.RES2Name: RES2 Type: Subroutine Category: Start and end Summary: Reset a number of flight variables and workspaces
This is called after we launch from a space station, arrive in a new system after hyperspace, launch an escape pod, or die a cold, lonely death in the depths of space. Returns: Y Y is set to &FF
The Electron version has a hard-coded number of stardust particles on-screen, so there is no need to reset it after launch from the station.
This variation is blank in the Electron version.
Cassette, Flight, Docked, 6502SP, MasterLDA #NOST \ Reset NOSTM, the number of stardust particles, to the STA NOSTM \ maximum allowed (18)
LDX #&FF \ Reset LSX2 and LSY2, the ball line heaps used by the STX LSX2 \ BLINE routine for drawing circles, to &FF, to set the STX LSY2 \ heap to empty STX MSTG \ Reset MSTG, the missile target, to &FF (no target)
Cassette, Docked, 6502SP, Master, Electron
FlightLDA #128 \ Set the current pitch rate to the mid-point, 128 STA JSTY STA ALP2 \ Reset ALP2 (roll sign) and BET2 (pitch sign) STA BET2 \ to negative, i.e. pitch and roll negativeLDA #128 \ Set the current pitch and roll rates to the mid-point, STA JSTX \ 128 STA JSTY
ASL A \ This sets A to 0
This variation is blank in the Cassette, Disc (flight), Disc (docked) and Electron versions.
6502SP, MasterSTA BETA \ Reset BETA (pitch angle alpha) to 0 STA BET1 \ Reset BET1 (magnitude of the pitch angle) to 0
Cassette, Docked, 6502SP, Master, ElectronSTA ALP2+1 \ Reset ALP2+1 (flipped roll sign) and BET2+1 (flipped STA BET2+1 \ pitch sign) to positive, i.e. pitch and roll negative
STA MCNT \ Reset MCNT (the main loop counter) to 0
This variation is blank in the Cassette, Disc (docked), 6502 Second Processor, Master and Electron versions.
FlightSTA QQ22+1 \ Set the on-screen hyperspace counter to 0
This variation is blank in the Cassette, Disc (flight), 6502 Second Processor, Master and Electron versions.
LDA #3 \ Reset DELTA (speed) to 3 STA DELTA
Cassette, Docked, 6502SP, Master, ElectronSTA ALPHA \ Reset ALPHA (roll angle alpha) to 3 STA ALP1 \ Reset ALP1 (magnitude of roll angle alpha) to 3
This variation is blank in the Cassette, Disc (flight), Disc (docked), 6502 Second Processor and Electron versions.
MasterLDA #0 \ Set XMAX to 0 (though this variable is never used, so STA XMAX \ this has no effect) LDA #191 \ Set YMAX to 191, the number of pixel lines in the STA YMAX \ space view
Cassette, Flight, 6502SP, Master, ElectronLDA SSPR \ Fetch the "space station present" flag, and if we are BEQ P%+5 \ not inside the safe zone, skip the next instruction JSR SPBLB \ Light up the space station bulb on the dashboard
LDA ECMA \ Fetch the E.C.M. status flag, and if E.C.M. is off, BEQ yu \ skip the next instruction JSR ECMOF \ Turn off the E.C.M. sound .yu JSR WPSHPS \ Wipe all ships from the scanner
Cassette, Flight, Docked, Electron
6502SP, MasterJSR ZERO \ Zero-fill pages &9, &A, &B, &C and &D, which clears \ the ship data blocks, the ship line heap, the ship \ slots for the local bubble of universe, and various \ flight and ship status variablesJSR ZERO \ Reset the ship slots for the local bubble of universe, \ and various flight and ship status variables
Flight, Docked, 6502SP, MasterLDA #LO(WP-1) \ We have reset the ship line heap, so we now point STA SLSP \ SLSP to the byte before the WP workspace to indicate LDA #HI(WP-1) \ that the heap is empty STA SLSP+1LDA #LO(LS%) \ We have reset the ship line heap, so we now point STA SLSP \ SLSP to LS% (the byte below the ship blueprints at D%) LDA #HI(LS%) \ to indicate that the heap is empty STA SLSP+1
Cassette, Flight, Docked, 6502SP, ElectronJSR DIALS \ Update the dashboard
\ Finally, fall through into ZINF to reset the INWK \ ship workspace