ; Temporary storage for saving the value of the Y ; register, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeLetter ; * DrawHangarWallLine ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 1 of 3) ; * DrawVerticalLine (Part 2 of 3) ; * HAL3 ; * HAS3 ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 5 of 5) ; * LOIN (Part 1 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (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
.XX17 SKIP 1 ; Temporary storage, used in BPRNT to store the number ; of characters to print, and as the edge counter in the ; main ship-drawing routine ; ; [Show more]
; ; This variable is used by the following: ; ; * BPRNT ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * LL9 (Part 11 of 12) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ11 SKIP 1 ; This contains the type of the current view (or, if ; we are changing views, the type of the view we are ; changing to) ; ; The low nibble determines the view, as follows: ; ; 0 = $x0 = Space view ; 1 = $x1 = Title screen ; 2 = $x2 = Mission 1 briefing: rotating ship ; 3 = $x3 = Mission 1 briefing: ship and text ; 4 = $x4 = Game Over screen ; 5 = $x5 = Text-based mission briefing ; 6 = $x6 = Data on System ; 7 = $x7 = Inventory ; 8 = $x8 = Status Mode ; 9 = $x9 = Equip Ship ; 10 = $xA = Market Price ; 11 = $xB = Save and Load ; 12 = $xC = Short-range Chart ; 13 = $xD = Long-range Chart ; 14 = $xE = Unused ; 15 = $xF = Start screen ; ; The high nibble contains four configuration bits, as ; follows: ; ; * Bit 4 clear = do not load the normal font ; Bit 4 set = load the normal font into patterns ; 66 to 160 (or 68 to 162 for views ; $9D and $DF) ; ; * Bit 5 clear = do not load the highlight font ; Bit 5 set = load the highlight font into ; patterns 161 to 255 ; ; * Bit 6 clear = icon bar ; Bit 6 set = no icon bar (rows 27-28 are blank) ; ; * Bit 7 clear = dashboard (icon bar on row 20) ; Bit 7 set = no dashboard (icon bar on row 27) ; ; The normal font is colour 1 on background colour 0 ; (typically white or cyan on black) ; ; The highlight font is colour 3 on background colour 1 ; (typically green on white) ; ; Most views have the same configuration every time ; the view is shown, but $x0 (space view), $xB (Save and ; load), $xD (Long-range Chart) and $xF (Start screen) ; can have different configurations at different times ; ; Note that view $FF is an exception, as no fonts are ; loaded for this view, despite bits 4 and 5 being set ; (this view represents the blank screen between the end ; of the Title screen and the start of the demo scroll ; text) ; ; Also, view $BB (Save and load with the normal and ; highlight fonts loaded) displays the normal font as ; colour 1 on background colour 2 (white on red) ; ; Finally, views $9D (Long-range Chart) and $DF (Start ; screen) load the normal font into patterns 68 to 162, ; rather than 66 to 160 ; ; The complete list of view types is therefore: ; ; $00 = Space view ; No fonts loaded, dashboard ; ; $10 = Space view ; Normal font loaded, dashboard ; ; $01 = Title screen ; No fonts loaded, dashboard ; ; $92 = Mission 1 briefing: rotating ship ; Normal font loaded, no dashboard ; ; $93 = Mission 1 briefing: ship and text ; Normal font loaded, no dashboard ; ; $C4 = Game Over screen ; No fonts loaded, no dashboard or icon bar ; ; $95 = Text-based mission briefing ; Normal font loaded, no dashboard ; ; $96 = Data on System ; Normal font loaded, no dashboard ; ; $97 = Inventory ; Normal font loaded, no dashboard ; ; $98 = Status Mode ; Normal font loaded, no dashboard ; ; $B9 = Equip Ship ; Normal and highlight fonts loaded, no ; dashboard ; ; $BA = Market Price ; Normal and highlight fonts loaded, no ; dashboard ; ; $8B = Save and Load ; No fonts loaded, no dashboard ; ; $BB = Save and Load ; Normal and highlight fonts loaded, special ; colours for the normal font, no dashboard ; ; $9C = Short-range Chart ; Normal font loaded, no dashboard ; ; $8D = Long-range Chart ; No fonts loaded, no dashboard ; ; $9D = Long-range Chart ; Normal font loaded, no dashboard ; ; $CF = Start screen ; No fonts loaded, no dashboard or icon bar ; ; $DF = Start screen ; Normal font loaded, no dashboard or icon bar ; ; $FF = Segue screen from Title screen to Demo ; No fonts loaded, no dashboard or icon bar ; ; In terms of fonts, then, these are the only options: ; ; * No font is loaded ; ; * The normal font is loaded ; ; * The normal and highlight fonts are loaded ; ; * The normal and highlight fonts are loaded, with ; special colours for the normal font ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeLetter ; * ChangeToView ; * ChooseLanguage ; * CHPR (Part 2 of 6) ; * CHPR (Part 3 of 6) ; * CHPR (Part 5 of 6) ; * CLYNS ; * DEATH ; * DEATH2 ; * DrawIconBar ; * DrawSpaceViewInNMI ; * ESCAPE ; * FlightLoop4To16 ; * HideFromScanner ; * LASLI ; * LoadHighFont ; * LoadNormalFont ; * LOOK1 ; * Main flight loop (Part 1 of 16) ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 16 of 16) ; * Main game loop (Part 5 of 6) ; * NWSTARS ; * PrintFlightMessage ; * RedrawCurrentView ; * SCAN ; * SendBitplaneToPPU ; * SendViewToPPU ; * SetIconBarRow ; * SetLinePatterns ; * SetScreenForUpdate ; * SetSelectedSystem ; * SetupIconBarDocked ; * SetupIconBarFlight ; * SetupSprite0 ; * SetupViewInNMI ; * SetViewAttrs ; * ShowIconBar ; * ShowScrollText ; * SVE ; * TT102 ; * TT103 ; * TT14 ; * TT15 ; * TT16 ; * TT167 ; * TT17 ; * TT18 ; * TT22 ; * TT66 ; * UpdateIconBar ; * UpdateView ; * 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
.QQ11a SKIP 1 ; Contains the old view type when changing views ; ; When we change view, QQ11 gets set to the new view ; number straight away while QQ11a stays set to the old ; view type, only updating to the new view type once ; the new view has appeared ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * DEATH ; * DrawTitleScreen ; * FadeToBlack ; * GetViewPalettes ; * RES2 ; * ResetScreen ; * SendViewToPPU ; * SetPaletteColours ; * SetPaletteForView ; * SetScreenForUpdate ; * SetupViewInNMI ; * ShowStartScreen ; * TT66 ; * UpdateJoystick ; * 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
.ZZ SKIP 1 ; Temporary storage, typically used for distance values ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DrawExplosionBurst ; * DrawImageNames ; * DrawSmallLogo ; * FLIP ; * nWq ; * PIXEL2 ; * refund ; * ShowScrollText ; * STARS1 ; * STARS2 ; * STARS6 ; * 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
.XX13 SKIP 1 ; Temporary storage, typically used in the line-drawing ; routines ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * HighlightEquipment ; * LL145 (Part 1 of 4) ; * LL145 (Part 2 of 4) ; * LL145 (Part 4 of 4) ; * Main game loop (Part 4 of 6) ; * MoveEquipmentDown ; * MoveEquipmentUp ; * PrintEquipment ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MCNT SKIP 1 ; The main loop counter ; ; This counter determines how often certain actions are ; performed within the main loop. See the deep dive on ; "Scheduling tasks with the main loop counter" for more ; details ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * DEATH ; * DIALS ; * DILX ; * Main flight loop (Part 13 of 16) ; * Main flight loop (Part 14 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * MVEIT (Part 1 of 9) ; * MVEIT (Part 2 of 9) ; * PAS1 ; * RES2 ; * TITLE ; * 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
.TYPE SKIP 1 ; The current ship type ; ; This is where we store the current ship type for when ; we are iterating through the ships in the local bubble ; as part of the main flight loop. See the table at XX21 ; for information about ship types ; ; [Show more]
; ; This variable is used by the following: ; ; * ANGRY ; * BRIEF ; * DOCKIT ; * DOKEY ; * ESCAPE ; * HITCH ; * LL9 (Part 1 of 12) ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 7 of 16) ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 12 of 16) ; * MVEIT (Part 2 of 9) ; * MVEIT (Part 6 of 9) ; * PL9 (Part 1 of 3) ; * PLANET ; * SCAN ; * SFS1 ; * TACTICS (Part 4 of 7) ; * TACTICS (Part 5 of 7) ; * TACTICS (Part 7 of 7) ; * TITLE ; * WPSHPS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ALPHA SKIP 1 ; The current roll angle alpha, which is reduced from ; JSTX to a sign-magnitude value between -31 and +31 ; ; This describes how fast we are rolling our ship, and ; determines how fast the universe rolls around us ; ; The sign bit is also stored in ALP2, while the ; opposite sign is stored in ALP2+1 ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * Main flight loop (Part 2 of 16) ; * MV40 ; * MVS4 ; * PlayDemo ; * RES2 ; * ShowScrollText ; * STARS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ12 SKIP 1 ; Our "docked" status ; ; * 0 = we are not docked ; ; * $FF = we are docked ; ; [Show more]
; ; This variable is used by the following: ; ; * autoPlayKeys2 ; * BAY ; * BuyAndSellCargo ; * DIALS ; * GalacticHyperdrive ; * GetStatusCondition ; * hyp ; * Main game loop (Part 2 of 6) ; * PDESC ; * PlayDemo ; * RESET ; * SetupIconBarCharts ; * ShowScrollText ; * TT102 ; * TT110 ; * 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
.TGT SKIP 1 ; Temporary storage, typically used as a target value ; for counters when drawing explosion clouds and partial ; circles ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DrawExplosionBurst ; * HANGER ; * PL9 (Part 3 of 3) ; * PLS2 ; * PLS22 ; * SUN (Part 1 of 2) ; * 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
.FLAG SKIP 1 ; A flag that's used to define whether this is the first ; call to the ball line routine in BLINE, so it knows ; whether to wait for the second call before storing ; segment data in the ball line heap ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CIRCLE2 ; * PLS22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CNT SKIP 1 ; Temporary storage, typically used for storing the ; number of iterations required when looping ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CIRCLE2 ; * DOEXP ; * DrawExplosionBurst ; * DrawSaveSlotMark ; * DrawSmallLogo ; * GRIDSET ; * LL9 (Part 6 of 12) ; * LL9 (Part 8 of 12) ; * PLFL ; * PLS22 ; * SPIN ; * STATUS ; * SUN (Part 1 of 2) ; * SVE ; * TACTICS (Part 3 of 7) ; * TACTICS (Part 6 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
.CNT2 SKIP 1 ; Temporary storage, used in the planet-drawing routine ; to store the segment number where the arc of a partial ; circle should start ; ; [Show more]
; ; This variable is used by the following: ; ; * DOCKIT ; * HALL ; * PL9 (Part 3 of 3) ; * PLS22 ; * PLS4 ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 7 of 7) ; * 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
.STP SKIP 1 ; The step size for drawing circles ; ; Circles in Elite are split up into 64 points, and the ; step size determines how many points to skip with each ; straight-line segment, so the smaller the step size, ; the smoother the circle. The values used are: ; ; * 2 for big planets and the circles on the charts ; * 4 for medium planets and the launch tunnel ; * 8 for small planets and the hyperspace tunnel ; ; As the step size increases we move from smoother ; circles at the top to more polygonal at the bottom. ; See the CIRCLE2 routine for more details ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CIRCLE ; * DrawLightning ; * LAUN ; * LL164 ; * PLS22 ; * TT128 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX4 SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * GVL ; * KILLSHP ; * KS2 ; * LL9 (Part 1 of 12) ; * LL9 (Part 2 of 12) ; * LL9 (Part 4 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; * 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
.XX20 SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * HME2 ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 11 of 12) ; * 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
.XX14 SKIP 1 ; This byte appears to be unused .RAT SKIP 1 ; Used to store different signs depending on the current ; space view, for use in calculating stardust movement ; ; [Show more]
; ; This variable is used by the following: ; ; * DOCKIT ; * PLUT ; * STARS2 ; * 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
.RAT2 SKIP 1 ; Temporary storage, used to store the pitch and roll ; signs when moving objects and stardust ; ; [Show more]
; ; This variable is used by the following: ; ; * DOCKIT ; * HAS1 ; * MVEIT (Part 8 of 9) ; * MVS5 ; * PLUT ; * STARS2 ; * 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
.widget SKIP 1 ; Temporary storage, used to store the original argument ; in A in the logarithmic FMLTU and LL28 routines ; ; [Show more]
; ; This variable is used by the following: ; ; * DVID4 ; * FMLTU ; * LL28 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.halfScreenHeight SKIP 1 ; Half the height of the drawable part of the screen in ; pixels (can be 72, 77 or 104 pixels) ; ; [Show more]
; ; This variable is used by the following: ; ; * FlightLoop4To16 ; * LASLI ; * LAUN ; * LL164 ; * LL9 (Part 8 of 12) ; * PIXEL2 ; * PROJ ; * SetScreenHeight ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.screenHeight SKIP 1 ; The height of the drawable part of the screen in ; pixels (can be 144, 154 or 208 pixels) ; ; [Show more]
; ; This variable is used by the following: ; ; * LL118 ; * LL145 (Part 2 of 4) ; * LL145 (Part 4 of 4) ; * SetScreenHeight ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.Yx2M1 SKIP 1 ; The height of the drawable part of the screen in ; pixels minus 1, often used when calculating the ; y-coordinate of the bottom pixel row of the space view ; ; [Show more]
; ; This variable is used by the following: ; ; * CHKON ; * DOEXP ; * DrawExplosionBurst ; * DrawLaunchBox ; * LASLI ; * LL118 ; * LL145 (Part 1 of 4) ; * LL145 (Part 4 of 4) ; * SetScreenHeight ; * SUN (Part 1 of 2) ; * TT22 ; * 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
.messXC SKIP 1 ; Temporary storage, used to store the text column ; of the in-flight message in MESS, so it can be erased ; from the screen at the correct time ; ; [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
.messYC SKIP 1 ; Used to specify the text row of the in-flight message ; in MESS, so it can be shown at a different positions ; in different views ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * PrintFlightMessage ; * 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
.newzp SKIP 1 ; This is used by the STARS2 routine for storing the ; stardust particle's delta_x value ; ; [Show more]
; ; This variable is used by the following: ; ; * STARS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.storeA SKIP 1 ; Temporary storage for saving the value of the A ; register, used in the bank-switching routines in ; bank 7 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView_b0 ; * CheckForPause_b0 ; * ChooseMusic_b6 ; * CHPR_b2 ; * DASC_b2 ; * DETOK_b2 ; * DrawSystemImage_b3 ; * DTS_b2 ; * ex_b2 ; * LoadNormalFont_b3 ; * MVS5_b0 ; * ResetBankA ; * SetupIconBar_b3 ; * SetupViewInNMI_b3 ; * ShowIconBar_b3 ; * ShowScrollText_b6 ; * StartEffect_b6 ; * TT27_b2 ; * TT66_b0 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.firstFreePattern SKIP 1 ; Contains the number of the first free pattern in the ; pattern buffer that we can draw into next (or 0 if ; there are no free patterns) ; ; This variable is typically used to control the drawing ; process - when we need to draw into a new tile when ; drawing the space view, this is the number of the next ; pattern to use for that tile ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * CHPR (Part 3 of 6) ; * CHPR (Part 6 of 6) ; * ClearDrawingPlane (Part 1 of 3) ; * CLYNS ; * CopyNameBuffer0To1 ; * DEATH ; * DrawBigLogo ; * DrawCmdrImage ; * DrawDash ; * DrawMessageInNMI ; * DrawScreenInNMI ; * DrawScrollInNMI ; * DrawSystemImage ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * LoadHighFont ; * LoadNormalFont ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * PAUSE ; * PIXEL ; * SendBitplaneToPPU ; * SetDrawingBitplane ; * SetDrawPlaneFlags ; * SetLinePatterns ; * SetupSpaceView ; * SetupViewInNMI ; * 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
.pattBufferHiDiv8 SKIP 1 ; High byte of the address of the current pattern ; buffer ($60 or $68) divided by 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 6 of 6) ; * DrawHangarWallLine ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * HAL3 ; * HAS3 ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * PIXEL ; * SetPatternBuffer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SC2 SKIP 2 ; Temporary storage, typically used to store an address ; when writing data to the PPU or into the buffers ; ; [Show more] .SC3 SKIP 2 ; Temporary storage, used to store an address in the ; pattern buffers when drawing horizontal lines ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.barButtons SKIP 2 ; The address of the list of button numbers in the ; iconBarButtons table for the current icon bar ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarButtons ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.drawingBitplane SKIP 1 ; Flipped manually by calling FlipDrawingPlane, ; controls whether we are showing nametable/palette ; buffer 0 or 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawBoxEdges ; * DrawSpaceViewInNMI ; * FlipDrawingPlane ; * ResetScreen ; * SendBitplaneToPPU ; * SetDrawingBitplane ; * SetDrawPlaneFlags ; * SetupDemoUniverse ; * 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
.lastPattern SKIP 1 ; The number of the last pattern entry to send from ; pattern buffer 0 to bitplane 0 of the PPU pattern ; table in the NMI handler ; ; [Show more]
; ; This variable is used by the following: ; ; * CopyNameBuffer0To1 ; * DrawMessageInNMI ; * SendBitplaneToPPU ; * SendBuffersToPPU (Part 2 of 3) ; * SendPatternsToPPU (Part 1 of 6) ; * SetDrawingBitplane ; * SetDrawPlaneFlags ; * 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
SKIP 1 ; The number of the last pattern entry to send from ; pattern buffer 1 to bitplane 1 of the PPU pattern ; table in the NMI handler .clearingPattern SKIP 1 ; The number of the first pattern to clear in pattern ; buffer 0 when the NMI handler clears patterns ; ; 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: ; ; * ClearDrawingPlane (Part 3 of 3) ; * ClearPlaneBuffers (Part 2 of 2) ; * ResetScreen ; * SendBitplaneToPPU ; * SendTilesToPPU ; * 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
SKIP 1 ; The number of the first pattern to clear in pattern ; buffer 1 when the NMI handler clears patterns ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .clearingNameTile SKIP 1 ; The number of the first tile to clear in nametable ; buffer 0 when the NMI handler clears tiles, divided ; by 8 ; ; 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: ; ; * ClearDrawingPlane (Part 2 of 3) ; * ClearPlaneBuffers (Part 1 of 2) ; * ResetScreen ; * 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 ; The number of the first tile to clear in nametable ; buffer 1 when the NMI handler clears tiles, divided ; by 8 ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .sendingNameTile SKIP 1 ; The number of the most recent tile that was sent to ; the PPU nametable by the NMI handler for bitplane ; 0 (or the number of the first tile to send if none ; have been sent), divided by 8 ; ; 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: ; ; * ClearDrawingPlane (Part 2 of 3) ; * ClearPlaneBuffers (Part 1 of 2) ; * ResetScreen ; * SendBuffersToPPU (Part 2 of 3) ; * 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 ; The number of the most recent tile that was sent to ; the PPU nametable by the NMI handler for bitplane ; 1 (or the number of the first tile to send if none ; have been sent), divided by 8 ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .patternCounter SKIP 1 ; Counts patterns as they are written to the PPU pattern ; table in the NMI handler ; ; This variable is used internally by the ; SendPatternsToPPU routine ; ; [Show more]
; ; This variable is used by the following: ; ; * SendPatternsToPPU (Part 1 of 6) ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 4 of 6) ; * SendPatternsToPPU (Part 5 of 6) ; * SendPatternsToPPU (Part 6 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
.sendingPattern SKIP 1 ; The number of the most recent pattern that was sent to ; the PPU pattern table by the NMI handler for bitplane ; 0 (or the number of the first pattern to send if none ; have been sent) ; ; 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: ; ; * ClearDrawingPlane (Part 3 of 3) ; * ClearPlaneBuffers (Part 2 of 2) ; * ResetScreen ; * SendBuffersToPPU (Part 2 of 3) ; * 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 ; The number of the most recent pattern that was sent to ; the PPU pattern table by the NMI handler for bitplane ; 1 (or the number of the first pattern to send if none ; have been sent) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .firstNameTile SKIP 1 ; The number of the first tile for which we send ; nametable data to the PPU in the NMI handler ; (potentially for both bitplanes, if both are ; configured to be sent) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * DEATH ; * DrawMessageInNMI ; * DrawScreenInNMI ; * DrawScrollText ; * PAUSE ; * SendBitplaneToPPU ; * SendTilesToPPU ; * SetupSpaceView ; * SetupViewInNMI ; * 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
.lastNameTile SKIP 1 ; The number of the last nametable buffer entry to send ; to the PPU nametable table in the NMI handler for ; bitplane 0, divided by 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawMessageInNMI ; * RES2 ; * SendBuffersToPPU (Part 2 of 3) ; * SendNametableToPPU ; * SetSpaceViewInNMI ; * SetupFullViewInNMI ; * SetupSpaceView ; * SetupViewInNMI ; * 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
SKIP 1 ; The number of the last nametable buffer entry to send ; to the PPU nametable table in the NMI handler for ; bitplane 1, divided by 8 .nameTileCounter SKIP 1 ; Counts tiles as they are written to the PPU nametable ; in the NMI handler ; ; Contains the tile number divided by 8, so it counts up ; 4 for every 32 tiles sent ; ; We divide by 8 because there are 1024 entries in each ; nametable, which doesn't fit into one byte, so we ; divide by 8 so the maximum counter value is 128 ; ; This variable is used internally by the ; SendNametableToPPU routine ; ; [Show more]
; ; This variable is used by the following: ; ; * SendNametableToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.cycleCount SKIP 2 ; Counts the number of CPU cycles left in the current ; VBlank in the NMI handler ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD_CYCLES ; * ADD_CYCLES_CLC ; * ClearBuffers ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * ClearMemory ; * ClearPlaneBuffers (Part 1 of 2) ; * NMI ; * SendDataNowToPPU ; * SendScreenToPPU ; * SUBTRACT_CYCLES ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.firstPattern SKIP 1 ; The number of the first pattern for which we send data ; to the PPU in the NMI handler (potentially for both ; bitplanes, if both are configured to be sent) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * ClearDrawingPlane (Part 1 of 3) ; * CLYNS ; * DEATH ; * DrawScreenInNMI ; * HALL ; * PAUSE ; * SendBitplaneToPPU ; * SendTilesToPPU ; * SetupSpaceView ; * SetupViewInNMI ; * 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
.barPatternCounter SKIP 1 ; The number of icon bar nametable and pattern entries ; that need to be sent to the PPU in the NMI handler ; ; * 0 = send the nametable entries and the first four ; patterns in the next NMI call (and update ; barPatternCounter to 4 when done) ; ; * 1-127 = counts the number of pattern bytes already ; sent to the PPU, which get sent in batches ; of four patterns (32 bytes), split across ; multiple NMI calls, until we have send all ; 32 patterns and the value is 128 ; ; * 128 = do not send any tiles ; ; [Show more]
; ; This variable is used by the following: ; ; * SendBarNamesToPPU ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SendBuffersToPPU (Part 1 of 3) ; * 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
.iconBarRow SKIP 2 ; The row on which the icon bar appears ; ; This is stored as an offset from the start of the ; nametable buffer, so it's the number of the nametable ; entry for the top-left tile of the icon bar ; ; This can have two values: ; ; * 20*32 = icon bar is on row 20 (just above the ; dashboard) ; ; * 27*32 = icon bar is on tow 27 (at the bottom of ; the screen, where there is no dashboard) ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendBarNamesToPPU ; * SetIconBarRow ; * ShowIconBar ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.iconBarImageHi SKIP 1 ; Contains the high byte of the address of the image ; data for the current icon bar, i.e. HI(iconBarImage0) ; through to HI(iconBarImage4) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SetupSprite0 ; * ShowIconBar ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.skipBarPatternsPPU SKIP 1 ; A flag to control whether to send the icon bar's ; patterns to the PPU, after sending the nametable ; entries (this only applies if barPatternCounter = 0) ; ; * Bit 7 set = do not send patterns ; ; * Bit 7 clear = send patterns ; ; This means that if barPatternCounter is set to zero ; and bit 7 of skipBarPatternsPPU is set, then only the ; nametable entries for the icon bar will be sent to the ; PPU, but if barPatternCounter is set to zero and bit 7 ; of skipBarPatternsPPU is clear, both the nametable ; entries and patterns will be sent ; ; [Show more]
; ; This variable is used by the following: ; ; * SendBarNamesToPPU ; * 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
.maxNameTileToClear SKIP 1 ; The tile number at which the NMI handler should stop ; clearing tiles in the nametable buffers during its ; clearing cycle ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * ClearDrawingPlane (Part 2 of 3) ; * ClearPlaneBuffers (Part 1 of 2) ; * DEATH ; * DrawScreenInNMI ; * HALL ; * PAUSE ; * SetupSpaceView ; * 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
.asciiToPattern SKIP 1 ; The number to add to an ASCII code to get the pattern ; number in the PPU of the corresponding character image ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * CHPR (Part 5 of 6) ; * LoadNormalFont ; * SendViewToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.updatePaletteInNMI SKIP 1 ; A flag that controls whether to send the palette data ; from XX3 to the PPU during NMI: ; ; * 0 = do not send palette data ; ; * Non-zero = do send palette data ; ; [Show more]
; ; This variable is used by the following: ; ; * FadeToBlack ; * FadeToColour ; * ResetScreen ; * SendScreenToPPU ; * 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
.patternBufferLo 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 .nameTileBuffLo 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 .nmiBitplane8 SKIP 1 ; Used when sending patterns to the PPU to calculate the ; address offset of bitplanes 0 and 1 ; ; Gets set to nmiBitplane * 8 to given an offset of 0 ; for bitplane 0 and an offset of 8 for bitplane 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 4 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
.ppuPatternTableHi SKIP 1 ; High byte of the address of the PPU pattern table to ; which we send patterns ; ; This is set to HI(PPU_PATT_1) in ResetScreen and ; doesn't change again, so it always points to pattern ; table 1 in the PPU, as that's the only pattern table ; we use for storing patterns ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 4 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
.pattBufferAddr SKIP 2 ; Address of the current pattern buffer: ; ; * pattBuffer0 ($6000) when drawingBitplane = 0 ; * pattBuffer1 ($6800) when drawingBitplane = 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * SetDrawingBitplane ; * SetPatternBuffer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ppuNametableAddr SKIP 2 ; Address of the current PPU nametable: ; ; * PPU_NAME_0 ($2000) when drawingBitplane = 0 ; * PPU_NAME_1 ($2400) when drawingBitplane = 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * 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
.drawingPlaneDebug SKIP 1 ; This variable is set to 0 whenever the drawing ; bitplane changes, but it is never read, so maybe this ; is part of some debug code that was left behind? ; ; [Show more]
; ; This variable is used by the following: ; ; * SetDrawingBitplane ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nameBufferHi SKIP 1 ; High byte of the address of the current nametable ; buffer ($70 or $74) ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 6 of 6) ; * DrawDash ; * DrawHangarWallLine ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 1 of 3) ; * HAL3 ; * HAS3 ; * HLOIN (Part 1 of 5) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * PIXEL ; * SetDrawingBitplane ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.startupDebug SKIP 1 ; This variable is set to 0 in the game's entry routine ; at S%, but it is never read, so maybe this is part of ; some debug code that was left behind? ; ; [Show more]
; ; This variable is used by the following: ; ; * BEGIN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.lastToSend SKIP 1 ; The last tile or pattern number to send to the PPU, ; potentially potentially overwritten by the flags ; ; This variable is used internally by the NMI handler, ; and is set according to bit 3 of the bitplane flags ; ; [Show more]
; ; This variable is used by the following: ; ; * SendNametableToPPU ; * SendPatternsToPPU (Part 1 of 6) ; * SendPatternsToPPU (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
.setupPPUForIconBar SKIP 1 ; Controls whether we force the nametable and pattern ; table to 0 when the PPU starts drawing the icon bar ; ; * Bit 7 clear = do nothing when the PPU starts ; drawing the icon bar ; ; * Bit 7 set = configure the PPU to display nametable ; 0 and pattern table 0 when the PPU ; starts drawing the icon bar ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * ResetVariables ; * SendViewToPPU ; * SetPPUTablesTo0 ; * SETUP_PPU_FOR_ICON_BAR ; * WaitForIconBarPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.showUserInterface SKIP 1 ; Bit 7 set means display the user interface (so we only ; clear it for the game over screen) ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SendViewToPPU ; * 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
.joystickDelta SKIP 0 ; Used to store the amount to change the pitch and roll ; rates when converting controller button presses into ; joystick values ; ; [Show more]
; ; This variable is used by the following: ; ; * DecreaseJoystick ; * IncreaseJoystick ; * 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
.addr SKIP 2 ; Temporary storage, used in a number of places to hold ; an address ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 4 of 6) ; * SendPatternsToPPU (Part 5 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
.dataForPPU SKIP 2 ; An address pointing to data that we send to the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * SEND_DATA_TO_PPU ; * SendBarNamesToPPU ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SendNametableToPPU ; * SendPatternsToPPU (Part 1 of 6) ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 4 of 6) ; * SendPatternsToPPU (Part 5 of 6) ; * SendPatternsToPPU (Part 6 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
.clearBlockSize SKIP 2 ; The size of the block of memory to clear, for example ; when clearing the buffers ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearBuffers ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * ClearMemory ; * ClearPlaneBuffers (Part 1 of 2) ; * ClearPlaneBuffers (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
.clearAddress SKIP 2 ; The address of a block of memory to clear, for example ; when clearing the buffers ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearBuffers ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * ClearMemory ; * ClearPlaneBuffers (Part 1 of 2) ; * ClearPlaneBuffers (Part 2 of 2) ; * FILL_MEMORY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.hiddenBitplane SKIP 1 ; The bitplane that is currently hidden from view in the ; space view ; ; * 0 = bitplane 0 is hidden, so: ; * Colour %01 (1) is the hidden colour (black) ; * Colour %10 (2) is the visible colour (cyan) ; ; * 1 = bitplane 1 is hidden, so: ; * Colour %01 (1) is the visible colour (cyan) ; * Colour %10 (2) is the hidden colour (black) ; ; Note that bitplane 0 corresponds to bit 0 of the ; colour number, while bitplane 1 corresponds to bit 1 ; of the colour number (as this is how the NES stores ; pattern data - the first block of eight bytes in each ; pattern controls bit 0 of the colour, while the second ; block controls bit 1) ; ; In other words: ; ; * Bitplane 0 = bit 0 = colour %01 = colour 1 ; ; * Bitplane 1 = bit 1 = colour %10 = colour 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * GetViewPalettes ; * ResetScreen ; * SendBitplaneToPPU ; * SendBuffersToPPU (Part 2 of 3) ; * SendBuffersToPPU (Part 3 of 3) ; * SendOtherBitplane ; * SendViewToPPU ; * SetPaletteForView ; * SetPPURegisters ; * SetupDemoUniverse ; * SetupViewInNMI ; * UpdateHangarView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiBitplane SKIP 1 ; The number of the bitplane (0 or 1) that is currently ; being processed in the NMI handler during VBlank ; ; [Show more]
; ; This variable is used by the following: ; ; * ConsiderSendTiles ; * ResetScreen ; * SendBitplaneToPPU ; * SendBuffersToPPU (Part 2 of 3) ; * SendBuffersToPPU (Part 3 of 3) ; * SendNametableToPPU ; * SendOtherBitplane ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 6 of 6) ; * SendViewToPPU ; * SetupDemoUniverse ; * 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
.ppuCtrlCopy SKIP 1 ; Contains a copy of PPU_CTRL, so we can check the PPU ; configuration without having to access the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * BEGIN ; * ResetScreen ; * ResetVariables ; * SendBuffersToPPU (Part 2 of 3) ; * SendPatternsToPPU (Part 1 of 6) ; * SendViewToPPU ; * SetPPURegisters ; * SetPPUTablesTo0 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.enableBitplanes SKIP 1 ; A flag to control whether two different bitplanes are ; implemented when drawing the screen, so smooth vector ; graphics can be shown ; ; * 0 = bitplanes are disabled (for the Start screen) ; ; * 1 = bitplanes are enabled (for the main game) ; ; [Show more]
; ; This variable is used by the following: ; ; * RES2 ; * SendBuffersToPPU (Part 2 of 3) ; * SendBuffersToPPU (Part 3 of 3) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.currentBank SKIP 1 ; Contains the number of the ROM bank (0 to 6) that is ; currently paged into memory at $8000 ; ; [Show more]
; ; This variable is used by the following: ; ; * BEEP_b7 ; * ChangeCmdrName_b6 ; * ChangeToView_b0 ; * CheckForPause_b0 ; * CheckSaveSlots_b6 ; * ChooseLanguage_b6 ; * ChooseMusic_b6 ; * CHPR_b2 ; * CIRCLE2_b1 ; * ClearDashEdge_b6 ; * ClearScreen_b3 ; * CLIP_b1 ; * DASC_b2 ; * DETOK_b2 ; * DIALS_b6 ; * DrawBackground_b3 ; * DrawBigLogo_b4 ; * DrawCmdrImage_b6 ; * DrawDashNames_b3 ; * DrawEquipment_b6 ; * DrawImageFrame_b3 ; * DrawImageNames_b4 ; * DrawLaunchBox_b6 ; * DrawLightning_b6 ; * DrawScreenInNMI_b0 ; * DrawSmallBox_b3 ; * DrawSmallLogo_b4 ; * DrawSpriteImage_b6 ; * DrawSystemImage_b3 ; * DTS_b2 ; * ex_b2 ; * FadeToBlack_b3 ; * FadeToColour_b3 ; * GetCmdrImage_b4 ; * GetDefaultNEWB ; * GetHeadshot_b4 ; * GetHeadshotType_b4 ; * GetShipBlueprint ; * GetSystemBack_b5 ; * GetSystemImage_b5 ; * HALL_b1 ; * HideFromScanner_b1 ; * IncreaseTally ; * InputName_b6 ; * JAMESON_b6 ; * LL164_b6 ; * LL9_b1 ; * LoadHighFont_b3 ; * LoadNormalFont_b3 ; * MakeSounds_b6 ; * MVS5_b0 ; * PAS1_b0 ; * PauseGame_b6 ; * PDESC_b2 ; * PrintCtrlCode_b0 ; * ResetCommander_b6 ; * ResetScanner_b3 ; * ResetScreen_b3 ; * SCAN_b1 ; * SendBitplaneToPPU_b3 ; * SendViewToPPU_b3 ; * SetBank ; * SetDemoAutoPlay_b5 ; * SetKeyLogger_b6 ; * SetLinePatterns_b3 ; * SetNonZeroBank ; * SetupAfterLoad_b0 ; * SetupIconBar_b3 ; * SetupViewInNMI_b3 ; * SetViewAttrs_b3 ; * ShowIconBar_b3 ; * ShowScrollText_b6 ; * SIGHT_b3 ; * STARS_b1 ; * StartEffect_b6 ; * StopSounds_b6 ; * SUN_b1 ; * SVE_b6 ; * TIDY_b1 ; * TT24_b6 ; * TT27_b2 ; * TT66_b0 ; * UpdateIconBar_b3 ; * UpdateView_b0 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.runningSetBank SKIP 1 ; A flag that records whether we are in the process of ; switching ROM banks in the SetBank routine when the ; NMI handler is called ; ; * 0 = we are not in the process of switching ROM ; banks ; ; * Non-zero = we are not in the process of switching ; ROM banks ; ; This is used to control whether the NMI handler calls ; the MakeSounds routine to make the current sounds ; (music and sound effects), as this can only happen if ; we are not in the middle of switching ROM banks (if ; we are, then MakeSounds is only called once the ; bank-switching is done - see the SetBank routine for ; details) ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SetBank ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.characterEnd SKIP 1 ; The number of the character beyond the end of the ; printable character set for the chosen language ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK2 ; * 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
.autoPlayKeys SKIP 2 ; The address of the table containing the key presses to ; apply when auto-playing the demo ; ; The address is either that of the chosen language's ; autoPlayKeys1 table (for the first part of the ; auto-play demo, or the autoPlayKeys2 table (for the ; second part) ; ; [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
SKIP 2 ; These bytes appear to be unused .soundAddr SKIP 2 ; Temporary storage, used in a number of places in the ; sound routines to hold an address ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * ApplyEnvelopeSQ1 ; * ApplyEnvelopeSQ2 ; * ApplyEnvelopeTRI ; * ChooseMusic ; * MakeMusicOnNOISE ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; * MakeSoundOnNOISE ; * MakeSoundOnSQ1 ; * MakeSoundOnSQ2 ; * StartEffectOnNOISE ; * StartEffectOnSQ1 ; * 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
PRINT "Zero page variables from ", ~ZP, " to ", ~P%