.NWSPS JSR SPBLB \ Light up the space station bulb on the dashboardName: NWSPS Type: Subroutine Category: Universe Summary: Add a new space station to our local bubble of universe
Space stations in the enhanced versions are always set to be aggressive if attacked, but they start out friendly; in the cassette version, they have no aggression at all until they are attacked.
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Flight, 6502SP, MasterLDX #%00000001 \ Set the AI flag in byte #32 to %00000001 (friendly, no STX INWK+32 \ AI, has an E.C.M.) DEX \ Set pitch counter to 0 (no pitch, roll only) STX INWK+30LDX #%10000001 \ Set the AI flag in byte #32 to %10000001 (hostile, STX INWK+32 \ no AI, has an E.C.M.) LDX #0 \ Set pitch counter to 0 (no pitch, roll only) STX INWK+30 STX NEWB \ Set NEWB to %00000000, though this gets overridden by \ the default flags from E% in NWSHP below
This variation is blank in the Disc (flight), 6502 Second Processor, Master and Electron versions.
Cassette\STX INWK+31 \ This instruction is commented out in the original \ source. It would set the exploding state and missile \ count to 0
Cassette, Flight, 6502SP, Master
ElectronSTX FRIN+1 \ Set the sun/space station slot at FRIN+1 to 0, to \ indicate we should show the space station rather than \ the sunSTX FRIN+1 \ Set the space station slot at FRIN+1 to 0, to indicate \ we should show the space station
DEX \ Set roll counter to 255 (maximum roll with no STX INWK+29 \ damping) LDX #10 \ Call NwS1 to flip the sign of nosev_x_hi (byte #10) JSR NwS1 JSR NwS1 \ And again to flip the sign of nosev_y_hi (byte #12) JSR NwS1 \ And again to flip the sign of nosev_z_hi (byte #14)
6502SP, MasterLDA spasto \ Copy the address of the Coriolis space station's ship STA XX21+2*SST-2 \ blueprint from spasto to the #SST entry in the LDA spasto+1 \ blueprint lookup table at XX21, so when we spawn a STA XX21+2*SST-1 \ ship of type #SST, it will be a Coriolis station LDA tek \ If the system's tech level in tek is less than 10, CMP #10 \ jump to notadodo, so tech levels 0 to 9 have Coriolis BCC notadodo \ stations, while 10 and above will have Dodo stations LDA XX21+2*DOD-2 \ Copy the address of the Dodo space station's ship STA XX21+2*SST-2 \ blueprint from spasto to the #SST entry in the LDA XX21+2*DOD-1 \ blueprint lookup table at XX21, so when we spawn a STA XX21+2*SST-1 \ ship of type #SST, it will be a Dodo station .notadodo
LDA #LO(LSO) \ Set bytes #33 and #34 to point to LSO for the ship STA INWK+33 \ line heap for the space station LDA #HI(LSO) STA INWK+34 LDA #SST \ Set A to the space station type, and fall through \ into NWSHP to finish adding the space station to the \ universe