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Elite on the BBC Micro

Ship blueprints (6502SP version)

ELITE SHIP BLUEPRINTS FILE Produces the binary file SHIPS.bin that gets loaded by elite-bcfs.asm.
CODE_SHIPS% = &D000 LOAD_SHIPS% = &D000 ORG CODE_SHIPS%
Name: XX21 [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprints lookup table Deep dive: Ship blueprints
.XX21 EQUW SHIP_MISSILE \ MSL = 1 = Missile EQUW SHIP_CORIOLIS \ SST = 2 = Coriolis space station EQUW SHIP_ESCAPE_POD \ ESC = 3 = Escape pod EQUW SHIP_PLATE \ PLT = 4 = Alloy plate EQUW SHIP_CANISTER \ OIL = 5 = Cargo canister EQUW SHIP_BOULDER \ 6 = Boulder EQUW SHIP_ASTEROID \ AST = 7 = Asteroid EQUW SHIP_SPLINTER \ SPL = 8 = Splinter EQUW SHIP_SHUTTLE \ SHU = 9 = Shuttle EQUW SHIP_TRANSPORTER \ 10 = Transporter EQUW SHIP_COBRA_MK_3 \ CYL = 11 = Cobra Mk III EQUW SHIP_PYTHON \ 12 = Python EQUW SHIP_BOA \ 13 = Boa EQUW SHIP_ANACONDA \ ANA = 14 = Anaconda EQUW SHIP_ROCK_HERMIT \ HER = 15 = Rock hermit (asteroid) EQUW SHIP_VIPER \ COPS = 16 = Viper EQUW SHIP_SIDEWINDER \ SH3 = 17 = Sidewinder EQUW SHIP_MAMBA \ 18 = Mamba EQUW SHIP_KRAIT \ KRA = 19 = Krait EQUW SHIP_ADDER \ ADA = 20 = Adder EQUW SHIP_GECKO \ 21 = Gecko EQUW SHIP_COBRA_MK_1 \ 22 = Cobra Mk I EQUW SHIP_WORM \ WRM = 23 = Worm EQUW SHIP_COBRA_MK_3_P \ CYL2 = 24 = Cobra Mk III (pirate) EQUW SHIP_ASP_MK_2 \ ASP = 25 = Asp Mk II EQUW SHIP_PYTHON_P \ 26 = Python (pirate) EQUW SHIP_FER_DE_LANCE \ 27 = Fer-de-lance EQUW SHIP_MORAY \ 28 = Moray EQUW SHIP_THARGOID \ THG = 29 = Thargoid EQUW SHIP_THARGON \ TGL = 30 = Thargon EQUW SHIP_CONSTRICTOR \ CON = 31 = Constrictor EQUW SHIP_LOGO \ LGO = 32 = The Elite logo EQUW SHIP_COUGAR \ COU = 33 = Cougar EQUW SHIP_DODO \ DOD = 34 = Dodecahedron ("Dodo") space station
Name: E% [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprints default NEWB flags Deep dive: Ship blueprints
When spawning a new ship, bits 0-3 and 5-6 from the relevant byte in this table are applied to the new ship's NEWB flags in byte #36 (i.e. a set bit in this table will set that bit in the NEWB flags). In other words, if a ship blueprint is one of the following, then all spawned ships of that type will be too: trader, bounty hunter, hostile, pirate, innocent, cop. Bit 4 (docking) is set randomly on spawning for traders only, so 50% of traders are trying to dock, while the other 50% fly towards the planet. Bit 7 (has been scooped/has docked) is set when the ship docks or is scooped. Bit 7 in the blueprint (as opposed to the spawned ship) is looked up during tactics, for when the ship is about to die, to see if that ship type has an escape pod. If it does, then the ship can launch an escape pod before dying. Here's a breakdown of the NEWB flags: * Bit 0: Trader flag (0 = not a trader, 1 = trader) 80% of traders are peaceful and mind their own business plying their trade between the planet and space station, but 20% of them moonlight as bounty hunters Escape pod, Shuttle, Transporter, Anaconda, Rock hermit, Worm * Bit 1: Bounty hunter flag (0 = not a bounty hunter, 1 = bounty hunter) If we are a fugitive or a serious offender and we bump into a bounty hunter, they will become hostile and attack us Viper, Fer-de-lance * Bit 2: Hostile flag (0 = not hostile, 1 = hostile) Hostile ships will attack us on sight Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Worm, Cobra Mk III, Asp Mk II, Python (pirate), Moray, Thargoid, Thargon, Constrictor * Bit 3: Pirate flag (0 = not a pirate, 1 = pirate) Hostile pirates will attack us on sight, but once we get inside the space station safe zone, they will stop Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Asp Mk II, Python (pirate), Moray, Thargoid * Bit 4: Docking flag (0 = not docking, 1 = docking) Traders with their docking flag set fly towards the space station to try to dock, otherwise they aim for the planet This flag is randomly set for traders when they are spawned * Bit 5: Innocent bystander (0 = normal, 1 = innocent bystander) If we attack an innocent ship within the space station safe zone, then the station will get angry with us and start spawning cops Shuttle, Transporter, Cobra Mk III, Python, Boa, Anaconda, Rock hermit, Cougar * Bit 6: Cop flag (0 = not a cop, 1 = cop) If we destroy a cop, then we instantly become a fugitive (the Transporter isn't actually a cop, but it's clearly under police protection) Viper, Transporter * Bit 7: For spawned ships, this flag indicates that the ship been scooped or has docked (bit 7 is always clear on spawning) For blueprints, this flag indicates whether the ship type has an escape pod fitted, so it can launch it when in dire straits Cobra Mk III, Python, Boa, Anaconda, Rock hermit, Viper, Mamba, Krait, Adder, Cobra Mk I, Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-lance
.E% EQUB %00000000 \ Missile EQUB %00000000 \ Coriolis space station EQUB %00000001 \ Escape pod Trader EQUB %00000000 \ Alloy plate EQUB %00000000 \ Cargo canister EQUB %00000000 \ Boulder EQUB %00000000 \ Asteroid EQUB %00000000 \ Splinter EQUB %00100001 \ Shuttle Trader, innocent EQUB %01100001 \ Transporter Trader, innocent, cop EQUB %10100000 \ Cobra Mk III Innocent, escape pod EQUB %10100000 \ Python Innocent, escape pod EQUB %10100000 \ Boa Innocent, escape pod EQUB %10100001 \ Anaconda Trader, innocent, escape pod EQUB %10100001 \ Rock hermit (asteroid) Trader, innocent, escape pod EQUB %11000010 \ Viper Bounty hunter, cop, escape pod EQUB %00001100 \ Sidewinder Hostile, pirate EQUB %10001100 \ Mamba Hostile, pirate, escape pod EQUB %10001100 \ Krait Hostile, pirate, escape pod EQUB %10001100 \ Adder Hostile, pirate, escape pod EQUB %00001100 \ Gecko Hostile, pirate EQUB %10001100 \ Cobra Mk I Hostile, pirate, escape pod EQUB %00000101 \ Worm Hostile, trader EQUB %10001100 \ Cobra Mk III (pirate) Hostile, pirate, escape pod EQUB %10001100 \ Asp Mk II Hostile, pirate, escape pod EQUB %10001100 \ Python (pirate) Hostile, pirate, escape pod EQUB %10000010 \ Fer-de-lance Bounty hunter, escape pod EQUB %00001100 \ Moray Hostile, pirate EQUB %00001100 \ Thargoid Hostile, pirate EQUB %00000100 \ Thargon Hostile EQUB %00000100 \ Constrictor Hostile EQUB %00000000 \ The Elite logo EQUB %00100000 \ Cougar Innocent EQUB 0 \ This byte appears to be unused
Name: VERTEX [View individually] Type: Macro Category: Drawing ships Summary: Macro definition for adding vertices to ship blueprints Deep dive: Ship blueprints
The following macro is used to build the ship blueprints: VERTEX x, y, z, face1, face2, face3, face4, visibility See the deep dive on "Ship blueprints" for details of how vertices are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how vertices are used to draw 3D wiremesh ships. Arguments: x The vertex's x-coordinate y The vertex's y-coordinate z The vertex's z-coordinate face1 The number of face 1 associated with this vertex face2 The number of face 2 associated with this vertex face3 The number of face 3 associated with this vertex face4 The number of face 4 associated with this vertex visibility The visibility distance, beyond which the vertex is not shown
MACRO VERTEX x, y, z, face1, face2, face3, face4, visibility IF x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility f1 = face1 + (face2 << 4) f2 = face3 + (face4 << 4) ax = ABS(x) ay = ABS(y) az = ABS(z) EQUB ax, ay, az, s, f1, f2 ENDMACRO
Name: EDGE [View individually] Type: Macro Category: Drawing ships Summary: Macro definition for adding edges to ship blueprints Deep dive: Ship blueprints
The following macro is used to build the ship blueprints: EDGE vertex1, vertex2, face1, face2, visibility See the deep dive on "Ship blueprints" for details of how edges are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how edges are used to draw 3D wiremesh ships. Arguments: vertex1 The number of the vertex at the start of the edge vertex1 The number of the vertex at the end of the edge face1 The number of face 1 associated with this edge face2 The number of face 2 associated with this edge visibility The visibility distance, beyond which the edge is not shown
MACRO EDGE vertex1, vertex2, face1, face2, visibility f = face1 + (face2 << 4) EQUB visibility, f, vertex1 << 2, vertex2 << 2 ENDMACRO
Name: FACE [View individually] Type: Macro Category: Drawing ships Summary: Macro definition for adding faces to ship blueprints Deep dive: Ship blueprints
The following macro is used to build the ship blueprints: FACE normal_x, normal_y, normal_z, visibility See the deep dive on "Ship blueprints" for details of how faces are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how faces are used to draw 3D wiremesh ships. Arguments: normal_x The face normal's x-coordinate normal_y The face normal's y-coordinate normal_z The face normal's z-coordinate visibility The visibility distance, beyond which the edge is always shown
MACRO FACE normal_x, normal_y, normal_z, visibility IF normal_x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF normal_y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF normal_z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility ax = ABS(normal_x) ay = ABS(normal_y) az = ABS(normal_z) EQUB s, ax, ay, az ENDMACRO
Name: SHIP_MISSILE [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a missile Deep dive: Ship blueprints
.SHIP_MISSILE EQUB 0 \ Max. canisters on demise = 0 EQUW 40 * 40 \ Targetable area = 40 * 40 EQUB &7A \ Edges data offset (low) = &007A EQUB &DA \ Faces data offset (low) = &00DA EQUB 85 \ Max. edge count = (85 - 1) / 4 = 21 EQUB 0 \ Gun vertex = 0 EQUB 10 \ Explosion count = 1, as (4 * n) + 6 = 10 EQUB 102 \ Number of vertices = 102 / 6 = 17 EQUB 24 \ Number of edges = 24 EQUW 0 \ Bounty = 0 EQUB 36 \ Number of faces = 36 / 4 = 9 EQUB 14 \ Visibility distance = 14 EQUB 2 \ Max. energy = 2 EQUB 44 \ Max. speed = 44 EQUB &00 \ Edges data offset (high) = &007A EQUB &00 \ Faces data offset (high) = &00DA EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 68, 0, 1, 2, 3, 31 \ Vertex 0 VERTEX 8, -8, 36, 1, 2, 4, 5, 31 \ Vertex 1 VERTEX 8, 8, 36, 2, 3, 4, 7, 31 \ Vertex 2 VERTEX -8, 8, 36, 0, 3, 6, 7, 31 \ Vertex 3 VERTEX -8, -8, 36, 0, 1, 5, 6, 31 \ Vertex 4 VERTEX 8, 8, -44, 4, 7, 8, 8, 31 \ Vertex 5 VERTEX 8, -8, -44, 4, 5, 8, 8, 31 \ Vertex 6 VERTEX -8, -8, -44, 5, 6, 8, 8, 31 \ Vertex 7 VERTEX -8, 8, -44, 6, 7, 8, 8, 31 \ Vertex 8 VERTEX 12, 12, -44, 4, 7, 8, 8, 8 \ Vertex 9 VERTEX 12, -12, -44, 4, 5, 8, 8, 8 \ Vertex 10 VERTEX -12, -12, -44, 5, 6, 8, 8, 8 \ Vertex 11 VERTEX -12, 12, -44, 6, 7, 8, 8, 8 \ Vertex 12 VERTEX -8, 8, -12, 6, 7, 7, 7, 8 \ Vertex 13 VERTEX -8, -8, -12, 5, 6, 6, 6, 8 \ Vertex 14 VERTEX 8, 8, -12, 4, 7, 7, 7, 8 \ Vertex 15 VERTEX 8, -8, -12, 4, 5, 5, 5, 8 \ Vertex 16 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 2, 31 \ Edge 0 EDGE 0, 2, 2, 3, 31 \ Edge 1 EDGE 0, 3, 0, 3, 31 \ Edge 2 EDGE 0, 4, 0, 1, 31 \ Edge 3 EDGE 1, 2, 4, 2, 31 \ Edge 4 EDGE 1, 4, 1, 5, 31 \ Edge 5 EDGE 3, 4, 0, 6, 31 \ Edge 6 EDGE 2, 3, 3, 7, 31 \ Edge 7 EDGE 2, 5, 4, 7, 31 \ Edge 8 EDGE 1, 6, 4, 5, 31 \ Edge 9 EDGE 4, 7, 5, 6, 31 \ Edge 10 EDGE 3, 8, 6, 7, 31 \ Edge 11 EDGE 7, 8, 6, 8, 31 \ Edge 12 EDGE 5, 8, 7, 8, 31 \ Edge 13 EDGE 5, 6, 4, 8, 31 \ Edge 14 EDGE 6, 7, 5, 8, 31 \ Edge 15 EDGE 6, 10, 5, 8, 8 \ Edge 16 EDGE 5, 9, 7, 8, 8 \ Edge 17 EDGE 8, 12, 7, 8, 8 \ Edge 18 EDGE 7, 11, 5, 8, 8 \ Edge 19 EDGE 9, 15, 4, 7, 8 \ Edge 20 EDGE 10, 16, 4, 5, 8 \ Edge 21 EDGE 12, 13, 6, 7, 8 \ Edge 22 EDGE 11, 14, 5, 6, 8 \ Edge 23 \FACE normal_x, normal_y, normal_z, visibility FACE -64, 0, 16, 31 \ Face 0 FACE 0, -64, 16, 31 \ Face 1 FACE 64, 0, 16, 31 \ Face 2 FACE 0, 64, 16, 31 \ Face 3 FACE 32, 0, 0, 31 \ Face 4 FACE 0, -32, 0, 31 \ Face 5 FACE -32, 0, 0, 31 \ Face 6 FACE 0, 32, 0, 31 \ Face 7 FACE 0, 0, -176, 31 \ Face 8
Name: SHIP_CORIOLIS [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Coriolis space station Deep dive: Ship blueprints
.SHIP_CORIOLIS EQUB 0 \ Max. canisters on demise = 0 EQUW 160 * 160 \ Targetable area = 160 * 160 EQUB &74 \ Edges data offset (low) = &0074 EQUB &E4 \ Faces data offset (low) = &00E4 EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 54 \ Explosion count = 12, as (4 * n) + 6 = 54 EQUB 96 \ Number of vertices = 96 / 6 = 16 EQUB 28 \ Number of edges = 28 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 120 \ Visibility distance = 120 EQUB 240 \ Max. energy = 240 EQUB 0 \ Max. speed = 0 EQUB &00 \ Edges data offset (high) = &0074 EQUB &00 \ Faces data offset (high) = &00E4 EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00000110 \ Laser power = 0 \ Missiles = 6 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 160, 0, 160, 0, 1, 2, 6, 31 \ Vertex 0 VERTEX 0, 160, 160, 0, 2, 3, 8, 31 \ Vertex 1 VERTEX -160, 0, 160, 0, 3, 4, 7, 31 \ Vertex 2 VERTEX 0, -160, 160, 0, 1, 4, 5, 31 \ Vertex 3 VERTEX 160, -160, 0, 1, 5, 6, 10, 31 \ Vertex 4 VERTEX 160, 160, 0, 2, 6, 8, 11, 31 \ Vertex 5 VERTEX -160, 160, 0, 3, 7, 8, 12, 31 \ Vertex 6 VERTEX -160, -160, 0, 4, 5, 7, 9, 31 \ Vertex 7 VERTEX 160, 0, -160, 6, 10, 11, 13, 31 \ Vertex 8 VERTEX 0, 160, -160, 8, 11, 12, 13, 31 \ Vertex 9 VERTEX -160, 0, -160, 7, 9, 12, 13, 31 \ Vertex 10 VERTEX 0, -160, -160, 5, 9, 10, 13, 31 \ Vertex 11 VERTEX 10, -30, 160, 0, 0, 0, 0, 30 \ Vertex 12 VERTEX 10, 30, 160, 0, 0, 0, 0, 30 \ Vertex 13 VERTEX -10, 30, 160, 0, 0, 0, 0, 30 \ Vertex 14 VERTEX -10, -30, 160, 0, 0, 0, 0, 30 \ Vertex 15 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 3, 0, 1, 31 \ Edge 0 EDGE 0, 1, 0, 2, 31 \ Edge 1 EDGE 1, 2, 0, 3, 31 \ Edge 2 EDGE 2, 3, 0, 4, 31 \ Edge 3 EDGE 3, 4, 1, 5, 31 \ Edge 4 EDGE 0, 4, 1, 6, 31 \ Edge 5 EDGE 0, 5, 2, 6, 31 \ Edge 6 EDGE 5, 1, 2, 8, 31 \ Edge 7 EDGE 1, 6, 3, 8, 31 \ Edge 8 EDGE 2, 6, 3, 7, 31 \ Edge 9 EDGE 2, 7, 4, 7, 31 \ Edge 10 EDGE 3, 7, 4, 5, 31 \ Edge 11 EDGE 8, 11, 10, 13, 31 \ Edge 12 EDGE 8, 9, 11, 13, 31 \ Edge 13 EDGE 9, 10, 12, 13, 31 \ Edge 14 EDGE 10, 11, 9, 13, 31 \ Edge 15 EDGE 4, 11, 5, 10, 31 \ Edge 16 EDGE 4, 8, 6, 10, 31 \ Edge 17 EDGE 5, 8, 6, 11, 31 \ Edge 18 EDGE 5, 9, 8, 11, 31 \ Edge 19 EDGE 6, 9, 8, 12, 31 \ Edge 20 EDGE 6, 10, 7, 12, 31 \ Edge 21 EDGE 7, 10, 7, 9, 31 \ Edge 22 EDGE 7, 11, 5, 9, 31 \ Edge 23 EDGE 12, 13, 0, 0, 30 \ Edge 24 EDGE 13, 14, 0, 0, 30 \ Edge 25 EDGE 14, 15, 0, 0, 30 \ Edge 26 EDGE 15, 12, 0, 0, 30 \ Edge 27 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 0, 160, 31 \ Face 0 FACE 107, -107, 107, 31 \ Face 1 FACE 107, 107, 107, 31 \ Face 2 FACE -107, 107, 107, 31 \ Face 3 FACE -107, -107, 107, 31 \ Face 4 FACE 0, -160, 0, 31 \ Face 5 FACE 160, 0, 0, 31 \ Face 6 FACE -160, 0, 0, 31 \ Face 7 FACE 0, 160, 0, 31 \ Face 8 FACE -107, -107, -107, 31 \ Face 9 FACE 107, -107, -107, 31 \ Face 10 FACE 107, 107, -107, 31 \ Face 11 FACE -107, 107, -107, 31 \ Face 12 FACE 0, 0, -160, 31 \ Face 13
Name: SHIP_ESCAPE_POD [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for an escape pod Deep dive: Ship blueprints
.SHIP_ESCAPE_POD EQUB 0 + (2 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 2 + 1 = 3 (Slaves) EQUW 16 * 16 \ Targetable area = 16 * 16 EQUB &2C \ Edges data offset (low) = &002C EQUB &44 \ Faces data offset (low) = &0044 EQUB 29 \ Max. edge count = (29 - 1) / 4 = 7 EQUB 0 \ Gun vertex = 0 EQUB 22 \ Explosion count = 4, as (4 * n) + 6 = 22 EQUB 24 \ Number of vertices = 24 / 6 = 4 EQUB 6 \ Number of edges = 6 EQUW 0 \ Bounty = 0 EQUB 16 \ Number of faces = 16 / 4 = 4 EQUB 8 \ Visibility distance = 8 EQUB 17 \ Max. energy = 17 EQUB 8 \ Max. speed = 8 EQUB &00 \ Edges data offset (high) = &002C EQUB &00 \ Faces data offset (high) = &0044 EQUB 4 \ Normals are scaled by = 2^4 = 16 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -7, 0, 36, 2, 1, 3, 3, 31 \ Vertex 0 VERTEX -7, -14, -12, 2, 0, 3, 3, 31 \ Vertex 1 VERTEX -7, 14, -12, 1, 0, 3, 3, 31 \ Vertex 2 VERTEX 21, 0, 0, 1, 0, 2, 2, 31 \ Vertex 3 .SHIP_ESCAPE_POD_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 2, 31 \ Edge 0 EDGE 1, 2, 3, 0, 31 \ Edge 1 EDGE 2, 3, 1, 0, 31 \ Edge 2 EDGE 3, 0, 2, 1, 31 \ Edge 3 EDGE 0, 2, 3, 1, 31 \ Edge 4 EDGE 3, 1, 2, 0, 31 \ Edge 5 \FACE normal_x, normal_y, normal_z, visibility FACE 52, 0, -122, 31 \ Face 0 FACE 39, 103, 30, 31 \ Face 1 FACE 39, -103, 30, 31 \ Face 2 FACE -112, 0, 0, 31 \ Face 3
Name: SHIP_PLATE [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for an alloy plate Deep dive: Ship blueprints
.SHIP_PLATE EQUB 0 + (8 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 8 + 1 = 9 (Alloys) EQUW 10 * 10 \ Targetable area = 10 * 10 EQUB &2C \ Edges data offset (low) = &002C EQUB &3C \ Faces data offset (low) = &003C EQUB 21 \ Max. edge count = (21 - 1) / 4 = 5 EQUB 0 \ Gun vertex = 0 EQUB 10 \ Explosion count = 1, as (4 * n) + 6 = 10 EQUB 24 \ Number of vertices = 24 / 6 = 4 EQUB 4 \ Number of edges = 4 EQUW 0 \ Bounty = 0 EQUB 4 \ Number of faces = 4 / 4 = 1 EQUB 5 \ Visibility distance = 5 EQUB 16 \ Max. energy = 16 EQUB 16 \ Max. speed = 16 EQUB &00 \ Edges data offset (high) = &002C EQUB &00 \ Faces data offset (high) = &003C EQUB 3 \ Normals are scaled by = 2^3 = 8 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -15, -22, -9, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -15, 38, -9, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 19, 32, 11, 15, 15, 15, 15, 20 \ Vertex 2 VERTEX 10, -46, 6, 15, 15, 15, 15, 20 \ Vertex 3 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 15, 15, 31 \ Edge 0 EDGE 1, 2, 15, 15, 16 \ Edge 1 EDGE 2, 3, 15, 15, 20 \ Edge 2 EDGE 3, 0, 15, 15, 16 \ Edge 3 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 0, 0, 0 \ Face 0
Name: SHIP_CANISTER [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a cargo canister Deep dive: Ship blueprints
.SHIP_CANISTER EQUB 0 \ Max. canisters on demise = 0 EQUW 20 * 20 \ Targetable area = 20 * 20 EQUB &50 \ Edges data offset (low) = &0050 EQUB &8C \ Faces data offset (low) = &008C EQUB 53 \ Max. edge count = (53 - 1) / 4 = 13 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 EQUW 0 \ Bounty = 0 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 12 \ Visibility distance = 12 EQUB 17 \ Max. energy = 17 EQUB 15 \ Max. speed = 15 EQUB &00 \ Edges data offset (high) = &0050 EQUB &00 \ Faces data offset (high) = &008C EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 24, 16, 0, 0, 1, 5, 5, 31 \ Vertex 0 VERTEX 24, 5, 15, 0, 1, 2, 2, 31 \ Vertex 1 VERTEX 24, -13, 9, 0, 2, 3, 3, 31 \ Vertex 2 VERTEX 24, -13, -9, 0, 3, 4, 4, 31 \ Vertex 3 VERTEX 24, 5, -15, 0, 4, 5, 5, 31 \ Vertex 4 VERTEX -24, 16, 0, 1, 5, 6, 6, 31 \ Vertex 5 VERTEX -24, 5, 15, 1, 2, 6, 6, 31 \ Vertex 6 VERTEX -24, -13, 9, 2, 3, 6, 6, 31 \ Vertex 7 VERTEX -24, -13, -9, 3, 4, 6, 6, 31 \ Vertex 8 VERTEX -24, 5, -15, 4, 5, 6, 6, 31 \ Vertex 9 .SHIP_CANISTER_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 1, 31 \ Edge 0 EDGE 1, 2, 0, 2, 31 \ Edge 1 EDGE 2, 3, 0, 3, 31 \ Edge 2 EDGE 3, 4, 0, 4, 31 \ Edge 3 EDGE 0, 4, 0, 5, 31 \ Edge 4 EDGE 0, 5, 1, 5, 31 \ Edge 5 EDGE 1, 6, 1, 2, 31 \ Edge 6 EDGE 2, 7, 2, 3, 31 \ Edge 7 EDGE 3, 8, 3, 4, 31 \ Edge 8 EDGE 4, 9, 4, 5, 31 \ Edge 9 EDGE 5, 6, 1, 6, 31 \ Edge 10 EDGE 6, 7, 2, 6, 31 \ Edge 11 EDGE 7, 8, 3, 6, 31 \ Edge 12 EDGE 8, 9, 4, 6, 31 \ Edge 13 EDGE 9, 5, 5, 6, 31 \ Edge 14 \FACE normal_x, normal_y, normal_z, visibility FACE 96, 0, 0, 31 \ Face 0 FACE 0, 41, 30, 31 \ Face 1 FACE 0, -18, 48, 31 \ Face 2 FACE 0, -51, 0, 31 \ Face 3 FACE 0, -18, -48, 31 \ Face 4 FACE 0, 41, -30, 31 \ Face 5 FACE -96, 0, 0, 31 \ Face 6
Name: SHIP_BOULDER [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a boulder Deep dive: Ship blueprints
.SHIP_BOULDER EQUB 0 \ Max. canisters on demise = 0 EQUW 30 * 30 \ Targetable area = 30 * 30 EQUB &3E \ Edges data offset (low) = &003E EQUB &7A \ Faces data offset (low) = &007A EQUB 49 \ Max. edge count = (49 - 1) / 4 = 12 EQUB 0 \ Gun vertex = 0 EQUB 14 \ Explosion count = 2, as (4 * n) + 6 = 14 EQUB 42 \ Number of vertices = 42 / 6 = 7 EQUB 15 \ Number of edges = 15 EQUW 1 \ Bounty = 1 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 20 \ Visibility distance = 20 EQUB 20 \ Max. energy = 20 EQUB 30 \ Max. speed = 30 EQUB &00 \ Edges data offset (high) = &003E EQUB &00 \ Faces data offset (high) = &007A EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -18, 37, -11, 1, 0, 9, 5, 31 \ Vertex 0 VERTEX 30, 7, 12, 2, 1, 6, 5, 31 \ Vertex 1 VERTEX 28, -7, -12, 3, 2, 7, 6, 31 \ Vertex 2 VERTEX 2, 0, -39, 4, 3, 8, 7, 31 \ Vertex 3 VERTEX -28, 34, -30, 4, 0, 9, 8, 31 \ Vertex 4 VERTEX 5, -10, 13, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX 20, 17, -30, 15, 15, 15, 15, 31 \ Vertex 6 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 5, 1, 31 \ Edge 0 EDGE 1, 2, 6, 2, 31 \ Edge 1 EDGE 2, 3, 7, 3, 31 \ Edge 2 EDGE 3, 4, 8, 4, 31 \ Edge 3 EDGE 4, 0, 9, 0, 31 \ Edge 4 EDGE 0, 5, 1, 0, 31 \ Edge 5 EDGE 1, 5, 2, 1, 31 \ Edge 6 EDGE 2, 5, 3, 2, 31 \ Edge 7 EDGE 3, 5, 4, 3, 31 \ Edge 8 EDGE 4, 5, 4, 0, 31 \ Edge 9 EDGE 0, 6, 9, 5, 31 \ Edge 10 EDGE 1, 6, 6, 5, 31 \ Edge 11 EDGE 2, 6, 7, 6, 31 \ Edge 12 EDGE 3, 6, 8, 7, 31 \ Edge 13 EDGE 4, 6, 9, 8, 31 \ Edge 14 \FACE normal_x, normal_y, normal_z, visibility FACE -15, -3, 8, 31 \ Face 0 FACE -7, 12, 30, 31 \ Face 1 FACE 32, -47, 24, 31 \ Face 2 FACE -3, -39, -7, 31 \ Face 3 FACE -5, -4, -1, 31 \ Face 4 FACE 49, 84, 8, 31 \ Face 5 FACE 112, 21, -21, 31 \ Face 6 FACE 76, -35, -82, 31 \ Face 7 FACE 22, 56, -137, 31 \ Face 8 FACE 40, 110, -38, 31 \ Face 9
Name: SHIP_ASTEROID [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for an asteroid Deep dive: Ship blueprints
.SHIP_ASTEROID EQUB 0 \ Max. canisters on demise = 0 EQUW 80 * 80 \ Targetable area = 80 * 80 EQUB &4A \ Edges data offset (low) = &004A EQUB &9E \ Faces data offset (low) = &009E EQUB 69 \ Max. edge count = (69 - 1) / 4 = 17 EQUB 0 \ Gun vertex = 0 EQUB 34 \ Explosion count = 7, as (4 * n) + 6 = 34 EQUB 54 \ Number of vertices = 54 / 6 = 9 EQUB 21 \ Number of edges = 21 EQUW 5 \ Bounty = 5 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 50 \ Visibility distance = 50 EQUB 60 \ Max. energy = 60 EQUB 30 \ Max. speed = 30 EQUB &00 \ Edges data offset (high) = &004A EQUB &00 \ Faces data offset (high) = &009E EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 80, 0, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -80, -10, 0, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX 70, -40, 0, 15, 15, 15, 15, 31 \ Vertex 3 VERTEX 60, 50, 0, 5, 6, 12, 13, 31 \ Vertex 4 VERTEX 50, 0, 60, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX -40, 0, 70, 0, 1, 2, 3, 31 \ Vertex 6 VERTEX 0, 30, -75, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -50, -60, 8, 9, 10, 11, 31 \ Vertex 8 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 7, 31 \ Edge 0 EDGE 0, 4, 6, 13, 31 \ Edge 1 EDGE 3, 4, 5, 12, 31 \ Edge 2 EDGE 2, 3, 4, 11, 31 \ Edge 3 EDGE 1, 2, 3, 10, 31 \ Edge 4 EDGE 1, 6, 2, 3, 31 \ Edge 5 EDGE 2, 6, 1, 3, 31 \ Edge 6 EDGE 2, 5, 1, 4, 31 \ Edge 7 EDGE 5, 6, 0, 1, 31 \ Edge 8 EDGE 0, 5, 0, 6, 31 \ Edge 9 EDGE 3, 5, 4, 5, 31 \ Edge 10 EDGE 0, 6, 0, 2, 31 \ Edge 11 EDGE 4, 5, 5, 6, 31 \ Edge 12 EDGE 1, 8, 8, 10, 31 \ Edge 13 EDGE 1, 7, 7, 8, 31 \ Edge 14 EDGE 0, 7, 7, 13, 31 \ Edge 15 EDGE 4, 7, 12, 13, 31 \ Edge 16 EDGE 3, 7, 9, 12, 31 \ Edge 17 EDGE 3, 8, 9, 11, 31 \ Edge 18 EDGE 2, 8, 10, 11, 31 \ Edge 19 EDGE 7, 8, 8, 9, 31 \ Edge 20 \FACE normal_x, normal_y, normal_z, visibility FACE 9, 66, 81, 31 \ Face 0 FACE 9, -66, 81, 31 \ Face 1 FACE -72, 64, 31, 31 \ Face 2 FACE -64, -73, 47, 31 \ Face 3 FACE 45, -79, 65, 31 \ Face 4 FACE 135, 15, 35, 31 \ Face 5 FACE 38, 76, 70, 31 \ Face 6 FACE -66, 59, -39, 31 \ Face 7 FACE -67, -15, -80, 31 \ Face 8 FACE 66, -14, -75, 31 \ Face 9 FACE -70, -80, -40, 31 \ Face 10 FACE 58, -102, -51, 31 \ Face 11 FACE 81, 9, -67, 31 \ Face 12 FACE 47, 94, -63, 31 \ Face 13
Name: SHIP_SPLINTER [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a splinter Deep dive: Ship blueprints
The ship blueprint for the splinter reuses the edges data from the escape pod, so the edges data offset is negative.
.SHIP_SPLINTER EQUB 0 + (11 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 11 + 1 = 12 (Minerals) EQUW 16 * 16 \ Targetable area = 16 * 16 EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges data = escape pod EQUB &44 \ Faces data offset (low) = &0044 EQUB 29 \ Max. edge count = (29 - 1) / 4 = 7 EQUB 0 \ Gun vertex = 0 EQUB 22 \ Explosion count = 4, as (4 * n) + 6 = 22 EQUB 24 \ Number of vertices = 24 / 6 = 4 EQUB 6 \ Number of edges = 6 EQUW 0 \ Bounty = 0 EQUB 16 \ Number of faces = 16 / 4 = 4 EQUB 8 \ Visibility distance = 8 EQUB 20 \ Max. energy = 20 EQUB 10 \ Max. speed = 10 EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges data = escape pod EQUB &00 \ Faces data offset (high) = &0044 EQUB 5 \ Normals are scaled by = 2^5 = 32 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -24, -25, 16, 2, 1, 3, 3, 31 \ Vertex 0 VERTEX 0, 12, -10, 2, 0, 3, 3, 31 \ Vertex 1 VERTEX 11, -6, 2, 1, 0, 3, 3, 31 \ Vertex 2 VERTEX 12, 42, 7, 1, 0, 2, 2, 31 \ Vertex 3 \FACE normal_x, normal_y, normal_z, visibility FACE 35, 0, 4, 31 \ Face 0 FACE 3, 4, 8, 31 \ Face 1 FACE 1, 8, 12, 31 \ Face 2 FACE 18, 12, 0, 31 \ Face 3
Name: SHIP_SHUTTLE [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Shuttle Deep dive: Ship blueprints
.SHIP_SHUTTLE EQUB 15 \ Max. canisters on demise = 15 EQUW 50 * 50 \ Targetable area = 50 * 50 EQUB &86 \ Edges data offset (low) = &0086 EQUB &FE \ Faces data offset (low) = &00FE EQUB 113 \ Max. edge count = (113 - 1) / 4 = 28 EQUB 0 \ Gun vertex = 0 EQUB 38 \ Explosion count = 8, as (4 * n) + 6 = 38 EQUB 114 \ Number of vertices = 114 / 6 = 19 EQUB 30 \ Number of edges = 30 EQUW 0 \ Bounty = 0 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 22 \ Visibility distance = 22 EQUB 32 \ Max. energy = 32 EQUB 8 \ Max. speed = 8 EQUB &00 \ Edges data offset (high) = &0086 EQUB &00 \ Faces data offset (high) = &00FE EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -17, 23, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -17, 0, 23, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, 18, 23, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX 18, 0, 23, 15, 15, 15, 15, 31 \ Vertex 3 VERTEX -20, -20, -27, 2, 1, 9, 3, 31 \ Vertex 4 VERTEX -20, 20, -27, 4, 3, 9, 5, 31 \ Vertex 5 VERTEX 20, 20, -27, 6, 5, 9, 7, 31 \ Vertex 6 VERTEX 20, -20, -27, 7, 1, 9, 8, 31 \ Vertex 7 VERTEX 5, 0, -27, 9, 9, 9, 9, 16 \ Vertex 8 VERTEX 0, -2, -27, 9, 9, 9, 9, 16 \ Vertex 9 VERTEX -5, 0, -27, 9, 9, 9, 9, 9 \ Vertex 10 VERTEX 0, 3, -27, 9, 9, 9, 9, 9 \ Vertex 11 VERTEX 0, -9, 35, 10, 0, 12, 11, 16 \ Vertex 12 VERTEX 3, -1, 31, 15, 15, 2, 0, 7 \ Vertex 13 VERTEX 4, 11, 25, 1, 0, 4, 15, 8 \ Vertex 14 VERTEX 11, 4, 25, 1, 10, 15, 3, 8 \ Vertex 15 VERTEX -3, -1, 31, 11, 6, 3, 2, 7 \ Vertex 16 VERTEX -3, 11, 25, 8, 15, 0, 12, 8 \ Vertex 17 VERTEX -10, 4, 25, 15, 4, 8, 1, 8 \ Vertex 18 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 0, 31 \ Edge 0 EDGE 1, 2, 10, 4, 31 \ Edge 1 EDGE 2, 3, 11, 6, 31 \ Edge 2 EDGE 0, 3, 12, 8, 31 \ Edge 3 EDGE 0, 7, 8, 1, 31 \ Edge 4 EDGE 0, 4, 2, 1, 24 \ Edge 5 EDGE 1, 4, 3, 2, 31 \ Edge 6 EDGE 1, 5, 4, 3, 24 \ Edge 7 EDGE 2, 5, 5, 4, 31 \ Edge 8 EDGE 2, 6, 6, 5, 12 \ Edge 9 EDGE 3, 6, 7, 6, 31 \ Edge 10 EDGE 3, 7, 8, 7, 24 \ Edge 11 EDGE 4, 5, 9, 3, 31 \ Edge 12 EDGE 5, 6, 9, 5, 31 \ Edge 13 EDGE 6, 7, 9, 7, 31 \ Edge 14 EDGE 4, 7, 9, 1, 31 \ Edge 15 EDGE 0, 12, 12, 0, 16 \ Edge 16 EDGE 1, 12, 10, 0, 16 \ Edge 17 EDGE 2, 12, 11, 10, 16 \ Edge 18 EDGE 3, 12, 12, 11, 16 \ Edge 19 EDGE 8, 9, 9, 9, 16 \ Edge 20 EDGE 9, 10, 9, 9, 7 \ Edge 21 EDGE 10, 11, 9, 9, 9 \ Edge 22 EDGE 8, 11, 9, 9, 7 \ Edge 23 EDGE 13, 14, 11, 11, 5 \ Edge 24 EDGE 14, 15, 11, 11, 8 \ Edge 25 EDGE 13, 15, 11, 11, 7 \ Edge 26 EDGE 16, 17, 10, 10, 5 \ Edge 27 EDGE 17, 18, 10, 10, 8 \ Edge 28 EDGE 16, 18, 10, 10, 7 \ Edge 29 \FACE normal_x, normal_y, normal_z, visibility FACE -55, -55, 40, 31 \ Face 0 FACE 0, -74, 4, 31 \ Face 1 FACE -51, -51, 23, 31 \ Face 2 FACE -74, 0, 4, 31 \ Face 3 FACE -51, 51, 23, 31 \ Face 4 FACE 0, 74, 4, 31 \ Face 5 FACE 51, 51, 23, 31 \ Face 6 FACE 74, 0, 4, 31 \ Face 7 FACE 51, -51, 23, 31 \ Face 8 FACE 0, 0, -107, 31 \ Face 9 FACE -41, 41, 90, 31 \ Face 10 FACE 41, 41, 90, 31 \ Face 11 FACE 55, -55, 40, 31 \ Face 12
Name: SHIP_TRANSPORTER [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Transporter Deep dive: Ship blueprints
.SHIP_TRANSPORTER EQUB 0 \ Max. canisters on demise = 0 EQUW 50 * 50 \ Targetable area = 50 * 50 EQUB &F2 \ Edges data offset (low) = &00F2 EQUB &AA \ Faces data offset (low) = &01AA EQUB 149 \ Max. edge count = (149 - 1) / 4 = 37 EQUB 48 \ Gun vertex = 48 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 222 \ Number of vertices = 222 / 6 = 37 EQUB 46 \ Number of edges = 46 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 16 \ Visibility distance = 16 EQUB 32 \ Max. energy = 32 EQUB 10 \ Max. speed = 10 EQUB &00 \ Edges data offset (high) = &00F2 EQUB &01 \ Faces data offset (high) = &01AA EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 10, -26, 6, 0, 7, 7, 31 \ Vertex 0 VERTEX -25, 4, -26, 1, 0, 7, 7, 31 \ Vertex 1 VERTEX -28, -3, -26, 1, 0, 2, 2, 31 \ Vertex 2 VERTEX -25, -8, -26, 2, 0, 3, 3, 31 \ Vertex 3 VERTEX 26, -8, -26, 3, 0, 4, 4, 31 \ Vertex 4 VERTEX 29, -3, -26, 4, 0, 5, 5, 31 \ Vertex 5 VERTEX 26, 4, -26, 5, 0, 6, 6, 31 \ Vertex 6 VERTEX 0, 6, 12, 15, 15, 15, 15, 19 \ Vertex 7 VERTEX -30, -1, 12, 7, 1, 9, 8, 31 \ Vertex 8 VERTEX -33, -8, 12, 2, 1, 9, 3, 31 \ Vertex 9 VERTEX 33, -8, 12, 4, 3, 10, 5, 31 \ Vertex 10 VERTEX 30, -1, 12, 6, 5, 11, 10, 31 \ Vertex 11 VERTEX -11, -2, 30, 9, 8, 13, 12, 31 \ Vertex 12 VERTEX -13, -8, 30, 9, 3, 13, 13, 31 \ Vertex 13 VERTEX 14, -8, 30, 10, 3, 13, 13, 31 \ Vertex 14 VERTEX 11, -2, 30, 11, 10, 13, 12, 31 \ Vertex 15 VERTEX -5, 6, 2, 7, 7, 7, 7, 7 \ Vertex 16 VERTEX -18, 3, 2, 7, 7, 7, 7, 7 \ Vertex 17 VERTEX -5, 7, -7, 7, 7, 7, 7, 7 \ Vertex 18 VERTEX -18, 4, -7, 7, 7, 7, 7, 7 \ Vertex 19 VERTEX -11, 6, -14, 7, 7, 7, 7, 7 \ Vertex 20 VERTEX -11, 5, -7, 7, 7, 7, 7, 7 \ Vertex 21 VERTEX 5, 7, -14, 6, 6, 6, 6, 7 \ Vertex 22 VERTEX 18, 4, -14, 6, 6, 6, 6, 7 \ Vertex 23 VERTEX 11, 5, -7, 6, 6, 6, 6, 7 \ Vertex 24 VERTEX 5, 6, -3, 6, 6, 6, 6, 7 \ Vertex 25 VERTEX 18, 3, -3, 6, 6, 6, 6, 7 \ Vertex 26 VERTEX 11, 4, 8, 6, 6, 6, 6, 7 \ Vertex 27 VERTEX 11, 5, -3, 6, 6, 6, 6, 7 \ Vertex 28 VERTEX -16, -8, -13, 3, 3, 3, 3, 6 \ Vertex 29 VERTEX -16, -8, 16, 3, 3, 3, 3, 6 \ Vertex 30 VERTEX 17, -8, -13, 3, 3, 3, 3, 6 \ Vertex 31 VERTEX 17, -8, 16, 3, 3, 3, 3, 6 \ Vertex 32 VERTEX -13, -3, -26, 0, 0, 0, 0, 8 \ Vertex 33 VERTEX 13, -3, -26, 0, 0, 0, 0, 8 \ Vertex 34 VERTEX 9, 3, -26, 0, 0, 0, 0, 5 \ Vertex 35 VERTEX -8, 3, -26, 0, 0, 0, 0, 5 \ Vertex 36 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 \ Edge 0 EDGE 1, 2, 1, 0, 31 \ Edge 1 EDGE 2, 3, 2, 0, 31 \ Edge 2 EDGE 3, 4, 3, 0, 31 \ Edge 3 EDGE 4, 5, 4, 0, 31 \ Edge 4 EDGE 5, 6, 5, 0, 31 \ Edge 5 EDGE 0, 6, 6, 0, 31 \ Edge 6 EDGE 0, 7, 7, 6, 16 \ Edge 7 EDGE 1, 8, 7, 1, 31 \ Edge 8 EDGE 2, 9, 2, 1, 11 \ Edge 9 EDGE 3, 9, 3, 2, 31 \ Edge 10 EDGE 4, 10, 4, 3, 31 \ Edge 11 EDGE 5, 10, 5, 4, 11 \ Edge 12 EDGE 6, 11, 6, 5, 31 \ Edge 13 EDGE 7, 8, 8, 7, 17 \ Edge 14 EDGE 8, 9, 9, 1, 17 \ Edge 15 EDGE 10, 11, 10, 5, 17 \ Edge 16 EDGE 7, 11, 11, 6, 17 \ Edge 17 EDGE 7, 15, 12, 11, 19 \ Edge 18 EDGE 7, 12, 12, 8, 19 \ Edge 19 EDGE 8, 12, 9, 8, 16 \ Edge 20 EDGE 9, 13, 9, 3, 31 \ Edge 21 EDGE 10, 14, 10, 3, 31 \ Edge 22 EDGE 11, 15, 11, 10, 16 \ Edge 23 EDGE 12, 13, 13, 9, 31 \ Edge 24 EDGE 13, 14, 13, 3, 31 \ Edge 25 EDGE 14, 15, 13, 10, 31 \ Edge 26 EDGE 12, 15, 13, 12, 31 \ Edge 27 EDGE 16, 17, 7, 7, 7 \ Edge 28 EDGE 18, 19, 7, 7, 7 \ Edge 29 EDGE 19, 20, 7, 7, 7 \ Edge 30 EDGE 18, 20, 7, 7, 7 \ Edge 31 EDGE 20, 21, 7, 7, 7 \ Edge 32 EDGE 22, 23, 6, 6, 7 \ Edge 33 EDGE 23, 24, 6, 6, 7 \ Edge 34 EDGE 24, 22, 6, 6, 7 \ Edge 35 EDGE 25, 26, 6, 6, 7 \ Edge 36 EDGE 26, 27, 6, 6, 7 \ Edge 37 EDGE 25, 27, 6, 6, 7 \ Edge 38 EDGE 27, 28, 6, 6, 7 \ Edge 39 EDGE 29, 30, 3, 3, 6 \ Edge 40 EDGE 31, 32, 3, 3, 6 \ Edge 41 EDGE 33, 34, 0, 0, 8 \ Edge 42 EDGE 34, 35, 0, 0, 5 \ Edge 43 EDGE 35, 36, 0, 0, 5 \ Edge 44 EDGE 36, 33, 0, 0, 5 \ Edge 45 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 0, -103, 31 \ Face 0 FACE -111, 48, -7, 31 \ Face 1 FACE -105, -63, -21, 31 \ Face 2 FACE 0, -34, 0, 31 \ Face 3 FACE 105, -63, -21, 31 \ Face 4 FACE 111, 48, -7, 31 \ Face 5 FACE 8, 32, 3, 31 \ Face 6 FACE -8, 32, 3, 31 \ Face 7 FACE -8, 34, 11, 19 \ Face 8 FACE -75, 32, 79, 31 \ Face 9 FACE 75, 32, 79, 31 \ Face 10 FACE 8, 34, 11, 19 \ Face 11 FACE 0, 38, 17, 31 \ Face 12 FACE 0, 0, 121, 31 \ Face 13
Name: SHIP_COBRA_MK_3 [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Cobra Mk III Deep dive: Ship blueprints
.SHIP_COBRA_MK_3 EQUB 3 \ Max. canisters on demise = 3 EQUW 95 * 95 \ Targetable area = 95 * 95 EQUB &BC \ Edges data offset (low) = &00BC EQUB &54 \ Faces data offset (low) = &0154 EQUB 157 \ Max. edge count = (157 - 1) / 4 = 39 EQUB 84 \ Gun vertex = 84 / 4 = 21 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 168 \ Number of vertices = 168 / 6 = 28 EQUB 38 \ Number of edges = 38 EQUW 0 \ Bounty = 0 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 50 \ Visibility distance = 50 EQUB 150 \ Max. energy = 150 EQUB 28 \ Max. speed = 28 EQUB &00 \ Edges data offset (high) = &00BC EQUB &01 \ Faces data offset (high) = &0154 EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010011 \ Laser power = 2 \ Missiles = 3 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, 26, 24, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX -120, -3, -8, 3, 7, 10, 10, 31 \ Vertex 3 VERTEX 120, -3, -8, 4, 8, 12, 12, 31 \ Vertex 4 VERTEX -88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX 88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 6 VERTEX 128, -8, -40, 8, 9, 12, 12, 31 \ Vertex 7 VERTEX -128, -8, -40, 7, 9, 10, 10, 31 \ Vertex 8 VERTEX 0, 26, -40, 5, 6, 9, 9, 31 \ Vertex 9 VERTEX -32, -24, -40, 9, 10, 11, 11, 31 \ Vertex 10 VERTEX 32, -24, -40, 9, 11, 12, 12, 31 \ Vertex 11 VERTEX -36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 12 VERTEX -8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 13 VERTEX 8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 14 VERTEX 36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 15 VERTEX 36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 16 VERTEX 8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 17 VERTEX -8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 18 VERTEX -36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 19 VERTEX 0, 0, 76, 0, 11, 11, 11, 6 \ Vertex 20 VERTEX 0, 0, 90, 0, 11, 11, 11, 31 \ Vertex 21 VERTEX -80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 22 VERTEX -80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 23 VERTEX -88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 24 VERTEX 80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 25 VERTEX 88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 26 VERTEX 80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 27 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 11, 31 \ Edge 0 EDGE 0, 4, 4, 12, 31 \ Edge 1 EDGE 1, 3, 3, 10, 31 \ Edge 2 EDGE 3, 8, 7, 10, 31 \ Edge 3 EDGE 4, 7, 8, 12, 31 \ Edge 4 EDGE 6, 7, 8, 9, 31 \ Edge 5 EDGE 6, 9, 6, 9, 31 \ Edge 6 EDGE 5, 9, 5, 9, 31 \ Edge 7 EDGE 5, 8, 7, 9, 31 \ Edge 8 EDGE 2, 5, 1, 5, 31 \ Edge 9 EDGE 2, 6, 2, 6, 31 \ Edge 10 EDGE 3, 5, 3, 7, 31 \ Edge 11 EDGE 4, 6, 4, 8, 31 \ Edge 12 EDGE 1, 2, 0, 1, 31 \ Edge 13 EDGE 0, 2, 0, 2, 31 \ Edge 14 EDGE 8, 10, 9, 10, 31 \ Edge 15 EDGE 10, 11, 9, 11, 31 \ Edge 16 EDGE 7, 11, 9, 12, 31 \ Edge 17 EDGE 1, 10, 10, 11, 31 \ Edge 18 EDGE 0, 11, 11, 12, 31 \ Edge 19 EDGE 1, 5, 1, 3, 29 \ Edge 20 EDGE 0, 6, 2, 4, 29 \ Edge 21 EDGE 20, 21, 0, 11, 6 \ Edge 22 EDGE 12, 13, 9, 9, 20 \ Edge 23 EDGE 18, 19, 9, 9, 20 \ Edge 24 EDGE 14, 15, 9, 9, 20 \ Edge 25 EDGE 16, 17, 9, 9, 20 \ Edge 26 EDGE 15, 16, 9, 9, 19 \ Edge 27 EDGE 14, 17, 9, 9, 17 \ Edge 28 EDGE 13, 18, 9, 9, 19 \ Edge 29 EDGE 12, 19, 9, 9, 19 \ Edge 30 EDGE 2, 9, 5, 6, 30 \ Edge 31 EDGE 22, 24, 9, 9, 6 \ Edge 32 EDGE 23, 24, 9, 9, 6 \ Edge 33 EDGE 22, 23, 9, 9, 8 \ Edge 34 EDGE 25, 26, 9, 9, 6 \ Edge 35 EDGE 26, 27, 9, 9, 6 \ Edge 36 EDGE 25, 27, 9, 9, 8 \ Edge 37 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 62, 31, 31 \ Face 0 FACE -18, 55, 16, 31 \ Face 1 FACE 18, 55, 16, 31 \ Face 2 FACE -16, 52, 14, 31 \ Face 3 FACE 16, 52, 14, 31 \ Face 4 FACE -14, 47, 0, 31 \ Face 5 FACE 14, 47, 0, 31 \ Face 6 FACE -61, 102, 0, 31 \ Face 7 FACE 61, 102, 0, 31 \ Face 8 FACE 0, 0, -80, 31 \ Face 9 FACE -7, -42, 9, 31 \ Face 10 FACE 0, -30, 6, 31 \ Face 11 FACE 7, -42, 9, 31 \ Face 12
Name: SHIP_PYTHON [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Python Deep dive: Ship blueprints
.SHIP_PYTHON EQUB 5 \ Max. canisters on demise = 5 EQUW 80 * 80 \ Targetable area = 80 * 80 EQUB &56 \ Edges data offset (low) = &0056 EQUB &BE \ Faces data offset (low) = &00BE EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 66 \ Number of vertices = 66 / 6 = 11 EQUB 26 \ Number of edges = 26 EQUW 0 \ Bounty = 0 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 40 \ Visibility distance = 40 EQUB 250 \ Max. energy = 250 EQUB 20 \ Max. speed = 20 EQUB &00 \ Edges data offset (high) = &0056 EQUB &00 \ Faces data offset (high) = &00BE EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00011011 \ Laser power = 3 \ Missiles = 3 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 224, 0, 1, 2, 3, 31 \ Vertex 0 VERTEX 0, 48, 48, 0, 1, 4, 5, 31 \ Vertex 1 VERTEX 96, 0, -16, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX -96, 0, -16, 15, 15, 15, 15, 31 \ Vertex 3 VERTEX 0, 48, -32, 4, 5, 8, 9, 31 \ Vertex 4 VERTEX 0, 24, -112, 9, 8, 12, 12, 31 \ Vertex 5 VERTEX -48, 0, -112, 8, 11, 12, 12, 31 \ Vertex 6 VERTEX 48, 0, -112, 9, 10, 12, 12, 31 \ Vertex 7 VERTEX 0, -48, 48, 2, 3, 6, 7, 31 \ Vertex 8 VERTEX 0, -48, -32, 6, 7, 10, 11, 31 \ Vertex 9 VERTEX 0, -24, -112, 10, 11, 12, 12, 31 \ Vertex 10 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 8, 2, 3, 31 \ Edge 0 EDGE 0, 3, 0, 2, 31 \ Edge 1 EDGE 0, 2, 1, 3, 31 \ Edge 2 EDGE 0, 1, 0, 1, 31 \ Edge 3 EDGE 2, 4, 9, 5, 31 \ Edge 4 EDGE 1, 2, 1, 5, 31 \ Edge 5 EDGE 2, 8, 7, 3, 31 \ Edge 6 EDGE 1, 3, 0, 4, 31 \ Edge 7 EDGE 3, 8, 2, 6, 31 \ Edge 8 EDGE 2, 9, 7, 10, 31 \ Edge 9 EDGE 3, 4, 4, 8, 31 \ Edge 10 EDGE 3, 9, 6, 11, 31 \ Edge 11 EDGE 3, 5, 8, 8, 7 \ Edge 12 EDGE 3, 10, 11, 11, 7 \ Edge 13 EDGE 2, 5, 9, 9, 7 \ Edge 14 EDGE 2, 10, 10, 10, 7 \ Edge 15 EDGE 2, 7, 9, 10, 31 \ Edge 16 EDGE 3, 6, 8, 11, 31 \ Edge 17 EDGE 5, 6, 8, 12, 31 \ Edge 18 EDGE 5, 7, 9, 12, 31 \ Edge 19 EDGE 7, 10, 12, 10, 31 \ Edge 20 EDGE 6, 10, 11, 12, 31 \ Edge 21 EDGE 4, 5, 8, 9, 31 \ Edge 22 EDGE 9, 10, 10, 11, 31 \ Edge 23 EDGE 1, 4, 4, 5, 31 \ Edge 24 EDGE 8, 9, 6, 7, 31 \ Edge 25 \FACE normal_x, normal_y, normal_z, visibility FACE -27, 40, 11, 31 \ Face 0 FACE 27, 40, 11, 31 \ Face 1 FACE -27, -40, 11, 31 \ Face 2 FACE 27, -40, 11, 31 \ Face 3 FACE -19, 38, 0, 31 \ Face 4 FACE 19, 38, 0, 31 \ Face 5 FACE -19, -38, 0, 31 \ Face 6 FACE 19, -38, 0, 31 \ Face 7 FACE -25, 37, -11, 31 \ Face 8 FACE 25, 37, -11, 31 \ Face 9 FACE 25, -37, -11, 31 \ Face 10 FACE -25, -37, -11, 31 \ Face 11 FACE 0, 0, -112, 31 \ Face 12
Name: SHIP_BOA [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Boa Deep dive: Ship blueprints
.SHIP_BOA EQUB 5 \ Max. canisters on demise = 5 EQUW 70 * 70 \ Targetable area = 70 * 70 EQUB &62 \ Edges data offset (low) = &0062 EQUB &C2 \ Faces data offset (low) = &00C2 EQUB 93 \ Max. edge count = (93 - 1) / 4 = 23 EQUB 0 \ Gun vertex = 0 EQUB 38 \ Explosion count = 8, as (4 * n) + 6 = 38 EQUB 78 \ Number of vertices = 78 / 6 = 13 EQUB 24 \ Number of edges = 24 EQUW 0 \ Bounty = 0 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 40 \ Visibility distance = 40 EQUB 250 \ Max. energy = 250 EQUB 24 \ Max. speed = 24 EQUB &00 \ Edges data offset (high) = &0062 EQUB &00 \ Faces data offset (high) = &00C2 EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00011100 \ Laser power = 3 \ Missiles = 4 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 93, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX 0, 40, -87, 2, 0, 3, 3, 24 \ Vertex 1 VERTEX 38, -25, -99, 1, 0, 4, 4, 24 \ Vertex 2 VERTEX -38, -25, -99, 2, 1, 5, 5, 24 \ Vertex 3 VERTEX -38, 40, -59, 3, 2, 9, 6, 31 \ Vertex 4 VERTEX 38, 40, -59, 3, 0, 11, 6, 31 \ Vertex 5 VERTEX 62, 0, -67, 4, 0, 11, 8, 31 \ Vertex 6 VERTEX 24, -65, -79, 4, 1, 10, 8, 31 \ Vertex 7 VERTEX -24, -65, -79, 5, 1, 10, 7, 31 \ Vertex 8 VERTEX -62, 0, -67, 5, 2, 9, 7, 31 \ Vertex 9 VERTEX 0, 7, -107, 2, 0, 10, 10, 22 \ Vertex 10 VERTEX 13, -9, -107, 1, 0, 10, 10, 22 \ Vertex 11 VERTEX -13, -9, -107, 2, 1, 12, 12, 22 \ Vertex 12 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 5, 11, 6, 31 \ Edge 0 EDGE 0, 7, 10, 8, 31 \ Edge 1 EDGE 0, 9, 9, 7, 31 \ Edge 2 EDGE 0, 4, 9, 6, 29 \ Edge 3 EDGE 0, 6, 11, 8, 29 \ Edge 4 EDGE 0, 8, 10, 7, 29 \ Edge 5 EDGE 4, 5, 6, 3, 31 \ Edge 6 EDGE 5, 6, 11, 0, 31 \ Edge 7 EDGE 6, 7, 8, 4, 31 \ Edge 8 EDGE 7, 8, 10, 1, 31 \ Edge 9 EDGE 8, 9, 7, 5, 31 \ Edge 10 EDGE 4, 9, 9, 2, 31 \ Edge 11 EDGE 1, 4, 3, 2, 24 \ Edge 12 EDGE 1, 5, 3, 0, 24 \ Edge 13 EDGE 3, 9, 5, 2, 24 \ Edge 14 EDGE 3, 8, 5, 1, 24 \ Edge 15 EDGE 2, 6, 4, 0, 24 \ Edge 16 EDGE 2, 7, 4, 1, 24 \ Edge 17 EDGE 1, 10, 2, 0, 22 \ Edge 18 EDGE 2, 11, 1, 0, 22 \ Edge 19 EDGE 3, 12, 2, 1, 22 \ Edge 20 EDGE 10, 11, 12, 0, 14 \ Edge 21 EDGE 11, 12, 12, 1, 14 \ Edge 22 EDGE 12, 10, 12, 2, 14 \ Edge 23 \FACE normal_x, normal_y, normal_z, visibility FACE 43, 37, -60, 31 \ Face 0 FACE 0, -45, -89, 31 \ Face 1 FACE -43, 37, -60, 31 \ Face 2 FACE 0, 40, 0, 31 \ Face 3 FACE 62, -32, -20, 31 \ Face 4 FACE -62, -32, -20, 31 \ Face 5 FACE 0, 23, 6, 31 \ Face 6 FACE -23, -15, 9, 31 \ Face 7 FACE 23, -15, 9, 31 \ Face 8 FACE -26, 13, 10, 31 \ Face 9 FACE 0, -31, 12, 31 \ Face 10 FACE 26, 13, 10, 31 \ Face 11 FACE 0, 0, -107, 14 \ Face 12
Name: SHIP_ANACONDA [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for an Anaconda Deep dive: Ship blueprints
.SHIP_ANACONDA EQUB 7 \ Max. canisters on demise = 7 EQUW 100 * 100 \ Targetable area = 100 * 100 EQUB &6E \ Edges data offset (low) = &006E EQUB &D2 \ Faces data offset (low) = &00D2 EQUB 93 \ Max. edge count = (93 - 1) / 4 = 23 EQUB 48 \ Gun vertex = 48 EQUB 46 \ Explosion count = 10, as (4 * n) + 6 = 46 EQUB 90 \ Number of vertices = 90 / 6 = 15 EQUB 25 \ Number of edges = 25 EQUW 0 \ Bounty = 0 EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 36 \ Visibility distance = 36 EQUB 252 \ Max. energy = 252 EQUB 14 \ Max. speed = 14 EQUB &00 \ Edges data offset (high) = &006E EQUB &00 \ Faces data offset (high) = &00D2 EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00111111 \ Laser power = 7 \ Missiles = 7 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 7, -58, 1, 0, 5, 5, 30 \ Vertex 0 VERTEX -43, -13, -37, 1, 0, 2, 2, 30 \ Vertex 1 VERTEX -26, -47, -3, 2, 0, 3, 3, 30 \ Vertex 2 VERTEX 26, -47, -3, 3, 0, 4, 4, 30 \ Vertex 3 VERTEX 43, -13, -37, 4, 0, 5, 5, 30 \ Vertex 4 VERTEX 0, 48, -49, 5, 1, 6, 6, 30 \ Vertex 5 VERTEX -69, 15, -15, 2, 1, 7, 7, 30 \ Vertex 6 VERTEX -43, -39, 40, 3, 2, 8, 8, 31 \ Vertex 7 VERTEX 43, -39, 40, 4, 3, 9, 9, 31 \ Vertex 8 VERTEX 69, 15, -15, 5, 4, 10, 10, 30 \ Vertex 9 VERTEX -43, 53, -23, 15, 15, 15, 15, 31 \ Vertex 10 VERTEX -69, -1, 32, 7, 2, 8, 8, 31 \ Vertex 11 VERTEX 0, 0, 254, 15, 15, 15, 15, 31 \ Vertex 12 VERTEX 69, -1, 32, 9, 4, 10, 10, 31 \ Vertex 13 VERTEX 43, 53, -23, 15, 15, 15, 15, 31 \ Vertex 14 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 30 \ Edge 0 EDGE 1, 2, 2, 0, 30 \ Edge 1 EDGE 2, 3, 3, 0, 30 \ Edge 2 EDGE 3, 4, 4, 0, 30 \ Edge 3 EDGE 0, 4, 5, 0, 30 \ Edge 4 EDGE 0, 5, 5, 1, 29 \ Edge 5 EDGE 1, 6, 2, 1, 29 \ Edge 6 EDGE 2, 7, 3, 2, 29 \ Edge 7 EDGE 3, 8, 4, 3, 29 \ Edge 8 EDGE 4, 9, 5, 4, 29 \ Edge 9 EDGE 5, 10, 6, 1, 30 \ Edge 10 EDGE 6, 10, 7, 1, 30 \ Edge 11 EDGE 6, 11, 7, 2, 30 \ Edge 12 EDGE 7, 11, 8, 2, 30 \ Edge 13 EDGE 7, 12, 8, 3, 31 \ Edge 14 EDGE 8, 12, 9, 3, 31 \ Edge 15 EDGE 8, 13, 9, 4, 30 \ Edge 16 EDGE 9, 13, 10, 4, 30 \ Edge 17 EDGE 9, 14, 10, 5, 30 \ Edge 18 EDGE 5, 14, 6, 5, 30 \ Edge 19 EDGE 10, 14, 11, 6, 30 \ Edge 20 EDGE 10, 12, 11, 7, 31 \ Edge 21 EDGE 11, 12, 8, 7, 31 \ Edge 22 EDGE 12, 13, 10, 9, 31 \ Edge 23 EDGE 12, 14, 11, 10, 31 \ Edge 24 \FACE normal_x, normal_y, normal_z, visibility FACE 0, -51, -49, 30 \ Face 0 FACE -51, 18, -87, 30 \ Face 1 FACE -77, -57, -19, 30 \ Face 2 FACE 0, -90, 16, 31 \ Face 3 FACE 77, -57, -19, 30 \ Face 4 FACE 51, 18, -87, 30 \ Face 5 FACE 0, 111, -20, 30 \ Face 6 FACE -97, 72, 24, 31 \ Face 7 FACE -108, -68, 34, 31 \ Face 8 FACE 108, -68, 34, 31 \ Face 9 FACE 97, 72, 24, 31 \ Face 10 FACE 0, 94, 18, 31 \ Face 11
Name: SHIP_ROCK_HERMIT [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a rock hermit (asteroid) Deep dive: Ship blueprints
.SHIP_ROCK_HERMIT EQUB 7 \ Max. canisters on demise = 7 EQUW 80 * 80 \ Targetable area = 80 * 80 EQUB &4A \ Edges data offset (low) = &004A EQUB &9E \ Faces data offset (low) = &009E EQUB 69 \ Max. edge count = (69 - 1) / 4 = 17 EQUB 0 \ Gun vertex = 0 EQUB 50 \ Explosion count = 11, as (4 * n) + 6 = 50 EQUB 54 \ Number of vertices = 54 / 6 = 9 EQUB 21 \ Number of edges = 21 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 50 \ Visibility distance = 50 EQUB 180 \ Max. energy = 180 EQUB 30 \ Max. speed = 30 EQUB &00 \ Edges data offset (high) = &004A EQUB &00 \ Faces data offset (high) = &009E EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00000010 \ Laser power = 0 \ Missiles = 2 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 80, 0, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -80, -10, 0, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX 70, -40, 0, 15, 15, 15, 15, 31 \ Vertex 3 VERTEX 60, 50, 0, 5, 6, 12, 13, 31 \ Vertex 4 VERTEX 50, 0, 60, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX -40, 0, 70, 0, 1, 2, 3, 31 \ Vertex 6 VERTEX 0, 30, -75, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -50, -60, 8, 9, 10, 11, 31 \ Vertex 8 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 7, 31 \ Edge 0 EDGE 0, 4, 6, 13, 31 \ Edge 1 EDGE 3, 4, 5, 12, 31 \ Edge 2 EDGE 2, 3, 4, 11, 31 \ Edge 3 EDGE 1, 2, 3, 10, 31 \ Edge 4 EDGE 1, 6, 2, 3, 31 \ Edge 5 EDGE 2, 6, 1, 3, 31 \ Edge 6 EDGE 2, 5, 1, 4, 31 \ Edge 7 EDGE 5, 6, 0, 1, 31 \ Edge 8 EDGE 0, 5, 0, 6, 31 \ Edge 9 EDGE 3, 5, 4, 5, 31 \ Edge 10 EDGE 0, 6, 0, 2, 31 \ Edge 11 EDGE 4, 5, 5, 6, 31 \ Edge 12 EDGE 1, 8, 8, 10, 31 \ Edge 13 EDGE 1, 7, 7, 8, 31 \ Edge 14 EDGE 0, 7, 7, 13, 31 \ Edge 15 EDGE 4, 7, 12, 13, 31 \ Edge 16 EDGE 3, 7, 9, 12, 31 \ Edge 17 EDGE 3, 8, 9, 11, 31 \ Edge 18 EDGE 2, 8, 10, 11, 31 \ Edge 19 EDGE 7, 8, 8, 9, 31 \ Edge 20 \FACE normal_x, normal_y, normal_z, visibility FACE 9, 66, 81, 31 \ Face 0 FACE 9, -66, 81, 31 \ Face 1 FACE -72, 64, 31, 31 \ Face 2 FACE -64, -73, 47, 31 \ Face 3 FACE 45, -79, 65, 31 \ Face 4 FACE 135, 15, 35, 31 \ Face 5 FACE 38, 76, 70, 31 \ Face 6 FACE -66, 59, -39, 31 \ Face 7 FACE -67, -15, -80, 31 \ Face 8 FACE 66, -14, -75, 31 \ Face 9 FACE -70, -80, -40, 31 \ Face 10 FACE 58, -102, -51, 31 \ Face 11 FACE 81, 9, -67, 31 \ Face 12 FACE 47, 94, -63, 31 \ Face 13
Name: SHIP_VIPER [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Viper Deep dive: Ship blueprints
.SHIP_VIPER EQUB 0 \ Max. canisters on demise = 0 EQUW 75 * 75 \ Targetable area = 75 * 75 EQUB &6E \ Edges data offset (low) = &006E EQUB &BE \ Faces data offset (low) = &00BE EQUB 81 \ Max. edge count = (81 - 1) / 4 = 20 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 90 \ Number of vertices = 90 / 6 = 15 EQUB 20 \ Number of edges = 20 EQUW 0 \ Bounty = 0 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 23 \ Visibility distance = 23 EQUB 140 \ Max. energy = 140 EQUB 32 \ Max. speed = 32 EQUB &00 \ Edges data offset (high) = &006E EQUB &00 \ Faces data offset (high) = &00BE EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010001 \ Laser power = 2 \ Missiles = 1 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 72, 1, 2, 3, 4, 31 \ Vertex 0 VERTEX 0, 16, 24, 0, 1, 2, 2, 30 \ Vertex 1 VERTEX 0, -16, 24, 3, 4, 5, 5, 30 \ Vertex 2 VERTEX 48, 0, -24, 2, 4, 6, 6, 31 \ Vertex 3 VERTEX -48, 0, -24, 1, 3, 6, 6, 31 \ Vertex 4 VERTEX 24, -16, -24, 4, 5, 6, 6, 30 \ Vertex 5 VERTEX -24, -16, -24, 5, 3, 6, 6, 30 \ Vertex 6 VERTEX 24, 16, -24, 0, 2, 6, 6, 31 \ Vertex 7 VERTEX -24, 16, -24, 0, 1, 6, 6, 31 \ Vertex 8 VERTEX -32, 0, -24, 6, 6, 6, 6, 19 \ Vertex 9 VERTEX 32, 0, -24, 6, 6, 6, 6, 19 \ Vertex 10 VERTEX 8, 8, -24, 6, 6, 6, 6, 19 \ Vertex 11 VERTEX -8, 8, -24, 6, 6, 6, 6, 19 \ Vertex 12 VERTEX -8, -8, -24, 6, 6, 6, 6, 18 \ Vertex 13 VERTEX 8, -8, -24, 6, 6, 6, 6, 18 \ Vertex 14 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 3, 2, 4, 31 \ Edge 0 EDGE 0, 1, 1, 2, 30 \ Edge 1 EDGE 0, 2, 3, 4, 30 \ Edge 2 EDGE 0, 4, 1, 3, 31 \ Edge 3 EDGE 1, 7, 0, 2, 30 \ Edge 4 EDGE 1, 8, 0, 1, 30 \ Edge 5 EDGE 2, 5, 4, 5, 30 \ Edge 6 EDGE 2, 6, 3, 5, 30 \ Edge 7 EDGE 7, 8, 0, 6, 31 \ Edge 8 EDGE 5, 6, 5, 6, 30 \ Edge 9 EDGE 4, 8, 1, 6, 31 \ Edge 10 EDGE 4, 6, 3, 6, 30 \ Edge 11 EDGE 3, 7, 2, 6, 31 \ Edge 12 EDGE 3, 5, 6, 4, 30 \ Edge 13 EDGE 9, 12, 6, 6, 19 \ Edge 14 EDGE 9, 13, 6, 6, 18 \ Edge 15 EDGE 10, 11, 6, 6, 19 \ Edge 16 EDGE 10, 14, 6, 6, 18 \ Edge 17 EDGE 11, 14, 6, 6, 16 \ Edge 18 EDGE 12, 13, 6, 6, 16 \ Edge 19 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 32, 0, 31 \ Face 0 FACE -22, 33, 11, 31 \ Face 1 FACE 22, 33, 11, 31 \ Face 2 FACE -22, -33, 11, 31 \ Face 3 FACE 22, -33, 11, 31 \ Face 4 FACE 0, -32, 0, 31 \ Face 5 FACE 0, 0, -48, 31 \ Face 6
Name: SHIP_SIDEWINDER [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Sidewinder Deep dive: Ship blueprints
.SHIP_SIDEWINDER EQUB 0 \ Max. canisters on demise = 0 EQUW 65 * 65 \ Targetable area = 65 * 65 EQUB &50 \ Edges data offset (low) = &0050 EQUB &8C \ Faces data offset (low) = &008C EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 30 \ Explosion count = 6, as (4 * n) + 6 = 30 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 EQUW 50 \ Bounty = 50 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 20 \ Visibility distance = 20 EQUB 70 \ Max. energy = 70 EQUB 37 \ Max. speed = 37 EQUB &00 \ Edges data offset (high) = &0050 EQUB &00 \ Faces data offset (high) = &008C EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -32, 0, 36, 0, 1, 4, 5, 31 \ Vertex 0 VERTEX 32, 0, 36, 0, 2, 5, 6, 31 \ Vertex 1 VERTEX 64, 0, -28, 2, 3, 6, 6, 31 \ Vertex 2 VERTEX -64, 0, -28, 1, 3, 4, 4, 31 \ Vertex 3 VERTEX 0, 16, -28, 0, 1, 2, 3, 31 \ Vertex 4 VERTEX 0, -16, -28, 3, 4, 5, 6, 31 \ Vertex 5 VERTEX -12, 6, -28, 3, 3, 3, 3, 15 \ Vertex 6 VERTEX 12, 6, -28, 3, 3, 3, 3, 15 \ Vertex 7 VERTEX 12, -6, -28, 3, 3, 3, 3, 12 \ Vertex 8 VERTEX -12, -6, -28, 3, 3, 3, 3, 12 \ Vertex 9 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 5, 31 \ Edge 0 EDGE 1, 2, 2, 6, 31 \ Edge 1 EDGE 1, 4, 0, 2, 31 \ Edge 2 EDGE 0, 4, 0, 1, 31 \ Edge 3 EDGE 0, 3, 1, 4, 31 \ Edge 4 EDGE 3, 4, 1, 3, 31 \ Edge 5 EDGE 2, 4, 2, 3, 31 \ Edge 6 EDGE 3, 5, 3, 4, 31 \ Edge 7 EDGE 2, 5, 3, 6, 31 \ Edge 8 EDGE 1, 5, 5, 6, 31 \ Edge 9 EDGE 0, 5, 4, 5, 31 \ Edge 10 EDGE 6, 7, 3, 3, 15 \ Edge 11 EDGE 7, 8, 3, 3, 12 \ Edge 12 EDGE 6, 9, 3, 3, 12 \ Edge 13 EDGE 8, 9, 3, 3, 12 \ Edge 14 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 32, 8, 31 \ Face 0 FACE -12, 47, 6, 31 \ Face 1 FACE 12, 47, 6, 31 \ Face 2 FACE 0, 0, -112, 31 \ Face 3 FACE -12, -47, 6, 31 \ Face 4 FACE 0, -32, 8, 31 \ Face 5 FACE 12, -47, 6, 31 \ Face 6
Name: SHIP_MAMBA [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Mamba Deep dive: Ship blueprints
.SHIP_MAMBA EQUB 1 \ Max. canisters on demise = 1 EQUW 70 * 70 \ Targetable area = 70 * 70 EQUB &AA \ Edges data offset (low) = &00AA EQUB &1A \ Faces data offset (low) = &001A EQUB 97 \ Max. edge count = (97 - 1) / 4 = 24 EQUB 0 \ Gun vertex = 0 EQUB 34 \ Explosion count = 7, as (4 * n) + 6 = 34 EQUB 150 \ Number of vertices = 150 / 6 = 25 EQUB 28 \ Number of edges = 28 EQUW 150 \ Bounty = 150 EQUB 20 \ Number of faces = 20 / 4 = 5 EQUB 25 \ Visibility distance = 25 EQUB 90 \ Max. energy = 90 EQUB 30 \ Max. speed = 30 EQUB &00 \ Edges data offset (high) = &00AA EQUB &01 \ Faces data offset (high) = &001A EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010010 \ Laser power = 2 \ Missiles = 2 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 64, 0, 1, 2, 3, 31 \ Vertex 0 VERTEX -64, -8, -32, 0, 2, 4, 4, 31 \ Vertex 1 VERTEX -32, 8, -32, 1, 2, 4, 4, 30 \ Vertex 2 VERTEX 32, 8, -32, 1, 3, 4, 4, 30 \ Vertex 3 VERTEX 64, -8, -32, 0, 3, 4, 4, 31 \ Vertex 4 VERTEX -4, 4, 16, 1, 1, 1, 1, 14 \ Vertex 5 VERTEX 4, 4, 16, 1, 1, 1, 1, 14 \ Vertex 6 VERTEX 8, 3, 28, 1, 1, 1, 1, 13 \ Vertex 7 VERTEX -8, 3, 28, 1, 1, 1, 1, 13 \ Vertex 8 VERTEX -20, -4, 16, 0, 0, 0, 0, 20 \ Vertex 9 VERTEX 20, -4, 16, 0, 0, 0, 0, 20 \ Vertex 10 VERTEX -24, -7, -20, 0, 0, 0, 0, 20 \ Vertex 11 VERTEX -16, -7, -20, 0, 0, 0, 0, 16 \ Vertex 12 VERTEX 16, -7, -20, 0, 0, 0, 0, 16 \ Vertex 13 VERTEX 24, -7, -20, 0, 0, 0, 0, 20 \ Vertex 14 VERTEX -8, 4, -32, 4, 4, 4, 4, 13 \ Vertex 15 VERTEX 8, 4, -32, 4, 4, 4, 4, 13 \ Vertex 16 VERTEX 8, -4, -32, 4, 4, 4, 4, 14 \ Vertex 17 VERTEX -8, -4, -32, 4, 4, 4, 4, 14 \ Vertex 18 VERTEX -32, 4, -32, 4, 4, 4, 4, 7 \ Vertex 19 VERTEX 32, 4, -32, 4, 4, 4, 4, 7 \ Vertex 20 VERTEX 36, -4, -32, 4, 4, 4, 4, 7 \ Vertex 21 VERTEX -36, -4, -32, 4, 4, 4, 4, 7 \ Vertex 22 VERTEX -38, 0, -32, 4, 4, 4, 4, 5 \ Vertex 23 VERTEX 38, 0, -32, 4, 4, 4, 4, 5 \ Vertex 24 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 2, 31 \ Edge 0 EDGE 0, 4, 0, 3, 31 \ Edge 1 EDGE 1, 4, 0, 4, 31 \ Edge 2 EDGE 1, 2, 2, 4, 30 \ Edge 3 EDGE 2, 3, 1, 4, 30 \ Edge 4 EDGE 3, 4, 3, 4, 30 \ Edge 5 EDGE 5, 6, 1, 1, 14 \ Edge 6 EDGE 6, 7, 1, 1, 12 \ Edge 7 EDGE 7, 8, 1, 1, 13 \ Edge 8 EDGE 5, 8, 1, 1, 12 \ Edge 9 EDGE 9, 11, 0, 0, 20 \ Edge 10 EDGE 9, 12, 0, 0, 16 \ Edge 11 EDGE 10, 13, 0, 0, 16 \ Edge 12 EDGE 10, 14, 0, 0, 20 \ Edge 13 EDGE 13, 14, 0, 0, 14 \ Edge 14 EDGE 11, 12, 0, 0, 14 \ Edge 15 EDGE 15, 16, 4, 4, 13 \ Edge 16 EDGE 17, 18, 4, 4, 14 \ Edge 17 EDGE 15, 18, 4, 4, 12 \ Edge 18 EDGE 16, 17, 4, 4, 12 \ Edge 19 EDGE 20, 21, 4, 4, 7 \ Edge 20 EDGE 20, 24, 4, 4, 5 \ Edge 21 EDGE 21, 24, 4, 4, 5 \ Edge 22 EDGE 19, 22, 4, 4, 7 \ Edge 23 EDGE 19, 23, 4, 4, 5 \ Edge 24 EDGE 22, 23, 4, 4, 5 \ Edge 25 EDGE 0, 2, 1, 2, 30 \ Edge 26 EDGE 0, 3, 1, 3, 30 \ Edge 27 \FACE normal_x, normal_y, normal_z, visibility FACE 0, -24, 2, 30 \ Face 0 FACE 0, 24, 2, 30 \ Face 1 FACE -32, 64, 16, 30 \ Face 2 FACE 32, 64, 16, 30 \ Face 3 FACE 0, 0, -127, 30 \ Face 4
Name: SHIP_KRAIT [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Krait Deep dive: Ship blueprints
.SHIP_KRAIT EQUB 1 \ Max. canisters on demise = 1 EQUW 60 * 60 \ Targetable area = 60 * 60 EQUB &7A \ Edges data offset (low) = &007A EQUB &CE \ Faces data offset (low) = &00CE EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 102 \ Number of vertices = 102 / 6 = 17 EQUB 21 \ Number of edges = 21 EQUW 100 \ Bounty = 100 EQUB 24 \ Number of faces = 24 / 4 = 6 EQUB 20 \ Visibility distance = 20 EQUB 80 \ Max. energy = 80 EQUB 30 \ Max. speed = 30 EQUB &00 \ Edges data offset (high) = &007A EQUB &00 \ Faces data offset (high) = &00CE EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 96, 1, 0, 3, 2, 31 \ Vertex 0 VERTEX 0, 18, -48, 3, 0, 5, 4, 31 \ Vertex 1 VERTEX 0, -18, -48, 2, 1, 5, 4, 31 \ Vertex 2 VERTEX 90, 0, -3, 1, 0, 4, 4, 31 \ Vertex 3 VERTEX -90, 0, -3, 3, 2, 5, 5, 31 \ Vertex 4 VERTEX 90, 0, 87, 1, 0, 1, 1, 30 \ Vertex 5 VERTEX -90, 0, 87, 3, 2, 3, 3, 30 \ Vertex 6 VERTEX 0, 5, 53, 0, 0, 3, 3, 9 \ Vertex 7 VERTEX 0, 7, 38, 0, 0, 3, 3, 6 \ Vertex 8 VERTEX -18, 7, 19, 3, 3, 3, 3, 9 \ Vertex 9 VERTEX 18, 7, 19, 0, 0, 0, 0, 9 \ Vertex 10 VERTEX 18, 11, -39, 4, 4, 4, 4, 8 \ Vertex 11 VERTEX 18, -11, -39, 4, 4, 4, 4, 8 \ Vertex 12 VERTEX 36, 0, -30, 4, 4, 4, 4, 8 \ Vertex 13 VERTEX -18, 11, -39, 5, 5, 5, 5, 8 \ Vertex 14 VERTEX -18, -11, -39, 5, 5, 5, 5, 8 \ Vertex 15 VERTEX -36, 0, -30, 5, 5, 5, 5, 8 \ Vertex 16 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 \ Edge 0 EDGE 0, 2, 2, 1, 31 \ Edge 1 EDGE 0, 3, 1, 0, 31 \ Edge 2 EDGE 0, 4, 3, 2, 31 \ Edge 3 EDGE 1, 4, 5, 3, 31 \ Edge 4 EDGE 4, 2, 5, 2, 31 \ Edge 5 EDGE 2, 3, 4, 1, 31 \ Edge 6 EDGE 3, 1, 4, 0, 31 \ Edge 7 EDGE 3, 5, 1, 0, 30 \ Edge 8 EDGE 4, 6, 3, 2, 30 \ Edge 9 EDGE 1, 2, 5, 4, 8 \ Edge 10 EDGE 7, 10, 0, 0, 9 \ Edge 11 EDGE 8, 10, 0, 0, 6 \ Edge 12 EDGE 7, 9, 3, 3, 9 \ Edge 13 EDGE 8, 9, 3, 3, 6 \ Edge 14 EDGE 11, 13, 4, 4, 8 \ Edge 15 EDGE 13, 12, 4, 4, 8 \ Edge 16 EDGE 12, 11, 4, 4, 7 \ Edge 17 EDGE 14, 15, 5, 5, 7 \ Edge 18 EDGE 15, 16, 5, 5, 8 \ Edge 19 EDGE 16, 14, 5, 5, 8 \ Edge 20 \FACE normal_x, normal_y, normal_z, visibility FACE 3, 24, 3, 31 \ Face 0 FACE 3, -24, 3, 31 \ Face 1 FACE -3, -24, 3, 31 \ Face 2 FACE -3, 24, 3, 31 \ Face 3 FACE 38, 0, -77, 31 \ Face 4 FACE -38, 0, -77, 31 \ Face 5
Name: SHIP_ADDER [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for an Adder Deep dive: Ship blueprints
.SHIP_ADDER EQUB 0 \ Max. canisters on demise = 0 EQUW 50 * 50 \ Targetable area = 50 * 50 EQUB &80 \ Edges data offset (low) = &0080 EQUB &F4 \ Faces data offset (low) = &00F4 EQUB 101 \ Max. edge count = (101 - 1) / 4 = 25 EQUB 0 \ Gun vertex = 0 EQUB 22 \ Explosion count = 4, as (4 * n) + 6 = 22 EQUB 108 \ Number of vertices = 108 / 6 = 18 EQUB 29 \ Number of edges = 29 EQUW 40 \ Bounty = 40 EQUB 60 \ Number of faces = 60 / 4 = 15 EQUB 20 \ Visibility distance = 20 EQUB 85 \ Max. energy = 85 EQUB 24 \ Max. speed = 24 EQUB &00 \ Edges data offset (high) = &0080 EQUB &00 \ Faces data offset (high) = &00F4 EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -18, 0, 40, 1, 0, 12, 11, 31 \ Vertex 0 VERTEX 18, 0, 40, 1, 0, 3, 2, 31 \ Vertex 1 VERTEX 30, 0, -24, 3, 2, 5, 4, 31 \ Vertex 2 VERTEX 30, 0, -40, 5, 4, 6, 6, 31 \ Vertex 3 VERTEX 18, -7, -40, 6, 5, 14, 7, 31 \ Vertex 4 VERTEX -18, -7, -40, 8, 7, 14, 10, 31 \ Vertex 5 VERTEX -30, 0, -40, 9, 8, 10, 10, 31 \ Vertex 6 VERTEX -30, 0, -24, 10, 9, 12, 11, 31 \ Vertex 7 VERTEX -18, 7, -40, 8, 7, 13, 9, 31 \ Vertex 8 VERTEX 18, 7, -40, 6, 4, 13, 7, 31 \ Vertex 9 VERTEX -18, 7, 13, 9, 0, 13, 11, 31 \ Vertex 10 VERTEX 18, 7, 13, 2, 0, 13, 4, 31 \ Vertex 11 VERTEX -18, -7, 13, 10, 1, 14, 12, 31 \ Vertex 12 VERTEX 18, -7, 13, 3, 1, 14, 5, 31 \ Vertex 13 VERTEX -11, 3, 29, 0, 0, 0, 0, 5 \ Vertex 14 VERTEX 11, 3, 29, 0, 0, 0, 0, 5 \ Vertex 15 VERTEX 11, 4, 24, 0, 0, 0, 0, 4 \ Vertex 16 VERTEX -11, 4, 24, 0, 0, 0, 0, 4 \ Vertex 17 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 31 \ Edge 0 EDGE 1, 2, 3, 2, 7 \ Edge 1 EDGE 2, 3, 5, 4, 31 \ Edge 2 EDGE 3, 4, 6, 5, 31 \ Edge 3 EDGE 4, 5, 14, 7, 31 \ Edge 4 EDGE 5, 6, 10, 8, 31 \ Edge 5 EDGE 6, 7, 10, 9, 31 \ Edge 6 EDGE 7, 0, 12, 11, 7 \ Edge 7 EDGE 3, 9, 6, 4, 31 \ Edge 8 EDGE 9, 8, 13, 7, 31 \ Edge 9 EDGE 8, 6, 9, 8, 31 \ Edge 10 EDGE 0, 10, 11, 0, 31 \ Edge 11 EDGE 7, 10, 11, 9, 31 \ Edge 12 EDGE 1, 11, 2, 0, 31 \ Edge 13 EDGE 2, 11, 4, 2, 31 \ Edge 14 EDGE 0, 12, 12, 1, 31 \ Edge 15 EDGE 7, 12, 12, 10, 31 \ Edge 16 EDGE 1, 13, 3, 1, 31 \ Edge 17 EDGE 2, 13, 5, 3, 31 \ Edge 18 EDGE 10, 11, 13, 0, 31 \ Edge 19 EDGE 12, 13, 14, 1, 31 \ Edge 20 EDGE 8, 10, 13, 9, 31 \ Edge 21 EDGE 9, 11, 13, 4, 31 \ Edge 22 EDGE 5, 12, 14, 10, 31 \ Edge 23 EDGE 4, 13, 14, 5, 31 \ Edge 24 EDGE 14, 15, 0, 0, 5 \ Edge 25 EDGE 15, 16, 0, 0, 3 \ Edge 26 EDGE 16, 17, 0, 0, 4 \ Edge 27 EDGE 17, 14, 0, 0, 3 \ Edge 28 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 39, 10, 31 \ Face 0 FACE 0, -39, 10, 31 \ Face 1 FACE 69, 50, 13, 31 \ Face 2 FACE 69, -50, 13, 31 \ Face 3 FACE 30, 52, 0, 31 \ Face 4 FACE 30, -52, 0, 31 \ Face 5 FACE 0, 0, -160, 31 \ Face 6 FACE 0, 0, -160, 31 \ Face 7 FACE 0, 0, -160, 31 \ Face 8 FACE -30, 52, 0, 31 \ Face 9 FACE -30, -52, 0, 31 \ Face 10 FACE -69, 50, 13, 31 \ Face 11 FACE -69, -50, 13, 31 \ Face 12 FACE 0, 28, 0, 31 \ Face 13 FACE 0, -28, 0, 31 \ Face 14
Name: SHIP_GECKO [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Gecko Deep dive: Ship blueprints
.SHIP_GECKO EQUB 0 \ Max. canisters on demise = 0 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB &5C \ Edges data offset (low) = &005C EQUB &A0 \ Faces data offset (low) = &00A0 EQUB 69 \ Max. edge count = (69 - 1) / 4 = 17 EQUB 0 \ Gun vertex = 0 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 72 \ Number of vertices = 72 / 6 = 12 EQUB 17 \ Number of edges = 17 EQUW 55 \ Bounty = 55 EQUB 36 \ Number of faces = 36 / 4 = 9 EQUB 18 \ Visibility distance = 18 EQUB 70 \ Max. energy = 70 EQUB 30 \ Max. speed = 30 EQUB &00 \ Edges data offset (high) = &005C EQUB &00 \ Faces data offset (high) = &00A0 EQUB 3 \ Normals are scaled by = 2^3 = 8 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -10, -4, 47, 3, 0, 5, 4, 31 \ Vertex 0 VERTEX 10, -4, 47, 1, 0, 3, 2, 31 \ Vertex 1 VERTEX -16, 8, -23, 5, 0, 7, 6, 31 \ Vertex 2 VERTEX 16, 8, -23, 1, 0, 8, 7, 31 \ Vertex 3 VERTEX -66, 0, -3, 5, 4, 6, 6, 31 \ Vertex 4 VERTEX 66, 0, -3, 2, 1, 8, 8, 31 \ Vertex 5 VERTEX -20, -14, -23, 4, 3, 7, 6, 31 \ Vertex 6 VERTEX 20, -14, -23, 3, 2, 8, 7, 31 \ Vertex 7 VERTEX -8, -6, 33, 3, 3, 3, 3, 16 \ Vertex 8 VERTEX 8, -6, 33, 3, 3, 3, 3, 17 \ Vertex 9 VERTEX -8, -13, -16, 3, 3, 3, 3, 16 \ Vertex 10 VERTEX 8, -13, -16, 3, 3, 3, 3, 17 \ Vertex 11 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 \ Edge 0 EDGE 1, 5, 2, 1, 31 \ Edge 1 EDGE 5, 3, 8, 1, 31 \ Edge 2 EDGE 3, 2, 7, 0, 31 \ Edge 3 EDGE 2, 4, 6, 5, 31 \ Edge 4 EDGE 4, 0, 5, 4, 31 \ Edge 5 EDGE 5, 7, 8, 2, 31 \ Edge 6 EDGE 7, 6, 7, 3, 31 \ Edge 7 EDGE 6, 4, 6, 4, 31 \ Edge 8 EDGE 0, 2, 5, 0, 29 \ Edge 9 EDGE 1, 3, 1, 0, 30 \ Edge 10 EDGE 0, 6, 4, 3, 29 \ Edge 11 EDGE 1, 7, 3, 2, 30 \ Edge 12 EDGE 2, 6, 7, 6, 20 \ Edge 13 EDGE 3, 7, 8, 7, 20 \ Edge 14 EDGE 8, 10, 3, 3, 16 \ Edge 15 EDGE 9, 11, 3, 3, 17 \ Edge 16 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 31, 5, 31 \ Face 0 FACE 4, 45, 8, 31 \ Face 1 FACE 25, -108, 19, 31 \ Face 2 FACE 0, -84, 12, 31 \ Face 3 FACE -25, -108, 19, 31 \ Face 4 FACE -4, 45, 8, 31 \ Face 5 FACE -88, 16, -214, 31 \ Face 6 FACE 0, 0, -187, 31 \ Face 7 FACE 88, 16, -214, 31 \ Face 8
Name: SHIP_COBRA_MK_1 [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Cobra Mk I Deep dive: Ship blueprints
.SHIP_COBRA_MK_1 EQUB 3 \ Max. canisters on demise = 3 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB &56 \ Edges data offset (low) = &0056 EQUB &9E \ Faces data offset (low) = &009E EQUB 73 \ Max. edge count = (73 - 1) / 4 = 18 EQUB 40 \ Gun vertex = 40 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 66 \ Number of vertices = 66 / 6 = 11 EQUB 18 \ Number of edges = 18 EQUW 75 \ Bounty = 75 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 19 \ Visibility distance = 19 EQUB 90 \ Max. energy = 90 EQUB 26 \ Max. speed = 26 EQUB &00 \ Edges data offset (high) = &0056 EQUB &00 \ Faces data offset (high) = &009E EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010010 \ Laser power = 2 \ Missiles = 2 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -18, -1, 50, 1, 0, 3, 2, 31 \ Vertex 0 VERTEX 18, -1, 50, 1, 0, 5, 4, 31 \ Vertex 1 VERTEX -66, 0, 7, 3, 2, 8, 8, 31 \ Vertex 2 VERTEX 66, 0, 7, 5, 4, 9, 9, 31 \ Vertex 3 VERTEX -32, 12, -38, 6, 2, 8, 7, 31 \ Vertex 4 VERTEX 32, 12, -38, 6, 4, 9, 7, 31 \ Vertex 5 VERTEX -54, -12, -38, 3, 1, 8, 7, 31 \ Vertex 6 VERTEX 54, -12, -38, 5, 1, 9, 7, 31 \ Vertex 7 VERTEX 0, 12, -6, 2, 0, 6, 4, 20 \ Vertex 8 VERTEX 0, -1, 50, 1, 0, 1, 1, 2 \ Vertex 9 VERTEX 0, -1, 60, 1, 0, 1, 1, 31 \ Vertex 10 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 1, 0, 1, 0, 31 \ Edge 0 EDGE 0, 2, 3, 2, 31 \ Edge 1 EDGE 2, 6, 8, 3, 31 \ Edge 2 EDGE 6, 7, 7, 1, 31 \ Edge 3 EDGE 7, 3, 9, 5, 31 \ Edge 4 EDGE 3, 1, 5, 4, 31 \ Edge 5 EDGE 2, 4, 8, 2, 31 \ Edge 6 EDGE 4, 5, 7, 6, 31 \ Edge 7 EDGE 5, 3, 9, 4, 31 \ Edge 8 EDGE 0, 8, 2, 0, 20 \ Edge 9 EDGE 8, 1, 4, 0, 20 \ Edge 10 EDGE 4, 8, 6, 2, 16 \ Edge 11 EDGE 8, 5, 6, 4, 16 \ Edge 12 EDGE 4, 6, 8, 7, 31 \ Edge 13 EDGE 5, 7, 9, 7, 31 \ Edge 14 EDGE 0, 6, 3, 1, 20 \ Edge 15 EDGE 1, 7, 5, 1, 20 \ Edge 16 EDGE 10, 9, 1, 0, 2 \ Edge 17 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 41, 10, 31 \ Face 0 FACE 0, -27, 3, 31 \ Face 1 FACE -8, 46, 8, 31 \ Face 2 FACE -12, -57, 12, 31 \ Face 3 FACE 8, 46, 8, 31 \ Face 4 FACE 12, -57, 12, 31 \ Face 5 FACE 0, 49, 0, 31 \ Face 6 FACE 0, 0, -154, 31 \ Face 7 FACE -121, 111, -62, 31 \ Face 8 FACE 121, 111, -62, 31 \ Face 9
Name: SHIP_WORM [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Worm Deep dive: Ship blueprints
.SHIP_WORM EQUB 0 \ Max. canisters on demise = 0 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB &50 \ Edges data offset (low) = &0050 EQUB &90 \ Faces data offset (low) = &0090 EQUB 77 \ Max. edge count = (77 - 1) / 4 = 19 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 16 \ Number of edges = 16 EQUW 0 \ Bounty = 0 EQUB 32 \ Number of faces = 32 / 4 = 8 EQUB 19 \ Visibility distance = 19 EQUB 30 \ Max. energy = 30 EQUB 23 \ Max. speed = 23 EQUB &00 \ Edges data offset (high) = &0050 EQUB &00 \ Faces data offset (high) = &0090 EQUB 3 \ Normals are scaled by = 2^3 = 8 EQUB %00001000 \ Laser power = 1 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 10, -10, 35, 2, 0, 7, 7, 31 \ Vertex 0 VERTEX -10, -10, 35, 3, 0, 7, 7, 31 \ Vertex 1 VERTEX 5, 6, 15, 1, 0, 4, 2, 31 \ Vertex 2 VERTEX -5, 6, 15, 1, 0, 5, 3, 31 \ Vertex 3 VERTEX 15, -10, 25, 4, 2, 7, 7, 31 \ Vertex 4 VERTEX -15, -10, 25, 5, 3, 7, 7, 31 \ Vertex 5 VERTEX 26, -10, -25, 6, 4, 7, 7, 31 \ Vertex 6 VERTEX -26, -10, -25, 6, 5, 7, 7, 31 \ Vertex 7 VERTEX 8, 14, -25, 4, 1, 6, 6, 31 \ Vertex 8 VERTEX -8, 14, -25, 5, 1, 6, 6, 31 \ Vertex 9 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 \ Edge 0 EDGE 1, 5, 7, 3, 31 \ Edge 1 EDGE 5, 7, 7, 5, 31 \ Edge 2 EDGE 7, 6, 7, 6, 31 \ Edge 3 EDGE 6, 4, 7, 4, 31 \ Edge 4 EDGE 4, 0, 7, 2, 31 \ Edge 5 EDGE 0, 2, 2, 0, 31 \ Edge 6 EDGE 1, 3, 3, 0, 31 \ Edge 7 EDGE 4, 2, 4, 2, 31 \ Edge 8 EDGE 5, 3, 5, 3, 31 \ Edge 9 EDGE 2, 8, 4, 1, 31 \ Edge 10 EDGE 8, 6, 6, 4, 31 \ Edge 11 EDGE 3, 9, 5, 1, 31 \ Edge 12 EDGE 9, 7, 6, 5, 31 \ Edge 13 EDGE 2, 3, 1, 0, 31 \ Edge 14 EDGE 8, 9, 6, 1, 31 \ Edge 15 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 88, 70, 31 \ Face 0 FACE 0, 69, 14, 31 \ Face 1 FACE 70, 66, 35, 31 \ Face 2 FACE -70, 66, 35, 31 \ Face 3 FACE 64, 49, 14, 31 \ Face 4 FACE -64, 49, 14, 31 \ Face 5 FACE 0, 0, -200, 31 \ Face 6 FACE 0, -80, 0, 31 \ Face 7
Name: SHIP_COBRA_MK_3_P [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Cobra Mk III (pirate) Deep dive: Ship blueprints
.SHIP_COBRA_MK_3_P EQUB 1 \ Max. canisters on demise = 1 EQUW 95 * 95 \ Targetable area = 95 * 95 EQUB &BC \ Edges data offset (low) = &00BC EQUB &54 \ Faces data offset (low) = &0154 EQUB 157 \ Max. edge count = (157 - 1) / 4 = 39 EQUB 84 \ Gun vertex = 84 / 4 = 21 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 168 \ Number of vertices = 168 / 6 = 28 EQUB 38 \ Number of edges = 38 EQUW 175 \ Bounty = 175 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 50 \ Visibility distance = 50 EQUB 150 \ Max. energy = 150 EQUB 28 \ Max. speed = 28 EQUB &00 \ Edges data offset (high) = &00BC EQUB &01 \ Faces data offset (high) = &0154 EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010010 \ Laser power = 2 \ Missiles = 2 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, 26, 24, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX -120, -3, -8, 3, 7, 10, 10, 31 \ Vertex 3 VERTEX 120, -3, -8, 4, 8, 12, 12, 31 \ Vertex 4 VERTEX -88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX 88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 6 VERTEX 128, -8, -40, 8, 9, 12, 12, 31 \ Vertex 7 VERTEX -128, -8, -40, 7, 9, 10, 10, 31 \ Vertex 8 VERTEX 0, 26, -40, 5, 6, 9, 9, 31 \ Vertex 9 VERTEX -32, -24, -40, 9, 10, 11, 11, 31 \ Vertex 10 VERTEX 32, -24, -40, 9, 11, 12, 12, 31 \ Vertex 11 VERTEX -36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 12 VERTEX -8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 13 VERTEX 8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 14 VERTEX 36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 15 VERTEX 36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 16 VERTEX 8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 17 VERTEX -8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 18 VERTEX -36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 19 VERTEX 0, 0, 76, 0, 11, 11, 11, 6 \ Vertex 20 VERTEX 0, 0, 90, 0, 11, 11, 11, 31 \ Vertex 21 VERTEX -80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 22 VERTEX -80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 23 VERTEX -88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 24 VERTEX 80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 25 VERTEX 88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 26 VERTEX 80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 27 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 11, 31 \ Edge 0 EDGE 0, 4, 4, 12, 31 \ Edge 1 EDGE 1, 3, 3, 10, 31 \ Edge 2 EDGE 3, 8, 7, 10, 31 \ Edge 3 EDGE 4, 7, 8, 12, 31 \ Edge 4 EDGE 6, 7, 8, 9, 31 \ Edge 5 EDGE 6, 9, 6, 9, 31 \ Edge 6 EDGE 5, 9, 5, 9, 31 \ Edge 7 EDGE 5, 8, 7, 9, 31 \ Edge 8 EDGE 2, 5, 1, 5, 31 \ Edge 9 EDGE 2, 6, 2, 6, 31 \ Edge 10 EDGE 3, 5, 3, 7, 31 \ Edge 11 EDGE 4, 6, 4, 8, 31 \ Edge 12 EDGE 1, 2, 0, 1, 31 \ Edge 13 EDGE 0, 2, 0, 2, 31 \ Edge 14 EDGE 8, 10, 9, 10, 31 \ Edge 15 EDGE 10, 11, 9, 11, 31 \ Edge 16 EDGE 7, 11, 9, 12, 31 \ Edge 17 EDGE 1, 10, 10, 11, 31 \ Edge 18 EDGE 0, 11, 11, 12, 31 \ Edge 19 EDGE 1, 5, 1, 3, 29 \ Edge 20 EDGE 0, 6, 2, 4, 29 \ Edge 21 EDGE 20, 21, 0, 11, 6 \ Edge 22 EDGE 12, 13, 9, 9, 20 \ Edge 23 EDGE 18, 19, 9, 9, 20 \ Edge 24 EDGE 14, 15, 9, 9, 20 \ Edge 25 EDGE 16, 17, 9, 9, 20 \ Edge 26 EDGE 15, 16, 9, 9, 19 \ Edge 27 EDGE 14, 17, 9, 9, 17 \ Edge 28 EDGE 13, 18, 9, 9, 19 \ Edge 29 EDGE 12, 19, 9, 9, 19 \ Edge 30 EDGE 2, 9, 5, 6, 30 \ Edge 31 EDGE 22, 24, 9, 9, 6 \ Edge 32 EDGE 23, 24, 9, 9, 6 \ Edge 33 EDGE 22, 23, 9, 9, 8 \ Edge 34 EDGE 25, 26, 9, 9, 6 \ Edge 35 EDGE 26, 27, 9, 9, 6 \ Edge 36 EDGE 25, 27, 9, 9, 8 \ Edge 37 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 62, 31, 31 \ Face 0 FACE -18, 55, 16, 31 \ Face 1 FACE 18, 55, 16, 31 \ Face 2 FACE -16, 52, 14, 31 \ Face 3 FACE 16, 52, 14, 31 \ Face 4 FACE -14, 47, 0, 31 \ Face 5 FACE 14, 47, 0, 31 \ Face 6 FACE -61, 102, 0, 31 \ Face 7 FACE 61, 102, 0, 31 \ Face 8 FACE 0, 0, -80, 31 \ Face 9 FACE -7, -42, 9, 31 \ Face 10 FACE 0, -30, 6, 31 \ Face 11 FACE 7, -42, 9, 31 \ Face 12
Name: SHIP_ASP_MK_2 [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for an Asp Mk II Deep dive: Ship blueprints
.SHIP_ASP_MK_2 EQUB 0 \ Max. canisters on demise = 0 EQUW 60 * 60 \ Targetable area = 60 * 60 EQUB &86 \ Edges data offset (low) = &0086 EQUB &F6 \ Faces data offset (low) = &00F6 EQUB 105 \ Max. edge count = (105 - 1) / 4 = 26 EQUB 32 \ Gun vertex = 32 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 \ Number of vertices = 114 / 6 = 19 EQUB 28 \ Number of edges = 28 EQUW 200 \ Bounty = 200 EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 40 \ Visibility distance = 40 EQUB 150 \ Max. energy = 150 EQUB 40 \ Max. speed = 40 EQUB &00 \ Edges data offset (high) = &0086 EQUB &00 \ Faces data offset (high) = &00F6 EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00101001 \ Laser power = 5 \ Missiles = 1 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -18, 0, 1, 0, 2, 2, 22 \ Vertex 0 VERTEX 0, -9, -45, 2, 1, 11, 11, 31 \ Vertex 1 VERTEX 43, 0, -45, 6, 1, 11, 11, 31 \ Vertex 2 VERTEX 69, -3, 0, 6, 1, 9, 7, 31 \ Vertex 3 VERTEX 43, -14, 28, 1, 0, 7, 7, 31 \ Vertex 4 VERTEX -43, 0, -45, 5, 2, 11, 11, 31 \ Vertex 5 VERTEX -69, -3, 0, 5, 2, 10, 8, 31 \ Vertex 6 VERTEX -43, -14, 28, 2, 0, 8, 8, 31 \ Vertex 7 VERTEX 26, -7, 73, 4, 0, 9, 7, 31 \ Vertex 8 VERTEX -26, -7, 73, 4, 0, 10, 8, 31 \ Vertex 9 VERTEX 43, 14, 28, 4, 3, 9, 6, 31 \ Vertex 10 VERTEX -43, 14, 28, 4, 3, 10, 5, 31 \ Vertex 11 VERTEX 0, 9, -45, 5, 3, 11, 6, 31 \ Vertex 12 VERTEX -17, 0, -45, 11, 11, 11, 11, 10 \ Vertex 13 VERTEX 17, 0, -45, 11, 11, 11, 11, 9 \ Vertex 14 VERTEX 0, -4, -45, 11, 11, 11, 11, 10 \ Vertex 15 VERTEX 0, 4, -45, 11, 11, 11, 11, 8 \ Vertex 16 VERTEX 0, -7, 73, 4, 0, 4, 0, 10 \ Vertex 17 VERTEX 0, -7, 83, 4, 0, 4, 0, 10 \ Vertex 18 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 1, 22 \ Edge 0 EDGE 0, 4, 1, 0, 22 \ Edge 1 EDGE 0, 7, 2, 0, 22 \ Edge 2 EDGE 1, 2, 11, 1, 31 \ Edge 3 EDGE 2, 3, 6, 1, 31 \ Edge 4 EDGE 3, 8, 9, 7, 16 \ Edge 5 EDGE 8, 9, 4, 0, 31 \ Edge 6 EDGE 6, 9, 10, 8, 16 \ Edge 7 EDGE 5, 6, 5, 2, 31 \ Edge 8 EDGE 1, 5, 11, 2, 31 \ Edge 9 EDGE 3, 4, 7, 1, 31 \ Edge 10 EDGE 4, 8, 7, 0, 31 \ Edge 11 EDGE 6, 7, 8, 2, 31 \ Edge 12 EDGE 7, 9, 8, 0, 31 \ Edge 13 EDGE 2, 12, 11, 6, 31 \ Edge 14 EDGE 5, 12, 11, 5, 31 \ Edge 15 EDGE 10, 12, 6, 3, 22 \ Edge 16 EDGE 11, 12, 5, 3, 22 \ Edge 17 EDGE 10, 11, 4, 3, 22 \ Edge 18 EDGE 6, 11, 10, 5, 31 \ Edge 19 EDGE 9, 11, 10, 4, 31 \ Edge 20 EDGE 3, 10, 9, 6, 31 \ Edge 21 EDGE 8, 10, 9, 4, 31 \ Edge 22 EDGE 13, 15, 11, 11, 10 \ Edge 23 EDGE 15, 14, 11, 11, 9 \ Edge 24 EDGE 14, 16, 11, 11, 8 \ Edge 25 EDGE 16, 13, 11, 11, 8 \ Edge 26 EDGE 18, 17, 4, 0, 10 \ Edge 27 \FACE normal_x, normal_y, normal_z, visibility FACE 0, -35, 5, 31 \ Face 0 FACE 8, -38, -7, 31 \ Face 1 FACE -8, -38, -7, 31 \ Face 2 FACE 0, 24, -1, 22 \ Face 3 FACE 0, 43, 19, 31 \ Face 4 FACE -6, 28, -2, 31 \ Face 5 FACE 6, 28, -2, 31 \ Face 6 FACE 59, -64, 31, 31 \ Face 7 FACE -59, -64, 31, 31 \ Face 8 FACE 80, 46, 50, 31 \ Face 9 FACE -80, 46, 50, 31 \ Face 10 FACE 0, 0, -90, 31 \ Face 11 EQUB &38, &E5 \ These bytes appear to be unused EQUB &2C, &C5
Name: SHIP_PYTHON_P [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Python (pirate) Deep dive: Ship blueprints
.SHIP_PYTHON_P EQUB 2 \ Max. canisters on demise = 2 EQUW 80 * 80 \ Targetable area = 80 * 80 EQUB &56 \ Edges data offset (low) = &0056 EQUB &BE \ Faces data offset (low) = &00BE EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 66 \ Number of vertices = 66 / 6 = 11 EQUB 26 \ Number of edges = 26 EQUW 200 \ Bounty = 200 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 40 \ Visibility distance = 40 EQUB 250 \ Max. energy = 250 EQUB 20 \ Max. speed = 20 EQUB &00 \ Edges data offset (high) = &0056 EQUB &00 \ Faces data offset (high) = &00BE EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00011011 \ Laser power = 3 \ Missiles = 3 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 224, 0, 1, 2, 3, 31 \ Vertex 0 VERTEX 0, 48, 48, 0, 1, 4, 5, 31 \ Vertex 1 VERTEX 96, 0, -16, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX -96, 0, -16, 15, 15, 15, 15, 31 \ Vertex 3 VERTEX 0, 48, -32, 4, 5, 8, 9, 31 \ Vertex 4 VERTEX 0, 24, -112, 9, 8, 12, 12, 31 \ Vertex 5 VERTEX -48, 0, -112, 8, 11, 12, 12, 31 \ Vertex 6 VERTEX 48, 0, -112, 9, 10, 12, 12, 31 \ Vertex 7 VERTEX 0, -48, 48, 2, 3, 6, 7, 31 \ Vertex 8 VERTEX 0, -48, -32, 6, 7, 10, 11, 31 \ Vertex 9 VERTEX 0, -24, -112, 10, 11, 12, 12, 31 \ Vertex 10 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 8, 2, 3, 31 \ Edge 0 EDGE 0, 3, 0, 2, 31 \ Edge 1 EDGE 0, 2, 1, 3, 31 \ Edge 2 EDGE 0, 1, 0, 1, 31 \ Edge 3 EDGE 2, 4, 9, 5, 31 \ Edge 4 EDGE 1, 2, 1, 5, 31 \ Edge 5 EDGE 2, 8, 7, 3, 31 \ Edge 6 EDGE 1, 3, 0, 4, 31 \ Edge 7 EDGE 3, 8, 2, 6, 31 \ Edge 8 EDGE 2, 9, 7, 10, 31 \ Edge 9 EDGE 3, 4, 4, 8, 31 \ Edge 10 EDGE 3, 9, 6, 11, 31 \ Edge 11 EDGE 3, 5, 8, 8, 7 \ Edge 12 EDGE 3, 10, 11, 11, 7 \ Edge 13 EDGE 2, 5, 9, 9, 7 \ Edge 14 EDGE 2, 10, 10, 10, 7 \ Edge 15 EDGE 2, 7, 9, 10, 31 \ Edge 16 EDGE 3, 6, 8, 11, 31 \ Edge 17 EDGE 5, 6, 8, 12, 31 \ Edge 18 EDGE 5, 7, 9, 12, 31 \ Edge 19 EDGE 7, 10, 12, 10, 31 \ Edge 20 EDGE 6, 10, 11, 12, 31 \ Edge 21 EDGE 4, 5, 8, 9, 31 \ Edge 22 EDGE 9, 10, 10, 11, 31 \ Edge 23 EDGE 1, 4, 4, 5, 31 \ Edge 24 EDGE 8, 9, 6, 7, 31 \ Edge 25 \FACE normal_x, normal_y, normal_z, visibility FACE -27, 40, 11, 31 \ Face 0 FACE 27, 40, 11, 31 \ Face 1 FACE -27, -40, 11, 31 \ Face 2 FACE 27, -40, 11, 31 \ Face 3 FACE -19, 38, 0, 31 \ Face 4 FACE 19, 38, 0, 31 \ Face 5 FACE -19, -38, 0, 31 \ Face 6 FACE 19, -38, 0, 31 \ Face 7 FACE -25, 37, -11, 31 \ Face 8 FACE 25, 37, -11, 31 \ Face 9 FACE 25, -37, -11, 31 \ Face 10 FACE -25, -37, -11, 31 \ Face 11 FACE 0, 0, -112, 31 \ Face 12
Name: SHIP_FER_DE_LANCE [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Fer-de-Lance Deep dive: Ship blueprints
.SHIP_FER_DE_LANCE EQUB 0 \ Max. canisters on demise = 0 EQUW 40 * 40 \ Targetable area = 40 * 40 EQUB &86 \ Edges data offset (low) = &0086 EQUB &F2 \ Faces data offset (low) = &00F2 EQUB 109 \ Max. edge count = (109 - 1) / 4 = 27 EQUB 0 \ Gun vertex = 0 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 \ Number of vertices = 114 / 6 = 19 EQUB 27 \ Number of edges = 27 EQUW 0 \ Bounty = 0 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 40 \ Visibility distance = 40 EQUB 160 \ Max. energy = 160 EQUB 30 \ Max. speed = 30 EQUB &00 \ Edges data offset (high) = &0086 EQUB &00 \ Faces data offset (high) = &00F2 EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010010 \ Laser power = 2 \ Missiles = 2 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -14, 108, 1, 0, 9, 5, 31 \ Vertex 0 VERTEX -40, -14, -4, 2, 1, 9, 9, 31 \ Vertex 1 VERTEX -12, -14, -52, 3, 2, 9, 9, 31 \ Vertex 2 VERTEX 12, -14, -52, 4, 3, 9, 9, 31 \ Vertex 3 VERTEX 40, -14, -4, 5, 4, 9, 9, 31 \ Vertex 4 VERTEX -40, 14, -4, 1, 0, 6, 2, 28 \ Vertex 5 VERTEX -12, 2, -52, 3, 2, 7, 6, 28 \ Vertex 6 VERTEX 12, 2, -52, 4, 3, 8, 7, 28 \ Vertex 7 VERTEX 40, 14, -4, 4, 0, 8, 5, 28 \ Vertex 8 VERTEX 0, 18, -20, 6, 0, 8, 7, 15 \ Vertex 9 VERTEX -3, -11, 97, 0, 0, 0, 0, 11 \ Vertex 10 VERTEX -26, 8, 18, 0, 0, 0, 0, 9 \ Vertex 11 VERTEX -16, 14, -4, 0, 0, 0, 0, 11 \ Vertex 12 VERTEX 3, -11, 97, 0, 0, 0, 0, 11 \ Vertex 13 VERTEX 26, 8, 18, 0, 0, 0, 0, 9 \ Vertex 14 VERTEX 16, 14, -4, 0, 0, 0, 0, 11 \ Vertex 15 VERTEX 0, -14, -20, 9, 9, 9, 9, 12 \ Vertex 16 VERTEX -14, -14, 44, 9, 9, 9, 9, 12 \ Vertex 17 VERTEX 14, -14, 44, 9, 9, 9, 9, 12 \ Vertex 18 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 9, 1, 31 \ Edge 0 EDGE 1, 2, 9, 2, 31 \ Edge 1 EDGE 2, 3, 9, 3, 31 \ Edge 2 EDGE 3, 4, 9, 4, 31 \ Edge 3 EDGE 0, 4, 9, 5, 31 \ Edge 4 EDGE 0, 5, 1, 0, 28 \ Edge 5 EDGE 5, 6, 6, 2, 28 \ Edge 6 EDGE 6, 7, 7, 3, 28 \ Edge 7 EDGE 7, 8, 8, 4, 28 \ Edge 8 EDGE 0, 8, 5, 0, 28 \ Edge 9 EDGE 5, 9, 6, 0, 15 \ Edge 10 EDGE 6, 9, 7, 6, 11 \ Edge 11 EDGE 7, 9, 8, 7, 11 \ Edge 12 EDGE 8, 9, 8, 0, 15 \ Edge 13 EDGE 1, 5, 2, 1, 14 \ Edge 14 EDGE 2, 6, 3, 2, 14 \ Edge 15 EDGE 3, 7, 4, 3, 14 \ Edge 16 EDGE 4, 8, 5, 4, 14 \ Edge 17 EDGE 10, 11, 0, 0, 8 \ Edge 18 EDGE 11, 12, 0, 0, 9 \ Edge 19 EDGE 10, 12, 0, 0, 11 \ Edge 20 EDGE 13, 14, 0, 0, 8 \ Edge 21 EDGE 14, 15, 0, 0, 9 \ Edge 22 EDGE 13, 15, 0, 0, 11 \ Edge 23 EDGE 16, 17, 9, 9, 12 \ Edge 24 EDGE 16, 18, 9, 9, 12 \ Edge 25 EDGE 17, 18, 9, 9, 8 \ Edge 26 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 24, 6, 28 \ Face 0 FACE -68, 0, 24, 31 \ Face 1 FACE -63, 0, -37, 31 \ Face 2 FACE 0, 0, -104, 31 \ Face 3 FACE 63, 0, -37, 31 \ Face 4 FACE 68, 0, 24, 31 \ Face 5 FACE -12, 46, -19, 28 \ Face 6 FACE 0, 45, -22, 28 \ Face 7 FACE 12, 46, -19, 28 \ Face 8 FACE 0, -28, 0, 31 \ Face 9
Name: SHIP_MORAY [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Moray Deep dive: Ship blueprints
.SHIP_MORAY EQUB 1 \ Max. canisters on demise = 1 EQUW 30 * 30 \ Targetable area = 30 * 30 EQUB &68 \ Edges data offset (low) = &0068 EQUB &B4 \ Faces data offset (low) = &00B4 EQUB 73 \ Max. edge count = (73 - 1) / 4 = 18 EQUB 0 \ Gun vertex = 0 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 84 \ Number of vertices = 84 / 6 = 14 EQUB 19 \ Number of edges = 19 EQUW 50 \ Bounty = 50 EQUB 36 \ Number of faces = 36 / 4 = 9 EQUB 40 \ Visibility distance = 40 EQUB 100 \ Max. energy = 100 EQUB 25 \ Max. speed = 25 EQUB &00 \ Edges data offset (high) = &0068 EQUB &00 \ Faces data offset (high) = &00B4 EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 15, 0, 65, 2, 0, 8, 7, 31 \ Vertex 0 VERTEX -15, 0, 65, 1, 0, 7, 6, 31 \ Vertex 1 VERTEX 0, 18, -40, 15, 15, 15, 15, 17 \ Vertex 2 VERTEX -60, 0, 0, 3, 1, 6, 6, 31 \ Vertex 3 VERTEX 60, 0, 0, 5, 2, 8, 8, 31 \ Vertex 4 VERTEX 30, -27, -10, 5, 4, 8, 7, 24 \ Vertex 5 VERTEX -30, -27, -10, 4, 3, 7, 6, 24 \ Vertex 6 VERTEX -9, -4, -25, 4, 4, 4, 4, 7 \ Vertex 7 VERTEX 9, -4, -25, 4, 4, 4, 4, 7 \ Vertex 8 VERTEX 0, -18, -16, 4, 4, 4, 4, 7 \ Vertex 9 VERTEX 13, 3, 49, 0, 0, 0, 0, 5 \ Vertex 10 VERTEX 6, 0, 65, 0, 0, 0, 0, 5 \ Vertex 11 VERTEX -13, 3, 49, 0, 0, 0, 0, 5 \ Vertex 12 VERTEX -6, 0, 65, 0, 0, 0, 0, 5 \ Vertex 13 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 \ Edge 0 EDGE 1, 3, 6, 1, 31 \ Edge 1 EDGE 3, 6, 6, 3, 24 \ Edge 2 EDGE 5, 6, 7, 4, 24 \ Edge 3 EDGE 4, 5, 8, 5, 24 \ Edge 4 EDGE 0, 4, 8, 2, 31 \ Edge 5 EDGE 1, 6, 7, 6, 15 \ Edge 6 EDGE 0, 5, 8, 7, 15 \ Edge 7 EDGE 0, 2, 2, 0, 15 \ Edge 8 EDGE 1, 2, 1, 0, 15 \ Edge 9 EDGE 2, 3, 3, 1, 17 \ Edge 10 EDGE 2, 4, 5, 2, 17 \ Edge 11 EDGE 2, 5, 5, 4, 13 \ Edge 12 EDGE 2, 6, 4, 3, 13 \ Edge 13 EDGE 7, 8, 4, 4, 5 \ Edge 14 EDGE 7, 9, 4, 4, 7 \ Edge 15 EDGE 8, 9, 4, 4, 7 \ Edge 16 EDGE 10, 11, 0, 0, 5 \ Edge 17 EDGE 12, 13, 0, 0, 5 \ Edge 18 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 43, 7, 31 \ Face 0 FACE -10, 49, 7, 31 \ Face 1 FACE 10, 49, 7, 31 \ Face 2 FACE -59, -28, -101, 24 \ Face 3 FACE 0, -52, -78, 24 \ Face 4 FACE 59, -28, -101, 24 \ Face 5 FACE -72, -99, 50, 31 \ Face 6 FACE 0, -83, 30, 31 \ Face 7 FACE 72, -99, 50, 31 \ Face 8
Name: SHIP_THARGOID [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Thargoid mothership Deep dive: Ship blueprints
.SHIP_THARGOID EQUB 0 \ Max. canisters on demise = 0 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB &8C \ Edges data offset (low) = &008C EQUB &F4 \ Faces data offset (low) = &00F4 EQUB 105 \ Max. edge count = (105 - 1) / 4 = 26 EQUB 60 \ Gun vertex = 60 / 4 = 15 EQUB 38 \ Explosion count = 8, as (4 * n) + 6 = 38 EQUB 120 \ Number of vertices = 120 / 6 = 20 EQUB 26 \ Number of edges = 26 EQUW 500 \ Bounty = 500 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 55 \ Visibility distance = 55 EQUB 240 \ Max. energy = 240 EQUB 39 \ Max. speed = 39 EQUB &00 \ Edges data offset (high) = &008C EQUB &00 \ Faces data offset (high) = &00F4 EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010110 \ Laser power = 2 \ Missiles = 6 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 32, -48, 48, 0, 4, 8, 8, 31 \ Vertex 0 VERTEX 32, -68, 0, 0, 1, 4, 4, 31 \ Vertex 1 VERTEX 32, -48, -48, 1, 2, 4, 4, 31 \ Vertex 2 VERTEX 32, 0, -68, 2, 3, 4, 4, 31 \ Vertex 3 VERTEX 32, 48, -48, 3, 4, 5, 5, 31 \ Vertex 4 VERTEX 32, 68, 0, 4, 5, 6, 6, 31 \ Vertex 5 VERTEX 32, 48, 48, 4, 6, 7, 7, 31 \ Vertex 6 VERTEX 32, 0, 68, 4, 7, 8, 8, 31 \ Vertex 7 VERTEX -24, -116, 116, 0, 8, 9, 9, 31 \ Vertex 8 VERTEX -24, -164, 0, 0, 1, 9, 9, 31 \ Vertex 9 VERTEX -24, -116, -116, 1, 2, 9, 9, 31 \ Vertex 10 VERTEX -24, 0, -164, 2, 3, 9, 9, 31 \ Vertex 11 VERTEX -24, 116, -116, 3, 5, 9, 9, 31 \ Vertex 12 VERTEX -24, 164, 0, 5, 6, 9, 9, 31 \ Vertex 13 VERTEX -24, 116, 116, 6, 7, 9, 9, 31 \ Vertex 14 VERTEX -24, 0, 164, 7, 8, 9, 9, 31 \ Vertex 15 VERTEX -24, 64, 80, 9, 9, 9, 9, 30 \ Vertex 16 VERTEX -24, 64, -80, 9, 9, 9, 9, 30 \ Vertex 17 VERTEX -24, -64, -80, 9, 9, 9, 9, 30 \ Vertex 18 VERTEX -24, -64, 80, 9, 9, 9, 9, 30 \ Vertex 19 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 7, 4, 8, 31 \ Edge 0 EDGE 0, 1, 0, 4, 31 \ Edge 1 EDGE 1, 2, 1, 4, 31 \ Edge 2 EDGE 2, 3, 2, 4, 31 \ Edge 3 EDGE 3, 4, 3, 4, 31 \ Edge 4 EDGE 4, 5, 4, 5, 31 \ Edge 5 EDGE 5, 6, 4, 6, 31 \ Edge 6 EDGE 6, 7, 4, 7, 31 \ Edge 7 EDGE 0, 8, 0, 8, 31 \ Edge 8 EDGE 1, 9, 0, 1, 31 \ Edge 9 EDGE 2, 10, 1, 2, 31 \ Edge 10 EDGE 3, 11, 2, 3, 31 \ Edge 11 EDGE 4, 12, 3, 5, 31 \ Edge 12 EDGE 5, 13, 5, 6, 31 \ Edge 13 EDGE 6, 14, 6, 7, 31 \ Edge 14 EDGE 7, 15, 7, 8, 31 \ Edge 15 EDGE 8, 15, 8, 9, 31 \ Edge 16 EDGE 8, 9, 0, 9, 31 \ Edge 17 EDGE 9, 10, 1, 9, 31 \ Edge 18 EDGE 10, 11, 2, 9, 31 \ Edge 19 EDGE 11, 12, 3, 9, 31 \ Edge 20 EDGE 12, 13, 5, 9, 31 \ Edge 21 EDGE 13, 14, 6, 9, 31 \ Edge 22 EDGE 14, 15, 7, 9, 31 \ Edge 23 EDGE 16, 17, 9, 9, 30 \ Edge 24 EDGE 18, 19, 9, 9, 30 \ Edge 25 \FACE normal_x, normal_y, normal_z, visibility FACE 103, -60, 25, 31 \ Face 0 FACE 103, -60, -25, 31 \ Face 1 FACE 103, -25, -60, 31 \ Face 2 FACE 103, 25, -60, 31 \ Face 3 FACE 64, 0, 0, 31 \ Face 4 FACE 103, 60, -25, 31 \ Face 5 FACE 103, 60, 25, 31 \ Face 6 FACE 103, 25, 60, 31 \ Face 7 FACE 103, -25, 60, 31 \ Face 8 FACE -48, 0, 0, 31 \ Face 9
Name: SHIP_THARGON [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Thargon Deep dive: Ship blueprints
The ship blueprint for the Thargon reuses the edges data from the cargo canister, so the edges data offset is negative.
.SHIP_THARGON EQUB 0 + (15 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 15 + 1 = 16 (Alien items) EQUW 40 * 40 \ Targetable area = 40 * 40 EQUB LO(SHIP_CANISTER_EDGES - SHIP_THARGON) \ Edges data = canister EQUB &50 \ Faces data offset (low) = &0050 EQUB 69 \ Max. edge count = (69 - 1) / 4 = 17 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 EQUW 50 \ Bounty = 50 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 20 \ Visibility distance = 20 EQUB 20 \ Max. energy = 20 EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_CANISTER_EDGES - SHIP_THARGON) \ Edges data = canister EQUB &00 \ Faces data offset (high) = &0050 EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -9, 0, 40, 1, 0, 5, 5, 31 \ Vertex 0 VERTEX -9, -38, 12, 1, 0, 2, 2, 31 \ Vertex 1 VERTEX -9, -24, -32, 2, 0, 3, 3, 31 \ Vertex 2 VERTEX -9, 24, -32, 3, 0, 4, 4, 31 \ Vertex 3 VERTEX -9, 38, 12, 4, 0, 5, 5, 31 \ Vertex 4 VERTEX 9, 0, -8, 5, 1, 6, 6, 31 \ Vertex 5 VERTEX 9, -10, -15, 2, 1, 6, 6, 31 \ Vertex 6 VERTEX 9, -6, -26, 3, 2, 6, 6, 31 \ Vertex 7 VERTEX 9, 6, -26, 4, 3, 6, 6, 31 \ Vertex 8 VERTEX 9, 10, -15, 5, 4, 6, 6, 31 \ Vertex 9 \FACE normal_x, normal_y, normal_z, visibility FACE -36, 0, 0, 31 \ Face 0 FACE 20, -5, 7, 31 \ Face 1 FACE 46, -42, -14, 31 \ Face 2 FACE 36, 0, -104, 31 \ Face 3 FACE 46, 42, -14, 31 \ Face 4 FACE 20, 5, 7, 31 \ Face 5 FACE 36, 0, 0, 31 \ Face 6
Name: SHIP_CONSTRICTOR [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Constrictor Deep dive: Ship blueprints
.SHIP_CONSTRICTOR EQUB 3 \ Max. canisters on demise = 3 EQUW 65 * 65 \ Targetable area = 65 * 65 EQUB &7A \ Edges data offset (low) = &007A EQUB &DA \ Faces data offset (low) = &00DA EQUB 81 \ Max. edge count = (81 - 1) / 4 = 20 EQUB 0 \ Gun vertex = 0 EQUB 46 \ Explosion count = 10, as (4 * n) + 6 = 46 EQUB 102 \ Number of vertices = 102 / 6 = 17 EQUB 24 \ Number of edges = 24 EQUW 0 \ Bounty = 0 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 45 \ Visibility distance = 45 EQUB 252 \ Max. energy = 252 EQUB 36 \ Max. speed = 36 EQUB &00 \ Edges data offset (high) = &007A EQUB &00 \ Faces data offset (high) = &00DA EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00110100 \ Laser power = 6 \ Missiles = 4 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 20, -7, 80, 2, 0, 9, 9, 31 \ Vertex 0 VERTEX -20, -7, 80, 1, 0, 9, 9, 31 \ Vertex 1 VERTEX -54, -7, 40, 4, 1, 9, 9, 31 \ Vertex 2 VERTEX -54, -7, -40, 5, 4, 9, 8, 31 \ Vertex 3 VERTEX -20, 13, -40, 6, 5, 8, 8, 31 \ Vertex 4 VERTEX 20, 13, -40, 7, 6, 8, 8, 31 \ Vertex 5 VERTEX 54, -7, -40, 7, 3, 9, 8, 31 \ Vertex 6 VERTEX 54, -7, 40, 3, 2, 9, 9, 31 \ Vertex 7 VERTEX 20, 13, 5, 15, 15, 15, 15, 31 \ Vertex 8 VERTEX -20, 13, 5, 15, 15, 15, 15, 31 \ Vertex 9 VERTEX 20, -7, 62, 9, 9, 9, 9, 18 \ Vertex 10 VERTEX -20, -7, 62, 9, 9, 9, 9, 18 \ Vertex 11 VERTEX 25, -7, -25, 9, 9, 9, 9, 18 \ Vertex 12 VERTEX -25, -7, -25, 9, 9, 9, 9, 18 \ Vertex 13 VERTEX 15, -7, -15, 9, 9, 9, 9, 10 \ Vertex 14 VERTEX -15, -7, -15, 9, 9, 9, 9, 10 \ Vertex 15 VERTEX 0, -7, 0, 15, 9, 1, 0, 0 \ Vertex 16 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 9, 0, 31 \ Edge 0 EDGE 1, 2, 9, 1, 31 \ Edge 1 EDGE 1, 9, 1, 0, 31 \ Edge 2 EDGE 0, 8, 2, 0, 31 \ Edge 3 EDGE 0, 7, 9, 2, 31 \ Edge 4 EDGE 7, 8, 3, 2, 31 \ Edge 5 EDGE 2, 9, 4, 1, 31 \ Edge 6 EDGE 2, 3, 9, 4, 31 \ Edge 7 EDGE 6, 7, 9, 3, 31 \ Edge 8 EDGE 6, 8, 7, 3, 31 \ Edge 9 EDGE 5, 8, 7, 6, 31 \ Edge 10 EDGE 4, 9, 6, 5, 31 \ Edge 11 EDGE 3, 9, 5, 4, 31 \ Edge 12 EDGE 3, 4, 8, 5, 31 \ Edge 13 EDGE 4, 5, 8, 6, 31 \ Edge 14 EDGE 5, 6, 8, 7, 31 \ Edge 15 EDGE 3, 6, 9, 8, 31 \ Edge 16 EDGE 8, 9, 6, 0, 31 \ Edge 17 EDGE 10, 12, 9, 9, 18 \ Edge 18 EDGE 12, 14, 9, 9, 5 \ Edge 19 EDGE 14, 10, 9, 9, 10 \ Edge 20 EDGE 11, 15, 9, 9, 10 \ Edge 21 EDGE 13, 15, 9, 9, 5 \ Edge 22 EDGE 11, 13, 9, 9, 18 \ Edge 23 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 55, 15, 31 \ Face 0 FACE -24, 75, 20, 31 \ Face 1 FACE 24, 75, 20, 31 \ Face 2 FACE 44, 75, 0, 31 \ Face 3 FACE -44, 75, 0, 31 \ Face 4 FACE -44, 75, 0, 31 \ Face 5 FACE 0, 53, 0, 31 \ Face 6 FACE 44, 75, 0, 31 \ Face 7 FACE 0, 0, -160, 31 \ Face 8 FACE 0, -27, 0, 31 \ Face 9
Name: SHIP_LOGO [View individually] Type: Variable Category: Drawing ships Summary: Ship blueprint for the Elite logo Deep dive: Ship blueprints
.SHIP_LOGO EQUB 0 \ Max. canisters on demise = 0 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB &10 \ Edges data offset (low) = &0110 EQUB &A4 \ Faces data offset (low) = &01A4 EQUB 153 \ Max. edge count = (153 - 1) / 4 = 38 EQUB 0 \ Gun vertex = 0 EQUB 54 \ Explosion count = 12, as (4 * n) + 6 = 54 EQUB 252 \ Number of vertices = 252 / 6 = 42 EQUB 37 \ Number of edges = 37 EQUW 0 \ Bounty = 0 EQUB 20 \ Number of faces = 20 / 4 = 5 EQUB 99 \ Visibility distance = 99 EQUB 252 \ Max. energy = 252 EQUB 36 \ Max. speed = 36 EQUB &01 \ Edges data offset (high) = &0110 EQUB &01 \ Faces data offset (high) = &01A4 EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -9, 55, 0, 0, 0, 0, 31 \ Vertex 0 VERTEX -10, -9, 30, 0, 0, 0, 0, 31 \ Vertex 1 VERTEX -25, -9, 93, 0, 0, 0, 0, 31 \ Vertex 2 VERTEX -150, -9, 180, 0, 0, 0, 0, 31 \ Vertex 3 VERTEX -90, -9, 10, 0, 0, 0, 0, 31 \ Vertex 4 VERTEX -140, -9, 10, 0, 0, 0, 0, 31 \ Vertex 5 VERTEX 0, -9, -95, 0, 0, 0, 0, 31 \ Vertex 6 VERTEX 140, -9, 10, 0, 0, 0, 0, 31 \ Vertex 7 VERTEX 90, -9, 10, 0, 0, 0, 0, 31 \ Vertex 8 VERTEX 150, -9, 180, 0, 0, 0, 0, 31 \ Vertex 9 VERTEX 25, -9, 93, 0, 0, 0, 0, 31 \ Vertex 10 VERTEX 10, -9, 30, 0, 0, 0, 0, 31 \ Vertex 11 VERTEX -85, -9, -30, 2, 0, 3, 3, 31 \ Vertex 12 VERTEX 85, -9, -30, 2, 0, 4, 4, 31 \ Vertex 13 VERTEX -70, 11, 5, 1, 0, 3, 3, 31 \ Vertex 14 VERTEX -70, 11, -25, 2, 0, 3, 3, 31 \ Vertex 15 VERTEX 70, 11, -25, 2, 0, 4, 4, 31 \ Vertex 16 VERTEX 70, 11, 5, 1, 0, 4, 4, 31 \ Vertex 17 VERTEX 0, -9, 5, 0, 0, 0, 0, 31 \ Vertex 18 VERTEX 0, -9, 5, 0, 0, 0, 0, 31 \ Vertex 19 VERTEX 0, -9, 5, 0, 0, 0, 0, 31 \ Vertex 20 VERTEX -28, 11, -2, 0, 0, 0, 0, 31 \ Vertex 21 VERTEX -49, 11, -2, 0, 0, 0, 0, 31 \ Vertex 22 VERTEX -49, 11, -10, 0, 0, 0, 0, 31 \ Vertex 23 VERTEX -49, 11, -17, 0, 0, 0, 0, 31 \ Vertex 24 VERTEX -28, 11, -17, 0, 0, 0, 0, 31 \ Vertex 25 VERTEX -28, 11, -10, 0, 0, 0, 0, 31 \ Vertex 26 VERTEX -24, 11, -2, 0, 0, 0, 0, 31 \ Vertex 27 VERTEX -24, 11, -17, 0, 0, 0, 0, 31 \ Vertex 28 VERTEX -3, 11, -17, 0, 0, 0, 0, 31 \ Vertex 29 VERTEX 0, 11, -2, 0, 0, 0, 0, 31 \ Vertex 30 VERTEX 0, 11, -17, 0, 0, 0, 0, 31 \ Vertex 31 VERTEX 4, 11, -2, 0, 0, 0, 0, 31 \ Vertex 32 VERTEX 25, 11, -2, 0, 0, 0, 0, 31 \ Vertex 33 VERTEX 14, 11, -2, 0, 0, 0, 0, 31 \ Vertex 34 VERTEX 14, 11, -17, 0, 0, 0, 0, 31 \ Vertex 35 VERTEX 49, 11, -2, 0, 0, 0, 0, 31 \ Vertex 36 VERTEX 28, 11, -2, 0, 0, 0, 0, 31 \ Vertex 37 VERTEX 28, 11, -10, 0, 0, 0, 0, 31 \ Vertex 38 VERTEX 28, 11, -17, 0, 0, 0, 0, 31 \ Vertex 39 VERTEX 49, 11, -17, 0, 0, 0, 0, 31 \ Vertex 40 VERTEX 49, 11, -10, 0, 0, 0, 0, 31 \ Vertex 41 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 0, 31 \ Edge 0 EDGE 1, 2, 0, 0, 31 \ Edge 1 EDGE 2, 3, 0, 0, 31 \ Edge 2 EDGE 3, 4, 0, 0, 31 \ Edge 3 EDGE 4, 5, 0, 0, 31 \ Edge 4 EDGE 5, 6, 0, 0, 31 \ Edge 5 EDGE 6, 7, 0, 0, 31 \ Edge 6 EDGE 7, 8, 0, 0, 31 \ Edge 7 EDGE 8, 9, 0, 0, 31 \ Edge 8 EDGE 9, 10, 0, 0, 31 \ Edge 9 EDGE 10, 11, 0, 0, 31 \ Edge 10 EDGE 11, 0, 0, 0, 31 \ Edge 11 EDGE 14, 15, 3, 0, 30 \ Edge 12 EDGE 15, 16, 1, 0, 30 \ Edge 13 EDGE 16, 17, 4, 0, 30 \ Edge 14 EDGE 17, 14, 1, 0, 30 \ Edge 15 EDGE 4, 12, 3, 0, 30 \ Edge 16 EDGE 12, 13, 2, 2, 30 \ Edge 17 EDGE 13, 8, 4, 0, 30 \ Edge 18 EDGE 8, 4, 1, 1, 30 \ Edge 19 EDGE 4, 14, 3, 1, 30 \ Edge 20 EDGE 12, 15, 3, 1, 30 \ Edge 21 EDGE 13, 16, 4, 2, 30 \ Edge 22 EDGE 8, 17, 4, 1, 30 \ Edge 23 EDGE 21, 22, 0, 0, 30 \ Edge 24 EDGE 22, 24, 0, 0, 30 \ Edge 25 EDGE 24, 25, 0, 0, 30 \ Edge 26 EDGE 23, 26, 0, 0, 30 \ Edge 27 EDGE 27, 28, 0, 0, 30 \ Edge 28 EDGE 28, 29, 0, 0, 30 \ Edge 29 EDGE 30, 31, 0, 0, 30 \ Edge 30 EDGE 32, 33, 0, 0, 30 \ Edge 31 EDGE 34, 35, 0, 0, 30 \ Edge 32 EDGE 36, 37, 0, 0, 30 \ Edge 33 EDGE 37, 39, 0, 0, 30 \ Edge 34 EDGE 39, 40, 0, 0, 30 \ Edge 35 EDGE 41, 38, 0, 0, 30 \ Edge 36 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 23, 0, 31 \ Face 0 FACE 0, 4, 15, 31 \ Face 1 FACE 0, 13, -52, 31 \ Face 2 FACE -81, 81, 0, 31 \ Face 3 FACE 81, 81, 0, 31 \ Face 4
Name: SHIP_COUGAR [View individually] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cougar Deep dive: Ship blueprints
.SHIP_COUGAR EQUB 3 \ Max. canisters on demise = 3 EQUW 70 * 70 \ Targetable area = 70 * 70 EQUB &86 \ Edges data offset (low) = &0086 EQUB &EA \ Faces data offset (low) = &00EA EQUB 105 \ Max. edge count = (105 - 1) / 4 = 26 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 114 \ Number of vertices = 114 / 6 = 19 EQUB 25 \ Number of edges = 25 EQUW 0 \ Bounty = 0 EQUB 24 \ Number of faces = 24 / 4 = 6 EQUB 34 \ Visibility distance = 34 EQUB 252 \ Max. energy = 252 EQUB 40 \ Max. speed = 40 EQUB &00 \ Edges data offset (high) = &0086 EQUB &00 \ Faces data offset (high) = &00EA EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00110100 \ Laser power = 6 \ Missiles = 4 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 5, 67, 2, 0, 4, 4, 31 \ Vertex 0 VERTEX -20, 0, 40, 1, 0, 2, 2, 31 \ Vertex 1 VERTEX -40, 0, -40, 1, 0, 5, 5, 31 \ Vertex 2 VERTEX 0, 14, -40, 4, 0, 5, 5, 30 \ Vertex 3 VERTEX 0, -14, -40, 2, 1, 5, 3, 30 \ Vertex 4 VERTEX 20, 0, 40, 3, 2, 4, 4, 31 \ Vertex 5 VERTEX 40, 0, -40, 4, 3, 5, 5, 31 \ Vertex 6 VERTEX -36, 0, 56, 1, 0, 1, 1, 31 \ Vertex 7 VERTEX -60, 0, -20, 1, 0, 1, 1, 31 \ Vertex 8 VERTEX 36, 0, 56, 4, 3, 4, 4, 31 \ Vertex 9 VERTEX 60, 0, -20, 4, 3, 4, 4, 31 \ Vertex 10 VERTEX 0, 7, 35, 0, 0, 4, 4, 18 \ Vertex 11 VERTEX 0, 8, 25, 0, 0, 4, 4, 20 \ Vertex 12 VERTEX -12, 2, 45, 0, 0, 0, 0, 20 \ Vertex 13 VERTEX 12, 2, 45, 4, 4, 4, 4, 20 \ Vertex 14 VERTEX -10, 6, -40, 5, 5, 5, 5, 20 \ Vertex 15 VERTEX -10, -6, -40, 5, 5, 5, 5, 20 \ Vertex 16 VERTEX 10, -6, -40, 5, 5, 5, 5, 20 \ Vertex 17 VERTEX 10, 6, -40, 5, 5, 5, 5, 20 \ Vertex 18 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 0, 31 \ Edge 0 EDGE 1, 7, 1, 0, 31 \ Edge 1 EDGE 7, 8, 1, 0, 31 \ Edge 2 EDGE 8, 2, 1, 0, 31 \ Edge 3 EDGE 2, 3, 5, 0, 30 \ Edge 4 EDGE 3, 6, 5, 4, 30 \ Edge 5 EDGE 2, 4, 5, 1, 30 \ Edge 6 EDGE 4, 6, 5, 3, 30 \ Edge 7 EDGE 6, 10, 4, 3, 31 \ Edge 8 EDGE 10, 9, 4, 3, 31 \ Edge 9 EDGE 9, 5, 4, 3, 31 \ Edge 10 EDGE 5, 0, 4, 2, 31 \ Edge 11 EDGE 0, 3, 4, 0, 27 \ Edge 12 EDGE 1, 4, 2, 1, 27 \ Edge 13 EDGE 5, 4, 3, 2, 27 \ Edge 14 EDGE 1, 2, 1, 0, 26 \ Edge 15 EDGE 5, 6, 4, 3, 26 \ Edge 16 EDGE 12, 13, 0, 0, 20 \ Edge 17 EDGE 13, 11, 0, 0, 18 \ Edge 18 EDGE 11, 14, 4, 4, 18 \ Edge 19 EDGE 14, 12, 4, 4, 20 \ Edge 20 EDGE 15, 16, 5, 5, 18 \ Edge 21 EDGE 16, 18, 5, 5, 20 \ Edge 22 EDGE 18, 17, 5, 5, 18 \ Edge 23 EDGE 17, 15, 5, 5, 20 \ Edge 24 \FACE normal_x, normal_y, normal_z, visibility FACE -16, 46, 4, 31 \ Face 0 FACE -16, -46, 4, 31 \ Face 1 FACE 0, -27, 5, 31 \ Face 2 FACE 16, -46, 4, 31 \ Face 3 FACE 16, 46, 4, 31 \ Face 4 FACE 0, 0, -160, 30 \ Face 5
Name: SHIP_DODO [View individually] Type: Variable [Compare versions] Category: Drawing ships Summary: Ship blueprint for a Dodecahedron ("Dodo") space station Deep dive: Ship blueprints
.SHIP_DODO EQUB 0 \ Max. canisters on demise = 0 EQUW 180 * 180 \ Targetable area = 180 * 180 EQUB &A4 \ Edges data offset (low) = &00A4 EQUB &2C \ Faces data offset (low) = &012C EQUB 101 \ Max. edge count = (101 - 1) / 4 = 25 EQUB 0 \ Gun vertex = 0 EQUB 54 \ Explosion count = 12, as (4 * n) + 6 = 54 EQUB 144 \ Number of vertices = 144 / 6 = 24 EQUB 34 \ Number of edges = 34 EQUW 0 \ Bounty = 0 EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 125 \ Visibility distance = 125 EQUB 240 \ Max. energy = 240 EQUB 0 \ Max. speed = 0 EQUB &00 \ Edges data offset (high) = &00A4 EQUB &01 \ Faces data offset (high) = &012C EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 150, 196, 1, 0, 5, 5, 31 \ Vertex 0 VERTEX 143, 46, 196, 1, 0, 2, 2, 31 \ Vertex 1 VERTEX 88, -121, 196, 2, 0, 3, 3, 31 \ Vertex 2 VERTEX -88, -121, 196, 3, 0, 4, 4, 31 \ Vertex 3 VERTEX -143, 46, 196, 4, 0, 5, 5, 31 \ Vertex 4 VERTEX 0, 243, 46, 5, 1, 6, 6, 31 \ Vertex 5 VERTEX 231, 75, 46, 2, 1, 7, 7, 31 \ Vertex 6 VERTEX 143, -196, 46, 3, 2, 8, 8, 31 \ Vertex 7 VERTEX -143, -196, 46, 4, 3, 9, 9, 31 \ Vertex 8 VERTEX -231, 75, 46, 5, 4, 10, 10, 31 \ Vertex 9 VERTEX 143, 196, -46, 6, 1, 7, 7, 31 \ Vertex 10 VERTEX 231, -75, -46, 7, 2, 8, 8, 31 \ Vertex 11 VERTEX 0, -243, -46, 8, 3, 9, 9, 31 \ Vertex 12 VERTEX -231, -75, -46, 9, 4, 10, 10, 31 \ Vertex 13 VERTEX -143, 196, -46, 6, 5, 10, 10, 31 \ Vertex 14 VERTEX 88, 121, -196, 7, 6, 11, 11, 31 \ Vertex 15 VERTEX 143, -46, -196, 8, 7, 11, 11, 31 \ Vertex 16 VERTEX 0, -150, -196, 9, 8, 11, 11, 31 \ Vertex 17 VERTEX -143, -46, -196, 10, 9, 11, 11, 31 \ Vertex 18 VERTEX -88, 121, -196, 10, 6, 11, 11, 31 \ Vertex 19 VERTEX -16, 32, 196, 0, 0, 0, 0, 30 \ Vertex 20 VERTEX -16, -32, 196, 0, 0, 0, 0, 30 \ Vertex 21 VERTEX 16, 32, 196, 0, 0, 0, 0, 23 \ Vertex 22 VERTEX 16, -32, 196, 0, 0, 0, 0, 23 \ Vertex 23 \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 31 \ Edge 0 EDGE 1, 2, 2, 0, 31 \ Edge 1 EDGE 2, 3, 3, 0, 31 \ Edge 2 EDGE 3, 4, 4, 0, 31 \ Edge 3 EDGE 4, 0, 5, 0, 31 \ Edge 4 EDGE 5, 10, 6, 1, 31 \ Edge 5 EDGE 10, 6, 7, 1, 31 \ Edge 6 EDGE 6, 11, 7, 2, 31 \ Edge 7 EDGE 11, 7, 8, 2, 31 \ Edge 8 EDGE 7, 12, 8, 3, 31 \ Edge 9 EDGE 12, 8, 9, 3, 31 \ Edge 10 EDGE 8, 13, 9, 4, 31 \ Edge 11 EDGE 13, 9, 10, 4, 31 \ Edge 12 EDGE 9, 14, 10, 5, 31 \ Edge 13 EDGE 14, 5, 6, 5, 31 \ Edge 14 EDGE 15, 16, 11, 7, 31 \ Edge 15 EDGE 16, 17, 11, 8, 31 \ Edge 16 EDGE 17, 18, 11, 9, 31 \ Edge 17 EDGE 18, 19, 11, 10, 31 \ Edge 18 EDGE 19, 15, 11, 6, 31 \ Edge 19 EDGE 0, 5, 5, 1, 31 \ Edge 20 EDGE 1, 6, 2, 1, 31 \ Edge 21 EDGE 2, 7, 3, 2, 31 \ Edge 22 EDGE 3, 8, 4, 3, 31 \ Edge 23 EDGE 4, 9, 5, 4, 31 \ Edge 24 EDGE 10, 15, 7, 6, 31 \ Edge 25 EDGE 11, 16, 8, 7, 31 \ Edge 26 EDGE 12, 17, 9, 8, 31 \ Edge 27 EDGE 13, 18, 10, 9, 31 \ Edge 28 EDGE 14, 19, 10, 6, 31 \ Edge 29 EDGE 20, 21, 0, 0, 30 \ Edge 30 EDGE 21, 23, 0, 0, 20 \ Edge 31 EDGE 23, 22, 0, 0, 23 \ Edge 32 EDGE 22, 20, 0, 0, 20 \ Edge 33 \FACE normal_x, normal_y, normal_z, visibility FACE 0, 0, 196, 31 \ Face 0 FACE 103, 142, 88, 31 \ Face 1 FACE 169, -55, 89, 31 \ Face 2 FACE 0, -176, 88, 31 \ Face 3 FACE -169, -55, 89, 31 \ Face 4 FACE -103, 142, 88, 31 \ Face 5 FACE 0, 176, -88, 31 \ Face 6 FACE 169, 55, -89, 31 \ Face 7 FACE 103, -142, -88, 31 \ Face 8 FACE -103, -142, -88, 31 \ Face 9 FACE -169, 55, -89, 31 \ Face 10 FACE 0, 0, -196, 31 \ Face 11 EQUB &A9, &80 \ These bytes appear to be unused EQUB &14, &2B EQUB &20, &FD EQUB &B8, &90 EQUB &01, &60
Save output/SHIPS.bin
PRINT "SHIPS" PRINT "Assembled at ", ~CODE_SHIPS% PRINT "Ends at ", ~P% PRINT "Code size is ", ~(P% - CODE_SHIPS%) PRINT "Execute at ", ~LOAD_SHIPS% PRINT "Reload at ", ~LOAD_SHIPS% PRINT "S.SHIPS ", ~CODE_SHIPS%, " ", ~P%, " ", ~LOAD_SHIPS%, " ", ~LOAD_SHIPS% SAVE "output/SHIPS.bin", CODE_SHIPS%, P%, LOAD_SHIPS%
Show free space
PRINT "ELITE game code ", ~(K%-F%), " bytes free" PRINT "F% = ", ~F% PRINT "Ends at ", ~P%