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BBC Micro Elite

List of all subroutines

This index contains every subroutine and entry point that appears in the source code for the cassette version of BBC Micro Elite, grouped by category. An entry points is a label within a subroutine that is called from outside the subroutine, which typically implements a subset or variation of the functionality of the parent subroutine.

Charts
------

  • hm - Select the closest system and redraw the chart crosshairs
  • TT103 - Draw a small set of crosshairs on a chart
  • TT105 - Draw crosshairs on the Short-range Chart, with clipping
  • TT114 - Display either the Long-range or Short-range Chart
  • TT123 - Move galactic coordinates by a signed delta
  • TT16 - Move the crosshairs on a chart
  • TT180 - Contains an RTS
  • TT22 - Show the Long-range Chart (red key f4)
  • TT23 - Show the Short-range Chart (red key f5)

Copy protection
---------------

Dashboard
---------

  • ABORT - Disarm missiles and update the dashboard indicators
  • ABORT2 - Set/unset the lock target for a missile and update the dashboard
  • 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
  • cntr - Apply damping to the pitch or roll dashboard indicator
  • COMPAS - Update the compass
  • 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)
  • DOT - Draw a dot on the compass
  • 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)
  • MSBAR - Draw a specific indicator in the dashboard's missile bar
  • msblob - Display the dashboard's missile indicators in green
  • PZW - Fetch the current dashboard colours, to support flashing
  • RE2+2 - Restore A from T and return from the subroutine
  • RE3+2 - Auto-recentre the value in X, if keyboard auto-recentre is configured
  • REDU2 - Reduce the value of the pitch or roll dashboard indicator
  • SCAN - Display the current ship on the scanner
  • 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
  • WPSHPS - Clear the scanner, reset the ball line and sun line heaps

Drawing circles
---------------

  • BLINE - Draw a circle segment and add it to the ball line heap
  • CHKON - Check whether any part of a circle appears on the extended screen
  • CIRCLE - Draw a circle for the planet
  • CIRCLE2 - Draw a circle (for the planet or chart)
  • HFS2 - Draw the launch or hyperspace tunnel
  • LAUN - Make the launch sound and draw the launch tunnel
  • LL164 - Make the hyperspace sound and draw the hyperspace tunnel
  • TT128 - Draw a circle on a chart
  • TT14 - Draw a circle with crosshairs on a chart

Drawing lines
-------------

  • EDGES - Draw a horizontal line given a centre and a half-width
  • 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
  • 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
  • LL118 - Move a point along a line until it is on-screen
  • LL118-1 - 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
  • LL30 - LL30 is a synonym for LOIN and draws a line from (X1, Y1) to (X2, Y2)
  • 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
  • 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
  • TT15 - Draw a set of crosshairs

Drawing pixels
--------------

  • CPIX2 - Draw a single-height dot on the dashboard
  • CPIX4 - Draw a double-height dot on the dashboard
  • PIX (Loader) - Draw a single pixel at a specific coordinate
  • PIXEL - Draw a 1-pixel dot, 2-pixel dash or 4-pixel square
  • PIXEL2 - Draw a stardust particle relative to the screen centre
  • PX3 - Plot a single pixel at (X, Y) within a character block
  • PX4 - Contains an RTS

Drawing planets
---------------

  • 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
  • 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)
  • WPLS-1 - Contains an RTS
  • WPLS2 - Remove the planet from the screen

Drawing ships
-------------

  • DOEXP - Draw an exploding ship
  • EE51 - Remove the current ship from the screen, called from SHPPT before drawing the ship as a point
  • LL10-1 - Contains an RTS
  • 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
  • PROJ - Project the current ship onto the screen
  • SHPPT - Draw a distant ship as a point rather than a full wireframe

Drawing suns
------------

  • FLFLLS - Reset the sun line heap
  • RTS2 - Contains an RTS
  • 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
  • WPLS - Remove the sun from the screen

Equipment
---------

  • 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)
  • prx - Return the price of a piece of equipment
  • prx-3 - Return the price of the item with number A - 1
  • qv - Print a menu of the four space views, for buying lasers

Flight
------

  • DENGY - Drain some energy from the energy banks
  • ESCAPE - Launch our escape pod
  • Ghy - Perform a galactic hyperspace jump
  • hy6 - Print a message to say no hyperspacing inside the station
  • hyp - Start the hyperspace process
  • LO2 - Contains an RTS PU1-1 Contains an RTS
  • LOOK1 - Initialise the space view
  • MJP - Process a mis-jump into witchspace
  • OOPS - Take some damage
  • OUCH - Potentially lose cargo or equipment following damage
  • PLUT - Flip the coordinate axes for the four different views
  • ptg - Called when the user manually forces a mis-jump
  • PU1-1 - Contains an RTS
  • SESCP - Spawn an escape pod 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.
  • SHD - Charge a shield and drain some energy from the energy banks
  • TT110 - Launch from a station or show the front space view
  • TT18 - Try to initiate a jump into hyperspace
  • WARP - Perform an in-system jump
  • wW - Start a hyperspace countdown
  • zZ+1 - Contains an RTS

Inventory
---------

  • 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

Keyboard
--------

  • CTRL - Scan the keyboard to see if CTRL is currently pressed
  • DK4 - Scan for pause, configuration and secondary flight keys
  • 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
  • DOKEY - Scan for the seven primary flight controls
  • out - Contains an RTS
  • RDKEY - Scan the keyboard for a specific key
  • TT102 - Process function key, save, hyperspace and chart key presses
  • TT17 - Scan the keyboard for cursor key or joystick movement
  • TT217 - Scan the keyboard until a key is pressed
  • U% - Clear the key logger (from KY1 through KY19)

Loader
------

Main loop
---------

Market
------

  • BAY2 - Jump into the main loop at FRCE, setting the key "pressed" to red key f9 (so we show the Inventory screen)
  • gnum - Get a number from the keyboard
  • tnpr - Work out if we have space for a specific amount of cargo
  • TT151 - Print the name, price and availability of a market item
  • TT152 - Print the unit ("t", "kg" or "g") for a market item
  • TT160 - Print "t" (for tonne) and a space
  • TT161 - Print "kg" (for kilograms)
  • TT163 - Print the headers for the table of market prices
  • TT167 - Show the Market Price screen (red key f7)
  • TT16a - Print "g" (for grams)
  • TT208 - Show the Sell Cargo screen (red key f2)
  • TT219 - Show the Buy Cargo screen (red key f1)
  • var - Calculate QQ19+3 = economy * |economic_factor|

Maths (Arithmetic)
------------------

  • ADD - Calculate (A X) = (A P) + (S R)
  • 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
  • FMLTU - Calculate A = A * Q / 256
  • FMLTU2 - Calculate A = K * sin(A)
  • GC2 - Calculate (Y X) = (A P) * 4
  • GCASH - Calculate (Y X) = P * Q * 4
  • LCASH - Subtract an amount of cash from the cash pot
  • 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
  • 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
  • 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)
  • LL61 - Calculate (U R) = 256 * A / Q
  • LL62 - Calculate 128 - (U R)
  • MAD - Calculate (A X) = Q * A + (S R)
  • MAS3 - Calculate A = x_hi^2 + y_hi^2 + z_hi^2 in the K% block
  • MCASH - Add an amount of cash to the cash pot
  • 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
  • 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
  • PIX1 - Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle
  • ROOT (Loader) - Calculate ZP = SQRT(ZP(1 0))
  • SPS2 - Calculate (Y X) = A / 10
  • 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
  • TAS1 - Calculate K3 = (x_sign x_hi x_lo) - V(1 0)
  • 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
  • TT113 - Contains an RTS
  • Unused duplicate of MULTU - Unused duplicate of the MULTU routine

Maths (Geometry)
----------------

  • ARCTAN - Calculate A = arctan(P / Q)
  • FAROF - Compare x_hi, y_hi and z_hi with 224
  • FAROF2 - Compare x_hi, y_hi and z_hi with A
  • LL51 - Calculate the dot product of XX15 and XX16
  • m - Do not include A in the calculation
  • MA9 - Contains an RTS
  • MAS1 - Add an orientation vector coordinate to an INWK coordinate
  • MAS2 - Calculate a cap on the maximum distance to the planet or sun
  • MAS4 - Calculate a cap on the maximum distance to a ship
  • NO1 - Contains an RTS
  • NORM - Normalise the three-coordinate vector in XX15
  • SPS1 - Calculate the vector to the planet and store it in XX15
  • SPS1+1 - A BRK instruction
  • SPS3 - Copy a space coordinate from the K% block into K3
  • SPS4 - Calculate the vector to the space station
  • TAS2 - Normalise the three-coordinate vector in K3
  • TAS3 - Calculate the dot product of XX15 and an orientation vector
  • TIDY - Orthonormalise the orientation vectors for a ship

Moving
------

  • 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)
  • SFS2 - Move a ship in space along one of the coordinate axes

Save and load
-------------

  • CHECK - Calculate the checksum for the last saved commander data block
  • GTNME - Get the commander's name
  • LOD - Load a commander file
  • QUS1 - Save or load the commander file
  • SVE - Save the commander file
  • TR1 - Copy the last saved commander's name from NA% to INWK
  • TRNME - Copy the last saved commander's name from INWK to NA%

Screen mode
-----------

  • DET1 - Hide the dashboard (for when we die)
  • IRQ1 - The main screen-mode interrupt handler (IRQ1V points here)
  • IRQ1 (Loader) - The loader's screen-mode interrupt handler (IRQ1V points here)
  • WSCAN - Wait for the vertical sync

Sound
-----

  • BEEP - Make a short, high beep
  • BELL - Make a beep sound
  • ECMOF - Switch off the E.C.M.
  • 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
  • NO3 - Make a sound from a prepared sound block
  • NOISE - Make the sound whose number is in A
  • NOS1 - Prepare a sound block

Stardust
--------

  • FLIP - Reflect the stardust particles in the screen diagonal
  • nWq - Create a random cloud of stardust
  • NWSTARS - Initialise the stardust field
  • 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

Start and end
-------------

  • BR1 - Restart the game
  • DEATH - Display the death screen
  • DEATH2 - Reset most of the game and restart from the title screen
  • RES2 - Reset a number of flight variables and workspaces
  • RES4 - Reset shields and energy banks and lots of flight variables
  • RESET - Reset most variables
  • TITLE - Display a title screen with a rotating ship and prompt
  • TT170 - Main entry point for the Elite game code

Status
------

  • BAD - Calculate how bad we have been
  • BAY - Go to the docking bay (i.e. show the Status Mode screen)
  • STATUS - Show the Status Mode screen (red key f8)

Tactics
-------

  • ANGRY - Make a ship hostile
  • 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
  • FRMIS - Fire a missile from our ship
  • FRS1 - Launch a ship straight ahead of us, below the laser sights
  • HI1 - Contains an RTS
  • HITCH - Work out if the ship in INWK is in our crosshairs
  • SFRMIS - Add an enemy missile to our local bubble of universe
  • 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

Text
----

  • BPRNT - Print a 32-bit number, left-padded to a specific number of digits, with an optional decimal point
  • cmn - Print the commander's name
  • cmn-1 - Contains an RTS
  • cpl - Print the selected system name
  • crlf - Tab to column 21 and print a colon
  • csh - Print the current amount of cash
  • dn - Print the amount of cash and beep
  • dn2 - Make a short, high beep and delay for 1 second
  • ee3 - Print the hyperspace countdown in the top-left of the screen
  • ex - Print a recursive token
  • fwl - Print fuel and cash levels
  • me1 - Erase an old in-flight message and display a new one
  • me2 - Remove an in-flight message from the space view
  • mes9 - Print a text token, possibly followed by " DESTROYED"
  • MESS - Display an in-flight message
  • ou2 - Display "E.C.M.SYSTEM DESTROYED" as an in-flight message
  • ou3 - Display "FUEL SCOOPS DESTROYED" as an in-flight message
  • plf - Print a text token followed by a newline
  • plf2 - Print text followed by a newline and indent of 6 characters
  • 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
  • prq - Print a text token followed by a question mark
  • qw - Print a recursive token in the range 128-145
  • 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
  • spc - Print a text token followed by a space
  • tal - Print the current galaxy numbe
  • TT11 - Print a 16-bit number, left-padded to n digits, and optional point
  • TT146 - Print the distance to the selected system in light years
  • TT147 - Print an error when a system is out of hyperspace range
  • TT162 - Print a space
  • TT162+2 - Jump to TT27 to print the text token in A
  • 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
  • TT60 - Print a text token and a paragraph break
  • 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
  • TT73 - Print a colon
  • TT74 - Print a character
  • TTX69 - Print a paragraph break
  • ypl - Print the current system name
  • ypl-1 - Contains an RTS

Universe
--------

  • GINF - Fetch the address of a ship's data block into INF
  • GTHG - Spawn a Thargoid ship and a Thargon companion
  • GVL - Calculate the availability of a market item
  • hy5 - Contains an RTS
  • 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
  • jmp - Set the current system to the selected system
  • KILLSHP - Remove a ship from our local bubble of universe
  • 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
  • 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
  • ping - Set the selected system to the current system
  • SFS1 - Spawn a child ship from the current (parent) ship
  • SOLAR - Set up various aspects of arriving in a new system
  • SOS1 - Update the missile indicators, set up the planet data block
  • TT111 - Set the current system to the nearest system to a point
  • TT111-1 - Contains an RTS
  • TT20 - Twist the selected system's seeds four times
  • TT24 - Calculate system data from the system seeds
  • TT25 - Show the Data on System screen (red key f6)
  • TT54 - Twist the selected system's seeds
  • TT72 - Used by TT70 to re-enter the routine after displaying "MAINLY" for the economy type
  • TT81 - Set the selected system's seeds to those of system 0

Utility routines
----------------

  • 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
  • CLYNS - Clear the bottom three text rows of the mode 4 screen
  • command (Loader) - Execute an OS command
  • 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).
  • DORND - Generate random numbers
  • DORND (Loader) - Generate random numbers
  • DORND2 - Restricts the value of RAND+2 so that bit 0 is always 0
  • FX200 - Set the behaviour of the Escape and Break keys
  • LYN - Clear most of a row of pixels
  • OSB (Loader) - A convenience routine for calling OSBYTE with Y = 0
  • osprint (Loader) - Print a character
  • SC5 - Contains an RTS
  • TT66 - Clear the screen and set the current view type
  • TT66-2 - Call TT66 with A = 1
  • TTX66 - Clear the top part of the screen and draw a white border
  • 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