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Elite on the BBC Micro

Workspaces [6502SP version]

6502 SECOND PROCESSOR ELITE GAME SOURCE (PARASITE) 6502 Second Processor Elite was written by Ian Bell and David Braben and is copyright Acornsoft 1985 The code on this site is identical to the source discs released on Ian Bell's personal website at http://www.elitehomepage.org/ (it's just been reformatted to be more readable) The commentary is copyright Mark Moxon, and any misunderstandings or mistakes in the documentation are entirely my fault The terminology and notations used in this commentary are explained at https://www.bbcelite.com/about_site/terminology_used_in_this_commentary.html The deep dive articles referred to in this commentary can be found at https://www.bbcelite.com/deep_dives
This source file produces the following binary files: * ELTA.bin * ELTB.bin * ELTC.bin * ELTD.bin * ELTE.bin * ELTF.bin * ELTG.bin * ELTH.bin * ELTI.bin * ELTJ.bin * SHIPS.bin * WORDS.bin
INCLUDE "1-source-files/main-sources/elite-header.h.asm" CPU 1 \ Switch to 65C02 assembly, as this code runs on the \ 6502 Second Processor _SOURCE_DISC = (_RELEASE = 1) _SNG45 = (_RELEASE = 2) _EXECUTIVE = (_RELEASE = 3) GUARD &F800 \ Guard against assembling over MOS memory
Configuration variables
IF _SNG45 OR _SOURCE_DISC Q% = _REMOVE_CHECKSUMS \ Set Q% to TRUE to max out the default commander, FALSE \ for the standard default commander (this is set to \ TRUE if checksums are disabled, just for convenience) ELIF _EXECUTIVE Q% = TRUE \ The Executive version starts with a maxed-out default \ commander ENDIF D% = &D000 \ The address where the ship blueprints get moved to \ after loading, so they go from &D000 to &F200 LS% = D%-1 \ The start of the descending ship line heap NOST = 18 \ The number of stardust particles in normal space (this \ goes down to 3 in witchspace) NOSH = 20 \ The maximum number of ships in our local bubble of \ universe NTY = 34 \ The number of different ship types MSL = 1 \ Ship type for a missile SST = 2 \ Ship type for a Coriolis space station ESC = 3 \ Ship type for an escape pod PLT = 4 \ Ship type for an alloy plate OIL = 5 \ Ship type for a cargo canister AST = 7 \ Ship type for an asteroid SPL = 8 \ Ship type for a splinter SHU = 9 \ Ship type for a Shuttle CYL = 11 \ Ship type for a Cobra Mk III ANA = 14 \ Ship type for an Anaconda HER = 15 \ Ship type for a rock hermit (asteroid) COPS = 16 \ Ship type for a Viper SH3 = 17 \ Ship type for a Sidewinder KRA = 19 \ Ship type for a Krait ADA = 20 \ Ship type for a Adder WRM = 23 \ Ship type for a Worm CYL2 = 24 \ Ship type for a Cobra Mk III (pirate) ASP = 25 \ Ship type for an Asp Mk II THG = 29 \ Ship type for a Thargoid TGL = 30 \ Ship type for a Thargon CON = 31 \ Ship type for a Constrictor LGO = 32 \ Ship type for the Elite logo COU = 33 \ Ship type for a Cougar DOD = 34 \ Ship type for a Dodecahedron ("Dodo") space station JL = ESC \ Junk is defined as starting from the escape pod JH = SHU+2 \ Junk is defined as ending before the Cobra Mk III \ \ So junk is defined as the following: escape pod, \ alloy plate, cargo canister, asteroid, splinter, \ Shuttle or Transporter PACK = SH3 \ The first of the eight pack-hunter ships, which tend \ to spawn in groups. With the default value of PACK the \ pack-hunters are the Sidewinder, Mamba, Krait, Adder, \ Gecko, Cobra Mk I, Worm and Cobra Mk III (pirate) POW = 15 \ Pulse laser power Mlas = 50 \ Mining laser power Armlas = INT(128.5+1.5*POW) \ Military laser power NI% = 37 \ The number of bytes in each ship's data block (as \ stored in INWK and K%) BRKV = &0202 \ The break vector that we intercept to enable us to \ handle and display system errors OSWRCH = &FFEE \ The address for the OSWRCH routine OSBYTE = &FFF4 \ The address for the OSBYTE routine OSWORD = &FFF1 \ The address for the OSWORD routine OSFILE = &FFDD \ The address for the OSFILE routine OSCLI = &FFF7 \ The address for the OSCLI routine DOFE21 = 131 \ The OSWRCH number for the #DOFE21 command DOhfx = 132 \ The OSWRCH number for the #DOhfx command SETXC = 133 \ The OSWRCH number for the #SETXC command SETYC = 134 \ The OSWRCH number for the #SETYC command clyns = 135 \ The OSWRCH number for the #clyns command RDPARAMS = 136 \ The OSWRCH number for the #RDPARAMS command DODIALS = 138 \ The OSWRCH number for the #DODIALS command VIAE = 139 \ The OSWRCH number for the #VIAE command DOBULB = 140 \ The OSWRCH number for the #DOBULB command DOCATF = 141 \ The OSWRCH number for the #DOCATF command SETCOL = 142 \ The OSWRCH number for the #SETCOL command SETVDU19 = 143 \ The OSWRCH number for the #SETVDU19 command DOsvn = 144 \ The OSWRCH number for the #DOsvn command printcode = 146 \ The OSWRCH number for the #printcode command prilf = 147 \ The OSWRCH number for the #prilf command DOmsbar = 242 \ The OSWORD number for the #DOmsbar command wscn = 243 \ The OSWORD number for the #wscn command onescan = 244 \ The OSWORD number for the #onescan command DOdot = 245 \ The OSWORD number for the #DOdot command DODKS4 = 246 \ The OSWORD number for the #DODKS4 command X = 128 \ The centre x-coordinate of the 256 x 192 space view Y = 96 \ The centre y-coordinate of the 256 x 192 space view f0 = &20 \ Internal key number for red key f0 (Launch, Front) f1 = &71 \ Internal key number for red key f1 (Buy Cargo, Rear) f2 = &72 \ Internal key number for red key f2 (Sell Cargo, Left) f3 = &73 \ Internal key number for red key f3 (Equip Ship, Right) f4 = &14 \ Internal key number for red key f4 (Long-range Chart) f5 = &74 \ Internal key number for red key f5 (Short-range Chart) f6 = &75 \ Internal key number for red key f6 (Data on System) f7 = &16 \ Internal key number for red key f7 (Market Price) f8 = &76 \ Internal key number for red key f8 (Status Mode) f9 = &77 \ Internal key number for red key f9 (Inventory) YELLOW = %00001111 \ Four mode 1 pixels of colour 1 (yellow) RED = %11110000 \ Four mode 1 pixels of colour 2 (red, magenta or white) CYAN = %11111111 \ Four mode 1 pixels of colour 3 (cyan or white) GREEN = %10101111 \ Four mode 1 pixels of colour 3, 1, 3, 1 (cyan/yellow) WHITE = %11111010 \ Four mode 1 pixels of colour 3, 2, 3, 2 (cyan/red) MAGENTA = RED \ Four mode 1 pixels of colour 2 (red, magenta or white) DUST = WHITE \ Four mode 1 pixels of colour 3, 2, 3, 2 (cyan/red) RED2 = %00000011 \ Two mode 2 pixels of colour 1 (red) GREEN2 = %00001100 \ Two mode 2 pixels of colour 2 (green) YELLOW2 = %00001111 \ Two mode 2 pixels of colour 3 (yellow) BLUE2 = %00110000 \ Two mode 2 pixels of colour 4 (blue) MAG2 = %00110011 \ Two mode 2 pixels of colour 5 (magenta) CYAN2 = %00111100 \ Two mode 2 pixels of colour 6 (cyan) WHITE2 = %00111111 \ Two mode 2 pixels of colour 7 (white) STRIPE = %00100011 \ Two mode 2 pixels of colour 5, 1 (magenta/red) NRU% = 0 \ The number of planetary systems with extended system \ description overrides in the RUTOK table. The value of \ this variable is 0 in the original source, but this \ appears to be a bug, as it should really be 26 VE = &57 \ The obfuscation byte used to hide the extended tokens \ table from crackers viewing the binary code LL = 30 \ The length of lines (in characters) of justified text \ in the extended tokens system W2 = 16 \ The horizontal character spacing in the scroll text \ (i.e. the difference in x-coordinate between the \ left edges of adjacent characters in words) WY = 12 \ The vertical spacing between points in the scroll text \ grid for each character W2Y = 2.5*WY \ The vertical line spacing in the scroll text (i.e. the \ difference in y-coordinate between the tops of the \ characters in adjacent lines) D = 80 \ The distance from the camera (z-coordinate) of the \ bottom of the visible part of the Star Wars scroll \ text
Name: ZP [Show more] Type: Workspace Address: &0000 to &00B0 Category: Workspaces Summary: Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here
Context: See this workspace on its own page Variations: See code variations for this workspace in the different versions References: No direct references to this workspace in this source file
ORG &0000 .ZP SKIP 0 \ The start of the zero page workspace .RAND SKIP 4 \ Four 8-bit seeds for the random number generation \ system implemented in the DORND routine .T1 SKIP 1 \ Temporary storage, used in a number of places .SC SKIP 1 \ Screen address (low byte) \ \ Elite draws on-screen by poking bytes directly into \ screen memory, and SC(1 0) is typically set to the \ address of the character block containing the pixel \ we want to draw .SCH SKIP 1 \ Screen address (high byte) .XX16 SKIP 18 \ Temporary storage for a block of values, used in a \ number of places .P SKIP 3 \ Temporary storage, used in a number of places .NEEDKEY SKIP 1 \ Flag to ask the I/O processor to update the key logger \ buffer at KTRAN \ \ * 0 = do not update KTRAN \ \ * Non-zero = Ask the I/O processor to update KTRAN \ in the next call to LL9 or DOKEY \ \ A non-zero value has the following effect: \ \ * When DOKEY is called to scan for primary flight \ keys, the key logger buffer is updated before the \ key logger is updated \ \ * When drawing ships in LL9, the keyboard is scanned \ for key presses, which is used in the title screen \ and mission briefings .XX0 SKIP 2 \ Temporary storage, used to store the address of a ship \ blueprint. For example, it is used when we add a new \ ship to the local bubble in routine NWSHP, and it \ contains the address of the current ship's blueprint \ as we loop through all the nearby ships in the main \ flight loop .INF SKIP 2 \ Temporary storage, typically used for storing the \ address of a ship's data block, so it can be copied \ to and from the internal workspace at INWK .V SKIP 2 \ Temporary storage, typically used for storing an \ address pointer .XX SKIP 2 \ Temporary storage, typically used for storing a 16-bit \ x-coordinate .YY SKIP 2 \ Temporary storage, typically used for storing a 16-bit \ y-coordinate .SUNX SKIP 2 \ The 16-bit x-coordinate of the vertical centre axis \ of the sun (which might be off-screen) .BETA SKIP 1 \ The current pitch angle beta, which is reduced from \ JSTY to a sign-magnitude value between -8 and +8 \ \ This describes how fast we are pitching our ship, and \ determines how fast the universe pitches around us \ \ The sign bit is also stored in BET2, while the \ opposite sign is stored in BET2+1 .BET1 SKIP 1 \ The magnitude of the pitch angle beta, i.e. |beta|, \ which is a positive value between 0 and 8 .XC SKIP 1 \ The x-coordinate of the text cursor (i.e. the text \ column), which can be from 0 to 32 \ \ A value of 0 denotes the leftmost column and 32 the \ rightmost column, but because the top part of the \ screen (the space view) has a white border that \ clashes with columns 0 and 32, text is only shown \ in columns 1-31 .YC SKIP 1 \ The y-coordinate of the text cursor (i.e. the text \ row), which can be from 0 to 23 \ \ The screen actually has 31 character rows if you \ include the dashboard, but the text printing routines \ only work on the top part (the space view), so the \ text cursor only goes up to a maximum of 23, the row \ just before the screen splits \ \ A value of 0 denotes the top row, but because the \ top part of the screen has a white border that clashes \ with row 0, text is always shown at row 1 or greater .QQ22 SKIP 2 \ The two hyperspace countdown counters \ \ Before a hyperspace jump, both QQ22 and QQ22+1 are \ set to 15 \ \ QQ22 is an internal counter that counts down by 1 \ each time TT102 is called, which happens every \ iteration of the main game loop. When it reaches \ zero, the on-screen counter in QQ22+1 gets \ decremented, and QQ22 gets set to 5 and the countdown \ continues (so the first tick of the hyperspace counter \ takes 15 iterations to happen, but subsequent ticks \ take 5 iterations each) \ \ QQ22+1 contains the number that's shown on-screen \ during the countdown. It counts down from 15 to 1, and \ when it hits 0, the hyperspace engines kick in .ECMA SKIP 1 \ The E.C.M. countdown timer, which determines whether \ an E.C.M. system is currently operating: \ \ * 0 = E.C.M. is off \ \ * Non-zero = E.C.M. is on and is counting down \ \ The counter starts at 32 when an E.C.M. is activated, \ either by us or by an opponent, and it decreases by 1 \ in each iteration of the main flight loop until it \ reaches zero, at which point the E.C.M. switches off. \ Only one E.C.M. can be active at any one time, so \ there is only one counter .ALP1 SKIP 1 \ Magnitude of the roll angle alpha, i.e. |alpha|, \ which is a positive value between 0 and 31 .ALP2 SKIP 2 \ Bit 7 of ALP2 = sign of the roll angle in ALPHA \ \ Bit 7 of ALP2+1 = opposite sign to ALP2 and ALPHA .XX15 SKIP 0 \ Temporary storage, typically used for storing screen \ coordinates in line-drawing routines \ \ There are six bytes of storage, from XX15 TO XX15+5. \ The first four bytes have the following aliases: \ \ X1 = XX15 \ Y1 = XX15+1 \ X2 = XX15+2 \ Y2 = XX15+3 \ \ These are typically used for describing lines in terms \ of screen coordinates, i.e. (X1, Y1) to (X2, Y2) \ \ The last two bytes of XX15 do not have aliases .X1 SKIP 1 \ Temporary storage, typically used for x-coordinates in \ line-drawing routines .Y1 SKIP 1 \ Temporary storage, typically used for y-coordinates in \ line-drawing routines .X2 SKIP 1 \ Temporary storage, typically used for x-coordinates in \ line-drawing routines .Y2 SKIP 1 \ Temporary storage, typically used for y-coordinates in \ line-drawing routines SKIP 2 \ The last two bytes of the XX15 block .XX12 SKIP 6 \ Temporary storage for a block of values, used in a \ number of places .K SKIP 4 \ Temporary storage, used in a number of places .LAS SKIP 1 \ Contains the laser power of the laser fitted to the \ current space view (or 0 if there is no laser fitted \ to the current view) \ \ This gets set to bits 0-6 of the laser power byte from \ the commander data block, which contains the laser's \ power (bit 7 doesn't denote laser power, just whether \ or not the laser pulses, so that is not stored here) .MSTG SKIP 1 \ The current missile lock target \ \ * &FF = no target \ \ * 1-13 = the slot number of the ship that our \ missile is locked onto .XX1 SKIP 0 \ This is an alias for INWK that is used in the main \ ship-drawing routine at LL9 .INWK SKIP 33 \ The zero-page internal workspace for the current ship \ data block \ \ As operations on zero page locations are faster and \ have smaller opcodes than operations on the rest of \ the addressable memory, Elite tends to store oft-used \ data here. A lot of the routines in Elite need to \ access and manipulate ship data, so to make this an \ efficient exercise, the ship data is first copied from \ the ship data blocks at K% into INWK (or, when new \ ships are spawned, from the blueprints at XX21). See \ the deep dive on "Ship data blocks" for details of \ what each of the bytes in the INWK data block \ represents .XX19 SKIP NI% - 34 \ XX19(1 0) shares its location with INWK(34 33), which \ contains the address of the ship line heap .NEWB SKIP 1 \ The ship's "new byte flags" (or NEWB flags) \ \ Contains details about the ship's type and associated \ behaviour, such as whether they are a trader, a bounty \ hunter, a pirate, currently hostile, in the process of \ docking, inside the hold having been scooped, and so \ on. The default values for each ship type are taken \ from the table at E%, and you can find out more detail \ in the deep dive on "Advanced tactics with the NEWB \ flags" .LSP SKIP 1 \ The ball line heap pointer, which contains the number \ of the first free byte after the end of the LSX2 and \ LSY2 heaps (see the deep dive on "The ball line heap" \ for details) .QQ15 SKIP 6 \ The three 16-bit seeds for the selected system, i.e. \ the one in the crosshairs in the Short-range Chart \ \ See the deep dives on "Galaxy and system seeds" and \ "Twisting the system seeds" for more details .K5 SKIP 0 \ Temporary storage used to store segment coordinates \ across successive calls to BLINE, the ball line \ routine .XX18 SKIP 0 \ Temporary storage used to store coordinates in the \ LL9 ship-drawing routine .QQ17 SKIP 1 \ Contains a number of flags that affect how text tokens \ are printed, particularly capitalisation: \ \ * If all bits are set (255) then text printing is \ disabled \ \ * Bit 7: 0 = ALL CAPS \ 1 = Sentence Case, bit 6 determines the \ case of the next letter to print \ \ * Bit 6: 0 = print the next letter in upper case \ 1 = print the next letter in lower case \ \ * Bits 0-5: If any of bits 0-5 are set, print in \ lower case \ \ So: \ \ * QQ17 = 0 means case is set to ALL CAPS \ \ * QQ17 = %10000000 means Sentence Case, currently \ printing upper case \ \ * QQ17 = %11000000 means Sentence Case, currently \ printing lower case \ \ * QQ17 = %11111111 means printing is disabled .QQ19 SKIP 3 \ Temporary storage, used in a number of places .K6 SKIP 5 \ Temporary storage, typically used for storing \ coordinates during vector calculations .BET2 SKIP 2 \ Bit 7 of BET2 = sign of the pitch angle in BETA \ \ Bit 7 of BET2+1 = opposite sign to BET2 and BETA .DELTA SKIP 1 \ Our current speed, in the range 1-40 .DELT4 SKIP 2 \ Our current speed * 64 as a 16-bit value \ \ This is stored as DELT4(1 0), so the high byte in \ DELT4+1 therefore contains our current speed / 4 .U SKIP 1 \ Temporary storage, used in a number of places .Q SKIP 1 \ Temporary storage, used in a number of places .R SKIP 1 \ Temporary storage, used in a number of places .S SKIP 1 \ Temporary storage, used in a number of places .XSAV SKIP 1 \ Temporary storage for saving the value of the X \ register, used in a number of places .YSAV SKIP 1 \ Temporary storage for saving the value of the Y \ register, used in a number of places .XX17 SKIP 1 \ Temporary storage, used in BPRNT to store the number \ of characters to print, and as the edge counter in the \ main ship-drawing routine .QQ11 SKIP 1 \ The number of the current view: \ \ 0 = Space view \ 1 = Title screen \ Get commander name ("@", save/load commander) \ In-system jump just arrived ("J") \ Data on System screen (red key f6) \ 2 = Buy Cargo screen (red key f1) \ 3 = Mis-jump just arrived (witchspace) \ 4 = Sell Cargo screen (red key f2) \ 6 = Death screen \ 8 = Status Mode screen (red key f8) \ Inventory screen (red key f9) \ 16 = Market Price screen (red key f7) \ 32 = Equip Ship screen (red key f3) \ 64 = Long-range Chart (red key f4) \ 128 = Short-range Chart (red key f5) \ 255 = Launch view \ \ This value is typically set by calling routine TT66 .ZZ SKIP 1 \ Temporary storage, typically used for distance values .XX13 SKIP 1 \ Temporary storage, typically used in the line-drawing \ routines .MCNT SKIP 1 \ The main loop counter \ \ This counter determines how often certain actions are \ performed within the main loop. See the deep dive on \ "Scheduling tasks with the main loop counter" for more \ details .DL SKIP 1 \ Vertical sync flag \ \ DL gets set to 30 every time we reach vertical sync on \ the video system, which happens 50 times a second \ (50Hz). The WSCAN routine uses this to pause until the \ vertical sync, by setting DL to 0 and then monitoring \ its value until it changes to 30 .TYPE SKIP 1 \ The current ship type \ \ This is where we store the current ship type for when \ we are iterating through the ships in the local bubble \ as part of the main flight loop. See the table at XX21 \ for information about ship types .ALPHA SKIP 1 \ The current roll angle alpha, which is reduced from \ JSTX to a sign-magnitude value between -31 and +31 \ \ This describes how fast we are rolling our ship, and \ determines how fast the universe rolls around us \ \ The sign bit is also stored in ALP2, while the \ opposite sign is stored in ALP2+1 .PBUP SKIP 1 \ The size of the pixel buffer at PBUF (including the \ two OSWORD size bytes) .HBUP SKIP 1 \ The size of the horizontal line buffer at HBUF \ (including the two OSWORD size bytes) .LBUP SKIP 1 \ The size of the multi-segment line buffer at LBUF .QQ12 SKIP 1 \ Our "docked" status \ \ * 0 = we are not docked \ \ * &FF = we are docked .TGT SKIP 1 \ Temporary storage, typically used as a target value \ for counters when drawing explosion clouds and partial \ circles .COL SKIP 1 \ Temporary storage, used to store colour information \ when drawing pixels in the dashboard .FLAG SKIP 1 \ A flag that's used to define whether this is the first \ call to the ball line routine in BLINE, so it knows \ whether to wait for the second call before storing \ segment data in the ball line heap .CNT SKIP 1 \ Temporary storage, typically used for storing the \ number of iterations required when looping .CNT2 SKIP 1 \ Temporary storage, used in the planet-drawing routine \ to store the segment number where the arc of a partial \ circle should start .STP SKIP 1 \ The step size for drawing circles \ \ Circles in Elite are split up into 64 points, and the \ step size determines how many points to skip with each \ straight-line segment, so the smaller the step size, \ the smoother the circle. The values used are: \ \ * 2 for big planets and the circles on the charts \ * 4 for medium planets and the launch tunnel \ * 8 for small planets and the hyperspace tunnel \ \ As the step size increases we move from smoother \ circles at the top to more polygonal at the bottom. \ See the CIRCLE2 routine for more details .XX4 SKIP 1 \ Temporary storage, used in a number of places .XX20 SKIP 1 \ Temporary storage, used in a number of places .XX14 SKIP 1 \ This byte appears to be unused .RAT SKIP 1 \ Used to store different signs depending on the current \ space view, for use in calculating stardust movement .RAT2 SKIP 1 \ Temporary storage, used to store the pitch and roll \ signs when moving objects and stardust .K2 SKIP 4 \ Temporary storage, used in a number of places .widget SKIP 1 \ Temporary storage, used to store the original argument \ in A in the logarithmic FMLTU and LL28 routines .safehouse SKIP 6 \ Backup storage for the seeds for the selected system \ \ The seeds for the current system get stored here as \ soon as a hyperspace is initiated, so we can fetch \ them in the hyp1 routine. This fixes a bug in an \ earlier version where you could hyperspace while \ docking and magically appear in your destination \ station .messXC SKIP 1 \ Temporary storage, used to store the text column \ of the in-flight message in MESS, so it can be erased \ from the screen at the correct time ORG &00D1 .T SKIP 1 \ Temporary storage, used in a number of places .K3 SKIP 0 \ Temporary storage, used in a number of places .XX2 SKIP 14 \ Temporary storage, used to store the visibility of the \ ship's faces during the ship-drawing routine at LL9 .K4 SKIP 2 \ Temporary storage, used in a number of places PRINT "Zero page variables from ", ~ZP, " to ", ~P%
Name: XX3 [Show more] Type: Workspace Address: &0100 to the top of the descending stack Category: Workspaces Summary: Temporary storage space for complex calculations
Context: See this workspace on its own page References: This workspace is used as follows: * DOEXP calls XX3 * LL62 calls XX3 * LL9 (Part 10 of 12) calls XX3 * LL9 (Part 2 of 12) calls XX3 * LL9 (Part 8 of 12) calls XX3 * LL9 (Part 9 of 12) calls XX3 * SFS1 calls XX3

Used as heap space for storing temporary data during calculations. Shared with the descending 6502 stack, which works down from &01FF.
ORG &0100 .XX3 SKIP 0 \ Temporary storage, typically used for storing tables \ of values such as screen coordinates or ship data
Name: K% [Show more] Type: Workspace Address: &8200 to &85FF (&8500 to &88FF in the Executive version) Category: Workspaces Summary: Ship data blocks Deep dive: Ship data blocks The local bubble of universe
Context: See this workspace on its own page Variations: See code variations for this workspace in the different versions References: This workspace is used as follows: * ANGRY calls K% * DCS1 calls K% * DEMON calls K% * DOEXP calls K% * MAS2 calls K% * MAS3 calls K% * Main flight loop (Part 1 of 16) calls K% * Main flight loop (Part 14 of 16) calls K% * Main flight loop (Part 9 of 16) calls K% * Main game loop (Part 4 of 6) calls K% * SPS3 calls K% * SPS4 calls K% * TAS4 calls K% * UNIV calls K% * VCSU1 calls K% * WARP calls K%

Contains ship data for all the ships, planets, suns and space stations in our local bubble of universe. The blocks are pointed to by the lookup table at location UNIV. The first 720 bytes of the K% workspace hold ship data on up to 20 ships, with 37 (NI%) bytes per ship. See the deep dive on "Ship data blocks" for details on ship data blocks, and the deep dive on "The local bubble of universe" for details of how Elite stores the local universe in K%, FRIN and UNIV.
IF _SNG45 OR _SOURCE_DISC ORG &8200 ELIF _EXECUTIVE ORG &8500 ENDIF .K% SKIP 0 \ Ship data blocks and ship line heap
Name: LP [Show more] Type: Workspace Address: &8600 to &91FF (&8900 to &8BFF in the Executive version) Category: Workspaces Summary: Variables used for displaying the scrolling text in the demo
Context: See this workspace on its own page References: No direct references to this workspace in this source file
IF _SNG45 OR _SOURCE_DISC ORG &8600 ELIF _EXECUTIVE ORG &8900 ENDIF .LP SKIP 0 \ The start of the LP workspace .X1TB SKIP 256 \ The x-coordinates of the start points for character \ lines in the scroll text (as space coordinates) .Y1TB SKIP 256 \ The y-coordinates of the start points for character \ lines in the scroll text .X2TB SKIP 256 \ The x-coordinates of the end points for character \ lines in the scroll text .Y2TB SKIP 256 \ The y-coordinates of the end points for character \ lines in the scroll text .X1UB SKIP 256 \ The x-coordinates of the start points for character \ lines in the scroll text (as projected screen \ coordinates) .Y1UB SKIP 256 \ The y-coordinates of the start points for character \ lines in the scroll text (as projected screen \ coordinates) .X2UB SKIP 256 \ The x-coordinates of the end points for character \ lines in the scroll text (as projected screen \ coordinates) .Y2UB SKIP 256 \ The y-coordinates of the end points for character \ lines in the scroll text (as projected screen \ coordinates) .X1VB SKIP 256 \ The x-coordinates of the start points for the previous \ set of character lines in the scroll text (as \ projected screen coordinates) so they can be erased .Y1VB SKIP 256 \ The y-coordinates of the start points for the previous \ set of character lines in the scroll text (as \ projected screen coordinates) so they can be erased .X2VB SKIP 256 \ The x-coordinates of the end points for the previous \ set of character lines in the scroll text (as \ projected screen coordinates) so they can be erased .Y2VB SKIP 256 \ The y-coordinates of the end points for the previous \ set of character lines in the scroll text (as \ projected screen coordinates) so they can be erased