INCLUDE "1-source-files/main-sources/elite-header.h.asm" GUARD &6000 \ Guard against assembling over screen memoryDISC ELITE SHIP BLUEPRINTS FILE N Elite was written by Ian Bell and David Braben and is copyright Acornsoft 1984 The code on this site has been disassembled from the version released on Ian Bell's personal website at http://www.elitehomepage.org/ The commentary is copyright Mark Moxon, and any misunderstandings or mistakes in the documentation are entirely my fault The terminology and notations used in this commentary are explained at https://www.bbcelite.com/about_site/terminology_used_in_this_commentary.html The deep dive articles referred to in this commentary can be found at https://www.bbcelite.com/deep_dives

This source file produces the following binary file: * D.MON.binSHIP_MISSILE = &7F00 \ The address of the missile ship blueprint CODE% = &5600 \ The flight code loads this file at address &5600, at LOAD% = &5600 \ label XX21 ORG CODE%Configuration variables.XX21 EQUW SHIP_MISSILE \ MSL = 1 = Missile EQUW SHIP_DODO \ SST = 2 = Dodo space station EQUW SHIP_ESCAPE_POD \ ESC = 3 = Escape pod EQUW 0 EQUW SHIP_CANISTER \ OIL = 5 = Cargo canister EQUW 0 EQUW SHIP_ASTEROID \ AST = 7 = Asteroid EQUW SHIP_SPLINTER \ SPL = 8 = Splinter EQUW 0 EQUW 0 EQUW SHIP_COBRA_MK_3 \ CYL = 11 = Cobra Mk III EQUW 0 EQUW 0 EQUW 0 EQUW 0 EQUW SHIP_VIPER \ COPS = 16 = Viper EQUW SHIP_SIDEWINDER \ SH3 = 17 = Sidewinder EQUW 0 EQUW SHIP_KRAIT \ KRA = 19 = Krait EQUW 0 EQUW SHIP_GECKO \ 21 = Gecko EQUW 0 EQUW 0 EQUW 0 EQUW SHIP_ASP_MK_2 \ ASP = 25 = Asp Mk II EQUW 0 EQUW 0 EQUW 0 EQUW 0 EQUW 0 EQUW 0Name: XX21 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints lookup table for the D.MON file Deep dive: Ship blueprints in the disc versionContext: See this variable on its own page References: No direct references to this variable in this source file.E% EQUB %00000000 \ Missile EQUB %00000000 \ Dodo space station EQUB %00000001 \ Escape pod Trader EQUB 0 EQUB %00000000 \ Cargo canister EQUB 0 EQUB %00000000 \ Asteroid EQUB %00000000 \ Splinter EQUB 0 EQUB 0 EQUB %10100000 \ Cobra Mk III Innocent, escape pod EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB %11000010 \ Viper Bounty hunter, cop, escape pod EQUB %00001100 \ Sidewinder Hostile, pirate EQUB 0 EQUB %10001100 \ Krait Hostile, pirate, escape pod EQUB 0 EQUB %00001100 \ Gecko Hostile, pirate EQUB 0 EQUB 0 EQUB 0 EQUB %10001100 \ Asp Mk II Hostile, pirate, escape pod EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB 0Name: E% [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints default NEWB flags for the D.MON file Deep dive: Ship blueprints in the disc version Advanced tactics with the NEWB flagsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: No direct references to this variable in this source fileMACRO VERTEX x, y, z, face1, face2, face3, face4, visibility IF x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility f1 = face1 + (face2 << 4) f2 = face3 + (face4 << 4) ax = ABS(x) ay = ABS(y) az = ABS(z) EQUB ax, ay, az, s, f1, f2 ENDMACROName: VERTEX [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding vertices to ship blueprints Deep dive: Ship blueprintsContext: See this macro on its own page References: No direct references to this macro in this source file

The following macro is used to build the ship blueprints: VERTEX x, y, z, face1, face2, face3, face4, visibility See the deep dive on "Ship blueprints" for details of how vertices are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how vertices are used to draw 3D wiremesh ships. Arguments: x The vertex's x-coordinate y The vertex's y-coordinate z The vertex's z-coordinate face1 The number of face 1 associated with this vertex face2 The number of face 2 associated with this vertex face3 The number of face 3 associated with this vertex face4 The number of face 4 associated with this vertex visibility The visibility distance, beyond which the vertex is not shownMACRO EDGE vertex1, vertex2, face1, face2, visibility f = face1 + (face2 << 4) EQUB visibility, f, vertex1 << 2, vertex2 << 2 ENDMACROName: EDGE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding edges to ship blueprints Deep dive: Ship blueprintsContext: See this macro on its own page References: No direct references to this macro in this source file

The following macro is used to build the ship blueprints: EDGE vertex1, vertex2, face1, face2, visibility See the deep dive on "Ship blueprints" for details of how edges are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how edges are used to draw 3D wiremesh ships. Arguments: vertex1 The number of the vertex at the start of the edge vertex1 The number of the vertex at the end of the edge face1 The number of face 1 associated with this edge face2 The number of face 2 associated with this edge visibility The visibility distance, beyond which the edge is not shownMACRO FACE normal_x, normal_y, normal_z, visibility IF normal_x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF normal_y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF normal_z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility ax = ABS(normal_x) ay = ABS(normal_y) az = ABS(normal_z) EQUB s, ax, ay, az ENDMACROName: FACE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding faces to ship blueprints Deep dive: Ship blueprintsContext: See this macro on its own page References: No direct references to this macro in this source file

The following macro is used to build the ship blueprints: FACE normal_x, normal_y, normal_z, visibility See the deep dive on "Ship blueprints" for details of how faces are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how faces are used to draw 3D wiremesh ships. Arguments: normal_x The face normal's x-coordinate normal_y The face normal's y-coordinate normal_z The face normal's z-coordinate visibility The visibility distance, beyond which the edge is always shown.SHIP_DODO EQUB 0 \ Max. canisters on demise = 0 EQUW 180 * 180 \ Targetable area = 180 * 180 EQUB LO(SHIP_DODO_EDGES - SHIP_DODO) \ Edges data offset (low) EQUB LO(SHIP_DODO_FACES - SHIP_DODO) \ Faces data offset (low) EQUB 97 \ Max. edge count = (97 - 1) / 4 = 24 EQUB 0 \ Gun vertex = 0 EQUB 54 \ Explosion count = 12, as (4 * n) + 6 = 54 EQUB 144 \ Number of vertices = 144 / 6 = 24 EQUB 34 \ Number of edges = 34 EQUW 0 \ Bounty = 0 EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 125 \ Visibility distance = 125 EQUB 240 \ Max. energy = 240 EQUB 0 \ Max. speed = 0 EQUB HI(SHIP_DODO_EDGES - SHIP_DODO) \ Edges data offset (high) EQUB HI(SHIP_DODO_FACES - SHIP_DODO) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 150, 196, 1, 0, 5, 5, 31 \ Vertex 0 VERTEX 143, 46, 196, 1, 0, 2, 2, 31 \ Vertex 1 VERTEX 88, -121, 196, 2, 0, 3, 3, 31 \ Vertex 2 VERTEX -88, -121, 196, 3, 0, 4, 4, 31 \ Vertex 3 VERTEX -143, 46, 196, 4, 0, 5, 5, 31 \ Vertex 4 VERTEX 0, 243, 46, 5, 1, 6, 6, 31 \ Vertex 5 VERTEX 231, 75, 46, 2, 1, 7, 7, 31 \ Vertex 6 VERTEX 143, -196, 46, 3, 2, 8, 8, 31 \ Vertex 7 VERTEX -143, -196, 46, 4, 3, 9, 9, 31 \ Vertex 8 VERTEX -231, 75, 46, 5, 4, 10, 10, 31 \ Vertex 9 VERTEX 143, 196, -46, 6, 1, 7, 7, 31 \ Vertex 10 VERTEX 231, -75, -46, 7, 2, 8, 8, 31 \ Vertex 11 VERTEX 0, -243, -46, 8, 3, 9, 9, 31 \ Vertex 12 VERTEX -231, -75, -46, 9, 4, 10, 10, 31 \ Vertex 13 VERTEX -143, 196, -46, 6, 5, 10, 10, 31 \ Vertex 14 VERTEX 88, 121, -196, 7, 6, 11, 11, 31 \ Vertex 15 VERTEX 143, -46, -196, 8, 7, 11, 11, 31 \ Vertex 16 VERTEX 0, -150, -196, 9, 8, 11, 11, 31 \ Vertex 17 VERTEX -143, -46, -196, 10, 9, 11, 11, 31 \ Vertex 18 VERTEX -88, 121, -196, 10, 6, 11, 11, 31 \ Vertex 19 VERTEX -16, 32, 196, 0, 0, 0, 0, 30 \ Vertex 20 VERTEX -16, -32, 196, 0, 0, 0, 0, 30 \ Vertex 21 VERTEX 16, 32, 196, 0, 0, 0, 0, 23 \ Vertex 22 VERTEX 16, -32, 196, 0, 0, 0, 0, 23 \ Vertex 23 .SHIP_DODO_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 31 \ Edge 0 EDGE 1, 2, 2, 0, 31 \ Edge 1 EDGE 2, 3, 3, 0, 31 \ Edge 2 EDGE 3, 4, 4, 0, 31 \ Edge 3 EDGE 4, 0, 5, 0, 31 \ Edge 4 EDGE 5, 10, 6, 1, 31 \ Edge 5 EDGE 10, 6, 7, 1, 31 \ Edge 6 EDGE 6, 11, 7, 2, 31 \ Edge 7 EDGE 11, 7, 8, 2, 31 \ Edge 8 EDGE 7, 12, 8, 3, 31 \ Edge 9 EDGE 12, 8, 9, 3, 31 \ Edge 10 EDGE 8, 13, 9, 4, 31 \ Edge 11 EDGE 13, 9, 10, 4, 31 \ Edge 12 EDGE 9, 14, 10, 5, 31 \ Edge 13 EDGE 14, 5, 6, 5, 31 \ Edge 14 EDGE 15, 16, 11, 7, 31 \ Edge 15 EDGE 16, 17, 11, 8, 31 \ Edge 16 EDGE 17, 18, 11, 9, 31 \ Edge 17 EDGE 18, 19, 11, 10, 31 \ Edge 18 EDGE 19, 15, 11, 6, 31 \ Edge 19 EDGE 0, 5, 5, 1, 31 \ Edge 20 EDGE 1, 6, 2, 1, 31 \ Edge 21 EDGE 2, 7, 3, 2, 31 \ Edge 22 EDGE 3, 8, 4, 3, 31 \ Edge 23 EDGE 4, 9, 5, 4, 31 \ Edge 24 EDGE 10, 15, 7, 6, 31 \ Edge 25 EDGE 11, 16, 8, 7, 31 \ Edge 26 EDGE 12, 17, 9, 8, 31 \ Edge 27 EDGE 13, 18, 10, 9, 31 \ Edge 28 EDGE 14, 19, 10, 6, 31 \ Edge 29 EDGE 20, 21, 0, 0, 30 \ Edge 30 EDGE 21, 23, 0, 0, 20 \ Edge 31 EDGE 23, 22, 0, 0, 23 \ Edge 32 EDGE 22, 20, 0, 0, 20 \ Edge 33 .SHIP_DODO_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 0, 196, 31 \ Face 0 FACE 103, 142, 88, 31 \ Face 1 FACE 169, -55, 89, 31 \ Face 2 FACE 0, -176, 88, 31 \ Face 3 FACE -169, -55, 89, 31 \ Face 4 FACE -103, 142, 88, 31 \ Face 5 FACE 0, 176, -88, 31 \ Face 6 FACE 169, 55, -89, 31 \ Face 7 FACE 103, -142, -88, 31 \ Face 8 FACE -103, -142, -88, 31 \ Face 9 FACE -169, 55, -89, 31 \ Face 10 FACE 0, 0, -196, 31 \ Face 11Name: SHIP_DODO [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Dodecahedron ("Dodo") space station Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_DODO.SHIP_ESCAPE_POD EQUB 0 + (2 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 2 + 1 = 3 (slaves) EQUW 16 * 16 \ Targetable area = 16 * 16 EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) \ Edges data offset (low) EQUB LO(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) \ Faces data offset (low) EQUB 25 \ Max. edge count = (25 - 1) / 4 = 6 EQUB 0 \ Gun vertex = 0 EQUB 22 \ Explosion count = 4, as (4 * n) + 6 = 22 EQUB 24 \ Number of vertices = 24 / 6 = 4 EQUB 6 \ Number of edges = 6 EQUW 0 \ Bounty = 0 EQUB 16 \ Number of faces = 16 / 4 = 4 EQUB 8 \ Visibility distance = 8 EQUB 17 \ Max. energy = 17 EQUB 8 \ Max. speed = 8 EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) \ Edges data offset (high) EQUB HI(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) \ Faces data offset (high) EQUB 4 \ Normals are scaled by = 2^4 = 16 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -7, 0, 36, 2, 1, 3, 3, 31 \ Vertex 0 VERTEX -7, -14, -12, 2, 0, 3, 3, 31 \ Vertex 1 VERTEX -7, 14, -12, 1, 0, 3, 3, 31 \ Vertex 2 VERTEX 21, 0, 0, 1, 0, 2, 2, 31 \ Vertex 3 .SHIP_ESCAPE_POD_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 2, 31 \ Edge 0 EDGE 1, 2, 3, 0, 31 \ Edge 1 EDGE 2, 3, 1, 0, 31 \ Edge 2 EDGE 3, 0, 2, 1, 31 \ Edge 3 EDGE 0, 2, 3, 1, 31 \ Edge 4 EDGE 3, 1, 2, 0, 31 \ Edge 5 .SHIP_ESCAPE_POD_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 52, 0, -122, 31 \ Face 0 FACE 39, 103, 30, 31 \ Face 1 FACE 39, -103, 30, 31 \ Face 2 FACE -112, 0, 0, 31 \ Face 3Name: SHIP_ESCAPE_POD [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an escape pod Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_ESCAPE_POD.SHIP_CANISTER EQUB 0 \ Max. canisters on demise = 0 EQUW 20 * 20 \ Targetable area = 20 * 20 EQUB LO(SHIP_CANISTER_EDGES - SHIP_CANISTER) \ Edges data offset (low) EQUB LO(SHIP_CANISTER_FACES - SHIP_CANISTER) \ Faces data offset (low) EQUB 49 \ Max. edge count = (49 - 1) / 4 = 12 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 EQUW 0 \ Bounty = 0 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 12 \ Visibility distance = 12 EQUB 17 \ Max. energy = 17 EQUB 15 \ Max. speed = 15 EQUB HI(SHIP_CANISTER_EDGES - SHIP_CANISTER) \ Edges data offset (high) EQUB HI(SHIP_CANISTER_FACES - SHIP_CANISTER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 24, 16, 0, 0, 1, 5, 5, 31 \ Vertex 0 VERTEX 24, 5, 15, 0, 1, 2, 2, 31 \ Vertex 1 VERTEX 24, -13, 9, 0, 2, 3, 3, 31 \ Vertex 2 VERTEX 24, -13, -9, 0, 3, 4, 4, 31 \ Vertex 3 VERTEX 24, 5, -15, 0, 4, 5, 5, 31 \ Vertex 4 VERTEX -24, 16, 0, 1, 5, 6, 6, 31 \ Vertex 5 VERTEX -24, 5, 15, 1, 2, 6, 6, 31 \ Vertex 6 VERTEX -24, -13, 9, 2, 3, 6, 6, 31 \ Vertex 7 VERTEX -24, -13, -9, 3, 4, 6, 6, 31 \ Vertex 8 VERTEX -24, 5, -15, 4, 5, 6, 6, 31 \ Vertex 9 .SHIP_CANISTER_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 1, 31 \ Edge 0 EDGE 1, 2, 0, 2, 31 \ Edge 1 EDGE 2, 3, 0, 3, 31 \ Edge 2 EDGE 3, 4, 0, 4, 31 \ Edge 3 EDGE 0, 4, 0, 5, 31 \ Edge 4 EDGE 0, 5, 1, 5, 31 \ Edge 5 EDGE 1, 6, 1, 2, 31 \ Edge 6 EDGE 2, 7, 2, 3, 31 \ Edge 7 EDGE 3, 8, 3, 4, 31 \ Edge 8 EDGE 4, 9, 4, 5, 31 \ Edge 9 EDGE 5, 6, 1, 6, 31 \ Edge 10 EDGE 6, 7, 2, 6, 31 \ Edge 11 EDGE 7, 8, 3, 6, 31 \ Edge 12 EDGE 8, 9, 4, 6, 31 \ Edge 13 EDGE 9, 5, 5, 6, 31 \ Edge 14 .SHIP_CANISTER_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 96, 0, 0, 31 \ Face 0 FACE 0, 41, 30, 31 \ Face 1 FACE 0, -18, 48, 31 \ Face 2 FACE 0, -51, 0, 31 \ Face 3 FACE 0, -18, -48, 31 \ Face 4 FACE 0, 41, -30, 31 \ Face 5 FACE -96, 0, 0, 31 \ Face 6Name: SHIP_CANISTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a cargo canister Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_CANISTER.SHIP_ASTEROID EQUB 0 \ Max. canisters on demise = 0 EQUW 80 * 80 \ Targetable area = 80 * 80 EQUB LO(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) \ Edges data offset (low) EQUB LO(SHIP_ASTEROID_FACES - SHIP_ASTEROID) \ Faces data offset (low) EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 34 \ Explosion count = 7, as (4 * n) + 6 = 34 EQUB 54 \ Number of vertices = 54 / 6 = 9 EQUB 21 \ Number of edges = 21 EQUW 5 \ Bounty = 5 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 50 \ Visibility distance = 50 EQUB 60 \ Max. energy = 60 EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) \ Edges data offset (high) EQUB HI(SHIP_ASTEROID_FACES - SHIP_ASTEROID) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 80, 0, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -80, -10, 0, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX 70, -40, 0, 15, 15, 15, 15, 31 \ Vertex 3 VERTEX 60, 50, 0, 5, 6, 12, 13, 31 \ Vertex 4 VERTEX 50, 0, 60, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX -40, 0, 70, 0, 1, 2, 3, 31 \ Vertex 6 VERTEX 0, 30, -75, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -50, -60, 8, 9, 10, 11, 31 \ Vertex 8 .SHIP_ASTEROID_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 7, 31 \ Edge 0 EDGE 0, 4, 6, 13, 31 \ Edge 1 EDGE 3, 4, 5, 12, 31 \ Edge 2 EDGE 2, 3, 4, 11, 31 \ Edge 3 EDGE 1, 2, 3, 10, 31 \ Edge 4 EDGE 1, 6, 2, 3, 31 \ Edge 5 EDGE 2, 6, 1, 3, 31 \ Edge 6 EDGE 2, 5, 1, 4, 31 \ Edge 7 EDGE 5, 6, 0, 1, 31 \ Edge 8 EDGE 0, 5, 0, 6, 31 \ Edge 9 EDGE 3, 5, 4, 5, 31 \ Edge 10 EDGE 0, 6, 0, 2, 31 \ Edge 11 EDGE 4, 5, 5, 6, 31 \ Edge 12 EDGE 1, 8, 8, 10, 31 \ Edge 13 EDGE 1, 7, 7, 8, 31 \ Edge 14 EDGE 0, 7, 7, 13, 31 \ Edge 15 EDGE 4, 7, 12, 13, 31 \ Edge 16 EDGE 3, 7, 9, 12, 31 \ Edge 17 EDGE 3, 8, 9, 11, 31 \ Edge 18 EDGE 2, 8, 10, 11, 31 \ Edge 19 EDGE 7, 8, 8, 9, 31 \ Edge 20 .SHIP_ASTEROID_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 9, 66, 81, 31 \ Face 0 FACE 9, -66, 81, 31 \ Face 1 FACE -72, 64, 31, 31 \ Face 2 FACE -64, -73, 47, 31 \ Face 3 FACE 45, -79, 65, 31 \ Face 4 FACE 135, 15, 35, 31 \ Face 5 FACE 38, 76, 70, 31 \ Face 6 FACE -66, 59, -39, 31 \ Face 7 FACE -67, -15, -80, 31 \ Face 8 FACE 66, -14, -75, 31 \ Face 9 FACE -70, -80, -40, 31 \ Face 10 FACE 58, -102, -51, 31 \ Face 11 FACE 81, 9, -67, 31 \ Face 12 FACE 47, 94, -63, 31 \ Face 13Name: SHIP_ASTEROID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an asteroid Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_ASTEROID.SHIP_SPLINTER EQUB 0 + (11 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 11 + 1 = 12 (Minerals) EQUW 16 * 16 \ Targetable area = 16 * 16 EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges from escape pod EQUB LO(SHIP_SPLINTER_FACES - SHIP_SPLINTER) + 24 \ Faces data offset (low) EQUB 25 \ Max. edge count = (25 - 1) / 4 = 6 EQUB 0 \ Gun vertex = 0 EQUB 22 \ Explosion count = 4, as (4 * n) + 6 = 22 EQUB 24 \ Number of vertices = 24 / 6 = 4 EQUB 6 \ Number of edges = 6 EQUW 0 \ Bounty = 0 EQUB 16 \ Number of faces = 16 / 4 = 4 EQUB 8 \ Visibility distance = 8 EQUB 20 \ Max. energy = 20 EQUB 10 \ Max. speed = 10 EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges from escape pod EQUB HI(SHIP_SPLINTER_FACES - SHIP_SPLINTER) \ Faces data offset (low) EQUB 5 \ Normals are scaled by = 2^5 = 32 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -24, -25, 16, 2, 1, 3, 3, 31 \ Vertex 0 VERTEX 0, 12, -10, 2, 0, 3, 3, 31 \ Vertex 1 VERTEX 11, -6, 2, 1, 0, 3, 3, 31 \ Vertex 2 VERTEX 12, 42, 7, 1, 0, 2, 2, 31 \ Vertex 3 .SHIP_SPLINTER_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 35, 0, 4, 31 \ Face 0 FACE 3, 4, 8, 31 \ Face 1 FACE 1, 8, 12, 31 \ Face 2 FACE 18, 12, 0, 31 \ Face 3Name: SHIP_SPLINTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a splinter Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_SPLINTER

The ship blueprint for the splinter reuses the edges data from the escape pod, so the edges data offset is negative..SHIP_COBRA_MK_3 EQUB 3 \ Max. canisters on demise = 3 EQUW 95 * 95 \ Targetable area = 95 * 95 EQUB LO(SHIP_COBRA_MK_3_EDGES - SHIP_COBRA_MK_3) \ Edges data offset (low) EQUB LO(SHIP_COBRA_MK_3_FACES - SHIP_COBRA_MK_3) \ Faces data offset (low) EQUB 153 \ Max. edge count = (153 - 1) / 4 = 38 EQUB 84 \ Gun vertex = 84 / 4 = 21 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 168 \ Number of vertices = 168 / 6 = 28 EQUB 38 \ Number of edges = 38 EQUW 0 \ Bounty = 0 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 50 \ Visibility distance = 50 EQUB 150 \ Max. energy = 150 EQUB 28 \ Max. speed = 28 EQUB HI(SHIP_COBRA_MK_3_EDGES - SHIP_COBRA_MK_3) \ Edges data offset (low) EQUB HI(SHIP_COBRA_MK_3_FACES - SHIP_COBRA_MK_3) \ Faces data offset (low) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010011 \ Laser power = 2 \ Missiles = 3 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, 26, 24, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX -120, -3, -8, 3, 7, 10, 10, 31 \ Vertex 3 VERTEX 120, -3, -8, 4, 8, 12, 12, 31 \ Vertex 4 VERTEX -88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX 88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 6 VERTEX 128, -8, -40, 8, 9, 12, 12, 31 \ Vertex 7 VERTEX -128, -8, -40, 7, 9, 10, 10, 31 \ Vertex 8 VERTEX 0, 26, -40, 5, 6, 9, 9, 31 \ Vertex 9 VERTEX -32, -24, -40, 9, 10, 11, 11, 31 \ Vertex 10 VERTEX 32, -24, -40, 9, 11, 12, 12, 31 \ Vertex 11 VERTEX -36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 12 VERTEX -8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 13 VERTEX 8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 14 VERTEX 36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 15 VERTEX 36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 16 VERTEX 8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 17 VERTEX -8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 18 VERTEX -36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 19 VERTEX 0, 0, 76, 0, 11, 11, 11, 6 \ Vertex 20 VERTEX 0, 0, 90, 0, 11, 11, 11, 31 \ Vertex 21 VERTEX -80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 22 VERTEX -80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 23 VERTEX -88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 24 VERTEX 80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 25 VERTEX 88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 26 VERTEX 80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 27 .SHIP_COBRA_MK_3_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 11, 31 \ Edge 0 EDGE 0, 4, 4, 12, 31 \ Edge 1 EDGE 1, 3, 3, 10, 31 \ Edge 2 EDGE 3, 8, 7, 10, 31 \ Edge 3 EDGE 4, 7, 8, 12, 31 \ Edge 4 EDGE 6, 7, 8, 9, 31 \ Edge 5 EDGE 6, 9, 6, 9, 31 \ Edge 6 EDGE 5, 9, 5, 9, 31 \ Edge 7 EDGE 5, 8, 7, 9, 31 \ Edge 8 EDGE 2, 5, 1, 5, 31 \ Edge 9 EDGE 2, 6, 2, 6, 31 \ Edge 10 EDGE 3, 5, 3, 7, 31 \ Edge 11 EDGE 4, 6, 4, 8, 31 \ Edge 12 EDGE 1, 2, 0, 1, 31 \ Edge 13 EDGE 0, 2, 0, 2, 31 \ Edge 14 EDGE 8, 10, 9, 10, 31 \ Edge 15 EDGE 10, 11, 9, 11, 31 \ Edge 16 EDGE 7, 11, 9, 12, 31 \ Edge 17 EDGE 1, 10, 10, 11, 31 \ Edge 18 EDGE 0, 11, 11, 12, 31 \ Edge 19 EDGE 1, 5, 1, 3, 29 \ Edge 20 EDGE 0, 6, 2, 4, 29 \ Edge 21 EDGE 20, 21, 0, 11, 6 \ Edge 22 EDGE 12, 13, 9, 9, 20 \ Edge 23 EDGE 18, 19, 9, 9, 20 \ Edge 24 EDGE 14, 15, 9, 9, 20 \ Edge 25 EDGE 16, 17, 9, 9, 20 \ Edge 26 EDGE 15, 16, 9, 9, 19 \ Edge 27 EDGE 14, 17, 9, 9, 17 \ Edge 28 EDGE 13, 18, 9, 9, 19 \ Edge 29 EDGE 12, 19, 9, 9, 19 \ Edge 30 EDGE 2, 9, 5, 6, 30 \ Edge 31 EDGE 22, 24, 9, 9, 6 \ Edge 32 EDGE 23, 24, 9, 9, 6 \ Edge 33 EDGE 22, 23, 9, 9, 8 \ Edge 34 EDGE 25, 26, 9, 9, 6 \ Edge 35 EDGE 26, 27, 9, 9, 6 \ Edge 36 EDGE 25, 27, 9, 9, 8 \ Edge 37 .SHIP_COBRA_MK_3_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 62, 31, 31 \ Face 0 FACE -18, 55, 16, 31 \ Face 1 FACE 18, 55, 16, 31 \ Face 2 FACE -16, 52, 14, 31 \ Face 3 FACE 16, 52, 14, 31 \ Face 4 FACE -14, 47, 0, 31 \ Face 5 FACE 14, 47, 0, 31 \ Face 6 FACE -61, 102, 0, 31 \ Face 7 FACE 61, 102, 0, 31 \ Face 8 FACE 0, 0, -80, 31 \ Face 9 FACE -7, -42, 9, 31 \ Face 10 FACE 0, -30, 6, 31 \ Face 11 FACE 7, -42, 9, 31 \ Face 12Name: SHIP_COBRA_MK_3 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk III Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_COBRA_MK_3.SHIP_VIPER EQUB 0 \ Max. canisters on demise = 0 EQUW 75 * 75 \ Targetable area = 75 * 75 EQUB LO(SHIP_VIPER_EDGES - SHIP_VIPER) \ Edges data offset (low) EQUB LO(SHIP_VIPER_FACES - SHIP_VIPER) \ Faces data offset (low) EQUB 77 \ Max. edge count = (77 - 1) / 4 = 19 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 90 \ Number of vertices = 90 / 6 = 15 EQUB 20 \ Number of edges = 20 EQUW 0 \ Bounty = 0 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 23 \ Visibility distance = 23 EQUB 100 \ Max. energy = 100 EQUB 32 \ Max. speed = 32 EQUB HI(SHIP_VIPER_EDGES - SHIP_VIPER) \ Edges data offset (high) EQUB HI(SHIP_VIPER_FACES - SHIP_VIPER) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010001 \ Laser power = 2 \ Missiles = 1 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 72, 1, 2, 3, 4, 31 \ Vertex 0 VERTEX 0, 16, 24, 0, 1, 2, 2, 30 \ Vertex 1 VERTEX 0, -16, 24, 3, 4, 5, 5, 30 \ Vertex 2 VERTEX 48, 0, -24, 2, 4, 6, 6, 31 \ Vertex 3 VERTEX -48, 0, -24, 1, 3, 6, 6, 31 \ Vertex 4 VERTEX 24, -16, -24, 4, 5, 6, 6, 30 \ Vertex 5 VERTEX -24, -16, -24, 5, 3, 6, 6, 30 \ Vertex 6 VERTEX 24, 16, -24, 0, 2, 6, 6, 31 \ Vertex 7 VERTEX -24, 16, -24, 0, 1, 6, 6, 31 \ Vertex 8 VERTEX -32, 0, -24, 6, 6, 6, 6, 19 \ Vertex 9 VERTEX 32, 0, -24, 6, 6, 6, 6, 19 \ Vertex 10 VERTEX 8, 8, -24, 6, 6, 6, 6, 19 \ Vertex 11 VERTEX -8, 8, -24, 6, 6, 6, 6, 19 \ Vertex 12 VERTEX -8, -8, -24, 6, 6, 6, 6, 18 \ Vertex 13 VERTEX 8, -8, -24, 6, 6, 6, 6, 18 \ Vertex 14 .SHIP_VIPER_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 3, 2, 4, 31 \ Edge 0 EDGE 0, 1, 1, 2, 30 \ Edge 1 EDGE 0, 2, 3, 4, 30 \ Edge 2 EDGE 0, 4, 1, 3, 31 \ Edge 3 EDGE 1, 7, 0, 2, 30 \ Edge 4 EDGE 1, 8, 0, 1, 30 \ Edge 5 EDGE 2, 5, 4, 5, 30 \ Edge 6 EDGE 2, 6, 3, 5, 30 \ Edge 7 EDGE 7, 8, 0, 6, 31 \ Edge 8 EDGE 5, 6, 5, 6, 30 \ Edge 9 EDGE 4, 8, 1, 6, 31 \ Edge 10 EDGE 4, 6, 3, 6, 30 \ Edge 11 EDGE 3, 7, 2, 6, 31 \ Edge 12 EDGE 3, 5, 6, 4, 30 \ Edge 13 EDGE 9, 12, 6, 6, 19 \ Edge 14 EDGE 9, 13, 6, 6, 18 \ Edge 15 EDGE 10, 11, 6, 6, 19 \ Edge 16 EDGE 10, 14, 6, 6, 18 \ Edge 17 EDGE 11, 14, 6, 6, 16 \ Edge 18 EDGE 12, 13, 6, 6, 16 \ Edge 19 .SHIP_VIPER_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 32, 0, 31 \ Face 0 FACE -22, 33, 11, 31 \ Face 1 FACE 22, 33, 11, 31 \ Face 2 FACE -22, -33, 11, 31 \ Face 3 FACE 22, -33, 11, 31 \ Face 4 FACE 0, -32, 0, 31 \ Face 5 FACE 0, 0, -48, 31 \ Face 6Name: SHIP_VIPER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Viper Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_VIPER.SHIP_SIDEWINDER EQUB 0 \ Max. canisters on demise = 0 EQUW 65 * 65 \ Targetable area = 65 * 65 EQUB LO(SHIP_SIDEWINDER_EDGES - SHIP_SIDEWINDER) \ Edges data offset (low) EQUB LO(SHIP_SIDEWINDER_FACES - SHIP_SIDEWINDER) \ Faces data offset (low) EQUB 61 \ Max. edge count = (61 - 1) / 4 = 15 EQUB 0 \ Gun vertex = 0 EQUB 30 \ Explosion count = 6, as (4 * n) + 6 = 30 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 EQUW 50 \ Bounty = 50 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 20 \ Visibility distance = 20 EQUB 70 \ Max. energy = 70 EQUB 37 \ Max. speed = 37 EQUB HI(SHIP_SIDEWINDER_EDGES - SHIP_SIDEWINDER) \ Edges data offset (high) EQUB HI(SHIP_SIDEWINDER_FACES - SHIP_SIDEWINDER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -32, 0, 36, 0, 1, 4, 5, 31 \ Vertex 0 VERTEX 32, 0, 36, 0, 2, 5, 6, 31 \ Vertex 1 VERTEX 64, 0, -28, 2, 3, 6, 6, 31 \ Vertex 2 VERTEX -64, 0, -28, 1, 3, 4, 4, 31 \ Vertex 3 VERTEX 0, 16, -28, 0, 1, 2, 3, 31 \ Vertex 4 VERTEX 0, -16, -28, 3, 4, 5, 6, 31 \ Vertex 5 VERTEX -12, 6, -28, 3, 3, 3, 3, 15 \ Vertex 6 VERTEX 12, 6, -28, 3, 3, 3, 3, 15 \ Vertex 7 VERTEX 12, -6, -28, 3, 3, 3, 3, 12 \ Vertex 8 VERTEX -12, -6, -28, 3, 3, 3, 3, 12 \ Vertex 9 .SHIP_SIDEWINDER_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 5, 31 \ Edge 0 EDGE 1, 2, 2, 6, 31 \ Edge 1 EDGE 1, 4, 0, 2, 31 \ Edge 2 EDGE 0, 4, 0, 1, 31 \ Edge 3 EDGE 0, 3, 1, 4, 31 \ Edge 4 EDGE 3, 4, 1, 3, 31 \ Edge 5 EDGE 2, 4, 2, 3, 31 \ Edge 6 EDGE 3, 5, 3, 4, 31 \ Edge 7 EDGE 2, 5, 3, 6, 31 \ Edge 8 EDGE 1, 5, 5, 6, 31 \ Edge 9 EDGE 0, 5, 4, 5, 31 \ Edge 10 EDGE 6, 7, 3, 3, 15 \ Edge 11 EDGE 7, 8, 3, 3, 12 \ Edge 12 EDGE 6, 9, 3, 3, 12 \ Edge 13 EDGE 8, 9, 3, 3, 12 \ Edge 14 .SHIP_SIDEWINDER_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 32, 8, 31 \ Face 0 FACE -12, 47, 6, 31 \ Face 1 FACE 12, 47, 6, 31 \ Face 2 FACE 0, 0, -112, 31 \ Face 3 FACE -12, -47, 6, 31 \ Face 4 FACE 0, -32, 8, 31 \ Face 5 FACE 12, -47, 6, 31 \ Face 6Name: SHIP_SIDEWINDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Sidewinder Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_SIDEWINDER.SHIP_KRAIT EQUB 1 \ Max. canisters on demise = 1 EQUW 60 * 60 \ Targetable area = 60 * 60 EQUB LO(SHIP_KRAIT_EDGES - SHIP_KRAIT) \ Edges data offset (low) EQUB LO(SHIP_KRAIT_FACES - SHIP_KRAIT) \ Faces data offset (low) EQUB 85 \ Max. edge count = (85 - 1) / 4 = 21 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 102 \ Number of vertices = 102 / 6 = 17 EQUB 21 \ Number of edges = 21 EQUW 100 \ Bounty = 100 EQUB 24 \ Number of faces = 24 / 4 = 6 EQUB 25 \ Visibility distance = 25 EQUB 80 \ Max. energy = 80 EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_KRAIT_EDGES - SHIP_KRAIT) \ Edges data offset (high) EQUB HI(SHIP_KRAIT_FACES - SHIP_KRAIT) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 96, 1, 0, 3, 2, 31 \ Vertex 0 VERTEX 0, 18, -48, 3, 0, 5, 4, 31 \ Vertex 1 VERTEX 0, -18, -48, 2, 1, 5, 4, 31 \ Vertex 2 VERTEX 90, 0, -3, 1, 0, 4, 4, 31 \ Vertex 3 VERTEX -90, 0, -3, 3, 2, 5, 5, 31 \ Vertex 4 VERTEX 90, 0, 87, 1, 0, 1, 1, 30 \ Vertex 5 VERTEX -90, 0, 87, 3, 2, 3, 3, 30 \ Vertex 6 VERTEX 0, 5, 53, 0, 0, 3, 3, 9 \ Vertex 7 VERTEX 0, 7, 38, 0, 0, 3, 3, 6 \ Vertex 8 VERTEX -18, 7, 19, 3, 3, 3, 3, 9 \ Vertex 9 VERTEX 18, 7, 19, 0, 0, 0, 0, 9 \ Vertex 10 VERTEX 18, 11, -39, 4, 4, 4, 4, 8 \ Vertex 11 VERTEX 18, -11, -39, 4, 4, 4, 4, 8 \ Vertex 12 VERTEX 36, 0, -30, 4, 4, 4, 4, 8 \ Vertex 13 VERTEX -18, 11, -39, 5, 5, 5, 5, 8 \ Vertex 14 VERTEX -18, -11, -39, 5, 5, 5, 5, 8 \ Vertex 15 VERTEX -36, 0, -30, 5, 5, 5, 5, 8 \ Vertex 16 .SHIP_KRAIT_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 \ Edge 0 EDGE 0, 2, 2, 1, 31 \ Edge 1 EDGE 0, 3, 1, 0, 31 \ Edge 2 EDGE 0, 4, 3, 2, 31 \ Edge 3 EDGE 1, 4, 5, 3, 31 \ Edge 4 EDGE 4, 2, 5, 2, 31 \ Edge 5 EDGE 2, 3, 4, 1, 31 \ Edge 6 EDGE 3, 1, 4, 0, 31 \ Edge 7 EDGE 3, 5, 1, 0, 30 \ Edge 8 EDGE 4, 6, 3, 2, 30 \ Edge 9 EDGE 1, 2, 5, 4, 8 \ Edge 10 EDGE 7, 10, 0, 0, 9 \ Edge 11 EDGE 8, 10, 0, 0, 6 \ Edge 12 EDGE 7, 9, 3, 3, 9 \ Edge 13 EDGE 8, 9, 3, 3, 6 \ Edge 14 EDGE 11, 13, 4, 4, 8 \ Edge 15 EDGE 13, 12, 4, 4, 8 \ Edge 16 EDGE 12, 11, 4, 4, 7 \ Edge 17 EDGE 14, 15, 5, 5, 7 \ Edge 18 EDGE 15, 16, 5, 5, 8 \ Edge 19 EDGE 16, 14, 5, 5, 8 \ Edge 20 .SHIP_KRAIT_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 3, 24, 3, 31 \ Face 0 FACE 3, -24, 3, 31 \ Face 1 FACE -3, -24, 3, 31 \ Face 2 FACE -3, 24, 3, 31 \ Face 3 FACE 38, 0, -77, 31 \ Face 4 FACE -38, 0, -77, 31 \ Face 5Name: SHIP_KRAIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Krait Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_KRAIT.SHIP_GECKO EQUB 0 \ Max. canisters on demise = 0 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB LO(SHIP_GECKO_EDGES - SHIP_GECKO) \ Edges data offset (low) EQUB LO(SHIP_GECKO_FACES - SHIP_GECKO) \ Faces data offset (low) EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 72 \ Number of vertices = 72 / 6 = 12 EQUB 17 \ Number of edges = 17 EQUW 55 \ Bounty = 55 EQUB 36 \ Number of faces = 36 / 4 = 9 EQUB 18 \ Visibility distance = 18 EQUB 70 \ Max. energy = 70 EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_GECKO_EDGES - SHIP_GECKO) \ Edges data offset (high) EQUB HI(SHIP_GECKO_FACES - SHIP_GECKO) \ Faces data offset (high) EQUB 3 \ Normals are scaled by = 2^3 = 8 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -10, -4, 47, 3, 0, 5, 4, 31 \ Vertex 0 VERTEX 10, -4, 47, 1, 0, 3, 2, 31 \ Vertex 1 VERTEX -16, 8, -23, 5, 0, 7, 6, 31 \ Vertex 2 VERTEX 16, 8, -23, 1, 0, 8, 7, 31 \ Vertex 3 VERTEX -66, 0, -3, 5, 4, 6, 6, 31 \ Vertex 4 VERTEX 66, 0, -3, 2, 1, 8, 8, 31 \ Vertex 5 VERTEX -20, -14, -23, 4, 3, 7, 6, 31 \ Vertex 6 VERTEX 20, -14, -23, 3, 2, 8, 7, 31 \ Vertex 7 VERTEX -8, -6, 33, 3, 3, 3, 3, 16 \ Vertex 8 VERTEX 8, -6, 33, 3, 3, 3, 3, 17 \ Vertex 9 VERTEX -8, -13, -16, 3, 3, 3, 3, 16 \ Vertex 10 VERTEX 8, -13, -16, 3, 3, 3, 3, 17 \ Vertex 11 .SHIP_GECKO_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 \ Edge 0 EDGE 1, 5, 2, 1, 31 \ Edge 1 EDGE 5, 3, 8, 1, 31 \ Edge 2 EDGE 3, 2, 7, 0, 31 \ Edge 3 EDGE 2, 4, 6, 5, 31 \ Edge 4 EDGE 4, 0, 5, 4, 31 \ Edge 5 EDGE 5, 7, 8, 2, 31 \ Edge 6 EDGE 7, 6, 7, 3, 31 \ Edge 7 EDGE 6, 4, 6, 4, 31 \ Edge 8 EDGE 0, 2, 5, 0, 29 \ Edge 9 EDGE 1, 3, 1, 0, 30 \ Edge 10 EDGE 0, 6, 4, 3, 29 \ Edge 11 EDGE 1, 7, 3, 2, 30 \ Edge 12 EDGE 2, 6, 7, 6, 20 \ Edge 13 EDGE 3, 7, 8, 7, 20 \ Edge 14 EDGE 8, 10, 3, 3, 16 \ Edge 15 EDGE 9, 11, 3, 3, 17 \ Edge 16 .SHIP_GECKO_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 31, 5, 31 \ Face 0 FACE 4, 45, 8, 31 \ Face 1 FACE 25, -108, 19, 31 \ Face 2 FACE 0, -84, 12, 31 \ Face 3 FACE -25, -108, 19, 31 \ Face 4 FACE -4, 45, 8, 31 \ Face 5 FACE -88, 16, -214, 31 \ Face 6 FACE 0, 0, -187, 31 \ Face 7 FACE 88, 16, -214, 31 \ Face 8Name: SHIP_GECKO [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Gecko Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_GECKO.SHIP_ASP_MK_2 EQUB 0 \ Max. canisters on demise = 0 EQUW 60 * 60 \ Targetable area = 60 * 60 EQUB LO(SHIP_ASP_MK_2_EDGES - SHIP_ASP_MK_2) \ Edges data offset (low) EQUB LO(SHIP_ASP_MK_2_FACES - SHIP_ASP_MK_2) \ Faces data offset (low) EQUB 101 \ Max. edge count = (101 - 1) / 4 = 25 EQUB 32 \ Gun vertex = 32 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 \ Number of vertices = 114 / 6 = 19 EQUB 28 \ Number of edges = 28 EQUW 200 \ Bounty = 200 EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 40 \ Visibility distance = 40 EQUB 150 \ Max. energy = 150 EQUB 40 \ Max. speed = 40 EQUB HI(SHIP_ASP_MK_2_EDGES - SHIP_ASP_MK_2) \ Edges data offset (high) EQUB HI(SHIP_ASP_MK_2_FACES - SHIP_ASP_MK_2) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00101001 \ Laser power = 5 \ Missiles = 1 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -18, 0, 1, 0, 2, 2, 22 \ Vertex 0 VERTEX 0, -9, -45, 2, 1, 11, 11, 31 \ Vertex 1 VERTEX 43, 0, -45, 6, 1, 11, 11, 31 \ Vertex 2 VERTEX 69, -3, 0, 6, 1, 9, 7, 31 \ Vertex 3 VERTEX 43, -14, 28, 1, 0, 7, 7, 31 \ Vertex 4 VERTEX -43, 0, -45, 5, 2, 11, 11, 31 \ Vertex 5 VERTEX -69, -3, 0, 5, 2, 10, 8, 31 \ Vertex 6 VERTEX -43, -14, 28, 2, 0, 8, 8, 31 \ Vertex 7 VERTEX 26, -7, 73, 4, 0, 9, 7, 31 \ Vertex 8 VERTEX -26, -7, 73, 4, 0, 10, 8, 31 \ Vertex 9 VERTEX 43, 14, 28, 4, 3, 9, 6, 31 \ Vertex 10 VERTEX -43, 14, 28, 4, 3, 10, 5, 31 \ Vertex 11 VERTEX 0, 9, -45, 5, 3, 11, 6, 31 \ Vertex 12 VERTEX -17, 0, -45, 11, 11, 11, 11, 10 \ Vertex 13 VERTEX 17, 0, -45, 11, 11, 11, 11, 9 \ Vertex 14 VERTEX 0, -4, -45, 11, 11, 11, 11, 10 \ Vertex 15 VERTEX 0, 4, -45, 11, 11, 11, 11, 8 \ Vertex 16 VERTEX 0, -7, 73, 4, 0, 4, 0, 10 \ Vertex 17 VERTEX 0, -7, 83, 4, 0, 4, 0, 10 \ Vertex 18 .SHIP_ASP_MK_2_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 1, 22 \ Edge 0 EDGE 0, 4, 1, 0, 22 \ Edge 1 EDGE 0, 7, 2, 0, 22 \ Edge 2 EDGE 1, 2, 11, 1, 31 \ Edge 3 EDGE 2, 3, 6, 1, 31 \ Edge 4 EDGE 3, 8, 9, 7, 16 \ Edge 5 EDGE 8, 9, 4, 0, 31 \ Edge 6 EDGE 6, 9, 10, 8, 16 \ Edge 7 EDGE 5, 6, 5, 2, 31 \ Edge 8 EDGE 1, 5, 11, 2, 31 \ Edge 9 EDGE 3, 4, 7, 1, 31 \ Edge 10 EDGE 4, 8, 7, 0, 31 \ Edge 11 EDGE 6, 7, 8, 2, 31 \ Edge 12 EDGE 7, 9, 8, 0, 31 \ Edge 13 EDGE 2, 12, 11, 6, 31 \ Edge 14 EDGE 5, 12, 11, 5, 31 \ Edge 15 EDGE 10, 12, 6, 3, 22 \ Edge 16 EDGE 11, 12, 5, 3, 22 \ Edge 17 EDGE 10, 11, 4, 3, 22 \ Edge 18 EDGE 6, 11, 10, 5, 31 \ Edge 19 EDGE 9, 11, 10, 4, 31 \ Edge 20 EDGE 3, 10, 9, 6, 31 \ Edge 21 EDGE 8, 10, 9, 4, 31 \ Edge 22 EDGE 13, 15, 11, 11, 10 \ Edge 23 EDGE 15, 14, 11, 11, 9 \ Edge 24 EDGE 14, 16, 11, 11, 8 \ Edge 25 EDGE 16, 13, 11, 11, 8 \ Edge 26 EDGE 18, 17, 4, 0, 10 \ Edge 27 .SHIP_ASP_MK_2_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, -35, 5, 31 \ Face 0 FACE 8, -38, -7, 31 \ Face 1 FACE -8, -38, -7, 31 \ Face 2 FACE 0, 24, -1, 22 \ Face 3 FACE 0, 43, 19, 31 \ Face 4 FACE -6, 28, -2, 31 \ Face 5 FACE 6, 28, -2, 31 \ Face 6 FACE 59, -64, 31, 31 \ Face 7 FACE -59, -64, 31, 31 \ Face 8 FACE 80, 46, 50, 31 \ Face 9 FACE -80, 46, 50, 31 \ Face 10 FACE 0, 0, -90, 31 \ Face 11Name: SHIP_ASP_MK_2 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Asp Mk II Deep dive: Ship blueprintsContext: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 calls SHIP_ASP_MK_2PRINT "S.D.MON ", ~CODE%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD% SAVE "3-assembled-output/D.MON.bin", CODE%, CODE% + &0A00Save D.MON.bin

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Variable SHIP_ASP_MK_2 (category: Drawing ships)

Ship blueprint for an Asp Mk II

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Label SHIP_ASP_MK_2_EDGES in variable SHIP_ASP_MK_2

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Label SHIP_ASP_MK_2_FACES in variable SHIP_ASP_MK_2

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Variable SHIP_ASTEROID (category: Drawing ships)

Ship blueprint for an asteroid

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Label SHIP_ASTEROID_EDGES in variable SHIP_ASTEROID

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Label SHIP_ASTEROID_FACES in variable SHIP_ASTEROID

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Variable SHIP_CANISTER (category: Drawing ships)

Ship blueprint for a cargo canister

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Label SHIP_CANISTER_EDGES in variable SHIP_CANISTER

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Label SHIP_CANISTER_FACES in variable SHIP_CANISTER

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Variable SHIP_COBRA_MK_3 (category: Drawing ships)

Ship blueprint for a Cobra Mk III

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Label SHIP_COBRA_MK_3_EDGES in variable SHIP_COBRA_MK_3

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Label SHIP_COBRA_MK_3_FACES in variable SHIP_COBRA_MK_3

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Variable SHIP_DODO (category: Drawing ships)

Ship blueprint for a Dodecahedron ("Dodo") space station

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Label SHIP_DODO_EDGES in variable SHIP_DODO

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Label SHIP_DODO_FACES in variable SHIP_DODO

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Variable SHIP_ESCAPE_POD (category: Drawing ships)

Ship blueprint for an escape pod

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Label SHIP_ESCAPE_POD_EDGES in variable SHIP_ESCAPE_POD

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Label SHIP_ESCAPE_POD_FACES in variable SHIP_ESCAPE_POD

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Variable SHIP_GECKO (category: Drawing ships)

Ship blueprint for a Gecko

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Label SHIP_GECKO_EDGES in variable SHIP_GECKO

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Label SHIP_GECKO_FACES in variable SHIP_GECKO

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Variable SHIP_KRAIT (category: Drawing ships)

Ship blueprint for a Krait

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Label SHIP_KRAIT_EDGES in variable SHIP_KRAIT

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Label SHIP_KRAIT_FACES in variable SHIP_KRAIT

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Configuration variable: SHIP_MISSILE = &7F00

The address of the missile ship blueprint

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Variable SHIP_SIDEWINDER (category: Drawing ships)

Ship blueprint for a Sidewinder

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Label SHIP_SIDEWINDER_EDGES in variable SHIP_SIDEWINDER

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Label SHIP_SIDEWINDER_FACES in variable SHIP_SIDEWINDER

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Variable SHIP_SPLINTER (category: Drawing ships)

Ship blueprint for a splinter

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Label SHIP_SPLINTER_FACES in variable SHIP_SPLINTER

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Variable SHIP_VIPER (category: Drawing ships)

Ship blueprint for a Viper

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Label SHIP_VIPER_EDGES in variable SHIP_VIPER

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Label SHIP_VIPER_FACES in variable SHIP_VIPER

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