.ZINF2 LDA #0 \ Set A to 0 so we can zero-fill the workspace LDX #NI%-1 \ There are NI% bytes in the INWK workspace, so set a \ counter in X so we can loop through them .DML1 STA INWK,X \ Zero the X-th byte of the INWK workspace DEX \ Decrement the loop counter BPL DML1 \ Loop back for the next byte, until we have zero-filled \ the last byte at INWK \ Finally, we reset the orientation vectors as follows: \ \ sidev = (1, 0, 0) \ roofv = (0, 1, 0) \ nosev = (0, 0, 1) \ \ 96 * 256 (&6000) represents 1 in the orientation \ vectors, and we already set the vectors to zero above, \ so we just need to set up the high bytes of the \ diagonal values and we're done LDA #96 \ Set A to represent a 1 (in normalised vector terms) STA INWK+18 \ Set byte #18 = roofv_y_hi = 96 = 1 STA INWK+22 \ Set byte #22 = sidev_x_hi = 96 = 1 STA INWK+14 \ Set byte #14 = nosev_z_hi = 96 = 1 RTS \ Return from the subroutineName: ZINF2 [Show more] Type: Subroutine Category: Universe Summary: Reset the INWK workspace and orientation vectors Deep dive: Orientation vectorsContext: See this subroutine in context in the source code References: This subroutine is called as follows: * DEMON calls ZINF2
Zero-fill the INWK ship workspace and reset the orientation vectors, with nosev pointing into the screen.
Label DML1 is local to this routine
Configuration variable: NI% = 37
The number of bytes in each ship's data block (as stored in INWK and K%)