.S% RTI \ The S% workspace lives at &0D00, which is the NMI \ workspace. We claimed the NMI workspace for our own \ use as part of the loading process, and the RTI makes \ sure we return from any spurious NMIs that still call \ this location .KEYB EQUB 0 \ This flag indicates whether we are currently reading \ from the keyboard using OSRDCH or OSWORD, so the \ keyboard interrupt handler at KEY1 knows whether to \ pass key presses on to the OS \ \ * 0 = we are not reading from the keyboard with an \ OS command \ \ * &FF = we are currently reading from the keyboard \ with an OS command EQUW 0 \ Gets set to the original value of IRQ1V by \ elite-loader.asm EQUW 0 \ Gets set to the original value of KEYV by \ elite-loader.asm EQUW 0 \ This flag is flipped between 0 and &FF every time the \ interrupt routine at IRQ1 is called, but it is never \ read anywhere, so presumably it isn't actually used EQUW TT170 \ The entry point for the main game; once the main code \ has been loaded, decrypted and moved to the right \ place by elite-loader.asm, the game is started by a \ JMP (S%+8) instruction, which jumps to the main entry \ point at TT170 via this location EQUW TT26 \ WRCHV is set to point here by elite-loader.asm EQUW IRQ1 \ IRQ1V is set to point here by elite-loader.asm EQUW BR1 \ BRKV is set to point here by elite-loader.asmName: S% (Part 1 of 2) [Show more] Type: Workspace Address: &0D00 to &0D0F Category: Workspaces Summary: Vector addresses, compass shape and configuration settingsContext: See this workspace in context in the source code References: This workspace is used as follows: * DKS4 calls S% * IRQ1 calls S% * KEY1 calls S%
Contains addresses that are used by the loader to set up vectors, the current compass shape, and the game's configuration settings.
Start or restart the game
The main interrupt handler (IRQ1V points here)
Main entry point for the Elite game code
Print a character at the text cursor by poking into screen memory