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BBC Micro Elite

A-Z index of the source code (Disc version)

This index contains every subroutine, entry point, variable, workspace and macro that appears in the source code for the disc version of BBC Micro Elite, sorted alphabetically.

NameCategoryDescription
ABORT (Docked)DashboardDisarm missiles and update the dashboard indicators
ABORT (Flight)DashboardDisarm missiles and update the dashboard indicators
ABORT2 (Docked)DashboardSet/unset the lock target for a missile and update the dashboard
ABORT2 (Flight)DashboardSet/unset the lock target for a missile and update the dashboard
ACT (Text tokens)Maths (Geometry)Arctan table
ADD (Docked)Maths (Arithmetic)Calculate (A X) = (A P) + (S R)
ADD (Flight)Maths (Arithmetic)Calculate (A X) = (A P) + (S R)
ALP1 (Docked)Workspace variable Magnitude of the roll angle alpha, i.e. |alpha|, which is a positive value between 0 and 31
ALP1 (Flight)Workspace variable Magnitude of the roll angle alpha, i.e. |alpha|, which is a positive value between 0 and 31
ALP2 (Docked)Workspace variable Bit 7 of ALP2 = sign of the roll angle in ALPHA
ALP2 (Flight)Workspace variable Bit 7 of ALP2 = sign of the roll angle in ALPHA
ALPHA (Docked)Workspace variable The current roll angle alpha, which is reduced from JSTX to a sign-magnitude value between -31 and +31
ALPHA (Flight)Workspace variable The current roll angle alpha, which is reduced from JSTX to a sign-magnitude value between -31 and +31
ALTIT (Docked)Workspace variable Our altitude above the surface of the planet or sun
ALTIT (Flight)Workspace variable Our altitude above the surface of the planet or sun
ANGRY (Flight)TacticsMake a ship hostile
ARCTAN (Flight)Maths (Geometry)Calculate A = arctan(P / Q)
ASH (Docked)Workspace variable Aft shield status
ASH (Flight)Workspace variable Aft shield status
auto (Docked)Workspace variable Docking computer activation status
auto (Flight)Workspace variable Docking computer activation status
auton (Flight)KeyboardGet the docking computer to "press" the flight keys to dock the ship
AVL (Docked)Workspace variable Market availability in the current system
AVL (Flight)Workspace variable Market availability in the current system
B% (Loader 1)Screen modeVDU commands for switching to a mode 7 screen
B% (Loader 3)Screen modeVDU commands for setting the square mode 4 screen
BAD (Docked)StatusCalculate how bad we have been
BAD (Flight)StatusCalculate how bad we have been
BAY (Docked)StatusGo to the docking bay (i.e. show the Status Mode screen)
BAY2 (Docked)MarketJump into the main loop at FRCE, setting the key "pressed" to red key f9 (so we show the Inventory screen)
BEEP (Docked)SoundMake a short, high beep
BEEP (Flight)SoundMake a short, high beep
BEGIN (Docked)LoaderInitialise the configuration variables and start the game
BEGIN (Loader 1)Copy protectionDecrypt the loader code using a rolling EOR that uses the decryption routine itself to seed the decryption
BELL (Docked)SoundMake a standard system beep
BELL (Flight)SoundMake a standard system beep
BET1 (Docked)Workspace variable The magnitude of the pitch angle beta, i.e. |beta|, which is a positive value between 0 and 8
BET1 (Flight)Workspace variable The magnitude of the pitch angle beta, i.e. |beta|, which is a positive value between 0 and 8
BET2 (Docked)Workspace variable Bit 7 of BET2 = sign of the pitch angle in BETA
BET2 (Flight)Workspace variable Bit 7 of BET2 = sign of the pitch angle in BETA
BETA (Docked)Workspace variable The current pitch angle beta, which is reduced from JSTY to a sign-magnitude value between -8 and +8
BETA (Flight)Workspace variable The current pitch angle beta, which is reduced from JSTY to a sign-magnitude value between -8 and +8
BLINE (Docked)Drawing circlesDraw a circle segment and add it to the ball line heap
BLINE (Flight)Drawing circlesDraw a circle segment and add it to the ball line heap
BLOCK (Loader 1)Copy protectionThese bytes are copied and decrypted by the loader routine (not used in this version as disc protection is disabled)
BOL1-1 (Docked)Utility routinesContains an RTS
BOMB (Docked)Workspace variable Energy bomb
BOMB (Flight)Workspace variable Energy bomb
BOX (Docked)Utility routinesJust draw the border and (if this is a space view) the view name. This can be used to remove the border and view name, as it is drawn using EOR logic
BOX (Flight)Utility routinesJust draw the border and (if this is a space view) the view name. This can be used to remove the border and view name, as it is drawn using EOR logic
BPRNT (Docked)TextPrint a 32-bit number, left-padded to a specific number of digits, with an optional decimal point
BPRNT (Flight)TextPrint a 32-bit number, left-padded to a specific number of digits, with an optional decimal point
BR1 (Part 1 of 2) (Docked)Start and endStart or restart the game
BR1 (Part 2 of 2) (Docked)Start and endShow the "Load New Commander (Y/N)?" screen and start the game
BRBR (Docked)Utility routinesThe standard BRKV handler for the game
BRBR1 (Loader 3)LoaderLoader break handler: print a newline and the error message, and then hang the computer
BRIEF (Docked)MissionsStart mission 1 and show the mission briefing
BRIEF2 (Docked)MissionsStart mission 2
BRIEF3 (Docked)MissionsReceive the briefing and plans for mission 2
BRIS (Docked)MissionsClear the screen, display "INCOMING MESSAGE" and wait for 2 seconds
BRKBK (Docked)Save and loadSet the standard BRKV handler for the game
brkd (Docked)Utility routinesThe brkd counter for error handling
BRP (Docked)MissionsPrint an extended token and show the Status Mode screen
BRPS (Docked)MissionsPrint the extended token in A, show the Status Mode screen and return from the subroutine
BST (Docked)Workspace variable Fuel scoops (BST stands for "barrel status")
BST (Flight)Workspace variable Fuel scoops (BST stands for "barrel status")
BSTK (Docked)Workspace variable Bitstik configuration setting
BSTK (Flight)Workspace variable Bitstik configuration setting
BULB (Docked)DashboardDraw an indicator bulb on the dashboard
BULB (Flight)DashboardDraw an indicator bulb on the dashboard
BULB-2 (Docked)DashboardSet the Y screen address
BULB-2 (Flight)DashboardSet the Y screen address
BUMP2 (Docked)DashboardBump up the value of the pitch or roll dashboard indicator
BUMP2 (Flight)DashboardBump up the value of the pitch or roll dashboard indicator
c (Docked)EquipmentContains an RTS
CABTMP (Docked)Workspace variable Cabin temperature
CABTMP (Flight)Workspace variable Cabin temperature
CASH (Docked)Workspace variable Our current cash pot
CASH (Flight)Workspace variable Our current cash pot
CAT (Docked)Save and loadCatalogue a disc, wait for a key press and display the disc access menu
CATD (Loader 3)Save and loadLoad disc sectors 0 and 1 to &0E00 and &0F00 respectively
CATDcode (Loader 3)Save and loadCATD routine, bundled up in the loader so it can be moved to &0D7A to be run
CATF (Docked)Workspace variable This byte is unused (the CATF variable in the I/O processor code is used to store the CATF flag, not this one)
CATF (Flight)Workspace variable This byte is unused (the CATF variable in the I/O processor code is used to store the CATF flag, not this one)
CATS (Docked)Save and loadAsk for a disc drive number and print a catalogue of that drive
CHAR (Text tokens)TextMacro definition for characters in the recursive token table
CHECK (Docked)Save and loadCalculate the checksum for the last saved commander data block
CHECK (Loader 3)Copy protectionCalculate a checksum from two 256-byte portions of the loader code
CHK (Loader 3)Save and loadFirst checksum byte for the saved commander data file
CHK2 (Loader 3)Save and loadSecond checksum byte for the saved commander data file
CHKON (Docked)Drawing circlesCheck whether any part of a circle appears on the extended screen
CHKON (Flight)Drawing circlesCheck whether any part of a circle appears on the extended screen
CHKSM (Loader 3)Workspace variable Used in the copy protection code
CHPR (Docked)TextPrint a character at the text cursor by poking into screen memory
CIRCLE (Docked)Drawing circlesDraw a circle for the planet
CIRCLE (Flight)Drawing circlesDraw a circle for the planet
CIRCLE2 (Docked)Drawing circlesDraw a circle (for the planet or chart)
CIRCLE2 (Flight)Drawing circlesDraw a circle (for the planet or chart)
CLYNS (Docked)Utility routinesClear the bottom three text rows of the mode 4 screen
CLYNS (Flight)Utility routinesClear the bottom three text rows of the mode 4 screen
cmn (Docked)TextPrint the commander's name
cmn (Flight)TextPrint the commander's name
cmn-1 (Docked)TextContains an RTS
cmn-1 (Flight)TextContains an RTS
CNT (Docked)Workspace variable Temporary storage, typically used for storing the number of iterations required when looping
CNT (Flight)Workspace variable Temporary storage, typically used for storing the number of iterations required when looping
CNT (Loader 3)Drawing planetsA counter for use in drawing Saturn's planetary body
CNT2 (Docked)Workspace variable Temporary storage, used in the planet-drawing routine to store the segment number where the arc of a partial circle should start
CNT2 (Flight)Workspace variable Temporary storage, used in the planet-drawing routine to store the segment number where the arc of a partial circle should start
CNT2 (Loader 3)Drawing planetsA counter for use in drawing Saturn's background stars
CNT3 (Loader 3)Drawing planetsA counter for use in drawing Saturn's rings
cntr (Docked)DashboardApply damping to the pitch or roll dashboard indicator
cntr (Flight)DashboardApply damping to the pitch or roll dashboard indicator
COK (Docked)Workspace variable Flags used to generate the competition code
COK (Flight)Workspace variable Flags used to generate the competition code
COL (Docked)Workspace variable Temporary storage, used to store colour information when drawing pixels in the dashboard
COL (Flight)Workspace variable Temporary storage, used to store colour information when drawing pixels in the dashboard
COMC (Docked)Workspace variable The colour of the dot on the compass
COMC (Flight)Workspace variable The colour of the dot on the compass
COMPAS (Flight)DashboardUpdate the compass
COMX (Docked)Workspace variable The x-coordinate of the compass dot
COMX (Flight)Workspace variable The x-coordinate of the compass dot
COMY (Docked)Workspace variable The y-coordinate of the compass dot
COMY (Flight)Workspace variable The y-coordinate of the compass dot
CPIR (Docked)Workspace variable A counter used when spawning pirates, to work our way through the list of pirate ship blueprints until we find one that has been loaded
CPIR (Flight)Workspace variable A counter used when spawning pirates, to work our way through the list of pirate ship blueprints until we find one that has been loaded
CPIX2 (Docked)Drawing pixelsDraw a single-height dot on the dashboard
CPIX2 (Flight)Drawing pixelsDraw a single-height dot on the dashboard
CPIX4 (Docked)Drawing pixelsDraw a double-height dot on the dashboard
CPIX4 (Flight)Drawing pixelsDraw a double-height dot on the dashboard
cpl (Docked)TextPrint the selected system name
cpl (Flight)TextPrint the selected system name
CRGO (Docked)Workspace variable Our ship's cargo capacity
CRGO (Flight)Workspace variable Our ship's cargo capacity
crlf (Docked)TextTab to column 21 and print a colon
crlf (Flight)TextTab to column 21 and print a colon
csh (Docked)TextPrint the current amount of cash
csh (Flight)TextPrint the current amount of cash
CTLI (Docked)Save and loadThe OS command string for cataloguing a disc
CTRL (Docked)KeyboardScan the keyboard to see if CTRL is currently pressed
CTRL (Flight)KeyboardScan the keyboard to see if CTRL is currently pressed
CTRL (Text tokens)TextMacro definition for control codes in the recursive token table
CTWOS (Docked)Drawing pixelsReady-made single-pixel character row bytes for mode 5
CTWOS (Flight)Drawing pixelsReady-made single-pixel character row bytes for mode 5
DAMP (Docked)Workspace variable Keyboard damping configuration setting
DAMP (Flight)Workspace variable Keyboard damping configuration setting
DASC (Docked)TextDASC does exactly the same as TT26 and prints a character at the text cursor, with support for verified text in extended tokens
DCS1 (Flight)FlightCalculate the vector from the ideal docking position to the ship
de (Docked)Workspace variable Equipment destruction flag
de (Flight)Workspace variable Equipment destruction flag
DEATH (Flight)Start and endDisplay the death screen
DEATH2 (Docked)Start and endReset most of the game and restart from the title screen
DEATH2 (Flight)Start and endReset most of the game and restart from the title screen
DEBRIEF (Docked)MissionsFinish mission 1
DEBRIEF2 (Docked)MissionsFinish mission 2
DELAY (Docked)Utility routinesWait for a specified time, in 1/50s of a second
DELAY (Flight)Utility routinesWait for a specified time, in 1/50s of a second
DELI (Docked)Save and loadThe OS command string for deleting a file
DELT (Docked)Save and loadCatalogue a disc, ask for a filename to delete, and delete the file
DELT4 (Docked)Workspace variable Our current speed * 64 as a 16-bit value
DELT4 (Flight)Workspace variable Our current speed * 64 as a 16-bit value
DELTA (Docked)Workspace variable Our current speed, in the range 1-40
DELTA (Flight)Workspace variable Our current speed, in the range 1-40
DENGY (Docked)FlightDrain some energy from the energy banks
DENGY (Flight)FlightDrain some energy from the energy banks
DET1 (Docked)Screen modeShow or hide the dashboard (for when we die)
DET1 (Flight)Screen modeShow or hide the dashboard (for when we die)
DETOK (Docked)TextPrint an extended recursive token from the TKN1 token table
DETOK2 (Docked)TextPrint an extended text token (1-255)
DETOK3 (Docked)TextPrint an extended recursive token from the RUTOK token table
DFAULT (Docked)Start and endReset the current commander data block to the last saved commander
DIALS (Part 1 of 4) (Docked)DashboardUpdate the dashboard: speed indicator
DIALS (Part 2 of 4) (Docked)DashboardUpdate the dashboard: pitch and roll indicators
DIALS (Part 3 of 4) (Docked)DashboardUpdate the dashboard: four energy banks
DIALS (Part 4 of 4) (Docked)DashboardUpdate the dashboard: shields, fuel, laser & cabin temp, altitude
DIALS (Part 1 of 4) (Flight)DashboardUpdate the dashboard: speed indicator
DIALS (Part 2 of 4) (Flight)DashboardUpdate the dashboard: pitch and roll indicators
DIALS (Part 3 of 4) (Flight)DashboardUpdate the dashboard: four energy banks
DIALS (Part 4 of 4) (Flight)DashboardUpdate the dashboard: shields, fuel, laser & cabin temp, altitude
DIL (Docked)DashboardThe range of the indicator is 0-16 (for the energy banks)
DIL (Flight)DashboardThe range of the indicator is 0-16 (for the energy banks)
DIL-1 (Docked)DashboardThe range of the indicator is 0-32 (for the speed indicator)
DIL-1 (Flight)DashboardThe range of the indicator is 0-32 (for the speed indicator)
DIL2 (Docked)DashboardUpdate the roll or pitch indicator on the dashboard
DIL2 (Flight)DashboardUpdate the roll or pitch indicator on the dashboard
DILX (Docked)DashboardUpdate a bar-based indicator on the dashboard
DILX (Flight)DashboardUpdate a bar-based indicator on the dashboard
DILX+2 (Docked)DashboardThe range of the indicator is 0-64 (for the fuel indicator)
DILX+2 (Flight)DashboardThe range of the indicator is 0-64 (for the fuel indicator)
DJD (Docked)Workspace variable Keyboard auto-recentre configuration setting
DJD (Flight)Workspace variable Keyboard auto-recentre configuration setting
DK4 (Docked)KeyboardScan for pause, configuration and secondary flight keys
DK4 (Flight)KeyboardScan for pause, configuration and secondary flight keys
DK9 (Docked)KeyboardSet the Bitstik configuration option to the value in A
DKCMP (Docked)Workspace variable Docking computer
DKCMP (Flight)Workspace variable Docking computer
DKJ1 (Docked)KeyboardRead joystick and flight controls
DKJ1 (Flight)KeyboardRead joystick and flight controls
DKS1 (Flight)KeyboardScan the keyboard for a flight key
DKS2 (Docked)KeyboardRead the joystick position
DKS2 (Flight)KeyboardRead the joystick position
DKS2-1 (Docked)KeyboardContains an RTS
DKS2-1 (Flight)KeyboardContains an RTS
DKS3 (Docked)KeyboardToggle a configuration setting and emit a beep
DKS3 (Flight)KeyboardToggle a configuration setting and emit a beep
DKS4 (Docked)KeyboardScan the keyboard to see if a specific key is being pressed
DKS4 (Flight)KeyboardScan the keyboard to see if a specific key is being pressed
DL (Docked)Workspace variable Vertical sync flag
DL (Flight)Workspace variable Vertical sync flag
DL (Loader 3)Workspace variable Vertical sync flag
DLY (Docked)Workspace variable In-flight message delay
DLY (Flight)Workspace variable In-flight message delay
dn (Docked)TextPrint the amount of cash and beep
dn2 (Docked)TextMake a short, high beep and delay for 1 second
DNOIZ (Docked)Workspace variable Sound on/off configuration setting
DNOIZ (Flight)Workspace variable Sound on/off configuration setting
DOBEGIN (Docked)LoaderDecrypt the main docked code, initialise the configuration variables and start the game
DOCKIT (Flight)FlightApply docking manoeuvres to the ship in INWK
DOENTRY (Docked)FlightDock at the space station, show the ship hanger and work out any mission progression
DOENTRY (Flight)LoaderLoad and run the docked code
DOEXP (Docked)Drawing shipsDraw an exploding ship
DOEXP (Flight)Drawing shipsDraw an exploding ship
DOKEY (Docked)KeyboardScan for the joystick
DOKEY (Flight)KeyboardScan for the seven primary flight controls
DORND (Docked)Utility routinesGenerate random numbers
DORND (Flight)Utility routinesGenerate random numbers
DORND (Loader 3)Utility routinesGenerate random numbers
DORND2 (Docked)Utility routinesRestricts the value of RAND+2 so that bit 0 is always 0
DORND2 (Flight)Utility routinesRestricts the value of RAND+2 so that bit 0 is always 0
DOT (Flight)DashboardDraw a dot on the compass
DTEN (Docked)TextPrint recursive token number X from the token table pointed to by (A V), used to print tokens from the RUTOK table via calls to DETOK3
DTS (Docked)TextPrint the single letter pointed to by A, where A is an address within the extended two-letter token tables of TKN2 and QQ16
DTW1 (Docked)TextA mask for applying the lower case part of Sentence Case to extended text tokens
DTW2 (Docked)TextA flag that indicates whether we are currently printing a word
DTW3 (Docked)TextA flag for switching between standard and extended text tokens
DTW4 (Docked)TextFlags that govern how justified extended text tokens are printed
DTW5 (Docked)TextThe size of the justified text buffer at BUF
DTW6 (Docked)TextA flag to denote whether printing in lower case is enabled for extended text tokens
DTW8 (Docked)TextA mask for capitalising the next letter in an extended text token
DV41 (Docked)Maths (Arithmetic)Calculate (P R) = 256 * DELTA / A
DV41 (Flight)Maths (Arithmetic)Calculate (P R) = 256 * DELTA / A
DV42 (Docked)Maths (Arithmetic)Calculate (P R) = 256 * DELTA / z_hi
DV42 (Flight)Maths (Arithmetic)Calculate (P R) = 256 * DELTA / z_hi
DVID3B2 (Docked)Maths (Arithmetic)Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo)
DVID3B2 (Flight)Maths (Arithmetic)Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo)
DVID4 (Docked)Maths (Arithmetic)Calculate (P R) = 256 * A / Q
DVID4 (Flight)Maths (Arithmetic)Calculate (P R) = 256 * A / Q
DVIDT (Docked)Maths (Arithmetic)Calculate (P+1 A) = (A P) / Q
DVIDT (Flight)Maths (Arithmetic)Calculate (P+1 A) = (A P) / Q
E% (Docked)Drawing shipsShip blueprints default NEWB flags for the ship hanger
E% (Loader 3)SoundSound envelope definitions
E% (Ship blueprints A)Drawing shipsShip blueprints default NEWB flags for the D.MOA file
E% (Ship blueprints B)Drawing shipsShip blueprints default NEWB flags for the D.MOB file
E% (Ship blueprints C)Drawing shipsShip blueprints default NEWB flags for the D.MOC file
E% (Ship blueprints D)Drawing shipsShip blueprints default NEWB flags for the D.MOD file
E% (Ship blueprints E)Drawing shipsShip blueprints default NEWB flags for the D.MOE file
E% (Ship blueprints F)Drawing shipsShip blueprints default NEWB flags for the D.MOF file
E% (Ship blueprints G)Drawing shipsShip blueprints default NEWB flags for the D.MOG file
E% (Ship blueprints H)Drawing shipsShip blueprints default NEWB flags for the D.MOH file
E% (Ship blueprints I)Drawing shipsShip blueprints default NEWB flags for the D.MOI file
E% (Ship blueprints J)Drawing shipsShip blueprints default NEWB flags for the D.MOJ file
E% (Ship blueprints K)Drawing shipsShip blueprints default NEWB flags for the D.MOK file
E% (Ship blueprints L)Drawing shipsShip blueprints default NEWB flags for the D.MOL file
E% (Ship blueprints M)Drawing shipsShip blueprints default NEWB flags for the D.MOM file
E% (Ship blueprints N)Drawing shipsShip blueprints default NEWB flags for the D.MON file
E% (Ship blueprints O)Drawing shipsShip blueprints default NEWB flags for the D.MOO file
E% (Ship blueprints P)Drawing shipsShip blueprints default NEWB flags for the D.MOP file
ECBLB (Flight)DashboardLight up the E.C.M. indicator bulb ("E") on the dashboard
ECBLB2 (Flight)DashboardStart up the E.C.M. (indicator, start countdown and make sound)
ECBT (Flight)DashboardThe character bitmap for the E.C.M. indicator bulb
ECHAR (Loader 2)LoaderCharacter definitions for the Acorn Electron to mimic the graphics characters of the BBC Micro's mode 7 teletext screen
ECHR (Docked)TextMacro definition for characters in the extended token table
ECM (Docked)Workspace variable E.C.M. system
ECM (Flight)Workspace variable E.C.M. system
ECMA (Docked)Workspace variable The E.C.M. countdown timer, which determines whether an E.C.M. system is currently operating:
ECMA (Flight)Workspace variable The E.C.M. countdown timer, which determines whether an E.C.M. system is currently operating:
ECMOF (Docked)SoundSwitch off the E.C.M.
ECMOF (Flight)SoundSwitch off the E.C.M.
ECMP (Docked)Workspace variable Our E.C.M. status
ECMP (Flight)Workspace variable Our E.C.M. status
EDGE (Docked)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Missile ship blueprint)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints A)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints B)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints C)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints D)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints E)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints F)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints G)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints H)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints I)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints J)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints K)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints L)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints M)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints N)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints O)Drawing shipsMacro definition for adding edges to ship blueprints
EDGE (Ship blueprints P)Drawing shipsMacro definition for adding edges to ship blueprints
EDGES (Docked)Drawing linesDraw a horizontal line given a centre and a half-width
EDGES (Flight)Drawing linesDraw a horizontal line given a centre and a half-width
ee3 (Docked)TextPrint the hyperspace countdown in the top-left of the screen
ee3 (Flight)TextPrint the hyperspace countdown in the top-left of the screen
EE51 (Docked)Drawing shipsRemove the current ship from the screen, called from SHPPT before drawing the ship as a point
EE51 (Flight)Drawing shipsRemove the current ship from the screen, called from SHPPT before drawing the ship as a point
EJMP (Docked)TextMacro definition for jump tokens in the extended token table
Elite loader (Loader 1)LoaderReset vectors, change to mode 7, and load and run the ELITE3 loader
Elite loader (Part 1 of 3) (Loader 3)LoaderSet up the split screen mode, move code around, set up the sound envelopes and configure the system
Elite loader (Part 2 of 3) (Loader 3)LoaderInclude binaries for recursive tokens, Missile blueprint and images
Elite loader (Part 3 of 3) (Loader 3)LoaderInclude binaries for the loading screen images
Elite loader (Part 1 of 4) (Loader 2)LoaderVarious copy protection checks, plus make sure there is no Tube
Elite loader (Part 2 of 4) (Loader 2)LoaderJump straight to part 3, as the copy protection code has been removed
Elite loader (Part 4 of 4) (Loader 2)LoaderLoad and run the ELITE4 loader
Elite loader (Part 3 of 4) (Loader 2)LoaderPause for a surprisingly long time (7.67 seconds) so people can enjoy the Acornsoft loading screen
ENERGY (Docked)Workspace variable Energy bank status
ENERGY (Flight)Workspace variable Energy bank status
ENGY (Docked)Workspace variable Energy unit
ENGY (Flight)Workspace variable Energy unit
eq (Docked)EquipmentSubtract the price of equipment from the cash pot
EQSHP (Docked)EquipmentShow the Equip Ship screen (red key f3)
ERND (Docked)TextMacro definition for random tokens in the extended token table
err (Docked)EquipmentBeep, pause and go to the docking bay (i.e. show the Status Mode screen)
ESCAPE (Flight)FlightLaunch our escape pod
ESCP (Docked)Workspace variable Escape pod
ESCP (Flight)Workspace variable Escape pod
ETOK (Docked)TextMacro definition for recursive tokens in the extended token table
ETWO (Docked)TextMacro definition for two-letter tokens in the extended token table
EV (Docked)Workspace variable The "extra vessels" spawning counter
EV (Flight)Workspace variable The "extra vessels" spawning counter
ex (Docked)TextPrint a recursive token
ex (Flight)TextPrint a recursive token
EXNO (Docked)SoundMake the sound of a laser strike or ship explosion
EXNO (Flight)SoundMake the sound of a laser strike or ship explosion
EXNO-2 (Docked)SoundSet X = 7 and fall through into EXNO to make the sound of a ship exploding
EXNO-2 (Flight)SoundSet X = 7 and fall through into EXNO to make the sound of a ship exploding
EXNO2 (Docked)SoundProcess us making a kill
EXNO2 (Flight)SoundProcess us making a kill
EXNO3 (Docked)SoundMake an explosion sound
EXNO3 (Flight)SoundMake an explosion sound
FACE (Docked)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Missile ship blueprint)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints A)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints B)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints C)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints D)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints E)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints F)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints G)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints H)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints I)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints J)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints K)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints L)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints M)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints N)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints O)Drawing shipsMacro definition for adding faces to ship blueprints
FACE (Ship blueprints P)Drawing shipsMacro definition for adding faces to ship blueprints
FAROF (Flight)Maths (Geometry)Compare x_hi, y_hi and z_hi with 224
FAROF2 (Flight)Maths (Geometry)Compare x_hi, y_hi and z_hi with A
FEED (Docked)TextPrint a newline
FIST (Docked)Workspace variable Our legal status (FIST stands for "fugitive/innocent status"):
FIST (Flight)Workspace variable Our legal status (FIST stands for "fugitive/innocent status"):
FLAG (Docked)Workspace variable A flag that's used to define whether this is the first call to the ball line routine in BLINE, so it knows whether to wait for the second call before storing segment data in the ball line heap
FLAG (Flight)Workspace variable A flag that's used to define whether this is the first call to the ball line routine in BLINE, so it knows whether to wait for the second call before storing segment data in the ball line heap
FLFLLS (Docked)Drawing sunsReset the sun line heap
FLFLLS (Flight)Drawing sunsReset the sun line heap
FLH (Docked)Workspace variable Flashing console bars configuration setting
FLH (Flight)Workspace variable Flashing console bars configuration setting
FLIP (Docked)StardustReflect the stardust particles in the screen diagonal
FLIP (Flight)StardustReflect the stardust particles in the screen diagonal
FLKB (Docked)KeyboardFlush the keyboard buffer
FLKB (Flight)KeyboardFlush the keyboard buffer
FMLTU (Docked)Maths (Arithmetic)Calculate A = A * Q / 256
FMLTU (Flight)Maths (Arithmetic)Calculate A = A * Q / 256
FMLTU2 (Docked)Maths (Arithmetic)Calculate A = K * sin(A)
FMLTU2 (Flight)Maths (Arithmetic)Calculate A = K * sin(A)
FNE (Loader 3)SoundMacro definition for defining a sound envelope
fq1 (Flight)TacticsUsed to add a cargo canister to the universe
FR1 (Flight)TacticsDisplay the "missile jammed" message
FR1-2 (Flight)TacticsClear the C flag and return from the subroutine
FRCE (Docked)Main loopThe 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"
FRCE (Flight)Main loopThe 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"
FRIN (Docked)Workspace variable Slots for the ships in the local bubble of universe
FRIN (Flight)Workspace variable Slots for the ships in the local bubble of universe
FRMIS (Flight)TacticsFire a missile from our ship
FRS1 (Flight)TacticsLaunch a ship straight ahead of us, below the laser sights
FSH (Docked)Workspace variable Forward shield status
FSH (Flight)Workspace variable Forward shield status
fwl (Docked)TextPrint fuel and cash levels
fwl (Flight)TextPrint fuel and cash levels
FX200 (Docked)Utility routinesSet the behaviour of the ESCAPE and BREAK keys
GC2 (Docked)Maths (Arithmetic)Calculate (Y X) = (A P) * 4
GC2 (Flight)Maths (Arithmetic)Calculate (Y X) = (A P) * 4
GCASH (Docked)Maths (Arithmetic)Calculate (Y X) = P * Q * 4
GCASH (Flight)Maths (Arithmetic)Calculate (Y X) = P * Q * 4
GCNT (Docked)Workspace variable The number of the current galaxy (0-7)
GCNT (Flight)Workspace variable The number of the current galaxy (0-7)
Ghy (Docked)FlightPerform a galactic hyperspace jump
Ghy (Flight)FlightPerform a galactic hyperspace jump
GHYP (Docked)Workspace variable Galactic hyperdrive
GHYP (Flight)Workspace variable Galactic hyperdrive
GINF (Docked)UniverseFetch the address of a ship's data block into INF
GINF (Flight)UniverseFetch the address of a ship's data block into INF
GNTMP (Docked)Workspace variable Laser temperature (or "gun temperature")
GNTMP (Flight)Workspace variable Laser temperature (or "gun temperature")
gnum (Docked)MarketGet a number from the keyboard
GOIN (Flight)Main loopWe jump here from part 3 of the main flight loop if the docking computer is activated by pressing "C"
GOPL (Flight)TacticsMake the ship head towards the planet
gov (Docked)Workspace variable The current system's government type (0-7)
gov (Flight)Workspace variable The current system's government type (0-7)
GTDRV (Docked)Save and loadGet an ASCII disc drive drive number from the keyboard
GTHG (Flight)UniverseSpawn a Thargoid ship and a Thargon companion
GTNMEW (Docked)Save and loadFetch the name of a commander file to save or load
GVL (Flight)UniverseCalculate the availability of a market item
HA1 (Docked)Ship hangerContains an RTS
HA3 (Docked)Ship hangerContains an RTS
HALL (Docked)Ship hangerDraw the ships in the ship hanger, then draw the hanger
HANGER (Docked)Ship hangerDisplay the ship hanger
HAS1 (Docked)Ship hangerDraw a ship in the ship hanger
HAS2 (Docked)Ship hangerDraw a hanger background line from left to right
HAS3 (Docked)Ship hangerDraw a hanger background line from right to left
HATB (Docked)Ship hangerShip hanger group table
HFS2 (Docked)Drawing circlesDraw the launch or hyperspace tunnel
HFS2 (Flight)Drawing circlesDraw the launch or hyperspace tunnel
HFX (Docked)Workspace variable A flag that toggles the hyperspace colour effect
HFX (Flight)Workspace variable A flag that toggles the hyperspace colour effect
HI1 (Flight)TacticsContains an RTS
HITCH (Flight)TacticsWork out if the ship in INWK is in our crosshairs
HL6 (Docked)Drawing linesContains an RTS
HL6 (Flight)Drawing linesContains an RTS
HLOIN (Docked)Drawing linesDraw a horizontal line from (X1, Y1) to (X2, Y1)
HLOIN (Flight)Drawing linesDraw a horizontal line from (X1, Y1) to (X2, Y1)
HLOIN2 (Docked)Drawing linesRemove a line from the sun line heap and draw it on-screen
HLOIN2 (Flight)Drawing linesRemove a line from the sun line heap and draw it on-screen
hm (Docked)ChartsSelect the closest system and redraw the chart crosshairs
hm (Flight)ChartsSelect the closest system and redraw the chart crosshairs
HME2 (Docked)ChartsSearch the galaxy for a system
hy5 (Docked)UniverseContains an RTS
hy5 (Flight)UniverseContains an RTS
hyp (Docked)FlightStart the hyperspace process
hyp (Flight)FlightStart the hyperspace process
hyp1 (Docked)UniverseProcess a jump to the system closest to (QQ9, QQ10)
hyp1 (Flight)UniverseProcess a jump to the system closest to (QQ9, QQ10)
hyp1+3 (Docked)UniverseJump straight to the system at (QQ9, QQ10) without first calculating which system is closest. We do this if we already know that (QQ9, QQ10) points to a system
hyp1+3 (Flight)UniverseJump straight to the system at (QQ9, QQ10) without first calculating which system is closest. We do this if we already know that (QQ9, QQ10) points to a system
hyR (Flight)UniverseContains an RTS
INBAY (Docked)LoaderThis routine is unused and is never run
INBAY (Flight)LoaderLoad and run the main docked code in T.CODE
INF (Docked)Workspace variable Temporary storage, typically used for storing the address of a ship's data block, so it can be copied to and from the internal workspace at INWK
INF (Flight)Workspace variable Temporary storage, typically used for storing the address of a ship's data block, so it can be copied to and from the internal workspace at INWK
INWK (Docked)Workspace variable The zero-page internal workspace for the current ship data block
INWK (Flight)Workspace variable The zero-page internal workspace for the current ship data block
IRQ1 (Loader 3)Screen modeThe main screen-mode interrupt handler (IRQ1V points here)
ITEM (Docked)MarketMacro definition for the market prices table
ITEM (Flight)MarketMacro definition for the market prices table
jmp (Docked)UniverseSet the current system to the selected system
jmp (Flight)UniverseSet the current system to the selected system
JMTB (Docked)TextThe extended token table for jump tokens 1-32 (DETOK)
JSTE (Docked)Workspace variable Reverse both joystick channels configuration setting
JSTE (Flight)Workspace variable Reverse both joystick channels configuration setting
JSTGY (Docked)Workspace variable Reverse joystick Y-channel configuration setting
JSTGY (Flight)Workspace variable Reverse joystick Y-channel configuration setting
JSTK (Docked)Workspace variable Keyboard or joystick configuration setting
JSTK (Flight)Workspace variable Keyboard or joystick configuration setting
JSTX (Docked)Workspace variable Our current roll rate
JSTX (Flight)Workspace variable Our current roll rate
JSTY (Docked)Workspace variable Our current pitch rate
JSTY (Flight)Workspace variable Our current pitch rate
JUNK (Docked)Workspace variable The amount of junk in the local bubble
JUNK (Flight)Workspace variable The amount of junk in the local bubble
K (Docked)Workspace variable Temporary storage, used in a number of places
K (Flight)Workspace variable Temporary storage, used in a number of places
K% (Docked)WorkspacesShip data blocks and ship line heaps
K% (Flight)WorkspacesShip data blocks and ship line heaps
K2 (Docked)Workspace variable Temporary storage, used in a number of places
K2 (Flight)Workspace variable Temporary storage, used in a number of places
K3 (Docked)Workspace variable Temporary storage, used in a number of places
K3 (Flight)Workspace variable Temporary storage, used in a number of places
K4 (Docked)Workspace variable Temporary storage, used in a number of places
K4 (Flight)Workspace variable Temporary storage, used in a number of places
K5 (Docked)Workspace variable Temporary storage used to store segment coordinates across successive calls to BLINE, the ball line routine
K5 (Flight)Workspace variable Temporary storage used to store segment coordinates across successive calls to BLINE, the ball line routine
K6 (Docked)Workspace variable Temporary storage, typically used for storing coordinates during vector calculations
K6 (Flight)Workspace variable Temporary storage, typically used for storing coordinates during vector calculations
KILLSHP (Flight)UniverseRemove a ship from our local bubble of universe
KL (Docked)Workspace variable The following bytes implement a key logger that enables Elite to scan for concurrent key presses of the primary flight keys, plus a secondary flight key
KL (Flight)Workspace variable The following bytes implement a key logger that enables Elite to scan for concurrent key presses of the primary flight keys, plus a secondary flight key
KS1 (Flight)UniverseRemove the current ship from our local bubble of universe
KS2 (Flight)UniverseCheck the local bubble for missiles with target lock
KS3 (Flight)UniverseSet the SLSP ship heap pointer after shuffling ship slots
KS4 (Flight)UniverseRemove the space station and replace it with the sun
KY1 (Docked)Workspace variable "?" is being pressed
KY1 (Flight)Workspace variable "?" is being pressed
KY12 (Docked)Workspace variable TAB is being pressed
KY12 (Flight)Workspace variable TAB is being pressed
KY13 (Docked)Workspace variable ESCAPE is being pressed
KY13 (Flight)Workspace variable ESCAPE is being pressed
KY14 (Docked)Workspace variable "T" is being pressed
KY14 (Flight)Workspace variable "T" is being pressed
KY15 (Docked)Workspace variable "U" is being pressed
KY15 (Flight)Workspace variable "U" is being pressed
KY16 (Docked)Workspace variable "M" is being pressed
KY16 (Flight)Workspace variable "M" is being pressed
KY17 (Docked)Workspace variable "E" is being pressed
KY17 (Flight)Workspace variable "E" is being pressed
KY18 (Docked)Workspace variable "J" is being pressed
KY18 (Flight)Workspace variable "J" is being pressed
KY19 (Docked)Workspace variable "C" is being pressed
KY19 (Flight)Workspace variable "C" is being pressed
KY2 (Docked)Workspace variable Space is being pressed
KY2 (Flight)Workspace variable Space is being pressed
KY20 (Docked)Workspace variable "P" is being pressed
KY20 (Flight)Workspace variable "P" is being pressed
KY3 (Docked)Workspace variable "<" is being pressed
KY3 (Flight)Workspace variable "<" is being pressed
KY4 (Docked)Workspace variable ">" is being pressed
KY4 (Flight)Workspace variable ">" is being pressed
KY5 (Docked)Workspace variable "X" is being pressed
KY5 (Flight)Workspace variable "X" is being pressed
KY6 (Docked)Workspace variable "S" is being pressed
KY6 (Flight)Workspace variable "S" is being pressed
KY7 (Docked)Workspace variable "A" is being pressed
KY7 (Flight)Workspace variable "A" is being pressed
KYTB (Flight)KeyboardLookup table for in-flight keyboard controls
LAS (Docked)Workspace variable Contains the laser power of the laser fitted to the current space view (or 0 if there is no laser fitted to the current view)
LAS (Flight)Workspace variable Contains the laser power of the laser fitted to the current space view (or 0 if there is no laser fitted to the current view)
LAS2 (Docked)Workspace variable Laser power for the current laser
LAS2 (Flight)Workspace variable Laser power for the current laser
LASCT (Docked)Workspace variable The laser pulse count for the current laser
LASCT (Flight)Workspace variable The laser pulse count for the current laser
LASER (Docked)Workspace variable The specifications of the lasers fitted to each of the four space views:
LASER (Flight)Workspace variable The specifications of the lasers fitted to each of the four space views:
LASLI (Flight)Drawing linesDraw the laser lines for when we fire our lasers
LASLI2 (Flight)Drawing linesJust draw the current laser lines without moving the centre point, draining energy or heating up. This has the effect of removing the lines from the screen
LASX (Docked)Workspace variable The x-coordinate of the tip of the laser line
LASX (Flight)Workspace variable The x-coordinate of the tip of the laser line
LASY (Docked)Workspace variable The y-coordinate of the tip of the laser line
LASY (Flight)Workspace variable The y-coordinate of the tip of the laser line
LAUN (Docked)Drawing circlesMake the launch sound and draw the launch tunnel
LAUN (Flight)Drawing circlesMake the launch sound and draw the launch tunnel
LCASH (Docked)Maths (Arithmetic)Subtract an amount of cash from the cash pot
LL10-1 (Docked)Drawing shipsContains an RTS
LL10-1 (Flight)Drawing shipsContains an RTS
LL118 (Docked)Drawing linesMove a point along a line until it is on-screen
LL118 (Flight)Drawing linesMove a point along a line until it is on-screen
LL118-1 (Docked)Drawing linesContains an RTS
LL118-1 (Flight)Drawing linesContains an RTS
LL120 (Docked)Maths (Arithmetic)Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2
LL120 (Flight)Maths (Arithmetic)Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2
LL121 (Docked)Maths (Arithmetic)Calculate (Y X) = (S R) / Q and set the sign to the opposite of the top byte on the stack
LL121 (Flight)Maths (Arithmetic)Calculate (Y X) = (S R) / Q and set the sign to the opposite of the top byte on the stack
LL122 (Docked)Maths (Arithmetic)Calculate (Y X) = (S R) * Q and set the sign to the opposite of the top byte on the stack
LL122 (Flight)Maths (Arithmetic)Calculate (Y X) = (S R) * Q and set the sign to the opposite of the top byte on the stack
LL123 (Docked)Maths (Arithmetic)Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2
LL123 (Flight)Maths (Arithmetic)Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2
LL128 (Docked)Maths (Arithmetic)Contains an RTS
LL128 (Flight)Maths (Arithmetic)Contains an RTS
LL129 (Docked)Maths (Arithmetic)Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R|
LL129 (Flight)Maths (Arithmetic)Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R|
LL133 (Docked)Maths (Arithmetic)Negate (Y X) and return from the subroutine LL128 Contains an RTS
LL133 (Flight)Maths (Arithmetic)Negate (Y X) and return from the subroutine LL128 Contains an RTS
LL145 (Part 1 of 4) (Docked)Drawing linesClip line: Work out which end-points are on-screen, if any
LL145 (Part 2 of 4) (Docked)Drawing linesClip line: Work out if any part of the line is on-screen
LL145 (Part 3 of 4) (Docked)Drawing linesClip line: Calculate the line's gradient
LL145 (Part 4 of 4) (Docked)Drawing linesClip line: Call the routine in LL188 to do the actual clipping
LL145 (Part 1 of 4) (Flight)Drawing linesClip line: Work out which end-points are on-screen, if any
LL145 (Part 2 of 4) (Flight)Drawing linesClip line: Work out if any part of the line is on-screen
LL145 (Part 3 of 4) (Flight)Drawing linesClip line: Calculate the line's gradient
LL145 (Part 4 of 4) (Flight)Drawing linesClip line: Call the routine in LL188 to do the actual clipping
LL147 (Docked)Drawing linesDon't initialise the values in SWAP or A
LL147 (Flight)Drawing linesDon't initialise the values in SWAP or A
LL164 (Docked)Drawing circlesMake the hyperspace sound and draw the hyperspace tunnel
LL164 (Flight)Drawing circlesMake the hyperspace sound and draw the hyperspace tunnel
LL28 (Docked)Maths (Arithmetic)Calculate R = 256 * A / Q
LL28 (Flight)Maths (Arithmetic)Calculate R = 256 * A / Q
LL28+4 (Docked)Maths (Arithmetic)Skips the A >= Q check and always returns with C flag cleared, so this can be called if we know the division will work
LL28+4 (Flight)Maths (Arithmetic)Skips the A >= Q check and always returns with C flag cleared, so this can be called if we know the division will work
LL30 (Docked)Drawing linesLL30 is a synonym for LOIN and draws a line from (X1, Y1) to (X2, Y2)
LL30 (Flight)Drawing linesLL30 is a synonym for LOIN and draws a line from (X1, Y1) to (X2, Y2)
LL31 (Docked)Maths (Arithmetic)Skips the A >= Q check and does not set the R counter, so this can be used for jumping straight into the division loop if R is already set to 254 and we know the division will work
LL31 (Flight)Maths (Arithmetic)Skips the A >= Q check and does not set the R counter, so this can be used for jumping straight into the division loop if R is already set to 254 and we know the division will work
LL38 (Docked)Maths (Arithmetic)Calculate (S A) = (S R) + (A Q)
LL38 (Flight)Maths (Arithmetic)Calculate (S A) = (S R) + (A Q)
LL5 (Docked)Maths (Arithmetic)Calculate Q = SQRT(R Q)
LL5 (Flight)Maths (Arithmetic)Calculate Q = SQRT(R Q)
LL51 (Docked)Maths (Geometry)Calculate the dot product of XX15 and XX16
LL51 (Flight)Maths (Geometry)Calculate the dot product of XX15 and XX16
LL61 (Docked)Maths (Arithmetic)Calculate (U R) = 256 * A / Q
LL61 (Flight)Maths (Arithmetic)Calculate (U R) = 256 * A / Q
LL62 (Docked)Maths (Arithmetic)Calculate 128 - (U R)
LL62 (Flight)Maths (Arithmetic)Calculate 128 - (U R)
LL70+1 (Docked)Drawing shipsContains an RTS (as the first byte of an LDA instruction)
LL70+1 (Flight)Drawing shipsContains an RTS (as the first byte of an LDA instruction)
LL81+2 (Docked)Drawing shipsDraw the contents of the ship lone heap, used to draw the ship as a dot from SHPPT
LL81+2 (Flight)Drawing shipsDraw the contents of the ship lone heap, used to draw the ship as a dot from SHPPT
LL9 (Part 1 of 12) (Docked)Drawing shipsDraw ship: Check if ship is exploding, check if ship is in front
LL9 (Part 2 of 12) (Docked)Drawing shipsDraw ship: Check if ship is in field of view, close enough to draw
LL9 (Part 3 of 12) (Docked)Drawing shipsDraw ship: Set up orientation vector, ship coordinate variables
LL9 (Part 4 of 12) (Docked)Drawing shipsDraw ship: Set visibility for exploding ship (all faces visible)
LL9 (Part 5 of 12) (Docked)Drawing shipsDraw ship: Calculate the visibility of each of the ship's faces
LL9 (Part 6 of 12) (Docked)Drawing shipsDraw ship: Calculate the visibility of each of the ship's vertices
LL9 (Part 7 of 12) (Docked)Drawing shipsDraw ship: Calculate the visibility of each of the ship's vertices
LL9 (Part 8 of 12) (Docked)Drawing shipsDraw ship: Calculate the screen coordinates of visible vertices
LL9 (Part 9 of 12) (Docked)Drawing shipsDraw ship: Draw laser beams if the ship is firing its laser at us
LL9 (Part 1 of 12) (Flight)Drawing shipsDraw ship: Check if ship is exploding, check if ship is in front
LL9 (Part 2 of 12) (Flight)Drawing shipsDraw ship: Check if ship is in field of view, close enough to draw
LL9 (Part 3 of 12) (Flight)Drawing shipsDraw ship: Set up orientation vector, ship coordinate variables
LL9 (Part 4 of 12) (Flight)Drawing shipsDraw ship: Set visibility for exploding ship (all faces visible)
LL9 (Part 5 of 12) (Flight)Drawing shipsDraw ship: Calculate the visibility of each of the ship's faces
LL9 (Part 6 of 12) (Flight)Drawing shipsDraw ship: Calculate the visibility of each of the ship's vertices
LL9 (Part 7 of 12) (Flight)Drawing shipsDraw ship: Calculate the visibility of each of the ship's vertices
LL9 (Part 8 of 12) (Flight)Drawing shipsDraw ship: Calculate the screen coordinates of visible vertices
LL9 (Part 9 of 12) (Flight)Drawing shipsDraw ship: Draw laser beams if the ship is firing its laser at us
LL9 (Part 10 of 12) (Docked)Drawing shipsDraw ship: Calculate the visibility of each of the ship's edges
LL9 (Part 10 of 12) (Flight)Drawing shipsDraw ship: Calculate the visibility of each of the ship's edges
LL9 (Part 11 of 12) (Docked)Drawing shipsDraw ship: Add all visible edges to the ship line heap
LL9 (Part 11 of 12) (Flight)Drawing shipsDraw ship: Add all visible edges to the ship line heap
LL9 (Part 12 of 12) (Docked)Drawing shipsDraw ship: Draw all the visible edges from the ship line heap
LL9 (Part 12 of 12) (Flight)Drawing shipsDraw ship: Draw all the visible edges from the ship line heap
LO2 (Flight)FlightContains an RTS
LOAD (Loader 1)Copy protectionLoad a hidden file from disc (not used in this version as disc protection is disabled)
LOAD (Loader 2)Copy protectionThis code accesses the disc directly (not used in this version as disc protection is disabled)
LOAD (Loader 3)LoaderLoad the main docked code, set up various vectors, run a checksum and start the game
LOADcode (Loader 2)Copy protectionLOAD routine, bundled up in the loader so it can be moved to &0400 to be run
LOADcode (Loader 3)LoaderEncrypted LOAD routine, bundled up in the loader so it can be moved to &0B00 to be run
LOADSCR (Loader 2)LoaderShow the mode 7 Acornsoft loading screen
LOD (Docked)Save and loadLoad a commander file
LOGO (Loader 2)LoaderTables containing the Acornsoft logo for the BBC Micro and Acorn Electron
LOGOS (Loader 2)LoaderPrint a large Acornsoft logo as part of the loading screen
LOIN (Part 1 of 7) (Docked)Drawing linesDraw a line: Calculate the line gradient in the form of deltas
LOIN (Part 2 of 7) (Docked)Drawing linesDraw a line: Line has a shallow gradient, step right along x-axis
LOIN (Part 3 of 7) (Docked)Drawing linesDraw a shallow line going right and up or left and down
LOIN (Part 4 of 7) (Docked)Drawing linesDraw a shallow line going right and down or left and up
LOIN (Part 5 of 7) (Docked)Drawing linesDraw a line: Line has a steep gradient, step up along y-axis
LOIN (Part 6 of 7) (Docked)Drawing linesDraw a steep line going up and left or down and right
LOIN (Part 7 of 7) (Docked)Drawing linesDraw a steep line going up and right or down and left
LOIN (Part 1 of 7) (Flight)Drawing linesDraw a line: Calculate the line gradient in the form of deltas
LOIN (Part 2 of 7) (Flight)Drawing linesDraw a line: Line has a shallow gradient, step right along x-axis
LOIN (Part 3 of 7) (Flight)Drawing linesDraw a shallow line going right and up or left and down
LOIN (Part 4 of 7) (Flight)Drawing linesDraw a shallow line going right and down or left and up
LOIN (Part 5 of 7) (Flight)Drawing linesDraw a line: Line has a steep gradient, step up along y-axis
LOIN (Part 6 of 7) (Flight)Drawing linesDraw a steep line going up and left or down and right
LOIN (Part 7 of 7) (Flight)Drawing linesDraw a steep line going up and right or down and left
LOOK1 (Flight)FlightInitialise the space view
LSHIPS (Flight)LoaderLoad a new ship blueprints file
LSO (Docked)Workspace variable This space has three uses:
LSO (Flight)Workspace variable This space has three uses:
LSP (Docked)Workspace variable The ball line heap pointer, which contains the number of the first free byte after the end of the LSX2 and LSY2 heaps (see the deep dive on "The ball line heap" for details)
LSP (Flight)Workspace variable The ball line heap pointer, which contains the number of the first free byte after the end of the LSX2 and LSY2 heaps (see the deep dive on "The ball line heap" for details)
LSX (Docked)Workspace variable LSX is an alias that points to the first byte of the sun line heap at LSO
LSX (Flight)Workspace variable LSX is an alias that points to the first byte of the sun line heap at LSO
LSX2 (Docked)Workspace variable The ball line heap for storing x-coordinates (see the deep dive on "The ball line heap" for details)
LSX2 (Flight)Workspace variable The ball line heap for storing x-coordinates (see the deep dive on "The ball line heap" for details)
LSY2 (Docked)Workspace variable The ball line heap for storing y-coordinates (see the deep dive on "The ball line heap" for details)
LSY2 (Flight)Workspace variable The ball line heap for storing y-coordinates (see the deep dive on "The ball line heap" for details)
LTLI (Flight)LoaderThe OS command string for loading the docked code file T.CODE
LYN (Docked)Utility routinesClear most of a row of pixels
LYN (Flight)Utility routinesClear most of a row of pixels
m (Flight)Maths (Geometry)Do not include A in the calculation
M% (Flight)Main loopThe entry point for the main flight loop
MA9 (Flight)Maths (Geometry)Contains an RTS
MAD (Docked)Maths (Arithmetic)Calculate (A X) = Q * A + (S R)
MAD (Flight)Maths (Arithmetic)Calculate (A X) = Q * A + (S R)
Main flight loop (Part 1 of 16) (Flight)Main loopSeed the random number generator
Main flight loop (Part 2 of 16) (Flight)Main loopCalculate the alpha and beta angles from the current pitch and roll of our ship
Main flight loop (Part 3 of 16) (Flight)Main loopScan for flight keys and process the results
Main flight loop (Part 4 of 16) (Flight)Main loopFor each nearby ship: Copy the ship's data block from K% to the zero-page workspace at INWK
Main flight loop (Part 5 of 16) (Flight)Main loopFor each nearby ship: If an energy bomb has been set off, potentially kill this ship
Main flight loop (Part 6 of 16) (Flight)Main loopFor each nearby ship: Move the ship in space and copy the updated INWK data block back to K%
Main flight loop (Part 7 of 16) (Flight)Main loopFor each nearby ship: Check whether we are docking, scooping or colliding with it
Main flight loop (Part 8 of 16) (Flight)Main loopFor each nearby ship: Process us potentially scooping this item
Main flight loop (Part 9 of 16) (Flight)Main loopFor each nearby ship: If it is a space station, check whether we are successfully docking with it
Main flight loop (Part 10 of 16) (Flight)Main loopFor each nearby ship: Remove if scooped, or process collisions
Main flight loop (Part 11 of 16) (Flight)Main loopFor each nearby ship: Process missile lock and firing our laser
Main flight loop (Part 12 of 16) (Flight)Main loopFor each nearby ship: Draw the ship, remove if killed, loop back
Main flight loop (Part 13 of 16) (Flight)Main loopShow energy bomb effect, charge shields and energy banks
Main flight loop (Part 14 of 16) (Flight)Main loopSpawn a space station if we are close enough to the planet
Main flight loop (Part 15 of 16) (Flight)Main loopPerform altitude checks with planet and sun, process fuel scooping
Main flight loop (Part 16 of 16) (Flight)Main loopProcess laser pulsing, E.C.M. energy drain, call stardust routine
Main game loop (Part 2 of 6) (Docked)Main loopPotentially spawn a trader, an asteroid, or a cargo canister (though this has no effect when docked)
Main game loop (Part 5 of 6) (Docked)Main loopCool down lasers, make calls to update the dashboard
Main game loop (Part 6 of 6) (Docked)Main loopProcess non-flight key presses (red function keys, docked keys)
Main game loop (Part 1 of 6) (Flight)Main loopSpawn a trader (a Cobra Mk III, Python, Boa or Anaconda)
Main game loop (Part 2 of 6) (Flight)Main loopCall the main flight loop, and potentially spawn a trader, an asteroid, or a cargo canister
Main game loop (Part 3 of 6) (Flight)Main loopPotentially spawn a cop, particularly if we've been bad
Main game loop (Part 4 of 6) (Flight)Main loopPotentially spawn lone bounty hunter, Thargoid, or up to 4 pirates
Main game loop (Part 5 of 6) (Flight)Main loopCool down lasers, make calls to update the dashboard
Main game loop (Part 6 of 6) (Flight)Main loopProcess non-flight key presses (red function keys, docked keys)
MAL1 (Flight)Main loopMarks the beginning of the ship analysis loop, so we can jump back here from part 12 of the main flight loop to work our way through each ship in the local bubble. We also jump back here when a ship is removed from the bubble, so we can continue processing from the next ship
MANY (Docked)Workspace variable The number of ships of each type in the local bubble of universe
MANY (Flight)Workspace variable The number of ships of each type in the local bubble of universe
MAS1 (Flight)Maths (Geometry)Add an orientation vector coordinate to an INWK coordinate
MAS2 (Flight)Maths (Geometry)Calculate a cap on the maximum distance to the planet or sun
MAS3 (Flight)Maths (Arithmetic)Calculate A = x_hi^2 + y_hi^2 + z_hi^2 in the K% block
MAS4 (Flight)Maths (Geometry)Calculate a cap on the maximum distance to a ship
MCASH (Docked)Maths (Arithmetic)Add an amount of cash to the cash pot
MCASH (Flight)Maths (Arithmetic)Add an amount of cash to the cash pot
MCH (Docked)Workspace variable The text token number of the in-flight message that is currently being shown, and which will be removed by the me2 routine when the counter in DLY reaches zero
MCH (Flight)Workspace variable The text token number of the in-flight message that is currently being shown, and which will be removed by the me2 routine when the counter in DLY reaches zero
MCNT (Docked)Workspace variable The main loop counter
MCNT (Flight)Workspace variable The main loop counter
me1 (Docked)TextErase an old in-flight message and display a new one
me1 (Flight)TextErase an old in-flight message and display a new one
me2 (Docked)TextRemove an in-flight message from the space view
me2 (Flight)TextRemove an in-flight message from the space view
me3 (Docked)Main loopUsed by me2 to jump back into the main game loop after printing an in-flight message
me3 (Flight)Main loopUsed by me2 to jump back into the main game loop after printing an in-flight message
MEBRK (Docked)Save and loadThe BRKV handler for disc access operations
mes9 (Docked)TextPrint a text token, possibly followed by " DESTROYED"
mes9 (Flight)TextPrint a text token, possibly followed by " DESTROYED"
MESS (Docked)TextDisplay an in-flight message
MESS (Flight)TextDisplay an in-flight message
MESS1 (Loader 1)LoaderThe OS command string for switching to the disc filing system
MESS1 (Loader 2)LoaderThe OS command string for loading the ELITE4 loader
MESS1 (Loader 3)LoaderThe OS command string for changing the disc directory to E
MESS2 (Loader 1)LoaderThe OS command string for loading the the ELITE3 binary
MJ (Docked)Workspace variable Are we in witchspace (i.e. have we mis-jumped)?
MJ (Flight)Workspace variable Are we in witchspace (i.e. have we mis-jumped)?
MJP (Flight)FlightProcess a mis-jump into witchspace
MLOOP (Docked)Main loopThe entry point for the main game loop. This entry point comes after the call to the main flight loop and spawning routines, so it marks the start of the main game loop for when we are docked (as we don't need to call the main flight loop or spawning routines if we aren't in space)
MLOOP (Flight)Main loopThe entry point for the main game loop. This entry point comes after the call to the main flight loop and spawning routines, so it marks the start of the main game loop for when we are docked (as we don't need to call the main flight loop or spawning routines if we aren't in space)
MLS1 (Flight)Maths (Arithmetic)Calculate (A P) = ALP1 * A
MLS2 (Docked)Maths (Arithmetic)Calculate (S R) = XX(1 0) and (A P) = A * ALP1
MLS2 (Flight)Maths (Arithmetic)Calculate (S R) = XX(1 0) and (A P) = A * ALP1
MLTU2 (Docked)Maths (Arithmetic)Calculate (A P+1 P) = (A ~P) * Q
MLTU2 (Flight)Maths (Arithmetic)Calculate (A P+1 P) = (A ~P) * Q
MLTU2-2 (Docked)Maths (Arithmetic)Set Q to X, so this calculates (A P+1 P) = (A ~P) * X
MLTU2-2 (Flight)Maths (Arithmetic)Set Q to X, so this calculates (A P+1 P) = (A ~P) * X
MLU1 (Docked)Maths (Arithmetic)Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust
MLU1 (Flight)Maths (Arithmetic)Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust
MLU2 (Docked)Maths (Arithmetic)Calculate (A P) = |A| * Q
MLU2 (Flight)Maths (Arithmetic)Calculate (A P) = |A| * Q
MPL (Loader 2)Utility routinesMove two pages of memory from LOADcode to LOAD and jump to ENTRY2
MSAR (Docked)Workspace variable The targeting state of our leftmost missile
MSAR (Flight)Workspace variable The targeting state of our leftmost missile
MSBAR (Docked)DashboardDraw a specific indicator in the dashboard's missile bar
MSBAR (Flight)DashboardDraw a specific indicator in the dashboard's missile bar
msblob (Docked)DashboardDisplay the dashboard's missile indicators in green
msblob (Flight)DashboardDisplay the dashboard's missile indicators in green
MSTG (Docked)Workspace variable The current missile lock target
MSTG (Flight)Workspace variable The current missile lock target
MT1 (Docked)TextSwitch to ALL CAPS when printing extended tokens
MT13 (Docked)TextSwitch to lower case when printing extended tokens
MT14 (Docked)TextSwitch to justified text when printing extended tokens
MT15 (Docked)TextSwitch to left-aligned text when printing extended tokens
MT16 (Docked)TextPrint the character in variable DTW7
MT17 (Docked)TextPrint the selected system's adjective, e.g. Lavian for Lave
MT18 (Docked)TextPrint a random 1-8 letter word in Sentence Case
MT19 (Docked)TextCapitalise the next letter
MT2 (Docked)TextSwitch to Sentence Case when printing extended tokens
MT23 (Docked)TextMove to row 10, switch to white text, and switch to lower case when printing extended tokens
MT26 (Docked)TextFetch a line of text from the keyboard
MT27 (Docked)TextPrint the captain's name during mission briefings
MT28 (Docked)TextPrint the location hint during the mission 1 briefing
MT29 (Docked)TextMove to row 6, switch to white text, and switch to lower case when printing extended tokens
MT5 (Docked)TextSwitch to extended tokens
MT6 (Docked)TextSwitch to standard tokens in Sentence Case
MT8 (Docked)TextTab to column 6 and start a new word when printing extended tokens
MT9 (Docked)TextClear the screen and set the current view type to 1
MTIN (Docked)TextLookup table for random tokens in the extended token table (0-37)
MU1 (Docked)Maths (Arithmetic)Copy X into P and A, and clear the C flag
MU1 (Flight)Maths (Arithmetic)Copy X into P and A, and clear the C flag
MU11 (Docked)Maths (Arithmetic)Calculate (A P) = P * X
MU11 (Flight)Maths (Arithmetic)Calculate (A P) = P * X
MU5 (Docked)Maths (Arithmetic)Set K(3 2 1 0) = (A A A A) and clear the C flGag
MU5 (Flight)Maths (Arithmetic)Set K(3 2 1 0) = (A A A A) and clear the C flGag
MU6 (Docked)Maths (Arithmetic)Set P(1 0) = (A A)
MU6 (Flight)Maths (Arithmetic)Set P(1 0) = (A A)
MULT1 (Docked)Maths (Arithmetic)Calculate (A P) = Q * A
MULT1 (Flight)Maths (Arithmetic)Calculate (A P) = Q * A
MULT12 (Docked)Maths (Arithmetic)Calculate (S R) = Q * A
MULT12 (Flight)Maths (Arithmetic)Calculate (S R) = Q * A
MULT3 (Flight)Maths (Arithmetic)Calculate K(3 2 1 0) = (A P+1 P) * Q
MULTS-2 (Flight)Maths (Arithmetic)Calculate (A P) = X * A
MULTU (Docked)Maths (Arithmetic)Calculate (A P) = P * Q
MULTU (Flight)Maths (Arithmetic)Calculate (A P) = P * Q
MUT1 (Docked)Maths (Arithmetic)Calculate R = XX and (A P) = Q * A
MUT1 (Flight)Maths (Arithmetic)Calculate R = XX and (A P) = Q * A
MUT2 (Docked)Maths (Arithmetic)Calculate (S R) = XX(1 0) and (A P) = Q * A
MUT2 (Flight)Maths (Arithmetic)Calculate (S R) = XX(1 0) and (A P) = Q * A
MUT3 (Docked)Maths (Arithmetic)Unused routine that does the same as MUT2
MUT3 (Flight)Maths (Arithmetic)Unused routine that does the same as MUT2
MV40 (Flight)MovingRotate the planet or sun by our ship's pitch and roll
MV45 (Flight)MovingRejoin the MVEIT routine after the rotation, tactics and scanner code
MVBL (Loader 3)Utility routinesDecrypt and move a multi-page block of memory
MVEIT (Part 1 of 9) (Docked)MovingMove current ship: Tidy the orientation vectors
MVEIT (Part 7 of 9) (Docked)MovingMove current ship: Rotate ship's orientation vectors by pitch/roll
MVEIT (Part 8 of 9) (Docked)MovingMove current ship: Rotate ship about itself by its own pitch/roll
MVEIT (Part 9 of 9) (Docked)MovingMove current ship: Redraw on scanner, if it hasn't been destroyed
MVEIT (Part 1 of 9) (Flight)MovingMove current ship: Tidy the orientation vectors
MVEIT (Part 2 of 9) (Flight)MovingMove current ship: Call tactics routine, remove ship from scanner
MVEIT (Part 3 of 9) (Flight)MovingMove current ship: Move ship forward according to its speed
MVEIT (Part 4 of 9) (Flight)MovingMove current ship: Apply acceleration to ship's speed as a one-off
MVEIT (Part 5 of 9) (Flight)MovingMove current ship: Rotate ship's location by our pitch and roll
MVEIT (Part 6 of 9) (Flight)MovingMove current ship: Move the ship in space according to our speed
MVEIT (Part 7 of 9) (Flight)MovingMove current ship: Rotate ship's orientation vectors by pitch/roll
MVEIT (Part 8 of 9) (Flight)MovingMove current ship: Rotate ship about itself by its own pitch/roll
MVEIT (Part 9 of 9) (Flight)MovingMove current ship: Redraw on scanner, if it hasn't been destroyed
MVPG (Loader 3)Utility routinesDecrypt and move a page of memory
MVS4 (Docked)MovingApply pitch and roll to an orientation vector
MVS4 (Flight)MovingApply pitch and roll to an orientation vector
MVS5 (Docked)MovingApply a 3.6 degree pitch or roll to an orientation vector
MVS5 (Flight)MovingApply a 3.6 degree pitch or roll to an orientation vector
MVT1 (Docked)MovingCalculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R)
MVT1 (Flight)MovingCalculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R)
MVT1-2 (Docked)MovingClear bits 0-6 of A before entering MVT1
MVT1-2 (Flight)MovingClear bits 0-6 of A before entering MVT1
MVT3 (Docked)MovingCalculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1)
MVT3 (Flight)MovingCalculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1)
MVT6 (Docked)MovingCalculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1)
MVT6 (Flight)MovingCalculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1)
NA% (Loader 3)Save and loadThe data block for the last saved commander
NAME (Docked)Workspace variable The current commander name
NAME (Flight)Workspace variable The current commander name
NEWB (Docked)Workspace variable The ship's "new byte flags" (or NEWB flags)
NEWB (Flight)Workspace variable The ship's "new byte flags" (or NEWB flags)
NLIN (Docked)Drawing linesDraw a horizontal line at pixel row 23 to box in a title
NLIN (Flight)Drawing linesDraw a horizontal line at pixel row 23 to box in a title
NLIN2 (Docked)Drawing linesDraw a screen-wide horizontal line at the pixel row in A
NLIN2 (Flight)Drawing linesDraw a screen-wide horizontal line at the pixel row in A
NLIN3 (Docked)Drawing linesPrint a title and a horizontal line at row 19 to box it in
NLIN3 (Flight)Drawing linesPrint a title and a horizontal line at row 19 to box it in
NLIN4 (Docked)Drawing linesDraw a horizontal line at pixel row 19 to box in a title
NLIN4 (Flight)Drawing linesDraw a horizontal line at pixel row 19 to box in a title
NO1 (Docked)Maths (Geometry)Contains an RTS
NO1 (Flight)Maths (Geometry)Contains an RTS
NO3 (Docked)SoundMake a sound from a prepared sound block
NO3 (Flight)SoundMake a sound from a prepared sound block
NOISE (Docked)SoundMake the sound whose number is in A
NOISE (Flight)SoundMake the sound whose number is in A
NOMSL (Docked)Workspace variable The number of missiles we have fitted (0-4)
NOMSL (Flight)Workspace variable The number of missiles we have fitted (0-4)
NORM (Docked)Maths (Geometry)Normalise the three-coordinate vector in XX15
NORM (Flight)Maths (Geometry)Normalise the three-coordinate vector in XX15
NOS1 (Docked)SoundPrepare a sound block
NOS1 (Flight)SoundPrepare a sound block
NOSTM (Docked)Workspace variable The number of stardust particles shown on screen, which is 18 (#NOST) for normal space, and 3 for witchspace
NOSTM (Flight)Workspace variable The number of stardust particles shown on screen, which is 18 (#NOST) for normal space, and 3 for witchspace
NWDAV4 (Docked)MarketPrint an "ITEM?" error, make a beep and rejoin the TT210 routine
nWq (Flight)StardustCreate a random cloud of stardust
NwS1 (Docked)UniverseFlip the sign and double an INWK byte
NwS1 (Flight)UniverseFlip the sign and double an INWK byte
NWSHP (Docked)UniverseAdd a new ship to our local bubble of universe
NWSHP (Flight)UniverseAdd a new ship to our local bubble of universe
NWSPS (Flight)UniverseAdd a new space station to our local bubble of universe
NWSTARS (Flight)StardustInitialise the stardust field
oh (Flight)UniverseContains an RTS SPIN2 Remove any randomness: spawn cargo of a specific type (given in X), and always spawn the number given in A
OOPS (Flight)FlightTake some damage
OSB (Loader 3)Utility routinesA convenience routine for calling OSBYTE with Y = 0
OSBmod (Loader 3)Copy protectionCalculate a checksum on &0F00 to &0FFF (the test is disabled in this version)
ou2 (Flight)TextDisplay "E.C.M.SYSTEM DESTROYED" as an in-flight message
ou3 (Flight)TextDisplay "FUEL SCOOPS DESTROYED" as an in-flight message
OUCH (Flight)FlightPotentially lose cargo or equipment following damage
out (Docked)KeyboardContains an RTS
out (Loader 3)Drawing pixelsContains an RTS
P (Docked)Workspace variable Temporary storage, used in a number of places
P (Flight)Workspace variable Temporary storage, used in a number of places
P (Loader 2)Workspace variable Temporary storage, used in a number of places
P (Loader 3)Workspace variable Temporary storage, used in a number of places
PARAMS1 (Loader 1)Copy protectionOSWORD parameter block for accessing a specific track on the disc (not used in this version as disc protection is disabled)
PARAMS2 (Loader 1)Copy protectionOSWORD parameter block for accessing a specific track on the disc (not used in this version as disc protection is disabled)
PARAMS3 (Loader 1)Copy protectionOSWORD parameter block for loading the ELITE3 loader file (not used in this version as disc protection is disabled)
PAS1 (Docked)KeyboardDisplay a rotating ship at space coordinates (0, 112, 256) and scan the keyboard
PATG (Docked)Workspace variable Configuration setting to show the author names on the start-up screen and enable manual hyperspace mis-jumps
PATG (Flight)Workspace variable Configuration setting to show the author names on the start-up screen and enable manual hyperspace mis-jumps
PAUSE (Docked)KeyboardDisplay a rotating ship, waiting until a key is pressed, then remove the ship from the screen
PAUSE2 (Docked)KeyboardWait until a key is pressed, ignoring any existing key press
PDESC (Docked)TextPrint the system's extended description or a mission 1 directive
ping (Docked)UniverseSet the selected system to the current system
ping (Flight)UniverseSet the selected system to the current system
PIX (Loader 3)Drawing pixelsDraw a single pixel at a specific coordinate
PIX1 (Docked)Maths (Arithmetic)Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle
PIX1 (Flight)Maths (Arithmetic)Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle
PIXEL (Docked)Drawing pixelsDraw a 1-pixel dot, 2-pixel dash or 4-pixel square
PIXEL (Flight)Drawing pixelsDraw a 1-pixel dot, 2-pixel dash or 4-pixel square
PIXEL2 (Docked)Drawing pixelsDraw a stardust particle relative to the screen centre
PIXEL2 (Flight)Drawing pixelsDraw a stardust particle relative to the screen centre
PL2 (Flight)Drawing planetsRemove the planet or sun from the screen
PL2-1 (Flight)Drawing planetsContains an RTS
PL21 (Docked)Drawing planetsReturn from a planet/sun-drawing routine with a failure flag
PL21 (Flight)Drawing planetsReturn from a planet/sun-drawing routine with a failure flag
PL44 (Docked)Drawing linesClear the C flag and return from the subroutine
PL44 (Flight)Drawing planetsClear the C flag and return from the subroutine
PL9 (Part 1 of 3) (Flight)Drawing planetsDraw the planet, with either an equator and meridian, or a crater
PL9 (Part 2 of 3) (Flight)Drawing planetsDraw the planet's equator and meridian
PL9 (Part 3 of 3) (Flight)Drawing planetsDraw the planet's crater
PLANET (Flight)Drawing planetsDraw the planet or sun
plf (Docked)TextPrint a text token followed by a newline
plf (Flight)TextPrint a text token followed by a newline
plf2 (Docked)TextPrint text followed by a newline and indent of 6 characters
plf2 (Flight)TextPrint text followed by a newline and indent of 6 characters
PLL1 (Loader 3)Drawing planetsDraw Saturn on the loading screen
PLS1 (Flight)Drawing planetsCalculate (Y A) = nosev_x / z
PLS2 (Flight)Drawing planetsDraw a half-circle
PLS22 (Flight)Drawing planetsDraw a circle or half-circle
PLS3 (Flight)Drawing planetsCalculate (Y A P) = 222 * roofv_x / z
PLS4 (Flight)Drawing planetsCalculate CNT2 = arctan(P / A) / 4
PLS5 (Flight)Drawing planetsCalculate roofv_x / z and roofv_y / z
PLS6 (Flight)Drawing planetsCalculate (X K) = (A P) / (z_sign z_hi z_lo)
pr2 (Docked)TextPrint an 8-bit number, left-padded to 3 digits, and optional point
pr2 (Flight)TextPrint an 8-bit number, left-padded to 3 digits, and optional point
pr2+2 (Docked)TextPrint the 8-bit number in X to the number of digits in A
pr2+2 (Flight)TextPrint the 8-bit number in X to the number of digits in A
pr5 (Docked)TextPrint a 16-bit number, left-padded to 5 digits, and optional point
pr5 (Flight)TextPrint a 16-bit number, left-padded to 5 digits, and optional point
pr6 (Docked)TextPrint 16-bit number, left-padded to 5 digits, no point
pr6 (Flight)TextPrint 16-bit number, left-padded to 5 digits, no point
PROJ (Flight)Drawing shipsProject the current ship onto the screen
PROT1 (Loader 2)LoaderVarious copy protection shenanigans in preparation for showing the Acornspft loading screen
PROT1 (Loader 3)Copy protectionPart of the CHKSM copy protection checksum calculation
PROT2 (Loader 3)Copy protectionPart of the CHKSM copy protection checksum calculation
PROT3 (Loader 3)Copy protectionPart of the CHKSM copy protection checksum calculation
prq (Docked)TextPrint a text token followed by a question mark
prq (Flight)TextPrint a text token followed by a question mark
prstr (Loader 2)LoaderPrint the NOP-terminated string immediately following the JSR instruction that called the routine
prx (Docked)EquipmentReturn the price of a piece of equipment
prx-3 (Docked)EquipmentReturn the price of the item with number A - 1 c Contains an RTS
PRXS (Docked)EquipmentEquipment prices
ptg (Flight)FlightCalled when the user manually forces a mis-jump
PU1 (Flight)FlightFlip the coordinate axes for the four different views
PX3 (Docked)Drawing pixelsPlot a single pixel at (X, Y) within a character block
PX3 (Flight)Drawing pixelsPlot a single pixel at (X, Y) within a character block
PX4 (Docked)Drawing pixelsContains an RTS
PX4 (Flight)Drawing pixelsContains an RTS
PZW (Docked)DashboardFetch the current dashboard colours, to support flashing
PZW (Flight)DashboardFetch the current dashboard colours, to support flashing
Q (Docked)Workspace variable Temporary storage, used in a number of places
Q (Flight)Workspace variable Temporary storage, used in a number of places
Q (Loader 2)Workspace variable Temporary storage, used in a number of places
Q (Loader 3)Workspace variable Temporary storage, used in a number of places
QQ0 (Docked)Workspace variable The current system's galactic x-coordinate (0-256)
QQ0 (Flight)Workspace variable The current system's galactic x-coordinate (0-256)
QQ1 (Docked)Workspace variable The current system's galactic y-coordinate (0-256)
QQ1 (Flight)Workspace variable The current system's galactic y-coordinate (0-256)
QQ10 (Docked)Workspace variable The galactic y-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic y-coordinate)
QQ10 (Flight)Workspace variable The galactic y-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic y-coordinate)
QQ11 (Docked)Workspace variable The number of the current view:
QQ11 (Flight)Workspace variable The number of the current view:
QQ12 (Docked)Workspace variable Our "docked" status
QQ12 (Flight)Workspace variable Our "docked" status
QQ14 (Docked)Workspace variable Our current fuel level (0-70)
QQ14 (Flight)Workspace variable Our current fuel level (0-70)
QQ15 (Docked)Workspace variable The three 16-bit seeds for the selected system, i.e. the one in the crosshairs in the Short-range Chart
QQ15 (Flight)Workspace variable The three 16-bit seeds for the selected system, i.e. the one in the crosshairs in the Short-range Chart
QQ16 (Docked)TextThe two-letter token lookup table
QQ17 (Docked)Workspace variable Contains a number of flags that affect how text tokens are printed, particularly capitalisation:
QQ17 (Flight)Workspace variable Contains a number of flags that affect how text tokens are printed, particularly capitalisation:
QQ18 (Text tokens)TextThe recursive token table for tokens 0-148
QQ19 (Docked)Workspace variable Temporary storage, used in a number of places
QQ19 (Flight)Workspace variable Temporary storage, used in a number of places
QQ2 (Docked)Workspace variable The three 16-bit seeds for the current system, i.e. the one we are currently in
QQ2 (Flight)Workspace variable The three 16-bit seeds for the current system, i.e. the one we are currently in
QQ20 (Docked)Workspace variable The contents of our cargo hold
QQ20 (Flight)Workspace variable The contents of our cargo hold
QQ21 (Docked)Workspace variable The three 16-bit seeds for the current galaxy
QQ21 (Flight)Workspace variable The three 16-bit seeds for the current galaxy
QQ22 (Docked)Workspace variable The two hyperspace countdown counters
QQ22 (Flight)Workspace variable The two hyperspace countdown counters
QQ23 (Docked)MarketMarket prices table
QQ23 (Flight)MarketMarket prices table
QQ24 (Docked)Workspace variable Temporary storage, used to store the current market item's price in routine TT151
QQ24 (Flight)Workspace variable Temporary storage, used to store the current market item's price in routine TT151
QQ25 (Docked)Workspace variable Temporary storage, used to store the current market item's availability in routine TT151
QQ25 (Flight)Workspace variable Temporary storage, used to store the current market item's availability in routine TT151
QQ26 (Docked)Workspace variable A random value used to randomise market data
QQ26 (Flight)Workspace variable A random value used to randomise market data
QQ28 (Docked)Workspace variable Temporary storage, used to store the economy byte of the current system in routine var
QQ28 (Flight)Workspace variable Temporary storage, used to store the economy byte of the current system in routine var
QQ29 (Docked)Workspace variable Temporary storage, used in a number of places
QQ29 (Flight)Workspace variable Temporary storage, used in a number of places
QQ3 (Docked)Workspace variable The selected system's economy (0-7)
QQ3 (Flight)Workspace variable The selected system's economy (0-7)
QQ4 (Docked)Workspace variable The selected system's government (0-7)
QQ4 (Flight)Workspace variable The selected system's government (0-7)
QQ5 (Docked)Workspace variable The selected system's tech level (0-14)
QQ5 (Flight)Workspace variable The selected system's tech level (0-14)
QQ6 (Docked)Workspace variable The selected system's population in billions * 10 (1-71), so the maximum population is 7.1 billion
QQ6 (Flight)Workspace variable The selected system's population in billions * 10 (1-71), so the maximum population is 7.1 billion
QQ7 (Docked)Workspace variable The selected system's productivity in M CR (96-62480)
QQ7 (Flight)Workspace variable The selected system's productivity in M CR (96-62480)
QQ8 (Docked)Workspace variable The distance from the current system to the selected system in light years * 10, stored as a 16-bit number
QQ8 (Flight)Workspace variable The distance from the current system to the selected system in light years * 10, stored as a 16-bit number
QQ9 (Docked)Workspace variable The galactic x-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic x-coordinate)
QQ9 (Flight)Workspace variable The galactic x-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic x-coordinate)
QUS1 (Docked)Save and loadSave or load the commander file
qv (Docked)EquipmentPrint a menu of the four space views, for buying lasers
qw (Docked)TextPrint a recursive token in the range 128-145
qw (Flight)TextPrint a recursive token in the range 128-145
R (Docked)Workspace variable Temporary storage, used in a number of places
R (Flight)Workspace variable Temporary storage, used in a number of places
R (Loader 2)Workspace variable Temporary storage, used in a number of places
RAND (Docked)Workspace variable Four 8-bit seeds for the random number generation system implemented in the DORND routine
RAND (Flight)Workspace variable Four 8-bit seeds for the random number generation system implemented in the DORND routine
RAND (Loader 3)Drawing planetsThe random number seed used for drawing Saturn
RAT (Docked)Workspace variable Used to store different signs depending on the current space view, for use in calculating stardust movement
RAT (Flight)Workspace variable Used to store different signs depending on the current space view, for use in calculating stardust movement
RAT2 (Docked)Workspace variable Temporary storage, used to store the pitch and roll signs when moving objects and stardust
RAT2 (Flight)Workspace variable Temporary storage, used to store the pitch and roll signs when moving objects and stardust
RDKEY (Docked)KeyboardScan the keyboard for key presses
RDKEY (Flight)KeyboardScan the keyboard for key presses
RDLI (Docked)LoaderThe OS command string for loading the flight code file D.CODE
RE2+2 (Docked)DashboardRestore A from T and return from the subroutine
RE2+2 (Flight)DashboardRestore A from T and return from the subroutine
RE3+2 (Docked)DashboardAuto-recentre the value in X, if keyboard auto-recentre is configured
RE3+2 (Flight)DashboardAuto-recentre the value in X, if keyboard auto-recentre is configured
REDU2 (Docked)DashboardReduce the value of the pitch or roll dashboard indicator
REDU2 (Flight)DashboardReduce the value of the pitch or roll dashboard indicator
refund (Docked)EquipmentInstall a new laser, processing a refund if applicable
RES2 (Docked)Start and endReset a number of flight variables and workspaces
RES2 (Flight)Start and endReset a number of flight variables and workspaces
RESET (Docked)Start and endReset most variables
RESET (Flight)Start and endReset most variables
retry (Docked)Save and loadScan the keyboard until a key is pressed and display the disc access menu
RLINE (Docked)TextThe OSWORD configuration block used to fetch a line of text from the keyboard
ROOT (Loader 3)Maths (Arithmetic)Calculate ZP = SQRT(ZP(1 0))
RR3+1 (Docked)TextContains an RTS RREN Prints the character definition pointed to by P(2 1) at the screen address pointed to by (A SC). Used by the BULB routine
RR3+1 (Flight)TextContains an RTS RREN Prints the character definition pointed to by P(2 1) at the screen address pointed to by (A SC). Used by the BULB routine
RREN (Docked)TextPrints the character definition pointed to by P(2 1) at the screen address pointed to by (A SC). Used by the BULB routine
RREN (Flight)TextPrints the character definition pointed to by P(2 1) at the screen address pointed to by (A SC). Used by the BULB routine
RSHIPS (Flight)LoaderLaunch from the station, load a new set of ship blueprints and jump into the main game loop
rT9 (Docked)TextContains an RTS
rT9 (Flight)TextContains an RTS
RTOK (Text tokens)TextMacro definition for recursive tokens in the recursive token table
RTS2 (Docked)Drawing sunsContains an RTS
RTS2 (Flight)Drawing sunsContains an RTS
RUGAL (Docked)TextThe criteria for systems with special extended descriptions
RUPLA (Docked)TextSystem numbers that have special extended decriptions
RUTOK (Docked)TextThe second extended token table for recursive tokens 0-26 (DETOK3)
S (Docked)Workspace variable Temporary storage, used in a number of places
S (Flight)Workspace variable Temporary storage, used in a number of places
S (Loader 2)Workspace variable Temporary storage, used in a number of places
S% (Docked)WorkspacesEntry points and vector addresses in the main docked code
S% (Flight)WorkspacesEntry points and vector addresses in the main flight code
S1% (Loader 3)Save and loadThe drive and directory number used when saving or loading a commander file
SC (Docked)Workspace variable Screen address (low byte)
SC (Flight)Workspace variable Screen address (low byte)
SC (Loader 2)Workspace variable Screen address (low byte)
SC (Loader 3)Workspace variable Screen address (low byte)
SC5 (Docked)Utility routinesContains an RTS
SC5 (Flight)Utility routinesContains an RTS
SCAN (Flight)DashboardDisplay the current ship on the scanner
SCH (Docked)Workspace variable Screen address (high byte)
SCH (Flight)Workspace variable Screen address (high byte)
SCH (Loader 2)Workspace variable Screen address (high byte)
SCH (Loader 3)Workspace variable Screen address (high byte)
SCRAM (Docked)LoaderDecrypt the main docked code, reset the flight variables and start the game
scramble (Docked)LoaderDecrypt the main docked code between &1300 and &5FFF and the main game loop
scramble (Flight)LoaderDecrypt the main flight code between &1300 and &55FF and jump into the main game loop
SESCP (Flight)FlightSpawn an escape pod from the current (parent) ship
SFRMIS (Flight)TacticsAdd an enemy missile to our local bubble of universe
SFS1 (Flight)UniverseSpawn a child ship from the current (parent) ship
SFS1-2 (Flight)FlightAdd a missile to the local bubble that has AI enabled, is hostile, but has no E.C.M.
SFS2 (Flight)MovingMove a ship in space along one of the coordinate axes
SFX (Docked)SoundSound data
SFX (Flight)SoundSound data
SHD (Docked)FlightCharge a shield and drain some energy from the energy banks
SHD (Flight)FlightCharge a shield and drain some energy from the energy banks
SHIP_ADDER (Ship blueprints B)Drawing shipsShip blueprint for an Adder
SHIP_ADDER (Ship blueprints G)Drawing shipsShip blueprint for an Adder
SHIP_ADDER (Ship blueprints I)Drawing shipsShip blueprint for an Adder
SHIP_ADDER (Ship blueprints M)Drawing shipsShip blueprint for an Adder
SHIP_ANACONDA (Ship blueprints L)Drawing shipsShip blueprint for an Anaconda
SHIP_ASP_MK_2 (Ship blueprints N)Drawing shipsShip blueprint for an Asp Mk II
SHIP_ASP_MK_2 (Ship blueprints P)Drawing shipsShip blueprint for an Asp Mk II
SHIP_ASTEROID (Ship blueprints C)Drawing shipsShip blueprint for an asteroid
SHIP_ASTEROID (Ship blueprints D)Drawing shipsShip blueprint for an asteroid
SHIP_ASTEROID (Ship blueprints H)Drawing shipsShip blueprint for an asteroid
SHIP_ASTEROID (Ship blueprints K)Drawing shipsShip blueprint for an asteroid
SHIP_ASTEROID (Ship blueprints N)Drawing shipsShip blueprint for an asteroid
SHIP_ASTEROID (Ship blueprints O)Drawing shipsShip blueprint for an asteroid
SHIP_ASTEROID (Ship blueprints P)Drawing shipsShip blueprint for an asteroid
SHIP_BOA (Ship blueprints C)Drawing shipsShip blueprint for a Boa
SHIP_BOA (Ship blueprints F)Drawing shipsShip blueprint for a Boa
SHIP_BOULDER (Ship blueprints B)Drawing shipsShip blueprint for a boulder
SHIP_BOULDER (Ship blueprints E)Drawing shipsShip blueprint for a boulder
SHIP_BOULDER (Ship blueprints F)Drawing shipsShip blueprint for a boulder
SHIP_BOULDER (Ship blueprints G)Drawing shipsShip blueprint for a boulder
SHIP_BOULDER (Ship blueprints P)Drawing shipsShip blueprint for a boulder
SHIP_CANISTER (Docked)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints A)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints B)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints C)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints D)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints E)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints F)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints G)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints H)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints I)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints J)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints K)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints L)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints M)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints N)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints O)Drawing shipsShip blueprint for a cargo canister
SHIP_CANISTER (Ship blueprints P)Drawing shipsShip blueprint for a cargo canister
SHIP_COBRA_MK1 (Ship blueprints D)Drawing shipsShip blueprint for a Cobra Mk I
SHIP_COBRA_MK1 (Ship blueprints E)Drawing shipsShip blueprint for a Cobra Mk I
SHIP_COBRA_MK1 (Ship blueprints J)Drawing shipsShip blueprint for a Cobra Mk I
SHIP_COBRA_MK1 (Ship blueprints K)Drawing shipsShip blueprint for a Cobra Mk I
SHIP_COBRA_MK1 (Ship blueprints M)Drawing shipsShip blueprint for a Cobra Mk I
SHIP_COBRA_MK1 (Ship blueprints O)Drawing shipsShip blueprint for a Cobra Mk I
SHIP_COBRA_MK_3 (Docked)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints B)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints C)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints D)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints E)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints F)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints G)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints K)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints L)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints N)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints O)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3 (Ship blueprints P)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3_P (Ship blueprints A)Drawing shipsShip blueprint for a Cobra Mk III (pirate)
SHIP_COBRA_MK_3_P (Ship blueprints H)Drawing shipsShip blueprint for a Cobra Mk III (pirate)
SHIP_COBRA_MK_3_P (Ship blueprints I)Drawing shipsShip blueprint for a Cobra Mk III (pirate)
SHIP_COBRA_MK_3_P (Ship blueprints J)Drawing shipsShip blueprint for a Cobra Mk III (pirate)
SHIP_COBRA_MK_3_P (Ship blueprints M)Drawing shipsShip blueprint for a Cobra Mk III (pirate)
SHIP_CONSTRICTOR (Docked)Drawing shipsShip blueprint for a Constrictor
SHIP_CONSTRICTOR (Ship blueprints G)Drawing shipsShip blueprint for a Constrictor
SHIP_CORIOLIS (Ship blueprints A)Drawing shipsShip blueprint for a Coriolis space station
SHIP_CORIOLIS (Ship blueprints C)Drawing shipsShip blueprint for a Coriolis space station
SHIP_CORIOLIS (Ship blueprints E)Drawing shipsShip blueprint for a Coriolis space station
SHIP_CORIOLIS (Ship blueprints G)Drawing shipsShip blueprint for a Coriolis space station
SHIP_CORIOLIS (Ship blueprints I)Drawing shipsShip blueprint for a Coriolis space station
SHIP_CORIOLIS (Ship blueprints K)Drawing shipsShip blueprint for a Coriolis space station
SHIP_CORIOLIS (Ship blueprints M)Drawing shipsShip blueprint for a Coriolis space station
SHIP_CORIOLIS (Ship blueprints O)Drawing shipsShip blueprint for a Coriolis space station
SHIP_DODO (Ship blueprints B)Drawing shipsShip blueprint for a Dodecahedron ("Dodo") space station
SHIP_DODO (Ship blueprints D)Drawing shipsShip blueprint for a Dodecahedron ("Dodo") space station
SHIP_DODO (Ship blueprints F)Drawing shipsShip blueprint for a Dodecahedron ("Dodo") space station
SHIP_DODO (Ship blueprints H)Drawing shipsShip blueprint for a Dodecahedron ("Dodo") space station
SHIP_DODO (Ship blueprints J)Drawing shipsShip blueprint for a Dodecahedron ("Dodo") space station
SHIP_DODO (Ship blueprints L)Drawing shipsShip blueprint for a Dodecahedron ("Dodo") space station
SHIP_DODO (Ship blueprints N)Drawing shipsShip blueprint for a Dodecahedron ("Dodo") space station
SHIP_DODO (Ship blueprints P)Drawing shipsShip blueprint for a Dodecahedron ("Dodo") space station
SHIP_ESCAPE_POD (Ship blueprints A)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints B)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints C)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints D)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints E)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints F)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints G)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints H)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints I)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints J)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints K)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints L)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints N)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints O)Drawing shipsShip blueprint for an escape pod
SHIP_ESCAPE_POD (Ship blueprints P)Drawing shipsShip blueprint for an escape pod
SHIP_FER_DE_LANCE (Ship blueprints A)Drawing shipsShip blueprint for a Fer-de-Lance
SHIP_FER_DE_LANCE (Ship blueprints L)Drawing shipsShip blueprint for a Fer-de-Lance
SHIP_GECKO (Ship blueprints D)Drawing shipsShip blueprint for a Gecko
SHIP_GECKO (Ship blueprints E)Drawing shipsShip blueprint for a Gecko
SHIP_GECKO (Ship blueprints F)Drawing shipsShip blueprint for a Gecko
SHIP_GECKO (Ship blueprints J)Drawing shipsShip blueprint for a Gecko
SHIP_GECKO (Ship blueprints K)Drawing shipsShip blueprint for a Gecko
SHIP_GECKO (Ship blueprints M)Drawing shipsShip blueprint for a Gecko
SHIP_GECKO (Ship blueprints N)Drawing shipsShip blueprint for a Gecko
SHIP_KRAIT (Docked)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints A)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints B)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints C)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints E)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints G)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints H)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints I)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints J)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints M)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints N)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints O)Drawing shipsShip blueprint for a Krait
SHIP_KRAIT (Ship blueprints P)Drawing shipsShip blueprint for a Krait
SHIP_MAMBA (Ship blueprints A)Drawing shipsShip blueprint for a Mamba
SHIP_MAMBA (Ship blueprints B)Drawing shipsShip blueprint for a Mamba
SHIP_MAMBA (Ship blueprints E)Drawing shipsShip blueprint for a Mamba
SHIP_MAMBA (Ship blueprints G)Drawing shipsShip blueprint for a Mamba
SHIP_MAMBA (Ship blueprints I)Drawing shipsShip blueprint for a Mamba
SHIP_MAMBA (Ship blueprints J)Drawing shipsShip blueprint for a Mamba
SHIP_MAMBA (Ship blueprints L)Drawing shipsShip blueprint for a Mamba
SHIP_MAMBA (Ship blueprints M)Drawing shipsShip blueprint for a Mamba
SHIP_MAMBA (Ship blueprints O)Drawing shipsShip blueprint for a Mamba
SHIP_MISSILE (Missile ship blueprint)Drawing shipsShip blueprint for a missile
SHIP_MORAY (Ship blueprints K)Drawing shipsShip blueprint for a Moray
SHIP_PLATE (Ship blueprints A)Drawing shipsShip blueprint for an alloy plate
SHIP_PLATE (Ship blueprints B)Drawing shipsShip blueprint for an alloy plate
SHIP_PLATE (Ship blueprints E)Drawing shipsShip blueprint for an alloy plate
SHIP_PLATE (Ship blueprints G)Drawing shipsShip blueprint for an alloy plate
SHIP_PLATE (Ship blueprints I)Drawing shipsShip blueprint for an alloy plate
SHIP_PLATE (Ship blueprints J)Drawing shipsShip blueprint for an alloy plate
SHIP_PLATE (Ship blueprints O)Drawing shipsShip blueprint for an alloy plate
SHIP_PLATE (Ship blueprints P)Drawing shipsShip blueprint for an alloy plate
SHIP_PYTHON (Docked)Drawing shipsShip blueprint for a Python
SHIP_PYTHON (Ship blueprints A)Drawing shipsShip blueprint for a Python
SHIP_PYTHON (Ship blueprints H)Drawing shipsShip blueprint for a Python
SHIP_PYTHON (Ship blueprints K)Drawing shipsShip blueprint for a Python
SHIP_PYTHON_P (Ship blueprints I)Drawing shipsShip blueprint for a Python (pirate)
SHIP_PYTHON_P (Ship blueprints O)Drawing shipsShip blueprint for a Python (pirate)
SHIP_SHUTTLE (Docked)Drawing shipsShip blueprint for a shuttle
SHIP_SHUTTLE (Ship blueprints H)Drawing shipsShip blueprint for a shuttle
SHIP_SIDEWINDER (Ship blueprints A)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints C)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints D)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints E)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints F)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints H)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints I)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints J)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints K)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints L)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints M)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints N)Drawing shipsShip blueprint for a Sidewinder
SHIP_SIDEWINDER (Ship blueprints P)Drawing shipsShip blueprint for a Sidewinder
SHIP_SPLINTER (Ship blueprints C)Drawing shipsShip blueprint for a splinter
SHIP_SPLINTER (Ship blueprints D)Drawing shipsShip blueprint for a splinter
SHIP_SPLINTER (Ship blueprints H)Drawing shipsShip blueprint for a splinter
SHIP_SPLINTER (Ship blueprints K)Drawing shipsShip blueprint for a splinter
SHIP_SPLINTER (Ship blueprints N)Drawing shipsShip blueprint for a splinter
SHIP_SPLINTER (Ship blueprints O)Drawing shipsShip blueprint for a splinter
SHIP_SPLINTER (Ship blueprints P)Drawing shipsShip blueprint for a splinter
SHIP_THARGOID (Ship blueprints C)Drawing shipsShip blueprint for a Thargoid mothership
SHIP_THARGOID (Ship blueprints D)Drawing shipsShip blueprint for a Thargoid mothership
SHIP_THARGON (Ship blueprints C)Drawing shipsShip blueprint for a Thargon
SHIP_THARGON (Ship blueprints D)Drawing shipsShip blueprint for a Thargon
SHIP_TRANSPORTER (Docked)Drawing shipsShip blueprint for a transporter
SHIP_TRANSPORTER (Ship blueprints F)Drawing shipsShip blueprint for a transporter
SHIP_VIPER (Docked)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints A)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints B)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints C)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints D)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints E)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints F)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints G)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints H)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints I)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints J)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints K)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints L)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints M)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints N)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints O)Drawing shipsShip blueprint for a Viper
SHIP_VIPER (Ship blueprints P)Drawing shipsShip blueprint for a Viper
SHIP_WORM (Ship blueprints B)Drawing shipsShip blueprint for a Worm
SHIP_WORM (Ship blueprints L)Drawing shipsShip blueprint for a Worm
SHIPI (Flight)LoaderThe OS command string for loading a ship blueprints file
SHPPT (Docked)Drawing shipsDraw a distant ship as a point in the middle of the screen
SHPPT (Flight)Drawing shipsDraw a distant ship as a point rather than a full wireframe
SIGHT (Docked)FlightDraw the laser crosshairs
SIGHT (Flight)FlightDraw the laser crosshairs
SLSP (Docked)Workspace variable The address of the bottom of the ship line heap
SLSP (Flight)Workspace variable The address of the bottom of the ship line heap
SNE (Text tokens)Maths (Geometry)Sine/cosine table
SOLAR (Flight)UniverseSet up various aspects of arriving in a new system
SOS1 (Flight)UniverseUpdate the missile indicators, set up the planet data block
SP1 (Flight)DashboardDraw the space station on the compass
SP2 (Flight)DashboardDraw a dot on the compass, given the planet/station vector
SPBLB (Docked)DashboardDraw (or erase) the space station indicator ("S") on the dashboard
SPBLB (Flight)DashboardDraw (or erase) the space station indicator ("S") on the dashboard
SPBT (Docked)DashboardThe bitmap definition for the space station indicator bulb
SPBT (Flight)DashboardThe bitmap definition for the space station indicator bulb
spc (Docked)TextPrint a text token followed by a space
spc (Flight)TextPrint a text token followed by a space
SPIN (Flight)UniverseRandomly spawn cargo from a destroyed ship
SPIN2 (Flight)UniverseRemove any randomness: spawn cargo of a specific type (given in X), and always spawn the number given in A
SPS1 (Docked)Maths (Geometry)Calculate the vector to the planet and store it in XX15
SPS1 (Flight)Maths (Geometry)Calculate the vector to the planet and store it in XX15
SPS1+1 (Docked)Maths (Geometry)A BRK instruction
SPS1+1 (Flight)Maths (Geometry)A BRK instruction
SPS2 (Flight)Maths (Arithmetic)Calculate (Y X) = A / 10
SPS3 (Docked)Maths (Geometry)Copy a space coordinate from the K% block into K3
SPS3 (Flight)Maths (Geometry)Copy a space coordinate from the K% block into K3
SPS4 (Flight)Maths (Geometry)Calculate the vector to the space station
SQUA (Docked)Maths (Arithmetic)Clear bit 7 of A and calculate (A P) = A * A
SQUA (Flight)Maths (Arithmetic)Clear bit 7 of A and calculate (A P) = A * A
SQUA2 (Docked)Maths (Arithmetic)Calculate (A P) = A * A
SQUA2 (Flight)Maths (Arithmetic)Calculate (A P) = A * A
SQUA2 (Loader 3)Maths (Arithmetic)Calculate (A P) = A * A
SSPR (Docked)Workspace variable "Space station present" flag
SSPR (Flight)Workspace variable "Space station present" flag
stack (Docked)Save and loadTemporary storage for the stack pointer when switching the BRKV handler between BRBR and MEBRK
STARS (Flight)StardustThe main routine for processing the stardust
STARS1 (Flight)StardustProcess the stardust for the front view
STARS2 (Flight)StardustProcess the stardust for the left or right view
STARS6 (Flight)StardustProcess the stardust for the rear view
STATUS (Docked)StatusShow the Status Mode screen (red key f8)
STATUS (Flight)StatusShow the Status Mode screen (red key f8)
STP (Docked)Workspace variable The step size for drawing circles
STP (Flight)Workspace variable The step size for drawing circles
SUN (Part 1 of 4) (Docked)Drawing sunsDraw the sun: Set up all the variables needed
SUN (Part 2 of 4) (Docked)Drawing sunsDraw the sun: Start from bottom of screen and erase the old sun
SUN (Part 3 of 4) (Docked)Drawing sunsDraw the sun: Continue to move up the screen, drawing the new sun
SUN (Part 4 of 4) (Docked)Drawing sunsDraw the sun: Continue to the top of the screen, erasing old sun
SUN (Part 1 of 4) (Flight)Drawing sunsDraw the sun: Set up all the variables needed
SUN (Part 2 of 4) (Flight)Drawing sunsDraw the sun: Start from bottom of screen and erase the old sun
SUN (Part 3 of 4) (Flight)Drawing sunsDraw the sun: Continue to move up the screen, drawing the new sun
SUN (Part 4 of 4) (Flight)Drawing sunsDraw the sun: Continue to the top of the screen, erasing old sun
SUNX (Docked)Workspace variable The 16-bit x-coordinate of the vertical centre axis of the sun (which might be off-screen)
SUNX (Flight)Workspace variable The 16-bit x-coordinate of the vertical centre axis of the sun (which might be off-screen)
SVC (Docked)Workspace variable The save count
SVC (Flight)Workspace variable The save count
SVE (Docked)Save and loadSave the commander file
SWAP (Docked)Workspace variable Temporary storage, used to store a flag that records whether or not we had to swap a line's start and end coordinates around when clipping the line in routine LL145 (the flag is used in places like BLINE to swap them back)
SWAP (Flight)Workspace variable Temporary storage, used to store a flag that records whether or not we had to swap a line's start and end coordinates around when clipping the line in routine LL145 (the flag is used in places like BLINE to swap them back)
SX (Docked)Workspace variable This is where we store the x_hi coordinates for all the stardust particles
SX (Flight)Workspace variable This is where we store the x_hi coordinates for all the stardust particles
SXL (Docked)Workspace variable This is where we store the x_lo coordinates for all the stardust particles
SXL (Flight)Workspace variable This is where we store the x_lo coordinates for all the stardust particles
SY (Docked)Workspace variable This is where we store the y_hi coordinates for all the stardust particles
SY (Flight)Workspace variable This is where we store the y_hi coordinates for all the stardust particles
SYL (Docked)Workspace variable This is where we store the y_lo coordinates for all the stardust particles
SYL (Flight)Workspace variable This is where we store the y_lo coordinates for all the stardust particles
SZ (Docked)Workspace variable This is where we store the z_hi coordinates for all the stardust particles
SZ (Flight)Workspace variable This is where we store the z_hi coordinates for all the stardust particles
SZL (Docked)Workspace variable This is where we store the z_lo coordinates for all the stardust particles
SZL (Flight)Workspace variable This is where we store the z_lo coordinates for all the stardust particles
T (Docked)Workspace variable Temporary storage, used in a number of places
T (Flight)Workspace variable Temporary storage, used in a number of places
T (Loader 2)Workspace variable Temporary storage, used in a number of places
T (Loader 3)Workspace variable Temporary storage, used in a number of places
T1 (Docked)Workspace variable Temporary storage, used in a number of places
T1 (Flight)Workspace variable Temporary storage, used in a number of places
TA151 (Flight)TacticsMake the ship head towards the planet
TA2 (Docked)Maths (Geometry)Calculate the length of the vector in XX15 (ignoring the low coordinates), returning it in Q
TA2 (Flight)Maths (Geometry)Calculate the length of the vector in XX15 (ignoring the low coordinates), returning it in Q
TACTICS (Part 1 of 7) (Flight)TacticsApply tactics: Process missiles, both enemy missiles and our own
TACTICS (Part 2 of 7) (Flight)TacticsApply tactics: Escape pod, station, lone Thargon, safe-zone pirate
TACTICS (Part 3 of 7) (Flight)TacticsApply tactics: Calculate dot product to determine ship's aim
TACTICS (Part 4 of 7) (Flight)TacticsApply tactics: Check energy levels, maybe launch escape pod if low
TACTICS (Part 5 of 7) (Flight)TacticsApply tactics: Consider whether to launch a missile at us
TACTICS (Part 6 of 7) (Flight)TacticsApply tactics: Consider firing a laser at us, if aim is true
TACTICS (Part 7 of 7) (Flight)TacticsApply tactics: Set pitch, roll, and acceleration
tal (Docked)TextPrint the current galaxy numbe
tal (Flight)TextPrint the current galaxy numbe
TALLY (Docked)Workspace variable Our combat rank
TALLY (Flight)Workspace variable Our combat rank
TAS1 (Flight)Maths (Arithmetic)Calculate K3 = (x_sign x_hi x_lo) - V(1 0)
TAS2 (Docked)Maths (Geometry)Normalise the three-coordinate vector in K3
TAS2 (Flight)Maths (Geometry)Normalise the three-coordinate vector in K3
TAS3 (Docked)Maths (Geometry)Calculate the dot product of XX15 and an orientation vector
TAS3 (Flight)Maths (Geometry)Calculate the dot product of XX15 and an orientation vector
TAS3-2 (Flight)Maths (Geometry)Calculate nosev . XX15
TAS4 (Flight)Maths (Geometry)Calculate the dot product of XX15 and one of the space station's orientation vectors
TAS6 (Flight)Maths (Geometry)Negate the vector in XX15 so it points in the opposite direction
tek (Docked)Workspace variable The current system's tech level (0-14)
tek (Flight)Workspace variable The current system's tech level (0-14)
TENS (Docked)TextA constant used when printing large numbers in BPRNT
TENS (Flight)TextA constant used when printing large numbers in BPRNT
TGT (Docked)Workspace variable Temporary storage, typically used as a target value for counters when drawing explosion clouds and partial circles
TGT (Flight)Workspace variable Temporary storage, typically used as a target value for counters when drawing explosion clouds and partial circles
THERE (Flight)MissionsCheck whether we are in the Constrictor's system in mission 1
TIDY (Docked)Maths (Geometry)Orthonormalise the orientation vectors for a ship
TIDY (Flight)Maths (Geometry)Orthonormalise the orientation vectors for a ship
TIS1 (Docked)Maths (Arithmetic)Calculate (A ?) = (-X * A + (S R)) / 96
TIS1 (Flight)Maths (Arithmetic)Calculate (A ?) = (-X * A + (S R)) / 96
TIS2 (Docked)Maths (Arithmetic)Calculate A = A / Q
TIS2 (Flight)Maths (Arithmetic)Calculate A = A / Q
TIS3 (Docked)Maths (Arithmetic)Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3
TIS3 (Flight)Maths (Arithmetic)Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3
TITLE (Docked)Start and endDisplay a title screen with a rotating ship and prompt
TKN1 (Docked)TextThe first extended token table for recursive tokens 0-255 (DETOK)
TKN2 (Docked)TextThe extended two-letter token lookup table
tnpr (Docked)MarketWork out if we have space for a specific amount of cargo
tnpr (Flight)MarketWork out if we have space for a specific amount of cargo
tnpr1 (Flight)MarketWork out if we have space for one tonne of cargo
TOKN (Docked)TextMacro definition for standard tokens in the extended token table
TP (Docked)Workspace variable The current mission status, which is always 0 for the cassette version of Elite as there are no missions
TP (Flight)Workspace variable The current mission status, which is always 0 for the cassette version of Elite as there are no missions
TR1 (Docked)Save and loadCopy the last saved commander's name from NA% to INWK
TRNME (Docked)Save and loadCopy the last saved commander's name from INWK to NA%
TRTB% (Docked)Workspace variable This is set by elite-loader.asm to point to the MOS keyboard translation table, which is used by the TT217 routine to translate internal key values to ASCII
TRTB% (Flight)Workspace variable This is set by elite-loader.asm to point to the MOS keyboard translation table, which is used by the TT217 routine to translate internal key values to ASCII
TRTB% (Loader 2)Workspace variable TRTB%(1 0) points to the keyboard translation table
TT100 (Docked)Main loopThe entry point for the start of the main game loop, which calls the main flight loop and the moves into the spawning routine
TT100 (Flight)Main loopThe entry point for the start of the main game loop, which calls the main flight loop and the moves into the spawning routine
TT102 (Docked)KeyboardProcess function key, save, hyperspace and chart key presses
TT102 (Flight)KeyboardProcess function key, save, hyperspace and chart key presses
TT103 (Docked)ChartsDraw a small set of crosshairs on a chart
TT103 (Flight)ChartsDraw a small set of crosshairs on a chart
TT105 (Docked)ChartsDraw crosshairs on the Short-range Chart, with clipping
TT105 (Flight)ChartsDraw crosshairs on the Short-range Chart, with clipping
TT11 (Docked)TextPrint a 16-bit number, left-padded to n digits, and optional point
TT11 (Flight)TextPrint a 16-bit number, left-padded to n digits, and optional point
TT110 (Docked)FlightLaunch from a station or show the front space view
TT110 (Flight)FlightLaunch from a station or show the front space view
TT111 (Docked)UniverseSet the current system to the nearest system to a point
TT111 (Flight)UniverseSet the current system to the nearest system to a point
TT111-1 (Docked)UniverseContains an RTS
TT111-1 (Flight)UniverseContains an RTS
TT113 (Docked)Maths (Arithmetic)Contains an RTS
TT113 (Flight)Maths (Arithmetic)Contains an RTS
TT114 (Flight)ChartsDisplay either the Long-range or Short-range Chart
TT123 (Docked)ChartsMove galactic coordinates by a signed delta
TT123 (Flight)ChartsMove galactic coordinates by a signed delta
TT128 (Docked)Drawing circlesDraw a circle on a chart
TT128 (Flight)Drawing circlesDraw a circle on a chart
TT14 (Docked)Drawing circlesDraw a circle with crosshairs on a chart
TT14 (Flight)Drawing circlesDraw a circle with crosshairs on a chart
TT146 (Docked)TextPrint the distance to the selected system in light years
TT146 (Flight)TextPrint the distance to the selected system in light years
TT147 (Docked)TextPrint an error when a system is out of hyperspace range
TT147 (Flight)TextPrint an error when a system is out of hyperspace range
TT15 (Docked)Drawing linesDraw a set of crosshairs
TT15 (Flight)Drawing linesDraw a set of crosshairs
TT151 (Docked)MarketPrint the name, price and availability of a market item
TT151 (Flight)MarketPrint the name, price and availability of a market item
TT152 (Docked)MarketPrint the unit ("t", "kg" or "g") for a market item
TT152 (Flight)MarketPrint the unit ("t", "kg" or "g") for a market item
TT16 (Docked)ChartsMove the crosshairs on a chart
TT16 (Flight)ChartsMove the crosshairs on a chart
TT160 (Docked)MarketPrint "t" (for tonne) and a space
TT160 (Flight)MarketPrint "t" (for tonne) and a space
TT161 (Docked)MarketPrint "kg" (for kilograms)
TT161 (Flight)MarketPrint "kg" (for kilograms)
TT162 (Docked)TextPrint a space
TT162 (Flight)TextPrint a space
TT162+2 (Docked)TextJump to TT27 to print the text token in A
TT162+2 (Flight)TextJump to TT27 to print the text token in A
TT163 (Docked)MarketPrint the headers for the table of market prices
TT163 (Flight)MarketPrint the headers for the table of market prices
TT167 (Docked)MarketShow the Market Price screen (red key f7)
TT167 (Flight)MarketShow the Market Price screen (red key f7)
TT16a (Docked)MarketPrint "g" (for grams)
TT16a (Flight)MarketPrint "g" (for grams)
TT17 (Docked)KeyboardScan the keyboard for cursor key or joystick movement
TT17 (Flight)KeyboardScan the keyboard for cursor key or joystick movement
TT170 (Docked)Start and endMain entry point for the Elite game code
TT18 (Flight)FlightTry to initiate a jump into hyperspace
TT180 (Docked)ChartsContains an RTS
TT180 (Flight)ChartsContains an RTS
TT20 (Docked)UniverseTwist the selected system's seeds four times
TT20 (Flight)UniverseTwist the selected system's seeds four times
TT208 (Docked)MarketShow the Sell Cargo screen (red key f2)
TT210 (Docked)InventoryShow a list of current cargo in our hold, optionally to sell
TT210 (Flight)InventoryShow a list of current cargo in our hold, optionally to sell
TT213 (Docked)InventoryShow the Inventory screen (red key f9)
TT213 (Flight)InventoryShow the Inventory screen (red key f9)
TT214 (Docked)InventoryAsk a question with a "Y/N?" prompt and return the response
TT217 (Docked)KeyboardScan the keyboard until a key is pressed
TT219 (Docked)MarketShow the Buy Cargo screen (red key f1)
TT22 (Docked)ChartsShow the Long-range Chart (red key f4)
TT22 (Flight)ChartsShow the Long-range Chart (red key f4)
TT23 (Docked)ChartsShow the Short-range Chart (red key f5)
TT23 (Flight)ChartsShow the Short-range Chart (red key f5)
TT24 (Docked)UniverseCalculate system data from the system seeds
TT24 (Flight)UniverseCalculate system data from the system seeds
TT25 (Docked)UniverseShow the Data on System screen (red key f6)
TT25 (Flight)UniverseShow the Data on System screen (red key f6)
TT26 (Docked)TextPrint a character at the text cursor, with support for verified text in extended tokens
TT26 (Flight)TextPrint a character at the text cursor by poking into screen memory
TT27 (Docked)TextPrint a text token
TT27 (Flight)TextPrint a text token
TT41 (Docked)TextPrint a letter according to Sentence Case
TT41 (Flight)TextPrint a letter according to Sentence Case
TT42 (Docked)TextPrint a letter in lower case
TT42 (Flight)TextPrint a letter in lower case
TT43 (Docked)TextPrint a two-letter token or recursive token 0-95
TT43 (Flight)TextPrint a two-letter token or recursive token 0-95
TT44 (Docked)TextJumps to TT26 to print the character in A (used to enable us to use a branch instruction to jump to TT26)
TT44 (Flight)TextJumps to TT26 to print the character in A (used to enable us to use a branch instruction to jump to TT26)
TT45 (Docked)TextPrint a letter in lower case
TT45 (Flight)TextPrint a letter in lower case
TT46 (Docked)TextPrint a character and switch to capitals
TT46 (Flight)TextPrint a character and switch to capitals
TT48 (Docked)TextContains an RTS
TT48 (Flight)TextContains an RTS
TT54 (Docked)UniverseTwist the selected system's seeds
TT54 (Flight)UniverseTwist the selected system's seeds
TT60 (Docked)TextPrint a text token and a paragraph break
TT60 (Flight)TextPrint a text token and a paragraph break
TT66 (Docked)Utility routinesClear the screen and set the current view type
TT66 (Flight)Utility routinesClear the screen and set the current view type
TT67 (Docked)TextPrint a newline
TT67 (Flight)TextPrint a newline
TT68 (Docked)TextPrint a text token followed by a colon
TT68 (Flight)TextPrint a text token followed by a colon
TT69 (Docked)TextSet Sentence Case and print a newline
TT69 (Flight)TextSet Sentence Case and print a newline
TT70 (Docked)TextDisplay "MAINLY " and jump to TT72
TT70 (Flight)TextDisplay "MAINLY " and jump to TT72
TT72 (Docked)UniverseUsed by TT70 to re-enter the routine after displaying "MAINLY" for the economy type
TT72 (Flight)UniverseUsed by TT70 to re-enter the routine after displaying "MAINLY" for the economy type
TT73 (Docked)TextPrint a colon
TT73 (Flight)TextPrint a colon
TT74 (Docked)TextPrint a character
TT74 (Flight)TextPrint a character
TT81 (Docked)UniverseSet the selected system's seeds to those of system 0
TT81 (Flight)UniverseSet the selected system's seeds to those of system 0
TTX110 (Docked)FlightSet the current system to the nearest system and return to hyp
TTX110 (Flight)FlightSet the current system to the nearest system and return to hyp
TTX111 (Docked)FlightUsed to rejoin this routine from the call to TTX110
TTX111 (Flight)FlightUsed to rejoin this routine from the call to TTX110
TTX66 (Docked)Utility routinesClear the top part of the screen and draw a white border
TTX66 (Flight)Utility routinesClear the top part of the screen and draw a white border
TTX69 (Docked)TextPrint a paragraph break
TTX69 (Flight)TextPrint a paragraph break
TVT1 (Loader 3)Screen modePalette data for space and the two dashboard colour schemes
TVT1code (Loader 3)LoaderCode block at &1100-&11E2 that remains resident in both docked and flight mode (palettes, screen mode routine and commander data)
TWFL (Docked)Drawing linesReady-made character rows for the left end of a horizontal line in mode 4
TWFL (Flight)Drawing linesReady-made character rows for the left end of a horizontal line in mode 4
TWFR (Docked)Drawing linesReady-made character rows for the right end of a horizontal line in mode 4
TWFR (Flight)Drawing linesReady-made character rows for the right end of a horizontal line in mode 4
TWOK (Text tokens)TextMacro definition for two-letter tokens in the token table
TWOS (Docked)Drawing pixelsReady-made single-pixel character row bytes for mode 4
TWOS (Flight)Drawing pixelsReady-made single-pixel character row bytes for mode 4
TWOS (Loader 3)Drawing pixelsReady-made single-pixel character row bytes for mode 4
TWOS2 (Docked)Drawing pixelsReady-made double-pixel character row bytes for mode 4
TWOS2 (Flight)Drawing pixelsReady-made double-pixel character row bytes for mode 4
TYPE (Docked)Workspace variable The current ship type
TYPE (Flight)Workspace variable The current ship type
U (Docked)Workspace variable Temporary storage, used in a number of places
U (Flight)Workspace variable Temporary storage, used in a number of places
U% (Flight)KeyboardClear the key logger (from KY1 through KY19)
UNIV (Docked)UniverseTable of pointers to the local universe's ship data blocks
UNIV (Flight)UniverseTable of pointers to the local universe's ship data blocks
Unused block (Docked)Utility routinesThis data appears to be unused (the same block appears in both the flight and docked code)
Unused block (Flight)Utility routinesThis data appears to be unused (the same block appears in both the flight and docked code)
Unused copy protection routine (Loader 2)Copy protectionThis code doesn't appear to be run in this version
Unused duplicate of MULTU (Docked)Maths (Arithmetic)Unused duplicate of the MULTU routine
Unused duplicate of MULTU (Flight)Maths (Arithmetic)Unused duplicate of the MULTU routine
UNWISE (Docked)Ship hangerSwitch the main line-drawing routine between EOR and OR logic
UP (Docked)WorkspacesShip slots, variables
UP (Flight)WorkspacesShip slots, variables
V (Docked)Workspace variable Temporary storage, typically used for storing an address pointer
V (Flight)Workspace variable Temporary storage, typically used for storing an address pointer
var (Docked)MarketCalculate QQ19+3 = economy * |economic_factor|
var (Flight)MarketCalculate QQ19+3 = economy * |economic_factor|
VCSU1 (Flight)Maths (Arithmetic)Calculate vector K3(8 0) = [x y z] - coordinates of the sun or space station
VCSUB (Flight)Maths (Arithmetic)Calculate vector K3(8 0) = [x y z] - coordinates in (A V)
VEC (Missile ship blueprint)Screen modeThe original value of the IRQ1 vector
VERTEX (Docked)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Missile ship blueprint)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints A)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints B)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints C)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints D)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints E)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints F)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints G)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints H)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints I)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints J)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints K)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints L)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints M)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints N)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints O)Drawing shipsMacro definition for adding vertices to ship blueprints
VERTEX (Ship blueprints P)Drawing shipsMacro definition for adding vertices to ship blueprints
VIEW (Docked)Workspace variable The number of the current space view
VIEW (Flight)Workspace variable The number of the current space view
VOWEL (Docked)TextTest whether a character is a vowel
WARP (Flight)FlightPerform an in-system jump
WP (Docked)WorkspacesVariables
WP (Flight)WorkspacesVariables
WP1 (Docked)Drawing planetsReset the ball line heap
WP1 (Flight)Drawing planetsReset the ball line heap
WPLS (Docked)Drawing sunsRemove the sun from the screen
WPLS (Flight)Drawing sunsRemove the sun from the screen
WPLS-1 (Flight)Drawing planetsContains an RTS
WPLS2 (Flight)Drawing planetsRemove the planet from the screen
WPSHPS (Docked)DashboardClear the scanner, reset the ball line and sun line heaps
WPSHPS (Flight)DashboardClear the scanner, reset the ball line and sun line heaps
WSCAN (Docked)Screen modeWait for the vertical sync
WSCAN (Flight)Screen modeWait for the vertical sync
wW (Docked)FlightStart a hyperspace countdown
wW (Flight)FlightStart a hyperspace countdown
X1 (Docked)Workspace variable Temporary storage, typically used for x-coordinates in line-drawing routines
X1 (Flight)Workspace variable Temporary storage, typically used for x-coordinates in line-drawing routines
X2 (Docked)Workspace variable Temporary storage, typically used for x-coordinates in line-drawing routines
X2 (Flight)Workspace variable Temporary storage, typically used for x-coordinates in line-drawing routines
XC (Docked)Workspace variable The x-coordinate of the text cursor (i.e. the text column), which can be from 0 to 32
XC (Flight)Workspace variable The x-coordinate of the text cursor (i.e. the text column), which can be from 0 to 32
XSAV (Docked)Workspace variable Temporary storage for saving the value of the X register, used in a number of places
XSAV (Flight)Workspace variable Temporary storage for saving the value of the X register, used in a number of places
XSAV2 (Docked)Workspace variable Temporary storage, used for storing the value of the X register in the TT26 routine
XSAV2 (Flight)Workspace variable Temporary storage, used for storing the value of the X register in the TT26 routine
XX (Docked)Workspace variable Temporary storage, typically used for storing a 16-bit x-coordinate
XX (Flight)Workspace variable Temporary storage, typically used for storing a 16-bit x-coordinate
XX0 (Docked)Workspace variable Temporary storage, used to store the address of a ship blueprint. For example, it is used when we add a new ship to the local bubble in routine NWSHP, and it contains the address of the current ship's blueprint as we loop through all the nearby ships in the main flight loop
XX0 (Flight)Workspace variable Temporary storage, used to store the address of a ship blueprint. For example, it is used when we add a new ship to the local bubble in routine NWSHP, and it contains the address of the current ship's blueprint as we loop through all the nearby ships in the main flight loop
XX1 (Docked)Workspace variable This is an alias for INWK that is used in the main ship-drawing routine at LL9
XX1 (Flight)Workspace variable This is an alias for INWK that is used in the main ship-drawing routine at LL9
XX12 (Docked)Workspace variable Temporary storage for a block of values, used in a number of places
XX12 (Flight)Workspace variable Temporary storage for a block of values, used in a number of places
XX13 (Docked)Workspace variable Temporary storage, typically used in the line-drawing routines
XX13 (Flight)Workspace variable Temporary storage, typically used in the line-drawing routines
XX14 (Docked)Workspace variable This byte is unused
XX14 (Flight)Workspace variable This byte is unused
XX15 (Docked)Workspace variable Temporary storage, typically used for storing screen coordinates in line-drawing routines
XX15 (Flight)Workspace variable Temporary storage, typically used for storing screen coordinates in line-drawing routines
XX16 (Docked)Workspace variable Temporary storage for a block of values, used in a number of places
XX16 (Flight)Workspace variable Temporary storage for a block of values, used in a number of places
XX17 (Docked)Workspace variable Temporary storage, used in BPRNT to store the number of characters to print, and as the edge counter in the main ship-drawing routine
XX17 (Flight)Workspace variable Temporary storage, used in BPRNT to store the number of characters to print, and as the edge counter in the main ship-drawing routine
XX18 (Docked)Workspace variable Temporary storage used to store coordinates in the LL9 ship-drawing routine
XX18 (Flight)Workspace variable Temporary storage used to store coordinates in the LL9 ship-drawing routine
XX19 (Docked)Workspace variable XX19(1 0) shares its location with INWK(34 33), which contains the address of the ship line heap
XX19 (Flight)Workspace variable XX19(1 0) shares its location with INWK(34 33), which contains the address of the ship line heap
XX2 (Docked)Workspace variable Temporary storage, used to store the visibility of the ship's faces during the ship-drawing routine at LL9
XX2 (Flight)Workspace variable Temporary storage, used to store the visibility of the ship's faces during the ship-drawing routine at LL9
XX20 (Docked)Workspace variable Temporary storage, used in a number of places
XX20 (Flight)Workspace variable Temporary storage, used in a number of places
XX21 (Docked)Drawing shipsShip blueprints lookup table for the ship hanger
XX21 (Ship blueprints A)Drawing shipsShip blueprints lookup table for the D.MOA file
XX21 (Ship blueprints B)Drawing shipsShip blueprints lookup table for the D.MOB file
XX21 (Ship blueprints C)Drawing shipsShip blueprints lookup table for the D.MOC file
XX21 (Ship blueprints D)Drawing shipsShip blueprints lookup table for the D.MOD file
XX21 (Ship blueprints E)Drawing shipsShip blueprints lookup table for the D.MOE file
XX21 (Ship blueprints F)Drawing shipsShip blueprints lookup table for the D.MOF file
XX21 (Ship blueprints G)Drawing shipsShip blueprints lookup table for the D.MOG file
XX21 (Ship blueprints H)Drawing shipsShip blueprints lookup table for the D.MOH file
XX21 (Ship blueprints I)Drawing shipsShip blueprints lookup table for the D.MOI file
XX21 (Ship blueprints J)Drawing shipsShip blueprints lookup table for the D.MOJ file
XX21 (Ship blueprints K)Drawing shipsShip blueprints lookup table for the D.MOK file
XX21 (Ship blueprints L)Drawing shipsShip blueprints lookup table for the D.MOL file
XX21 (Ship blueprints M)Drawing shipsShip blueprints lookup table for the D.MOM file
XX21 (Ship blueprints N)Drawing shipsShip blueprints lookup table for the D.MON file
XX21 (Ship blueprints O)Drawing shipsShip blueprints lookup table for the D.MOO file
XX21 (Ship blueprints P)Drawing shipsShip blueprints lookup table for the D.MOP file
XX24 (Docked)Workspace variable This byte is unused
XX24 (Flight)Workspace variable This byte is unused
XX3 (Docked)WorkspacesTemporary storage space for complex calculations
XX3 (Flight)WorkspacesTemporary storage space for complex calculations
XX4 (Docked)Workspace variable Temporary storage, used in a number of places
XX4 (Flight)Workspace variable Temporary storage, used in a number of places
Y1 (Docked)Workspace variable Temporary storage, typically used for y-coordinates in line-drawing routines
Y1 (Flight)Workspace variable Temporary storage, typically used for y-coordinates in line-drawing routines
Y2 (Docked)Workspace variable Temporary storage, typically used for y-coordinates in line-drawing routines
Y2 (Flight)Workspace variable Temporary storage, typically used for y-coordinates in line-drawing routines
YC (Docked)Workspace variable The y-coordinate of the text cursor (i.e. the text row), which can be from 0 to 23
YC (Flight)Workspace variable The y-coordinate of the text cursor (i.e. the text row), which can be from 0 to 23
ypl (Docked)TextPrint the current system name
ypl (Flight)TextPrint the current system name
ypl-1 (Docked)TextContains an RTS
ypl-1 (Flight)TextContains an RTS
YSAV (Docked)Workspace variable Temporary storage for saving the value of the Y register, used in a number of places
YSAV (Flight)Workspace variable Temporary storage for saving the value of the Y register, used in a number of places
YSAV2 (Docked)Workspace variable Temporary storage, used for storing the value of the Y register in the TT26 routine
YSAV2 (Flight)Workspace variable Temporary storage, used for storing the value of the Y register in the TT26 routine
YY (Docked)Workspace variable Temporary storage, typically used for storing a 16-bit y-coordinate
YY (Flight)Workspace variable Temporary storage, typically used for storing a 16-bit y-coordinate
YY (Loader 3)Workspace variable Temporary storage, used in a number of places
Ze (Docked)UniverseInitialise the INWK workspace to a hostile ship
Ze (Flight)UniverseInitialise the INWK workspace to a hostile ship
ZEBC (Docked)Utility routinesZero-fill pages &B and &C
ZERO (Docked)Utility routinesZero-fill pages &9, &A, &B, &C and &D
ZERO (Flight)Utility routinesZero-fill pages &9, &A, &B, &C and &D
ZES1 (Docked)Utility routinesZero-fill the page whose number is in X
ZES1 (Flight)Utility routinesZero-fill the page whose number is in X
ZES2 (Docked)Utility routinesZero-fill a specific page
ZES2 (Flight)Utility routinesZero-fill a specific page
ZINF (Docked)Utility routinesReset the INWK workspace and orientation vectors
ZINF (Flight)Utility routinesReset the INWK workspace and orientation vectors
ZP (Docked)WorkspacesLots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here
ZP (Flight)WorkspacesLots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here
ZP (Loader 1)WorkspacesImportant variables used by the loader
ZP (Loader 2)WorkspacesImportant variables used by the loader
ZP (Loader 3)WorkspacesImportant variables used by the loader
ZZ (Docked)Workspace variable Temporary storage, typically used for distance values
ZZ (Flight)Workspace variable Temporary storage, typically used for distance values
zZ+1 (Docked)FlightContains an RTS
zZ+1 (Flight)FlightContains an RTS