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Elite on the BBC Micro and NES

Main loop: Main game loop (Part 6 of 6)

[Acorn Electron version]

Name: Main game loop (Part 6 of 6) [Show more] Type: Subroutine Category: Main loop Summary: Process non-flight key presses (FUNC keys, docked keys) Deep dive: Program flow of the main game loop
Context: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * BAY calls via FRCE * TT219 calls via FRCE

This is the second half of the minimal game loop, which we iterate when we are docked. This section covers the following: * Process more key presses (FUNC keys, docked keys etc.) It also supports joining the main loop with a key already "pressed", so we can jump into the main game loop to perform a specific action. In practice, this is used when we enter the docking bay in BAY to display Status Mode (FUNC-9), and when we finish buying or selling cargo in BAY2 to jump to the Inventory (FUNC-0).
Other entry points: FRCE The entry point for the main game loop if we want to jump straight to a specific screen, by pretending to "press" a key, in which case A contains the internal key number of the key we want to "press"
.FRCE JSR TT102 \ Call TT102 to process the key pressed in A LDA QQ12 \ Fetch the docked flag from QQ12 into A BNE MLOOP \ If we are docked, loop back up to MLOOP just above \ to restart the main loop, but skipping all the flight \ and spawning code in the top part of the main loop JMP TT100 \ Otherwise jump to TT100 to restart the main loop from \ the start