.FRCE JSR TT102 \ Call TT102 to process the key pressed in A JMP TT100 \ Otherwise jump to TT100 to restart the main loop from \ the startName: Main game loop (Part 6 of 6) [Show more] Type: Subroutine Category: Main loop Summary: Process non-flight key presses (red function keys, docked keys) Deep dive: Program flow of the main game loopContext: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * RSHIPS calls entry point FRCE
This is the second half of the minimal game loop, which we iterate when we are docked. This section covers the following: * Process more key presses (red function keys, docked keys etc.) It also support joining the main loop with a key already "pressed", so we can jump into the main game loop to perform a specific action. In practice, this is used when we enter the docking bay in BAY to display Status Mode (red key f8), and when we finish buying or selling cargo in BAY2 to jump to the Inventory (red key f9). Other entry points: FRCE The entry point for the main game loop if we want to jump straight to a specific screen, by pretending to "press" a key, in which case A contains the internal key number of the key we want to "press"
Entry point TT100 in subroutine Main game loop (Part 2 of 6) (category: Main loop)
The entry point for the start of the main game loop, which calls the main flight loop and the moves into the spawning routine
Process function key, save key, hyperspace and chart key presses and update the hyperspace counter