This code appears in the following versions (click to see it in the source code):
Code variations between these versions are shown below.
.MA8 JSR LL9 \ Call LL9 to draw the ship we're processing on-screen .MA15 LDY #35 \ Fetch the ship's energy from byte #35 and copy it to LDA INWK+35 \ byte #35 in INF (so the ship's data in K% gets STA (INF),Y \ updated)Name: Main flight loop (Part 12 of 16) Type: Subroutine Category: Main loop Summary: For each nearby ship: Draw the ship, remove if killed, loop back Deep dive: Program flow of the main game loop Drawing ships
The main flight loop covers most of the flight-specific aspects of Elite. This section covers the following: * Continue looping through all the ships in the local bubble, and for each one: * Draw the ship * Process removal of killed ships * Loop back up to MAL1 to move onto the next ship in the local bubble
Ships that have docked or been scooped in the enhanced versions are not classed as being killed and are not tested for potential bounties.
This variation is blank in the Cassette and Electron versions.
LDA NEWB \ If bit 7 of the ship's NEWB flags is set, which means BMI KS1S \ the ship has docked or been scooped, jump to KS1S to \ skip the following, as we can't get a bounty for a \ ship that's no longer around
LDA INWK+31 \ If bit 7 of the ship's byte #31 is clear, then the BPL MAC1 \ ship hasn't been killed by energy bomb, collision or \ laser fire, so jump to MAC1 to skip the following
This is a bug in all versions. Making a kill while there's an in-flight message on the screen not only stops the bounty from being displayed (which is intentional), but it also prevents the bounty from being awarded (which presumably isn't). In non-Electron versions, the same code is used to prevent bounties from being awarded in witchspace (which is correct, as witchspace kills can't be reported to the authorities).
Tap on a block to expand it, and tap it again to revert.
LDY #10 \ Fetch byte #10 of the ship's blueprint, which is the LDA (XX0),Y \ low byte of the bounty awarded when this ship is BEQ KS1S \ killed (in Cr * 10), and if it's zero jump to KS1S as \ there is no on-screen bounty to display TAX \ Put the low byte of the bounty into X INY \ Fetch byte #11 of the ship's blueprint, which is the LDA (XX0),Y \ high byte of the bounty awarded (in Cr * 10), and put TAY \ it into Y JSR MCASH \ Call MCASH to add (Y X) to the cash pot LDA #0 \ Print control code 0 (current cash, right-aligned to JSR MESS \ width 9, then " CR", newline) as an in-flight message .KS1S JMP KS1 \ Process the killing of this ship (which removes this \ ship from its slot and shuffles all the other ships \ down to close up the gap)
This variation is blank in the Disc (flight), 6502 Second Processor and Master versions.
.MAC1
JSR FAROF \ If the ship we are processing is a long way away (its BCC KS1S \ distance in any one direction is > 224, jump to KS1S \ to remove the ship from our local bubble, as it's just \ left the building .MA27 LDY #31 \ Fetch the ship's explosion/killed state from byte #31 LDA INWK+31 \ and copy it to byte #31 in INF (so the ship's data in STA (INF),Y \ K% gets updated) LDX XSAV \ We're done processing this ship, so fetch the ship's \ slot number, which we saved in XSAV back at the start \ of the loop INX \ Increment the slot number to move on to the next slot JMP MAL1 \ And jump back up to the beginning of the loop to get \ the next ship in the local bubble for processing