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BBC Micro Elite

A-Z index of the source code

This index contains every subroutine, entry point, variable, workspace and macro that appears in the source code for the cassette version of BBC Micro Elite, sorted alphabetically.

A-Z index
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  • ABORT - Disarm missiles and update the dashboard indicators
  • ABORT2 - Set/unset the lock target for a missile and update the dashboard
  • ACT - Arctan table
  • ADD - Calculate (A X) = (A P) + (S R)
  • ALP1 - Magnitude of the roll angle alpha, i.e. |alpha|, which is a positive value between 0 and 31
  • ALP2 - Bit 7 of ALP2 = sign of the roll angle in ALPHA
  • ALPHA - The current roll angle alpha, which is reduced from JSTX to a sign-magnitude value between -31 and +31
  • ALTIT - Our altitude above the surface of the planet or sun
  • ANGRY - Make a ship hostile
  • ARCTAN - Calculate A = arctan(P / Q)
  • ASH - Aft shield status
  • Authors' names - The authors' names and a copyright notice, buried in the code
  • Authors' names (Loader) - The authors' names, buried in the code
  • AVL - Market availability in the current system
  • B% (Loader) - VDU commands for setting the square mode 4 screen
  • BAD - Calculate how bad we have been
  • BAY - Go to the docking bay (i.e. show the Status Mode screen)
  • BAY2 - Jump into the main loop at FRCE, setting the key "pressed" to red key f9 (so we show the Inventory screen)
  • BEEP - Make a short, high beep
  • BEGIN% (Loader) - Single-byte decryption and copying routine, run on the stack
  • BELL - Make a beep sound
  • BET1 - The magnitude of the pitch angle beta, i.e. |beta|, which is a positive value between 0 and 8
  • BET2 - Bit 7 of BET2 = sign of the pitch angle in BETA
  • BETA - The current pitch angle beta, which is reduced from JSTY to a sign-magnitude value between -8 and +8
  • BLINE - Draw a circle segment and add it to the ball line heap
  • BLOCK (Loader) - Addresses for the obfuscated jumps that use RTS not JMP
  • block1 (Loader) - Palette data for the two dashboard colour scheme
  • block2 (Loader) - Palette data for the space part of the screen
  • BOMB - Energy bomb
  • BOX - Just draw the border and (if this is a space view) the view name. This can be used to remove the border and view name, as it is drawn using EOR logic
  • BPRNT - Print a 32-bit number, left-padded to n digits, and optional point
  • BR1 - Restarts the game, but without resetting the stack pointer. BRKV is set to point here by elite-loader.asm
  • BST - Fuel scoops (BST stands for "barrel status")
  • BULB - Draw an indicator bulb on the dashboard
  • BULB-2 - Set the Y screen address
  • BUMP2 - Bump up the value of the pitch or roll dashboard indicator
  • CABTMP - Cabin temperature
  • CASH - Our current cash pot
  • CHAR - Macro definition for characters in the recursive token table
  • CHECK - Calculate the checksum for the last saved commander data block
  • CHECKbyt (Loader) - Checksum for the validity of the UU% workspace
  • CHECKER (Loader) - Run checksum checks on tokens, loader and tape block count
  • checksum0 - Checksum for the entire main game code
  • CHECKV (Loader) - The address of the LBL routine in the decryption header
  • CHK - First checksum byte for the saved commander data file
  • CHK2 - Second checksum byte for the saved commander data file
  • CHKON - Check whether a circle will fit on-screen
  • CIRCLE - Draw a circle for the planet
  • CIRCLE2 - Draw a circle (for the planet or chart)
  • CLYNS - Clear the bottom three text rows of the mode 4 screen
  • cmn - Print the commander's name
  • cmn-1 - Contains an RTS
  • CNT - Temporary storage, typically used for storing the number of iterations required when looping
  • CNT (Loader) - A counter for use in drawing Saturn's planetary body
  • CNT2 - Temporary storage, used in the planet-drawing routine to store the segment number where the arc of a partial circle should start
  • CNT2 (Loader) - A counter for use in drawing Saturn's background stars
  • CNT3 (Loader) - A counter for use in drawing Saturn's rings
  • cntr - Apply damping to the pitch or roll dashboard indicator
  • COK - Flags used to generate the competition code
  • COL - Temporary storage, used to store colour information when drawing pixels in the mode 5 dashboard screen
  • COMC - The colour of the dot on the compass
  • command (Loader) - Execute an OS command
  • COMPAS - Update the compass
  • COMX - The x-coordinate of the compass dot
  • COMY - The y-coordinate of the compass dot
  • CPIX2 - Draw a single-height dot on the dashboard
  • CPIX4 - Draw a double-height dot on the dashboard
  • cpl - Print the selected system name
  • CRGO - Our ship's cargo capacity
  • crlf - Tab to column 21 and print a colon
  • csh - Print the current amount of cash
  • CTRL - Scan the keyboard to see if CTRL is currently pressed
  • CTRL - Macro definition for control codes in the recursive token table
  • CTWOS - Ready-made single-pixel character row bytes for mode 5
  • DAMP - Keyboard damping configuration setting
  • David23 (Loader) - Address pointer to the start of the 6502 stack
  • David7 (Loader) - Part of the multi-jump obfuscation code in PROT1
  • David9 (Loader) - Address used as part of the stack-based decryption loop
  • de - Equipment destruction flag
  • DEATH - Display the death screen
  • DEATH2 - Reset most of the game and restart from the title screen
  • DEL8 - Wait for 8/50 of a second (0.16 seconds) DELAY-5 Wait for 2/50 of a second (0.04 seconds).
  • DELAY - Wait for a specified time, in 1/50s of a second
  • DELAY-5 - Wait for 2/50 of a second (0.04 seconds).
  • DELT4 - Our current speed * 64 as a 16-bit value
  • DELTA - Our current speed, in the range 1-40
  • DENGY - Drain some energy from the energy banks
  • DET1 - Hide the dashboard (for when we die)
  • DIALS (Part 1 of 4) - Update the dashboard: speed indicator
  • DIALS (Part 2 of 4) - Update the dashboard: pitch and roll indicators
  • DIALS (Part 3 of 4) - Update the dashboard: four energy banks
  • DIALS (Part 4 of 4) - Update the dashboard: shields, fuel, laser & cabin temp, altitude
  • DIL - The range of the indicator is 0-16 (for the energy banks)
  • DIL-1 - The range of the indicator is 0-32 (for the speed indicator)
  • DIL2 - Update the roll or pitch indicator on the dashboard
  • DILX - Update a bar-based indicator on the dashboard
  • DILX+2 - The range of the indicator is 0-64 (for the fuel indicator)
  • DJD - Keyboard auto-recentre configuration setting
  • DK4 - Scan for pause, configuration and secondary flight keys
  • DKCMP - Docking computer
  • DKJ1 - Read joystick and flight controls
  • DKS1 - Scan the keyboard for a flight key
  • DKS2 - Read the joystick position
  • DKS2-1 - Contains an RTS
  • DKS3 - Toggle a configuration setting and emit a beep
  • DKS4 - Scan the keyboard to see if a specific key is being pressed
  • DL - Vertical sync flag
  • DLY - In-flight message delay
  • dn - Print the amount of cash and beep
  • dn2 - Make a short, high beep and delay for 1 second
  • DNOIZ - Sound on/off configuration setting
  • DOEXP - Draw an exploding ship
  • DOKEY - Scan for the seven primary flight controls
  • DOMOVE (Loader) - Multi-byte decryption and copying routine, run on the stack
  • doPROT1 (Loader) - Routine to self-modify the loader code
  • DORND - Generate random numbers
  • DORND (Loader) - Generate random numbers
  • DORND2 - Restricts the value of RAND+2 so that bit 0 is always 0
  • DOT - Draw a dot on the compass
  • DV41 - Calculate (P R) = 256 * DELTA / A
  • DV42 - Calculate (P R) = 256 * DELTA / z_hi
  • DVID3B2 - Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo)
  • DVID4 - Calculate (P R) = 256 * A / Q
  • DVIDT - Calculate (P+1 A) = (A P) / Q
  • E% (Loader) - Sound envelope definitions
  • ECBLB - Light up the E.C.M. indicator bulb ("E") on the dashboard
  • ECBLB2 - Start up the E.C.M. (indicator, start countdown and make sound)
  • ECBT - The character definition for the E.C.M. indicator
  • ECM - E.C.M. system
  • ECMA - The E.C.M. countdown timer, which determines whether an E.C.M. system is currently operating:
  • ECMOF - Switch off the E.C.M.
  • ECMP - Our E.C.M. status
  • EDGE - Macro definition for adding edges to ship blueprints
  • EDGES - Draw a horizontal line given a centre and a half-width
  • ee3 - Print the hyperspace countdown in the top-left of the screen
  • EE51 - Remove the current ship from the screen, called from SHPPT before drawing the ship as a point
  • Elite loader (Part 1 of 6) (Loader) - Include binaries for recursive tokens, Python blueprint and images
  • Elite loader (Part 2 of 6) (Loader) - Perform a number of OS calls, set up sound, push routines on stack
  • Elite loader (Part 3 of 6) (Loader) - Move and decrypt recursive tokens, Python blueprint and images
  • Elite loader (Part 4 of 6) (Loader) - Copy more code onto stack, decrypt TUT block, set up IRQ1 handler
  • Elite loader (Part 5 of 6) (Loader) - Load main game code, decrypt it, move it to the correct location
  • Elite loader (Part 6 of 6) (Loader) - Set up interrupt vectors, calculate checksums, run main game code
  • ENERGY - Energy bank status
  • ENGY - Energy unit
  • eq - Subtract the price of equipment from the cash pot
  • EQSHP - Show the Equip Ship screen (red key f3)
  • err - Beep, pause and go to the docking bay (i.e. show the Status Mode screen)
  • ESCAPE - Launch our escape pod
  • ESCP - Escape pod
  • EV - The "extra vessels" spawning counter
  • ex - Print a recursive token
  • EXNO - Make the sound of a laser strike or ship explosion
  • EXNO-2 - Set X = 7 and fall through into EXNO to make the sound of a ship exploding
  • EXNO2 - Process us making a kill
  • EXNO3 - Make an explosion sound
  • FACE - Macro definition for adding faces to ship blueprints
  • FAROF - Compare x_hi, y_hi and z_hi with 224
  • FAROF2 - Compare x_hi, y_hi and z_hi with A
  • FIST - Our legal status (FIST stands for "fugitive/innocent status"):
  • FLAG - 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
  • FLFLLS - Reset the sun line heap
  • FLH - Flashing console bars configuration setting
  • FLIP - Reflect the stardust particles in the screen diagonal
  • FMLTU - Calculate A = A * Q / 256
  • FMLTU2 - Calculate A = K * sin(A)
  • FNE (Loader) - Macro definition for defining a sound envelope
  • FOOLV (Loader) - Part of the AFOOL roundabout obfuscation routine
  • fq1 - Used to add a cargo canister to the universe
  • FR1 - Display the "missile jammed" message
  • FR1-2 - Clear the C flag and return from the subroutine
  • FRCE - The entry point for the main game loop if we want to jump straight to a specific screen, by pretending to "press" a key, in which case A contains the internal key number of the key we want to "press"
  • FRIN - Slots for the 13 ships in the local bubble of universe
  • FRMIS - Fire a missile from our ship
  • FRS1 - Launch a ship straight ahead of us, below the laser sights
  • FSH - Forward shield status
  • fwl - Print fuel and cash levels
  • FX200 - Set the behaviour of the Escape and Break keys
  • GC2 - Calculate (Y X) = (A P) * 4
  • GCASH - Calculate (Y X) = P * Q * 4
  • GCNT - The number of the current galaxy (0-7)
  • Ghy - Perform a galactic hyperspace jump
  • GHYP - Galactic hyperdrive
  • GINF - Fetch the address of a ship's data block into INF
  • GNTMP - Laser temperature (or "gun temperature")
  • gnum - Get a number from the keyboard
  • GOIN - We jump here from part 3 of the main flight loop if the docking computer is activated by pressing "C"
  • gov - The current system's government type (0-7)
  • GTHG - Spawn a Thargoid ship and a Thargon companion
  • GTNME - Get the commander's name
  • GVL - Calculate the availability of a market item
  • HFS2 - Draw the launch or hyperspace tunnel
  • HFX - A flag that toggles the hyperspace colour effect
  • HI1 - Contains an RTS
  • HITCH - Work out if the ship in INWK is in our crosshairs
  • HL6 - Contains an RTS
  • HLOIN - Draw a horizontal line from (X1, Y1) to (X2, Y1)
  • HLOIN2 - Remove a line from the sun line heap and draw it on-screen
  • hm - Select the closest system and redraw the chart crosshairs
  • hy5 - Contains an RTS
  • hy6 - Print a message to say no hyperspacing inside the station
  • hyp - Start the hyperspace process
  • hyp1 - Process a jump to the system closest to (QQ9, QQ10)
  • hyp1+3 - Jump straight to the system at (QQ9, QQ10) without first calculating which system is closest. We do this if we already know that (QQ9, QQ10) points to a system
  • hyR - Contains an RTS
  • INF - 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
  • INWK - The zero-page internal workspace for the current ship data block
  • IRQ1 - The main screen-mode interrupt handler (IRQ1V points here)
  • IRQ1 (Loader) - The loader's screen-mode interrupt handler (IRQ1V points here)
  • ITEM - Macro definition for the market prices table
  • jmp - Set the current system to the selected system
  • JSTE - Reverse both joystick channels configuration setting
  • JSTGY - Reverse joystick Y-channel configuration setting
  • JSTK - Keyboard or joystick configuration setting
  • JSTX - Our current roll rate
  • JSTY - Our current pitch rate
  • K - Temporary storage, used in a number of places
  • K% - Ship data blocks and ship line heaps
  • K2 - Temporary storage, used in a number of places
  • K3 - Temporary storage, used in a number of places
  • K4 - Temporary storage, used in a number of places
  • K5 - Temporary storage used to store segment coordinates across successive calls to BLINE, the ball line routine
  • K6 - Temporary storage, typically used for storing coordinates during vector calculations
  • KILLSHP - Remove a ship from our local bubble of universe
  • KL - The following bytes implement a key logger that enables Elite to scan for concurrent key presses of the primary flight keys, plus a secondary flight key
  • KS1 - Remove the current ship from our local bubble of universe
  • KS2 - Check the local bubble for missiles with target lock
  • KS3 - Set the SLSP ship heap pointer after shuffling ship slots
  • KS4 - Remove the space station and replace it with the sun
  • KY1 - "?" has been pressed
  • KY12 - Tab key has been pressed
  • KY13 - Escape key has been pressed
  • KY14 - "T" has been pressed
  • KY15 - "U" has been pressed
  • KY16 - "M" has been pressed
  • KY17 - "E" has been pressed
  • KY18 - "J" has been pressed
  • KY19 - "C" has been pressed
  • KY2 - Space has been pressed
  • KY3 - "<" has been pressed
  • KY4 - ">" has been pressed
  • KY5 - "X" has been pressed
  • KY6 - "S" has been pressed
  • KY7 - "A" has been pressed
  • KYTB - Lookup table for in-flight keyboard controls
  • LAS - 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)
  • LAS2 - Laser power for the current laser
  • LASCT - The laser pulse count for the current laser
  • LASER - The specifications of the lasers fitted to each of the four space views:
  • LASLI - Draw the laser lines for when we fire our lasers
  • LASLI2 - Just draw the current laser lines without moving the centre point, draining energy or heating up. This has the effect of removing the lines from the screen
  • LASX - The x-coordinate of the tip of the laser line
  • LASY - The y-coordinate of the tip of the laser line
  • LAUN - Make the launch sound and draw the launch tunnel
  • LBL (Big Code file) - Checksum the two pages of code that were copied from UU% to LE%
  • LBL+2 - Contains an RTS
  • LCASH - Subtract an amount of cash from the cash pot
  • LL10-1 - Contains an RTS
  • LL118 - Move a point along a line until it is on-screen
  • LL118-1 - Contains an RTS
  • LL120 - Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2
  • LL121 - Calculate (Y X) = (S R) / Q and set the sign to the opposite of the top byte on the stack
  • LL122 - Calculate (Y X) = (S R) * Q and set the sign to the opposite of the top byte on the stack
  • LL123 - Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2
  • LL128 - Contains an RTS
  • LL129 - Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R|
  • LL133 - Negate (Y X) and return from the subroutine LL128 Contains an RTS
  • LL145 (Part 1 of 4) - Clip line: Work out which end-points are on-screen, if any
  • LL145 (Part 2 of 4) - Clip line: Work out if any part of the line is on-screen
  • LL145 (Part 3 of 4) - Clip line: Calculate the line's gradient
  • LL145 (Part 4 of 4) - Clip line: Call the routine in LL188 to do the actual clipping
  • LL147 - Don't initialise the values in SWAP or A
  • LL164 - Make the hyperspace sound and draw the hyperspace tunnel
  • LL28 - Calculate R = 256 * A / Q
  • LL28+4 - Skips the A >= Q check and always returns with C flag cleared, so this can be called if we know the division will work
  • LL30 - LL30 is a synonym for LOIN and draws a line from (X1, Y1) to (X2, Y2)
  • LL31 - Skips the A >= Q check and does not set the R counter, so this can be used for jumping straight into the division loop if R is already set to 254 and we know the division will work
  • LL38 - Calculate (S A) = (S R) + (A Q)
  • LL5 - Calculate Q = SQRT(R Q)
  • LL51 - Calculate the dot product of XX15 and XX16
  • LL61 - Calculate (U R) = 256 * A / Q
  • LL62 - Calculate 128 - (U R)
  • LL70+1 - Contains an RTS (as the first byte of an LDA instruction)
  • LL81+2 - Draw the contents of the ship lone heap, used to draw the ship as a dot from SHPPT
  • LL9 (Part 1 of 11) - Draw ship: Check if ship is exploding, check if ship is in front
  • LL9 (Part 2 of 11) - Draw ship: Check if ship is in field of view, close enough to draw
  • LL9 (Part 3 of 11) - Draw ship: Set up orientation vector, ship coordinate variables
  • LL9 (Part 4 of 11) - Draw ship: Set visibility for exploding ship (all faces visible)
  • LL9 (Part 5 of 11) - Draw ship: Calculate the visibility of each of the ship's faces
  • LL9 (Part 6 of 11) - Draw ship: Calculate the visibility of each of the ship's vertices
  • LL9 (Part 7 of 11) - Draw ship: Calculate the visibility of each of the ship's vertices
  • LL9 (Part 8 of 11) - Draw ship: Calculate the screen coordinates of visible vertices
  • LL9 (Part 9 of 11) - Draw ship: Draw laser beams if the ship is firing its laser at us
  • LL9 (Part 10 of 11) - Draw ship: Calculate the visibility of each of the ship's edges
  • LL9 (Part 11 of 11) - Draw ship: Draw all the visible edges from the ship line heap
  • LO2 - Contains an RTS PU1-1 Contains an RTS
  • LOD - Load a commander file
  • LOIN (Part 1 of 7) - Draw a line: Calculate the line gradient in the form of deltas
  • LOIN (Part 2 of 7) - Draw a line: Line has a shallow gradient, step right along x-axis
  • LOIN (Part 3 of 7) - Draw a shallow line going right and up or left and down
  • LOIN (Part 4 of 7) - Draw a shallow line going right and down or left and up
  • LOIN (Part 5 of 7) - Draw a line: Line has a steep gradient, step up along y-axis
  • LOIN (Part 6 of 7) - Draw a steep line going up and left or down and right
  • LOIN (Part 7 of 7) - Draw a steep line going up and right or down and left
  • LOOK1 - Initialise the space view
  • LSO - This space has two uses:
  • LSP - 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)
  • LSX - LSX is an alias that points to the first byte of the sun line heap at LSO
  • LSX2 - The ball line heap for storing x-coordinates (see the deep dive on "The ball line heap" for details)
  • LSY2 - The ball line heap for storing y-coordinates (see the deep dive on "The ball line heap" for details)
  • LYN - Clear most of a row of pixels
  • m - Do not include A in the calculation
  • M% - The entry point for the main flight loop
  • M2 (Loader) - Used for testing the 6522 System VIA status byte in IRQ1
  • MA9 - Contains an RTS
  • MAD - Calculate (A X) = Q * A + (S R)
  • Main flight loop (Part 1 of 16) - Seed the random number generator
  • Main flight loop (Part 2 of 16) - Calculate the alpha and beta angles from the current pitch and roll of our ship
  • Main flight loop (Part 3 of 16) - Scan for flight keys and process the results
  • Main flight loop (Part 4 of 16) - For each nearby ship: Copy the ship's data block from K% to the zero-page workspace at INWK
  • Main flight loop (Part 5 of 16) - For each nearby ship: If an energy bomb has been set off, potentially kill this ship
  • Main flight loop (Part 6 of 16) - For each nearby ship: Move the ship in space and copy the updated INWK data block back to K%
  • Main flight loop (Part 7 of 16) - For each nearby ship: Check whether we are docking, scooping or colliding with it
  • Main flight loop (Part 8 of 16) - For each nearby ship: Process us potentially scooping this item
  • Main flight loop (Part 9 of 16) - For each nearby ship: If it is a space station, check whether we are successfully docking with it
  • Main flight loop (Part 10 of 16) - For each nearby ship: Remove if scooped, or process collisions
  • Main flight loop (Part 11 of 16) - For each nearby ship: Process missile lock and firing our laser
  • Main flight loop (Part 12 of 16) - For each nearby ship: Draw the ship, remove if killed, loop back
  • Main flight loop (Part 13 of 16) - Show energy bomb effect, charge shields and energy banks
  • Main flight loop (Part 14 of 16) - Spawn a space station if we are close enough to the planet
  • Main flight loop (Part 15 of 16) - Perform altitude checks with planet and sun, process fuel scooping
  • Main flight loop (Part 16 of 16) - Process laser pulsing, E.C.M. energy drain, call stardust routine
  • Main game loop (Part 1 of 6) - Spawn a trader (a peaceful Cobra Mk III)
  • Main game loop (Part 2 of 6) - Call main flight loop, potentially spawn trader, asteroid, cargo
  • Main game loop (Part 3 of 6) - Potentially spawn a cop, particularly if we've been bad
  • Main game loop (Part 4 of 6) - Potentially spawn lone bounty hunter, Thargoid, or up to 4 pirates
  • Main game loop (Part 5 of 6) - Cool down lasers, make calls to update the dashboard
  • Main game loop (Part 6 of 6) - Process non-flight key presses (red function keys, docked keys)
  • MAINSUM (Loader) - Two checksums for the decryption header and text token table
  • MAL1 - Marks the beginning of the ship analysis loop, so we can jump back here from part 12 of the main flight loop to work our way through each ship in the local bubble. We also jump back here when a ship is removed from the bubble, so we can continue processing from the next ship
  • MANY - The number of ships of each type in the local bubble of universe
  • MAS1 - Add an orientation vector coordinate to an INWK coordinate
  • MAS2 - Calculate a cap on the maximum distance to the planet or sun
  • MAS3 - Calculate A = x_hi^2 + y_hi^2 + z_hi^2 in the K% block
  • MAS4 - Calculate a cap on the maximum distance to a ship
  • MCASH - Add an amount of cash to the cash pot
  • MCH - The text token number of the in-flight message that is currently being shown, and which will be removed by the me2 routine when the counter in DLY reaches zero
  • MCNT - The main loop counter
  • me1 - Erase an old in-flight message and display a new one
  • me2 - Remove an in-flight message from the space view
  • me3 - Used by me2 to jump back into the main game loop after printing an in-flight message
  • mes9 - Print a text token, possibly followed by " DESTROYED"
  • MESS - Display an in-flight message
  • MESS1 (Loader) - Contains an OS command string for loading the main game code
  • MHCA (Loader) - Used to set one of the vectors in the copy protection code
  • MJ - Are we in witchspace (i.e. have we mis-jumped)?
  • MJP - Process a mis-jump into witchspace
  • MLOOP - The entry point for the main game loop. This entry point comes after the call to the main flight loop and spawning routines, so it marks the start of the main game loop for when we are docked (as we don't need to call the main flight loop or spawning routines if we aren't in space)
  • MLS1 - Calculate (A P) = ALP1 * A
  • MLS2 - Calculate (S R) = XX(1 0) and (A P) = A * ALP1
  • MLTU2 - Calculate (A P+1 P) = (A ~P) * Q
  • MLTU2-2 - Set Q to X, so this calculates (A P+1 P) = (A ~P) * X
  • MLU1 - Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust
  • MLU2 - Calculate (A P) = |A| * Q
  • MSAR - The targeting state of our leftmost missile
  • MSBAR - Draw a specific indicator in the dashboard's missile bar
  • msblob - Display the dashboard's missile indicators in green
  • MSTG - The current missile lock target
  • MU1 - Copy X into P and A, and clear the C flag
  • MU11 - Calculate (A P) = P * X
  • MU5 - Set K(3 2 1 0) = (A A A A) and clear the C flGag
  • MU6 - Set P(1 0) = (A A)
  • MULT1 - Calculate (A P) = Q * A
  • MULT12 - Calculate (S R) = Q * A
  • MULT3 - Calculate K(3 2 1 0) = (A P+1 P) * Q
  • MULTS-2 - Calculate (A P) = X * A
  • MULTU - Calculate (A P) = P * Q
  • MUT1 - Calculate R = XX and (A P) = Q * A
  • MUT2 - Calculate (S R) = XX(1 0) and (A P) = Q * A
  • MUT3 - Unused routine that does the same as MUT2
  • MV40 - Rotate the planet or sun by our ship's pitch and roll
  • MVEIT (Part 1 of 9) - Move current ship: Tidy the orientation vectors
  • MVEIT (Part 2 of 9) - Move current ship: Call tactics routine, remove ship from scanner
  • MVEIT (Part 3 of 9) - Move current ship: Move ship forward according to its speed
  • MVEIT (Part 4 of 9) - Move current ship: Apply acceleration to ship's speed as a one-off
  • MVEIT (Part 5 of 9) - Move current ship: Rotate ship's location by our pitch and roll
  • MVEIT (Part 6 of 9) - Move current ship: Move the ship in space according to our speed
  • MVEIT (Part 7 of 9) - Move current ship: Rotate ship's orientation vectors by pitch/roll
  • MVEIT (Part 8 of 9) - Move current ship: Rotate ship about itself by its own pitch/roll
  • MVEIT (Part 9 of 9) - Move current ship: Redraw on scanner, if it hasn't been destroyed
  • MVS4 - Apply pitch and roll to an orientation vector
  • MVS5 - Apply a 3.6 degree pitch or roll to an orientation vector
  • MVT1 - Calculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R)
  • MVT1-2 - Clear bits 0-6 of A before entering MVT1
  • MVT3 - Calculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1)
  • MVT6 - Calculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1)
  • NA% - The data block for the last saved commander
  • NLIN - Draw a horizontal line at pixel row 23 to box in a title
  • NLIN2 - Draw a screen-wide horizontal line at the pixel row in A
  • NLIN3 - Print a title and a horizontal line at row 19 to box it in
  • NLIN4 - Draw a horizontal line at pixel row 19 to box in a title
  • NO1 - Contains an RTS
  • NO3 - Make a sound from a prepared sound block
  • NOISE - Make the sound whose number is in A
  • NOMSL - The number of missiles we have fitted (0-4)
  • NORM - Normalise the three-coordinate vector in XX15
  • NOS1 - Prepare a sound block
  • NOSTM - The number of stardust particles shown on screen, which is 18 (#NOST) for normal space, and 3 for witchspace
  • nWq - Create a random cloud of stardust
  • NwS1 - Flip the sign and double an INWK byte
  • NWSHP - Add a new ship to our local bubble of universe
  • NWSPS - Add a new space station to our local bubble of universe
  • NWSTARS - Initialise the stardust field
  • OOPS - Take some damage
  • OSB (Loader) - A convenience routine for calling OSBYTE with Y = 0
  • oscliv (Loader) - Contains the address of OSCLIV, for executing OS commands
  • osprint (Loader) - Print a character
  • ou2 - Display "E.C.M.SYSTEM DESTROYED" as an in-flight message
  • ou3 - Display "FUEL SCOOPS DESTROYED" as an in-flight message
  • OUCH - Potentially lose cargo or equipment following damage
  • out - Contains an RTS
  • P - Temporary storage, used in a number of places
  • PATG - Configuration setting to show the author names on the start-up screen and enable manual hyperspace mis-jumps
  • ping - Set the selected system to the current system
  • PIX (Loader) - Draw a single pixel at a specific coordinate
  • PIX1 - Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle
  • PIXEL - Draw a 1-pixel dot, 2-pixel dash or 4-pixel square
  • PIXEL2 - Draw a stardust particle relative to the screen centre
  • PL2 - Remove the planet or sun from the screen
  • PL2-1 - Contains an RTS
  • PL21 - Return from a planet/sun-drawing routine with a failure flag
  • PL44 - Clear the C flag and return from the subroutine
  • PL9 (Part 1 of 3) - Draw the planet, with either an equator and meridian, or a crater
  • PL9 (Part 2 of 3) - Draw the planet's equator and meridian
  • PL9 (Part 3 of 3) - Draw the planet's crater
  • PLANET - Draw the planet or sun
  • plf - Print a text token followed by a newline
  • plf2 - Print text followed by a newline and indent of 6 characters
  • PLL1 (Loader) - Draw Saturn on the loading screen
  • PLS1 - Calculate (Y A) = nosev_x / z
  • PLS2 - Draw a half-circle
  • PLS22 - Draw a circle or half-circle
  • PLS3 - Calculate (Y A P) = 222 * roofv_x / z
  • PLS4 - Calculate CNT2 = arctan(P / A) / 4
  • PLS5 - Calculate roofv_x / z and roofv_y / z
  • PLS6 - Calculate (X K) = (A P) / (z_sign z_hi z_lo)
  • PLUT - Flip the coordinate axes for the four different views
  • pr2 - Print an 8-bit number, left-padded to 3 digits, and optional point
  • pr2+2 - Print the 8-bit number in X to the number of digits in A
  • pr5 - Print a 16-bit number, left-padded to 5 digits, and optional point
  • pr6 - Print 16-bit number, left-padded to 5 digits, no point
  • PROJ - Project the current ship onto the screen
  • prq - Print a text token followed by a question mark
  • prx - Return the price of a piece of equipment
  • prx-3 - Return the price of the item with number A - 1
  • PRXS - Equipment prices
  • ptg - Called when the user manually forces a mis-jump
  • PU1-1 - Contains an RTS
  • PX3 - Plot a single pixel at (X, Y) within a character block
  • PX4 - Contains an RTS
  • PZW - Fetch the current dashboard colours, to support flashing
  • Q - Temporary storage, used in a number of places
  • QQ0 - The current system's galactic x-coordinate (0-256)
  • QQ1 - The current system's galactic y-coordinate (0-256)
  • QQ10 - The galactic y-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic y-coordinate)
  • QQ11 - The number of the current view:
  • QQ12 - Our "docked" status
  • QQ14 - Our current fuel level (0-70)
  • QQ15 - The three 16-bit seeds for the selected system, i.e. the one in the crosshairs in the Short-range Chart
  • QQ16 - The two-letter token lookup table
  • QQ17 - Contains a number of flags that affect how text tokens are printed, particularly capitalisation:
  • QQ18 - Recursive token table for tokens 0-148
  • QQ19 - Temporary storage, used in a number of places
  • QQ2 - The three 16-bit seeds for the current system, i.e. the one we are currently in
  • QQ20 - The contents of our cargo hold
  • QQ21 - The three 16-bit seeds for the current galaxy
  • QQ22 - The two hyperspace countdown counters
  • QQ23 - Market prices table
  • QQ24 - Temporary storage, used to store the current market item's price in routine TT151
  • QQ25 - Temporary storage, used to store the current market item's availability in routine TT151
  • QQ26 - A random value used to randomise market data
  • QQ28 - Temporary storage, used to store the economy byte of the current system in routine var
  • QQ29 - Temporary storage, used in a number of places
  • QQ3 - The selected system's economy (0-7)
  • QQ4 - The selected system's government (0-7)
  • QQ5 - The selected system's tech level (0-14)
  • QQ6 - The selected system's population in billions * 10 (1-71), so the maximum population is 7.1 billion
  • QQ7 - The selected system's productivity in M CR (96-62480)
  • QQ8 - The distance from the current system to the selected system in light years * 10, stored as a 16-bit number
  • QQ9 - The galactic x-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic x-coordinate)
  • QUS1 - Save or load the commander file
  • qv - Print a menu of the four space views, for buying lasers
  • qw - Print a recursive token in the range 128-145
  • R - Temporary storage, used in a number of places
  • RAND - Four 8-bit seeds for the random number generation system implemented in the DORND routine
  • RAT - Used to store different signs depending on the current space view, for use in calculating stardust movement
  • RAT2 - Temporary storage, used to store the pitch and roll signs when moving objects and stardust
  • RDKEY - Scan the keyboard for a specific key
  • RE2+2 - Restore A from T and return from the subroutine. Used by REDU2
  • RE3+2 - Auto-recentre the value in X, if configured. Used by BUMP2
  • REDU2 - Reduce the value of the pitch or roll dashboard indicator
  • RES2 - Reset a number of flight variables and workspaces
  • RES4 - Reset shields and energy banks and lots of flight variables
  • RESET - Reset most variables
  • ROOT (Loader) - Calculate ZP = SQRT(ZP(1 0))
  • RR3+1 - Contains an RTS RREN Prints the character definition pointed to by P(2 1) at the screen address pointed to by (A SC). Used by the BULB routine
  • RREN - Prints the character definition pointed to by P(2 1) at the screen address pointed to by (A SC). Used by the BULB routine
  • rT9 - Contains an RTS
  • RTOK - Macro definition for recursive tokens in the recursive token table
  • RTS2 - Contains an RTS
  • S - Temporary storage, used in a number of places
  • S% - Vector addresses, compass colour and configuration settings
  • SC - Screen address (low byte)
  • SC5 - Contains an RTS
  • SCAN - Display the current ship on the scanner
  • SCH - Screen address (high byte)
  • SESCP - Spawn an escape pod from the current (parent) ship
  • SFRMIS - Add an enemy missile to our local bubble of universe
  • SFS1 - Spawn a child ship from the current (parent) ship
  • SFS1-2 - Add a missile to the local bubble that has AI enabled, is hostile, but has no E.C.M.
  • SFS2 - Move a ship in space along one of the coordinate axes
  • SFX - Sound data
  • SHD - Charge a shield and drain some energy from the energy banks
  • SHIP1 - Ship blueprint for a Sidewinder
  • SHIP10 - Ship blueprint for an asteroid
  • SHIP11 - Ship blueprint for a cargo canister
  • SHIP12 - Ship blueprint for a Thargon
  • SHIP13 - Ship blueprint for an escape pod
  • SHIP2 - Ship blueprint for a Viper
  • SHIP3 - Ship blueprint for a Mamba
  • SHIP4 - Ship blueprint for a Python
  • SHIP5 - Ship blueprint for a Cobra Mk III
  • SHIP6 - Ship blueprint for a Thargoid mothership
  • SHIP8 - Ship blueprint for a Coriolis space station
  • SHIP9 - Ship blueprint for a missile
  • SHPPT - Draw a distant ship as a point rather than a full wireframe
  • SLSP - The address of the bottom of the ship line heap
  • SNE - Sine/cosine table
  • SOLAR - Set up various aspects of arriving in a new system
  • SOS1 - Update the missile indicators, set up the planet data block
  • SP1 - Draw the space station on the compass
  • SP2 - Draw a dot on the compass, given the planet/station vector
  • SPBLB - Light up the space station indicator ("S") on the dashboard
  • SPBT - The character definition for the space station indicator
  • spc - Print a text token followed by a space
  • SPS1 - Calculate the vector to the planet and store it in XX15
  • SPS1+1 - A BRK instruction
  • SPS2 - Calculate (Y X) = A / 10
  • SPS3 - Copy a space coordinate from the K% block into K3
  • SPS4 - Calculate the vector to the space station
  • SQUA - Clear bit 7 of A and calculate (A P) = A * A
  • SQUA2 - Calculate (A P) = A * A
  • SQUA2 (Loader) - Calculate (A P) = A * A
  • SSPR - "Space station present" flag
  • STARS - The main routine for processing the stardust
  • STARS1 - Process the stardust for the front view
  • STARS2 - Process the stardust for the left or right view
  • STARS6 - Process the stardust for the rear view
  • STATUS - Show the Status Mode screen (red key f8)
  • STP - The step size for drawing circles
  • SUN (Part 1 of 4) - Draw the sun: Set up all the variables needed
  • SUN (Part 2 of 4) - Draw the sun: Start from bottom of screen and erase the old sun
  • SUN (Part 3 of 4) - Draw the sun: Continue to move up the screen, drawing the new sun
  • SUN (Part 4 of 4) - Draw the sun: Continue to the top of the screen, erasing old sun
  • SUNX - The 16-bit x-coordinate of the vertical centre axis of the sun (which might be off-screen)
  • SVC - The save count
  • SVE - Save the commander file
  • SVN - The "saving in progress" flag
  • SWAP - Temporary storage, used to store a flag that records whether or not we had to swap a line's start and end coordinates around when clipping the line in routine LL145 (the flag is used in places like BLINE to swap them back)
  • swine (Loader) - Resets the machine if the copy protection detects a problem
  • SX - This is where we store the x_hi coordinates for all the stardust particles
  • SXL - This is where we store the x_lo coordinates for all the stardust particles
  • SY - This is where we store the y_hi coordinates for all the stardust particles
  • SYL - This is where we store the y_lo coordinates for all the stardust particles
  • SZ - This is where we store the z_hi coordinates for all the stardust particles
  • SZL - This is where we store the z_lo coordinates for all the stardust particles
  • T - Temporary storage, used in a number of places
  • T% - Current commander data and stardust data blocks
  • T1 - Temporary storage, used in a number of places
  • TACTICS (Part 1 of 7) - Apply tactics: Process missiles, both enemy missiles and our own
  • TACTICS (Part 2 of 7) - Apply tactics: Escape pod, station, lone Thargon, safe-zone pirate
  • TACTICS (Part 3 of 7) - Apply tactics: Calculate dot product to determine ship's aim
  • TACTICS (Part 4 of 7) - Apply tactics: Check energy levels, maybe launch escape pod if low
  • TACTICS (Part 5 of 7) - Apply tactics: Consider whether to launch a missile at us
  • TACTICS (Part 6 of 7) - Apply tactics: Consider firing a laser at us, if aim is true
  • TACTICS (Part 7 of 7) - Apply tactics: Set pitch, roll, and acceleration
  • tal - Print the current galaxy numbe
  • TALLY - Our combat rank
  • TAS1 - Calculate K3 = (x_sign x_hi x_lo) - V(1 0)
  • TAS2 - Normalise the three-coordinate vector in K3
  • TAS3 - Calculate the dot product of XX15 and an orientation vector
  • tek - The current system's tech level (0-14)
  • TENS - A constant used when printing large numbers in BPRNT
  • TGT - Temporary storage, typically used as a target value for counters when drawing explosion clouds and partial circles
  • tha - Consider spawning a Thargoid (22% chance)
  • TIDY - Orthonormalise the orientation vectors for a ship
  • TIS1 - Calculate (A ?) = (-X * A + (S R)) / 96
  • TIS2 - Calculate A = A / Q
  • TIS3 - Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3
  • TITLE - Display a title screen with a rotating ship and prompt
  • tnpr - Work out if we have space for a specific amount of cargo
  • TP - The current mission status, which is always 0 for the cassette version of Elite as there are no missions
  • TR1 - Copy the last saved commander's name from NA% to INWK
  • TRNME - Copy the last saved commander's name from INWK to NA%
  • TRTB% - This is set by elite-loader.asm to point to the MOS keyboard translation table, which is used by the TT217 routine to translate internal key values to ASCII
  • TT100 - The entry point for the start of the main game loop, which calls the main flight loop and the moves into the spawning routine
  • TT102 - Process function key, save, hyperspace and chart key presses
  • TT103 - Draw a small set of crosshairs on a chart
  • TT105 - Draw crosshairs on the Short-range Chart, with clipping
  • TT11 - Print a 16-bit number, left-padded to n digits, and optional point
  • TT110 - Launch from a station or show the front space view
  • TT111 - Set the current system to the nearest system to a point
  • TT111-1 - Contains an RTS
  • TT113 - Contains an RTS
  • TT114 - Display either the Long-range or Short-range Chart
  • TT123 - Move galactic coordinates by a signed delta
  • TT128 - Draw a circle on a chart
  • TT14 - Draw a circle with crosshairs on a chart
  • TT146 - Print the distance to the selected system in light years
  • TT147 - Print an error when a system is out of hyperspace range
  • TT15 - Draw a set of crosshairs
  • TT151 - Print the name, price and availability of a market item
  • TT152 - Print the unit ("t", "kg" or "g") for a market item
  • TT16 - Move the crosshairs on a chart
  • TT160 - Print "t" (for tonne) and a space
  • TT161 - Print "kg" (for kilograms)
  • TT162 - Print a space
  • TT162+2 - Jump to TT27 to print the text token in A
  • TT163 - Print the headers for the table of market prices
  • TT167 - Show the Market Price screen (red key f7)
  • TT16a - Print "g" (for grams)
  • TT17 - Scan the keyboard for cursor key or joystick movement
  • TT170 - Main entry point for the Elite game code
  • TT18 - Try to initiate a jump into hyperspace
  • TT180 - Contains an RTS
  • TT20 - Twist the selected system's seeds four times
  • TT208 - Show the Sell Cargo screen (red key f2)
  • TT210 - Show a list of current cargo in our hold, optionally to sell
  • TT213 - Show the Inventory screen (red key f9)
  • TT214 - Ask a question with a "Y/N?" prompt and return the response
  • TT217 - Scan the keyboard until a key is pressed
  • TT219 - Show the Buy Cargo screen (red key f1)
  • TT22 - Show the Long-range Chart (red key f4)
  • TT23 - Show the Short-range Chart (red key f5)
  • TT24 - Calculate system data from the system seeds
  • TT25 - Show the Data on System screen (red key f6)
  • TT26 - Print a character at the text cursor (WRCHV points here)
  • TT26 (Loader) - Print a character at the text cursor (WRCHV points here)
  • TT27 - Print a text token
  • TT41 - Print a letter according to Sentence Case
  • TT42 - Print a letter in lower case
  • TT43 - Print a two-letter token or recursive token 0-95
  • TT44 - Jumps to TT26 to print the character in A (used to enable us to use a branch instruction to jump to TT26)
  • TT45 - Print a letter in lower case
  • TT46 - Print a character and switch to capitals
  • TT48 - Contains an RTS
  • TT54 - Twist the selected system's seeds
  • TT60 - Print a text token and a paragraph break
  • TT66 - Clear the screen and set the current view type
  • TT66-2 - Call TT66 with A = 1
  • TT67 - Print a newline
  • TT68 - Print a text token followed by a colon
  • TT69 - Set Sentence Case and print a newline
  • TT70 - Display "MAINLY " and jump to TT72
  • TT72 - Used by TT70 to re-enter the routine after displaying "MAINLY" for the economy type
  • TT73 - Print a colon
  • TT74 - Print a character
  • TT81 - Set the selected system's seeds to those of system 0
  • TTX66 - Clear the top part of the screen and draw a white border
  • TTX69 - Print a paragraph break
  • TVT1 - Palette data for space and the two dashboard colour schemes
  • TWFL - Ready-made character rows for left end of horizontal line
  • TWFR - Ready-made character rows for right end of horizontal line
  • TWOK - Macro definition for two-letter tokens in the token table
  • TWOS - Ready-made single-pixel character row bytes for mode 4
  • TWOS (Loader) - Ready-made single-pixel character row bytes for mode 4
  • TWOS2 - Ready-made double-pixel character row bytes for mode 4
  • TYPE - The current ship type
  • U - Temporary storage, used in a number of places
  • U% - Clear the key logger (from KY1 through KY19)
  • UNIV - Table of pointers to the local universe's ship data blocks
  • Unused duplicate of MULTU - Unused duplicate of the MULTU routine
  • UU% (Loader) - Marker for a block that is moved as part of the obfuscation
  • V - Temporary storage, typically used for storing an address pointer
  • var - Calculate QQ19+3 = economy * |economic_factor|
  • VEC - The original value of the IRQ1 vector
  • VERTEX - Macro definition for adding vertices to ship blueprints
  • VIEW - The number of the current space view
  • WARP - Perform an in-system jump
  • WP - Ship slots, variables
  • WPLS - Remove the sun from the screen
  • WPLS-1 - Contains an RTS
  • WPLS2 - Remove the planet from the screen
  • WPSHPS - Clear the scanner, reset the ball line and sun line heaps
  • WSCAN - Wait for the vertical sync
  • wW - Start a hyperspace countdown
  • X1 - Temporary storage, typically used for x-coordinates in line-drawing routines
  • X2 - Temporary storage, typically used for x-coordinates in line-drawing routines
  • XC - The x-coordinate of the text cursor (i.e. the text column), which can be from 0 to 32
  • XC (Loader) - The x-coordinate of the text cursor
  • XSAV - Temporary storage for saving the value of the X register, used in a number of places
  • XSAV2 - Temporary storage, used for storing the value of the X register in the TT26 routine
  • XX - Temporary storage, typically used for storing a 16-bit x-coordinate
  • XX0 - 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
  • XX1 - This is an alias for INWK that is used in the main ship-drawing routine at LL9
  • XX12 - Temporary storage for a block of values, used in a number of places
  • XX13 - Temporary storage, typically used in the line-drawing routines
  • XX14 - This byte is unused
  • XX15 - Temporary storage, typically used for storing screen coordinates in line-drawing routines
  • XX16 - Temporary storage for a block of values, used in a number of places
  • XX17 - Temporary storage, used in BPRNT to store the number of characters to print, and as the edge counter in the main ship-drawing routine
  • XX18 - Temporary storage used to store coordinates in the LL9 ship-drawing routine
  • XX19 - XX19(1 0) shares its location with INWK(34 33), which contains the address of the ship line heap
  • XX2 - Temporary storage, used to store the visibility of the ship's faces during the ship-drawing routine at LL9
  • XX20 - Temporary storage, used in a number of places
  • XX21 - Ship blueprints lookup table
  • XX24 - This byte is unused
  • XX3 - Temporary storage space for complex calculations
  • XX4 - Temporary storage, used in a number of places
  • Y1 - Temporary storage, typically used for y-coordinates in line-drawing routines
  • Y2 - Temporary storage, typically used for y-coordinates in line-drawing routines
  • YC - The y-coordinate of the text cursor (i.e. the text row), which can be from 0 to 23
  • YC (Loader) - The y-coordinate of the text cursor
  • ypl - Print the current system name
  • ypl-1 - Contains an RTS
  • YSAV - Temporary storage for saving the value of the Y register, used in a number of places
  • YSAV2 - Temporary storage, used for storing the value of the Y register in the TT26 routine
  • YY - Temporary storage, typically used for storing a 16-bit y-coordinate
  • Ze - Initialise the INWK workspace to a hostile ship
  • ZERO - Zero-fill pages &9, &A, &B, &C and &D
  • ZES1 - Zero-fill the page whose number is in X
  • ZES2 - Zero-fill a specific page
  • ZINF - Reset the INWK workspace
  • ZP - Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here
  • ZZ - Temporary storage, typically used for distance values
  • zZ+1 - Contains an RTS