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Elite on the BBC Micro and NES

Ship blueprints C

[Elite-A]

ELITE-A SHIP BLUEPRINTS FILE C Elite-A is an extended version of BBC Micro Elite by Angus Duggan The original Elite was written by Ian Bell and David Braben and is copyright Acornsoft 1984, and the extra code in Elite-A is copyright Angus Duggan The code on this site is identical to Angus Duggan's source discs (it's just been reformatted, and the label names have been changed to be consistent with the sources for the original BBC Micro disc version on which it is based) The commentary is copyright Mark Moxon, and any misunderstandings or mistakes in the documentation are entirely my fault The terminology and notations used in this commentary are explained at https://www.bbcelite.com/terminology The deep dive articles referred to in this commentary can be found at https://www.bbcelite.com/deep_dives
This source file produces the following binary file: * S.C.bin
INCLUDE "1-source-files/main-sources/elite-build-options.asm" _RELEASED = (_VARIANT = 1) _SOURCE_DISC = (_VARIANT = 2) _BUG_FIX = (_VARIANT = 3) GUARD &6000 \ Guard against assembling over screen memory
Configuration variables
CODE% = &5600 \ The flight code runs this file at address &5600, at \ label XX21 LOAD% = &5600 \ The flight code loads this file at address &5600, at \ label XX21 SHIP_MISSILE = &7F00 \ The address of the missile ship blueprint \ \ [Show more]
\ \ This variable is used by the following: \ \ * XX21 \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above
ORG CODE%
Name: XX21 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints lookup table for the S.C file Deep dive: Ship blueprints in Elite-A
Context: See this variable on its own page References: No direct references to this variable in this source file
.XX21 EQUW SHIP_MISSILE \ MSL = 1 = Missile Missile EQUW SHIP_CORIOLIS \ SST = 2 = Coriolis space station Station EQUW SHIP_ESCAPE_POD \ ESC = 3 = Escape pod Escape pod EQUW 0 \ Cargo EQUW SHIP_CANISTER \ OIL = 5 = Cargo canister Cargo EQUW 0 \ Mining EQUW 0 \ Mining EQUW 0 \ Mining EQUW 0 \ Shuttle EQUW SHIP_TRANSPORTER \ 10 = Transporter Transporter EQUW SHIP_PYTHON \ 11 = Python Trader EQUW SHIP_RATTLER \ 12 = Rattler Trader EQUW SHIP_CHAMELEON \ 13 = Chameleon Trader EQUW 0 \ Large ship EQUW 0 \ Small ship EQUW SHIP_VIPER \ COPS = 16 = Viper Cop EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW SHIP_RATTLER \ 22 = Rattler Pirate EQUW SHIP_CHAMELEON \ 23 = Chameleon Pirate EQUW SHIP_PYTHON \ 24 = Python Pirate EQUW 0 \ Bounty hunter EQUW 0 \ Bounty hunter EQUW SHIP_PYTHON \ 27 = Python Bounty hunter EQUW SHIP_RATTLER \ 28 = Rattler Bounty hunter EQUW SHIP_THARGOID \ THG = 29 = Thargoid Thargoid EQUW SHIP_THARGON \ TGL = 30 = Thargon Thargoid EQUW 0 \ Constrictor
Name: E% [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints default NEWB flags for the S.C file Deep dive: Ship blueprints in Elite-A Advanced tactics with the NEWB flags
Context: See this variable on its own page References: No direct references to this variable in this source file
.E% EQUB %00000000 \ Missile EQUB %01000000 \ Coriolis space station Cop EQUB %01000001 \ Escape pod Trader, cop EQUB 0 EQUB %00000000 \ Cargo canister EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB %01100001 \ Transporter Trader, innocent, cop EQUB %10100000 \ Python Innocent, escape pod EQUB %10100001 \ Rattler Trader, innocent, escape pod EQUB %10100000 \ Chameleon Innocent, escape pod EQUB 0 EQUB 0 EQUB %11000010 \ Viper Bounty hunter, cop, escape pod EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB %10001100 \ Rattler Hostile, pirate, escape pod EQUB %10000100 \ Chameleon Hostile, escape pod EQUB %10001100 \ Python Hostile, pirate, escape pod EQUB 0 EQUB 0 EQUB %10000010 \ Python Bounty hunter, escape pod EQUB %10100010 \ Rattler Bounty hunter, innocent, escape pod EQUB %00001100 \ Thargoid Hostile, pirate EQUB %00000100 \ Thargon Hostile EQUB 0
Name: VERTEX [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding vertices to ship blueprints Deep dive: Ship blueprints
Context: See this macro on its own page References: This macro is used as follows: * SHIP_CANISTER uses VERTEX * SHIP_CHAMELEON uses VERTEX * SHIP_CORIOLIS uses VERTEX * SHIP_ESCAPE_POD uses VERTEX * SHIP_PYTHON uses VERTEX * SHIP_RATTLER uses VERTEX * SHIP_THARGOID uses VERTEX * SHIP_THARGON uses VERTEX * SHIP_TRANSPORTER uses VERTEX * SHIP_VIPER uses VERTEX

The following macro is used to build the ship blueprints: VERTEX x, y, z, face1, face2, face3, face4, visibility See the deep dive on "Ship blueprints" for details of how vertices are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how vertices are used to draw 3D wireframe ships.
Arguments: x The vertex's x-coordinate y The vertex's y-coordinate z The vertex's z-coordinate face1 The number of face 1 associated with this vertex face2 The number of face 2 associated with this vertex face3 The number of face 3 associated with this vertex face4 The number of face 4 associated with this vertex visibility The visibility distance, beyond which the vertex is not shown
MACRO VERTEX x, y, z, face1, face2, face3, face4, visibility IF x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility f1 = face1 + (face2 << 4) f2 = face3 + (face4 << 4) ax = ABS(x) ay = ABS(y) az = ABS(z) EQUB ax, ay, az, s, f1, f2 ENDMACRO
Name: EDGE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding edges to ship blueprints Deep dive: Ship blueprints
Context: See this macro on its own page References: This macro is used as follows: * SHIP_CANISTER uses EDGE * SHIP_CHAMELEON uses EDGE * SHIP_CORIOLIS uses EDGE * SHIP_ESCAPE_POD uses EDGE * SHIP_PYTHON uses EDGE * SHIP_RATTLER uses EDGE * SHIP_THARGOID uses EDGE * SHIP_TRANSPORTER uses EDGE * SHIP_VIPER uses EDGE

The following macro is used to build the ship blueprints: EDGE vertex1, vertex2, face1, face2, visibility See the deep dive on "Ship blueprints" for details of how edges are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how edges are used to draw 3D wireframe ships.
Arguments: vertex1 The number of the vertex at the start of the edge vertex1 The number of the vertex at the end of the edge face1 The number of face 1 associated with this edge face2 The number of face 2 associated with this edge visibility The visibility distance, beyond which the edge is not shown
MACRO EDGE vertex1, vertex2, face1, face2, visibility f = face1 + (face2 << 4) EQUB visibility, f, vertex1 << 2, vertex2 << 2 ENDMACRO
Name: FACE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding faces to ship blueprints Deep dive: Ship blueprints
Context: See this macro on its own page References: This macro is used as follows: * SHIP_CANISTER uses FACE * SHIP_CHAMELEON uses FACE * SHIP_CORIOLIS uses FACE * SHIP_ESCAPE_POD uses FACE * SHIP_PYTHON uses FACE * SHIP_RATTLER uses FACE * SHIP_THARGOID uses FACE * SHIP_THARGON uses FACE * SHIP_TRANSPORTER uses FACE * SHIP_VIPER uses FACE

The following macro is used to build the ship blueprints: FACE normal_x, normal_y, normal_z, visibility See the deep dive on "Ship blueprints" for details of how faces are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how faces are used to draw 3D wireframe ships.
Arguments: normal_x The face normal's x-coordinate normal_y The face normal's y-coordinate normal_z The face normal's z-coordinate visibility The visibility distance, beyond which the edge is always shown
MACRO FACE normal_x, normal_y, normal_z, visibility IF normal_x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF normal_y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF normal_z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility ax = ABS(normal_x) ay = ABS(normal_y) az = ABS(normal_z) EQUB s, ax, ay, az ENDMACRO
Name: SHIP_CORIOLIS [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Coriolis space station Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CORIOLIS
.SHIP_CORIOLIS EQUB 0 \ Max. canisters on demise = 0 EQUW 160 * 160 \ Targetable area = 160 * 160 EQUB LO(SHIP_CORIOLIS_EDGES - SHIP_CORIOLIS) \ Edges data offset (low) EQUB LO(SHIP_CORIOLIS_FACES - SHIP_CORIOLIS) \ Faces data offset (low) EQUB 85 \ Max. edge count = (85 - 1) / 4 = 21 EQUB 0 \ Gun vertex = 0 EQUB 54 \ Explosion count = 12, as (4 * n) + 6 = 54 EQUB 96 \ Number of vertices = 96 / 6 = 16 EQUB 28 \ Number of edges = 28 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 120 \ Visibility distance = 120 EQUB 240 \ Max. energy = 240 EQUB 0 \ Max. speed = 0 EQUB HI(SHIP_CORIOLIS_EDGES - SHIP_CORIOLIS) \ Edges data offset (high) EQUB HI(SHIP_CORIOLIS_FACES - SHIP_CORIOLIS) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00000110 \ Laser power = 0 \ Missiles = 6 .SHIP_CORIOLIS_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 160, 0, 160, 0, 1, 2, 6, 31 \ Vertex 0 VERTEX 0, 160, 160, 0, 2, 3, 8, 31 \ Vertex 1 VERTEX -160, 0, 160, 0, 3, 4, 7, 31 \ Vertex 2 VERTEX 0, -160, 160, 0, 1, 4, 5, 31 \ Vertex 3 VERTEX 160, -160, 0, 1, 5, 6, 10, 31 \ Vertex 4 VERTEX 160, 160, 0, 2, 6, 8, 11, 31 \ Vertex 5 VERTEX -160, 160, 0, 3, 7, 8, 12, 31 \ Vertex 6 VERTEX -160, -160, 0, 4, 5, 7, 9, 31 \ Vertex 7 VERTEX 160, 0, -160, 6, 10, 11, 13, 31 \ Vertex 8 VERTEX 0, 160, -160, 8, 11, 12, 13, 31 \ Vertex 9 VERTEX -160, 0, -160, 7, 9, 12, 13, 31 \ Vertex 10 VERTEX 0, -160, -160, 5, 9, 10, 13, 31 \ Vertex 11 VERTEX 10, -30, 160, 0, 0, 0, 0, 30 \ Vertex 12 VERTEX 10, 30, 160, 0, 0, 0, 0, 30 \ Vertex 13 VERTEX -10, 30, 160, 0, 0, 0, 0, 30 \ Vertex 14 VERTEX -10, -30, 160, 0, 0, 0, 0, 30 \ Vertex 15 .SHIP_CORIOLIS_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 3, 0, 1, 31 \ Edge 0 EDGE 0, 1, 0, 2, 31 \ Edge 1 EDGE 1, 2, 0, 3, 31 \ Edge 2 EDGE 2, 3, 0, 4, 31 \ Edge 3 EDGE 3, 4, 1, 5, 31 \ Edge 4 EDGE 0, 4, 1, 6, 31 \ Edge 5 EDGE 0, 5, 2, 6, 31 \ Edge 6 EDGE 5, 1, 2, 8, 31 \ Edge 7 EDGE 1, 6, 3, 8, 31 \ Edge 8 EDGE 2, 6, 3, 7, 31 \ Edge 9 EDGE 2, 7, 4, 7, 31 \ Edge 10 EDGE 3, 7, 4, 5, 31 \ Edge 11 EDGE 8, 11, 10, 13, 31 \ Edge 12 EDGE 8, 9, 11, 13, 31 \ Edge 13 EDGE 9, 10, 12, 13, 31 \ Edge 14 EDGE 10, 11, 9, 13, 31 \ Edge 15 EDGE 4, 11, 5, 10, 31 \ Edge 16 EDGE 4, 8, 6, 10, 31 \ Edge 17 EDGE 5, 8, 6, 11, 31 \ Edge 18 EDGE 5, 9, 8, 11, 31 \ Edge 19 EDGE 6, 9, 8, 12, 31 \ Edge 20 EDGE 6, 10, 7, 12, 31 \ Edge 21 EDGE 7, 10, 7, 9, 31 \ Edge 22 EDGE 7, 11, 5, 9, 31 \ Edge 23 EDGE 12, 13, 0, 0, 30 \ Edge 24 EDGE 13, 14, 0, 0, 30 \ Edge 25 EDGE 14, 15, 0, 0, 30 \ Edge 26 EDGE 15, 12, 0, 0, 30 \ Edge 27 .SHIP_CORIOLIS_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 0, 160, 31 \ Face 0 FACE 107, -107, 107, 31 \ Face 1 FACE 107, 107, 107, 31 \ Face 2 FACE -107, 107, 107, 31 \ Face 3 FACE -107, -107, 107, 31 \ Face 4 FACE 0, -160, 0, 31 \ Face 5 FACE 160, 0, 0, 31 \ Face 6 FACE -160, 0, 0, 31 \ Face 7 FACE 0, 160, 0, 31 \ Face 8 FACE -107, -107, -107, 31 \ Face 9 FACE 107, -107, -107, 31 \ Face 10 FACE 107, 107, -107, 31 \ Face 11 FACE -107, 107, -107, 31 \ Face 12 FACE 0, 0, -160, 31 \ Face 13
Name: SHIP_ESCAPE_POD [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an escape pod Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ESCAPE_POD
.SHIP_ESCAPE_POD EQUB 0 + (2 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 2 + 1 = 3 (slaves) EQUW 16 * 16 \ Targetable area = 16 * 16 EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) \ Edges data offset (low) EQUB LO(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) \ Faces data offset (low) EQUB 25 \ Max. edge count = (25 - 1) / 4 = 6 EQUB 0 \ Gun vertex = 0 EQUB 22 \ Explosion count = 4, as (4 * n) + 6 = 22 EQUB 24 \ Number of vertices = 24 / 6 = 4 EQUB 6 \ Number of edges = 6 EQUW 0 \ Bounty = 0 EQUB 16 \ Number of faces = 16 / 4 = 4 EQUB 8 \ Visibility distance = 8 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 17 \ Max. energy = 17 \ --- And replaced by: --------------------------------> EQUB 8 \ Max. energy = 8 \ --- End of replacement ------------------------------> EQUB 8 \ Max. speed = 8 EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) \ Edges data offset (high) EQUB HI(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) \ Faces data offset (high) EQUB 4 \ Normals are scaled by = 2^4 = 16 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_ESCAPE_POD_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -7, 0, 36, 2, 1, 3, 3, 31 \ Vertex 0 VERTEX -7, -14, -12, 2, 0, 3, 3, 31 \ Vertex 1 VERTEX -7, 14, -12, 1, 0, 3, 3, 31 \ Vertex 2 VERTEX 21, 0, 0, 1, 0, 2, 2, 31 \ Vertex 3 .SHIP_ESCAPE_POD_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 2, 31 \ Edge 0 EDGE 1, 2, 3, 0, 31 \ Edge 1 EDGE 2, 3, 1, 0, 31 \ Edge 2 EDGE 3, 0, 2, 1, 31 \ Edge 3 EDGE 0, 2, 3, 1, 31 \ Edge 4 EDGE 3, 1, 2, 0, 31 \ Edge 5 .SHIP_ESCAPE_POD_FACES \ normal_x, normal_y, normal_z, visibility FACE 52, 0, -122, 31 \ Face 0 FACE 39, 103, 30, 31 \ Face 1 FACE 39, -103, 30, 31 \ Face 2 FACE -112, 0, 0, 31 \ Face 3
Name: SHIP_CANISTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a cargo canister Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CANISTER
.SHIP_CANISTER EQUB 0 \ Max. canisters on demise = 0 EQUW 20 * 20 \ Targetable area = 20 * 20 EQUB LO(SHIP_CANISTER_EDGES - SHIP_CANISTER) \ Edges data offset (low) EQUB LO(SHIP_CANISTER_FACES - SHIP_CANISTER) \ Faces data offset (low) EQUB 49 \ Max. edge count = (49 - 1) / 4 = 12 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 1 \ Bounty = 1 \ --- End of replacement ------------------------------> EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 12 \ Visibility distance = 12 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 17 \ Max. energy = 17 \ --- And replaced by: --------------------------------> EQUB 8 \ Max. energy = 8 \ --- End of replacement ------------------------------> EQUB 15 \ Max. speed = 15 EQUB HI(SHIP_CANISTER_EDGES - SHIP_CANISTER) \ Edges data offset (high) EQUB HI(SHIP_CANISTER_FACES - SHIP_CANISTER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_CANISTER_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 24, 16, 0, 0, 1, 5, 5, 31 \ Vertex 0 VERTEX 24, 5, 15, 0, 1, 2, 2, 31 \ Vertex 1 VERTEX 24, -13, 9, 0, 2, 3, 3, 31 \ Vertex 2 VERTEX 24, -13, -9, 0, 3, 4, 4, 31 \ Vertex 3 VERTEX 24, 5, -15, 0, 4, 5, 5, 31 \ Vertex 4 VERTEX -24, 16, 0, 1, 5, 6, 6, 31 \ Vertex 5 VERTEX -24, 5, 15, 1, 2, 6, 6, 31 \ Vertex 6 VERTEX -24, -13, 9, 2, 3, 6, 6, 31 \ Vertex 7 VERTEX -24, -13, -9, 3, 4, 6, 6, 31 \ Vertex 8 VERTEX -24, 5, -15, 4, 5, 6, 6, 31 \ Vertex 9 .SHIP_CANISTER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 1, 31 \ Edge 0 EDGE 1, 2, 0, 2, 31 \ Edge 1 EDGE 2, 3, 0, 3, 31 \ Edge 2 EDGE 3, 4, 0, 4, 31 \ Edge 3 EDGE 0, 4, 0, 5, 31 \ Edge 4 EDGE 0, 5, 1, 5, 31 \ Edge 5 EDGE 1, 6, 1, 2, 31 \ Edge 6 EDGE 2, 7, 2, 3, 31 \ Edge 7 EDGE 3, 8, 3, 4, 31 \ Edge 8 EDGE 4, 9, 4, 5, 31 \ Edge 9 EDGE 5, 6, 1, 6, 31 \ Edge 10 EDGE 6, 7, 2, 6, 31 \ Edge 11 EDGE 7, 8, 3, 6, 31 \ Edge 12 EDGE 8, 9, 4, 6, 31 \ Edge 13 EDGE 9, 5, 5, 6, 31 \ Edge 14 .SHIP_CANISTER_FACES \ normal_x, normal_y, normal_z, visibility FACE 96, 0, 0, 31 \ Face 0 FACE 0, 41, 30, 31 \ Face 1 FACE 0, -18, 48, 31 \ Face 2 FACE 0, -51, 0, 31 \ Face 3 FACE 0, -18, -48, 31 \ Face 4 FACE 0, 41, -30, 31 \ Face 5 FACE -96, 0, 0, 31 \ Face 6
Name: SHIP_THARGOID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Thargoid mothership Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_THARGOID
.SHIP_THARGOID EQUB 0 \ Max. canisters on demise = 0 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB LO(SHIP_THARGOID_EDGES - SHIP_THARGOID) \ Edges data offset (low) EQUB LO(SHIP_THARGOID_FACES - SHIP_THARGOID) \ Faces data offset (low) EQUB 101 \ Max. edge count = (101 - 1) / 4 = 25 EQUB 60 \ Gun vertex = 60 / 4 = 15 EQUB 38 \ Explosion count = 8, as (4 * n) + 6 = 38 EQUB 120 \ Number of vertices = 120 / 6 = 20 EQUB 26 \ Number of edges = 26 EQUW 500 \ Bounty = 500 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 55 \ Visibility distance = 55 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 240 \ Max. energy = 240 \ --- And replaced by: --------------------------------> EQUB 253 \ Max. energy = 253 \ --- End of replacement ------------------------------> EQUB 39 \ Max. speed = 39 EQUB HI(SHIP_THARGOID_EDGES - SHIP_THARGOID) \ Edges data offset (high) EQUB HI(SHIP_THARGOID_FACES - SHIP_THARGOID) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB %00010110 \ Laser power = 2 \ \ Missiles = 6 \ --- And replaced by: --------------------------------> EQUB %00111000 \ Laser power = 7 \ Missiles = 0 \ --- End of replacement ------------------------------> .SHIP_THARGOID_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 32, -48, 48, 0, 4, 8, 8, 31 \ Vertex 0 VERTEX 32, -68, 0, 0, 1, 4, 4, 31 \ Vertex 1 VERTEX 32, -48, -48, 1, 2, 4, 4, 31 \ Vertex 2 VERTEX 32, 0, -68, 2, 3, 4, 4, 31 \ Vertex 3 VERTEX 32, 48, -48, 3, 4, 5, 5, 31 \ Vertex 4 VERTEX 32, 68, 0, 4, 5, 6, 6, 31 \ Vertex 5 VERTEX 32, 48, 48, 4, 6, 7, 7, 31 \ Vertex 6 VERTEX 32, 0, 68, 4, 7, 8, 8, 31 \ Vertex 7 VERTEX -24, -116, 116, 0, 8, 9, 9, 31 \ Vertex 8 VERTEX -24, -164, 0, 0, 1, 9, 9, 31 \ Vertex 9 VERTEX -24, -116, -116, 1, 2, 9, 9, 31 \ Vertex 10 VERTEX -24, 0, -164, 2, 3, 9, 9, 31 \ Vertex 11 VERTEX -24, 116, -116, 3, 5, 9, 9, 31 \ Vertex 12 VERTEX -24, 164, 0, 5, 6, 9, 9, 31 \ Vertex 13 VERTEX -24, 116, 116, 6, 7, 9, 9, 31 \ Vertex 14 VERTEX -24, 0, 164, 7, 8, 9, 9, 31 \ Vertex 15 VERTEX -24, 64, 80, 9, 9, 9, 9, 30 \ Vertex 16 VERTEX -24, 64, -80, 9, 9, 9, 9, 30 \ Vertex 17 VERTEX -24, -64, -80, 9, 9, 9, 9, 30 \ Vertex 18 VERTEX -24, -64, 80, 9, 9, 9, 9, 30 \ Vertex 19 .SHIP_THARGOID_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 7, 4, 8, 31 \ Edge 0 EDGE 0, 1, 0, 4, 31 \ Edge 1 EDGE 1, 2, 1, 4, 31 \ Edge 2 EDGE 2, 3, 2, 4, 31 \ Edge 3 EDGE 3, 4, 3, 4, 31 \ Edge 4 EDGE 4, 5, 4, 5, 31 \ Edge 5 EDGE 5, 6, 4, 6, 31 \ Edge 6 EDGE 6, 7, 4, 7, 31 \ Edge 7 EDGE 0, 8, 0, 8, 31 \ Edge 8 EDGE 1, 9, 0, 1, 31 \ Edge 9 EDGE 2, 10, 1, 2, 31 \ Edge 10 EDGE 3, 11, 2, 3, 31 \ Edge 11 EDGE 4, 12, 3, 5, 31 \ Edge 12 EDGE 5, 13, 5, 6, 31 \ Edge 13 EDGE 6, 14, 6, 7, 31 \ Edge 14 EDGE 7, 15, 7, 8, 31 \ Edge 15 EDGE 8, 15, 8, 9, 31 \ Edge 16 EDGE 8, 9, 0, 9, 31 \ Edge 17 EDGE 9, 10, 1, 9, 31 \ Edge 18 EDGE 10, 11, 2, 9, 31 \ Edge 19 EDGE 11, 12, 3, 9, 31 \ Edge 20 EDGE 12, 13, 5, 9, 31 \ Edge 21 EDGE 13, 14, 6, 9, 31 \ Edge 22 EDGE 14, 15, 7, 9, 31 \ Edge 23 EDGE 16, 17, 9, 9, 30 \ Edge 24 EDGE 18, 19, 9, 9, 30 \ Edge 25 .SHIP_THARGOID_FACES \ normal_x, normal_y, normal_z, visibility FACE 103, -60, 25, 31 \ Face 0 FACE 103, -60, -25, 31 \ Face 1 FACE 103, -25, -60, 31 \ Face 2 FACE 103, 25, -60, 31 \ Face 3 FACE 64, 0, 0, 31 \ Face 4 FACE 103, 60, -25, 31 \ Face 5 FACE 103, 60, 25, 31 \ Face 6 FACE 103, 25, 60, 31 \ Face 7 FACE 103, -25, 60, 31 \ Face 8 FACE -48, 0, 0, 31 \ Face 9
Name: SHIP_THARGON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Thargon Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_THARGON

The ship blueprint for the Thargon reuses the edges data from the cargo canister, so the edges data offset is negative.
.SHIP_THARGON EQUB 0 + (15 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 15 + 1 = 16 (alien items) EQUW 40 * 40 \ Targetable area = 40 * 40 EQUB LO(SHIP_CANISTER_EDGES - SHIP_THARGON) \ Edges from canister EQUB LO(SHIP_THARGON_FACES - SHIP_THARGON) \ Faces data offset (low) EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 EQUW 50 \ Bounty = 50 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 20 \ Visibility distance = 20 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 20 \ Max. energy = 20 \ --- And replaced by: --------------------------------> EQUB 33 \ Max. energy = 33 \ --- End of replacement ------------------------------> EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_CANISTER_EDGES - SHIP_THARGON) \ Edges from canister EQUB HI(SHIP_THARGON_FACES - SHIP_THARGON) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB %00010000 \ Laser power = 2 \ \ Missiles = 0 \ --- And replaced by: --------------------------------> EQUB %00100000 \ Laser power = 4 \ Missiles = 0 \ --- End of replacement ------------------------------> .SHIP_THARGON_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -9, 0, 40, 1, 0, 5, 5, 31 \ Vertex 0 VERTEX -9, -38, 12, 1, 0, 2, 2, 31 \ Vertex 1 VERTEX -9, -24, -32, 2, 0, 3, 3, 31 \ Vertex 2 VERTEX -9, 24, -32, 3, 0, 4, 4, 31 \ Vertex 3 VERTEX -9, 38, 12, 4, 0, 5, 5, 31 \ Vertex 4 VERTEX 9, 0, -8, 5, 1, 6, 6, 31 \ Vertex 5 VERTEX 9, -10, -15, 2, 1, 6, 6, 31 \ Vertex 6 VERTEX 9, -6, -26, 3, 2, 6, 6, 31 \ Vertex 7 VERTEX 9, 6, -26, 4, 3, 6, 6, 31 \ Vertex 8 VERTEX 9, 10, -15, 5, 4, 6, 6, 31 \ Vertex 9 .SHIP_THARGON_FACES \ normal_x, normal_y, normal_z, visibility FACE -36, 0, 0, 31 \ Face 0 FACE 20, -5, 7, 31 \ Face 1 FACE 46, -42, -14, 31 \ Face 2 FACE 36, 0, -104, 31 \ Face 3 FACE 46, 42, -14, 31 \ Face 4 FACE 20, 5, 7, 31 \ Face 5 FACE 36, 0, 0, 31 \ Face 6
Name: SHIP_VIPER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Viper Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_VIPER
.SHIP_VIPER EQUB 0 \ Max. canisters on demise = 0 EQUW 75 * 75 \ Targetable area = 75 * 75 EQUB LO(SHIP_VIPER_EDGES - SHIP_VIPER) \ Edges data offset (low) EQUB LO(SHIP_VIPER_FACES - SHIP_VIPER) \ Faces data offset (low) EQUB 77 \ Max. edge count = (77 - 1) / 4 = 19 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 90 \ Number of vertices = 90 / 6 = 15 EQUB 20 \ Number of edges = 20 EQUW 0 \ Bounty = 0 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 23 \ Visibility distance = 23 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 100 \ Max. energy = 100 \ --- And replaced by: --------------------------------> EQUB 91 \ Max. energy = 91 \ --- End of replacement ------------------------------> EQUB 32 \ Max. speed = 32 EQUB HI(SHIP_VIPER_EDGES - SHIP_VIPER) \ Edges data offset (high) EQUB HI(SHIP_VIPER_FACES - SHIP_VIPER) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB %00010001 \ Laser power = 2 \ \ Missiles = 1 \ --- And replaced by: --------------------------------> EQUB %00101001 \ Laser power = 5 \ Missiles = 1 \ --- End of replacement ------------------------------> .SHIP_VIPER_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 72, 1, 2, 3, 4, 31 \ Vertex 0 VERTEX 0, 16, 24, 0, 1, 2, 2, 30 \ Vertex 1 VERTEX 0, -16, 24, 3, 4, 5, 5, 30 \ Vertex 2 VERTEX 48, 0, -24, 2, 4, 6, 6, 31 \ Vertex 3 VERTEX -48, 0, -24, 1, 3, 6, 6, 31 \ Vertex 4 VERTEX 24, -16, -24, 4, 5, 6, 6, 30 \ Vertex 5 VERTEX -24, -16, -24, 5, 3, 6, 6, 30 \ Vertex 6 VERTEX 24, 16, -24, 0, 2, 6, 6, 31 \ Vertex 7 VERTEX -24, 16, -24, 0, 1, 6, 6, 31 \ Vertex 8 VERTEX -32, 0, -24, 6, 6, 6, 6, 19 \ Vertex 9 VERTEX 32, 0, -24, 6, 6, 6, 6, 19 \ Vertex 10 VERTEX 8, 8, -24, 6, 6, 6, 6, 19 \ Vertex 11 VERTEX -8, 8, -24, 6, 6, 6, 6, 19 \ Vertex 12 VERTEX -8, -8, -24, 6, 6, 6, 6, 18 \ Vertex 13 VERTEX 8, -8, -24, 6, 6, 6, 6, 18 \ Vertex 14 .SHIP_VIPER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 3, 2, 4, 31 \ Edge 0 EDGE 0, 1, 1, 2, 30 \ Edge 1 EDGE 0, 2, 3, 4, 30 \ Edge 2 EDGE 0, 4, 1, 3, 31 \ Edge 3 EDGE 1, 7, 0, 2, 30 \ Edge 4 EDGE 1, 8, 0, 1, 30 \ Edge 5 EDGE 2, 5, 4, 5, 30 \ Edge 6 EDGE 2, 6, 3, 5, 30 \ Edge 7 EDGE 7, 8, 0, 6, 31 \ Edge 8 EDGE 5, 6, 5, 6, 30 \ Edge 9 EDGE 4, 8, 1, 6, 31 \ Edge 10 EDGE 4, 6, 3, 6, 30 \ Edge 11 EDGE 3, 7, 2, 6, 31 \ Edge 12 EDGE 3, 5, 6, 4, 30 \ Edge 13 EDGE 9, 12, 6, 6, 19 \ Edge 14 EDGE 9, 13, 6, 6, 18 \ Edge 15 EDGE 10, 11, 6, 6, 19 \ Edge 16 EDGE 10, 14, 6, 6, 18 \ Edge 17 EDGE 11, 14, 6, 6, 16 \ Edge 18 EDGE 12, 13, 6, 6, 16 \ Edge 19 .SHIP_VIPER_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 32, 0, 31 \ Face 0 FACE -22, 33, 11, 31 \ Face 1 FACE 22, 33, 11, 31 \ Face 2 FACE -22, -33, 11, 31 \ Face 3 FACE 22, -33, 11, 31 \ Face 4 FACE 0, -32, 0, 31 \ Face 5 FACE 0, 0, -48, 31 \ Face 6
Name: SHIP_RATTLER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Rattler Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_RATTLER
\ --- Mod: Code added for Elite-A: --------------------> .SHIP_RATTLER EQUB 2 \ Max. canisters on demise = 2 EQUW 6000 \ Targetable area = 77.46 * 77.46 EQUB LO(SHIP_RATTLER_EDGES - SHIP_RATTLER) \ Edges data offset (low) EQUB LO(SHIP_RATTLER_FACES - SHIP_RATTLER) \ Faces data offset (low) EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 90 \ Number of vertices = 90 / 6 = 15 EQUB 26 \ Number of edges = 26 EQUW 150 \ Bounty = 150 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 10 \ Visibility distance = 10 EQUB 113 \ Max. energy = 113 EQUB 31 \ Max. speed = 31 EQUB HI(SHIP_RATTLER_EDGES - SHIP_RATTLER) \ Edges data offset (high) EQUB HI(SHIP_RATTLER_FACES - SHIP_RATTLER) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00100010 \ Laser power = 4 \ Missiles = 2 .SHIP_RATTLER_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 60, 9, 8, 3, 2, 31 \ Vertex 0 VERTEX 40, 0, 40, 10, 9, 4, 3, 31 \ Vertex 1 VERTEX -40, 0, 40, 8, 7, 2, 1, 31 \ Vertex 2 VERTEX 60, 0, 0, 11, 10, 5, 4, 31 \ Vertex 3 VERTEX -60, 0, 0, 7, 6, 1, 0, 31 \ Vertex 4 VERTEX 70, 0, -40, 12, 12, 11, 5, 31 \ Vertex 5 VERTEX -70, 0, -40, 12, 12, 6, 0, 31 \ Vertex 6 VERTEX 0, 20, -40, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -20, -40, 15, 15, 15, 15, 31 \ Vertex 8 VERTEX -10, 6, -40, 12, 12, 12, 12, 10 \ Vertex 9 VERTEX -10, -6, -40, 12, 12, 12, 12, 10 \ Vertex 10 VERTEX -20, 0, -40, 12, 12, 12, 12, 10 \ Vertex 11 VERTEX 10, 6, -40, 12, 12, 12, 12, 10 \ Vertex 12 VERTEX 10, -6, -40, 12, 12, 12, 12, 10 \ Vertex 13 VERTEX 20, 0, -40, 12, 12, 12, 12, 10 \ Vertex 14 .SHIP_RATTLER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 4, 6, 6, 0, 31 \ Edge 0 EDGE 2, 4, 7, 1, 31 \ Edge 1 EDGE 0, 2, 8, 2, 31 \ Edge 2 EDGE 0, 1, 9, 3, 31 \ Edge 3 EDGE 1, 3, 10, 4, 31 \ Edge 4 EDGE 3, 5, 11, 5, 31 \ Edge 5 EDGE 6, 7, 12, 0, 31 \ Edge 6 EDGE 6, 8, 12, 6, 31 \ Edge 7 EDGE 4, 7, 1, 0, 31 \ Edge 8 EDGE 4, 8, 7, 6, 31 \ Edge 9 EDGE 2, 7, 2, 1, 31 \ Edge 10 EDGE 2, 8, 8, 7, 31 \ Edge 11 EDGE 0, 7, 3, 2, 31 \ Edge 12 EDGE 0, 8, 9, 8, 31 \ Edge 13 EDGE 1, 7, 4, 3, 31 \ Edge 14 EDGE 1, 8, 10, 9, 31 \ Edge 15 EDGE 3, 7, 5, 4, 31 \ Edge 16 EDGE 3, 8, 11, 10, 31 \ Edge 17 EDGE 5, 7, 12, 5, 31 \ Edge 18 EDGE 5, 8, 12, 11, 31 \ Edge 19 EDGE 9, 10, 12, 12, 10 \ Edge 20 EDGE 10, 11, 12, 12, 10 \ Edge 21 EDGE 11, 9, 12, 12, 10 \ Edge 22 EDGE 12, 13, 12, 12, 10 \ Edge 23 EDGE 13, 14, 12, 12, 10 \ Edge 24 EDGE 14, 12, 12, 12, 10 \ Edge 25 .SHIP_RATTLER_FACES \ normal_x, normal_y, normal_z, visibility FACE -26, 92, 6, 31 \ Face 0 FACE -23, 92, 11, 31 \ Face 1 FACE -9, 93, 18, 31 \ Face 2 FACE 9, 93, 18, 31 \ Face 3 FACE 23, 92, 11, 31 \ Face 4 FACE 26, 92, 6, 31 \ Face 5 FACE -26, -92, 6, 31 \ Face 6 FACE -23, -92, 11, 31 \ Face 7 FACE -9, -93, 18, 31 \ Face 8 FACE 9, -93, 18, 31 \ Face 9 FACE 23, -92, 11, 31 \ Face 10 FACE 26, -92, 6, 31 \ Face 11 FACE 0, 0, -96, 31 \ Face 12 \ --- End of added code ------------------------------->
Name: SHIP_CHAMELEON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Chameleon Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CHAMELEON
\ --- Mod: Code added for Elite-A: --------------------> .SHIP_CHAMELEON EQUB 3 \ Max. canisters on demise = 3 EQUW 4000 \ Targetable area = 63.24 * 63.24 EQUB LO(SHIP_CHAMELEON_EDGES - SHIP_CHAMELEON) \ Edges data offset (low) EQUB LO(SHIP_CHAMELEON_FACES - SHIP_CHAMELEON) \ Faces data offset (low) EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 108 \ Number of vertices = 108 / 6 = 18 EQUB 29 \ Number of edges = 29 EQUW 200 \ Bounty = 200 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 10 \ Visibility distance = 10 EQUB 100 \ Max. energy = 100 EQUB 29 \ Max. speed = 29 EQUB HI(SHIP_CHAMELEON_EDGES - SHIP_CHAMELEON) \ Edges data offset (high) EQUB HI(SHIP_CHAMELEON_FACES - SHIP_CHAMELEON) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00100011 \ Laser power = 4 \ Missiles = 3 .SHIP_CHAMELEON_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -18, 0, 110, 5, 2, 1, 0, 31 \ Vertex 0 VERTEX 18, 0, 110, 4, 3, 1, 0, 31 \ Vertex 1 VERTEX -40, 0, 0, 11, 8, 5, 2, 31 \ Vertex 2 VERTEX -8, 24, 0, 8, 6, 2, 2, 31 \ Vertex 3 VERTEX 8, 24, 0, 9, 6, 3, 3, 31 \ Vertex 4 VERTEX 40, 0, 0, 10, 9, 4, 3, 31 \ Vertex 5 VERTEX 8, -24, 0, 10, 7, 4, 4, 31 \ Vertex 6 VERTEX -8, -24, 0, 11, 7, 5, 5, 31 \ Vertex 7 VERTEX 0, 24, 40, 6, 3, 2, 0, 31 \ Vertex 8 VERTEX 0, -24, 40, 7, 5, 4, 1, 31 \ Vertex 9 VERTEX -32, 0, -40, 12, 11, 8, 8, 31 \ Vertex 10 VERTEX 0, 24, -40, 12, 9, 8, 6, 31 \ Vertex 11 VERTEX 32, 0, -40, 12, 10, 9, 9, 31 \ Vertex 12 VERTEX 0, -24, -40, 12, 11, 10, 7, 31 \ Vertex 13 VERTEX -8, 0, -40, 12, 12, 12, 12, 10 \ Vertex 14 VERTEX 0, 8, -40, 12, 12, 12, 12, 10 \ Vertex 15 VERTEX 8, 0, -40, 12, 12, 12, 12, 10 \ Vertex 16 VERTEX 0, -8, -40, 12, 12, 12, 12, 10 \ Vertex 17 .SHIP_CHAMELEON_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 31 \ Edge 0 EDGE 0, 8, 2, 0, 31 \ Edge 1 EDGE 0, 9, 5, 1, 31 \ Edge 2 EDGE 1, 8, 3, 0, 31 \ Edge 3 EDGE 1, 9, 4, 1, 31 \ Edge 4 EDGE 1, 5, 4, 3, 31 \ Edge 5 EDGE 0, 2, 5, 2, 31 \ Edge 6 EDGE 3, 8, 6, 2, 31 \ Edge 7 EDGE 4, 8, 6, 3, 31 \ Edge 8 EDGE 7, 9, 5, 7, 31 \ Edge 9 EDGE 6, 9, 4, 7, 31 \ Edge 10 EDGE 4, 5, 9, 3, 31 \ Edge 11 EDGE 5, 6, 10, 4, 31 \ Edge 12 EDGE 2, 3, 8, 2, 31 \ Edge 13 EDGE 2, 7, 11, 5, 31 \ Edge 14 EDGE 2, 10, 11, 8, 31 \ Edge 15 EDGE 5, 12, 10, 9, 31 \ Edge 16 EDGE 3, 11, 8, 6, 31 \ Edge 17 EDGE 7, 13, 11, 7, 31 \ Edge 18 EDGE 4, 11, 9, 6, 31 \ Edge 19 EDGE 6, 13, 10, 7, 31 \ Edge 20 EDGE 10, 11, 12, 8, 31 \ Edge 21 EDGE 10, 13, 12, 11, 31 \ Edge 22 EDGE 11, 12, 12, 9, 31 \ Edge 23 EDGE 12, 13, 12, 10, 31 \ Edge 24 EDGE 14, 15, 12, 12, 10 \ Edge 25 EDGE 15, 16, 12, 12, 10 \ Edge 26 EDGE 16, 17, 12, 12, 10 \ Edge 27 EDGE 17, 14, 12, 12, 10 \ Edge 28 .SHIP_CHAMELEON_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 90, 31, 31 \ Face 0 FACE 0, -90, 31, 31 \ Face 1 FACE -57, 76, 11, 31 \ Face 2 FACE 57, 76, 11, 31 \ Face 3 FACE 57, -76, 11, 31 \ Face 4 FACE -57, -76, 11, 31 \ Face 5 FACE 0, 96, 0, 31 \ Face 6 FACE 0, -96, 0, 31 \ Face 7 FACE -57, 76, -11, 31 \ Face 8 FACE 57, 76, -11, 31 \ Face 9 FACE 57, -76, -11, 31 \ Face 10 FACE -57, -76, -11, 31 \ Face 11 FACE 0, 0, -96, 31 \ Face 12 \ --- End of added code ------------------------------->
Name: SHIP_PYTHON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Python Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_PYTHON
.SHIP_PYTHON EQUB 5 \ Max. canisters on demise = 5 EQUW 80 * 80 \ Targetable area = 80 * 80 EQUB LO(SHIP_PYTHON_EDGES - SHIP_PYTHON) \ Edges data offset (low) EQUB LO(SHIP_PYTHON_FACES - SHIP_PYTHON) \ Faces data offset (low) EQUB 85 \ Max. edge count = (85 - 1) / 4 = 21 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 66 \ Number of vertices = 66 / 6 = 11 EQUB 26 \ Number of edges = 26 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 300 \ Bounty = 300 \ --- End of replacement ------------------------------> EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 40 \ Visibility distance = 40 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 250 \ Max. energy = 250 \ --- And replaced by: --------------------------------> EQUB 125 \ Max. energy = 125 \ --- End of replacement ------------------------------> EQUB 20 \ Max. speed = 20 EQUB HI(SHIP_PYTHON_EDGES - SHIP_PYTHON) \ Edges data offset (high) EQUB HI(SHIP_PYTHON_FACES - SHIP_PYTHON) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB %00011011 \ Laser power = 3 \ \ Missiles = 3 \ --- And replaced by: --------------------------------> EQUB %00101100 \ Laser power = 5 \ Missiles = 4 \ --- End of replacement ------------------------------> .SHIP_PYTHON_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 224, 0, 1, 2, 3, 31 \ Vertex 0 \ --- Mod: Code removed for Elite-A: ------------------> \ VERTEX 0, 48, 48, 0, 1, 4, 5, 31 \ Vertex 1 \ --- And replaced by: --------------------------------> VERTEX 0, 48, 48, 0, 1, 4, 5, 30 \ Vertex 1 \ --- End of replacement ------------------------------> VERTEX 96, 0, -16, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX -96, 0, -16, 15, 15, 15, 15, 31 \ Vertex 3 \ --- Mod: Code removed for Elite-A: ------------------> \ VERTEX 0, 48, -32, 4, 5, 8, 9, 31 \ Vertex 4 \ --- And replaced by: --------------------------------> VERTEX 0, 48, -32, 4, 5, 8, 9, 30 \ Vertex 4 \ --- End of replacement ------------------------------> VERTEX 0, 24, -112, 9, 8, 12, 12, 31 \ Vertex 5 VERTEX -48, 0, -112, 8, 11, 12, 12, 31 \ Vertex 6 VERTEX 48, 0, -112, 9, 10, 12, 12, 31 \ Vertex 7 \ --- Mod: Code removed for Elite-A: ------------------> \ VERTEX 0, -48, 48, 2, 3, 6, 7, 31 \ Vertex 8 \ VERTEX 0, -48, -32, 6, 7, 10, 11, 31 \ Vertex 9 \ VERTEX 0, -24, -112, 10, 11, 12, 12, 31 \ Vertex 10 \ --- And replaced by: --------------------------------> VERTEX 0, -48, 48, 2, 3, 6, 7, 30 \ Vertex 8 VERTEX 0, -48, -32, 6, 7, 10, 11, 30 \ Vertex 9 VERTEX 0, -24, -112, 10, 11, 12, 12, 30 \ Vertex 10 \ --- End of replacement ------------------------------> .SHIP_PYTHON_EDGES \ vertex1, vertex2, face1, face2, visibility \ --- Mod: Code removed for Elite-A: ------------------> \ EDGE 0, 8, 2, 3, 31 \ Edge 0 \ --- And replaced by: --------------------------------> EDGE 0, 8, 2, 3, 30 \ Edge 0 \ --- End of replacement ------------------------------> EDGE 0, 3, 0, 2, 31 \ Edge 1 EDGE 0, 2, 1, 3, 31 \ Edge 2 \ --- Mod: Code removed for Elite-A: ------------------> \ EDGE 0, 1, 0, 1, 31 \ Edge 3 \ EDGE 2, 4, 9, 5, 31 \ Edge 4 \ EDGE 1, 2, 1, 5, 31 \ Edge 5 \ EDGE 2, 8, 7, 3, 31 \ Edge 6 \ EDGE 1, 3, 0, 4, 31 \ Edge 7 \ EDGE 3, 8, 2, 6, 31 \ Edge 8 \ EDGE 2, 9, 7, 10, 31 \ Edge 9 \ EDGE 3, 4, 4, 8, 31 \ Edge 10 \ EDGE 3, 9, 6, 11, 31 \ Edge 11 \ EDGE 3, 5, 8, 8, 7 \ Edge 12 \ EDGE 3, 10, 11, 11, 7 \ Edge 13 \ EDGE 2, 5, 9, 9, 7 \ Edge 14 \ EDGE 2, 10, 10, 10, 7 \ Edge 15 \ --- And replaced by: --------------------------------> EDGE 0, 1, 0, 1, 30 \ Edge 3 EDGE 2, 4, 9, 5, 29 \ Edge 4 EDGE 1, 2, 1, 5, 29 \ Edge 5 EDGE 2, 8, 7, 3, 29 \ Edge 6 EDGE 1, 3, 0, 4, 29 \ Edge 7 EDGE 3, 8, 2, 6, 29 \ Edge 8 EDGE 2, 9, 7, 10, 29 \ Edge 9 EDGE 3, 4, 4, 8, 29 \ Edge 10 EDGE 3, 9, 6, 11, 29 \ Edge 11 EDGE 3, 5, 8, 8, 5 \ Edge 12 EDGE 3, 10, 11, 11, 5 \ Edge 13 EDGE 2, 5, 9, 9, 5 \ Edge 14 EDGE 2, 10, 10, 10, 5 \ Edge 15 \ --- End of replacement ------------------------------> EDGE 2, 7, 9, 10, 31 \ Edge 16 EDGE 3, 6, 8, 11, 31 \ Edge 17 EDGE 5, 6, 8, 12, 31 \ Edge 18 EDGE 5, 7, 9, 12, 31 \ Edge 19 \ --- Mod: Code removed for Elite-A: ------------------> \ EDGE 7, 10, 12, 10, 31 \ Edge 20 \ EDGE 6, 10, 11, 12, 31 \ Edge 21 \ EDGE 4, 5, 8, 9, 31 \ Edge 22 \ EDGE 9, 10, 10, 11, 31 \ Edge 23 \ EDGE 1, 4, 4, 5, 31 \ Edge 24 \ EDGE 8, 9, 6, 7, 31 \ Edge 25 \ --- And replaced by: --------------------------------> EDGE 7, 10, 12, 10, 29 \ Edge 20 EDGE 6, 10, 11, 12, 29 \ Edge 21 EDGE 4, 5, 8, 9, 29 \ Edge 22 EDGE 9, 10, 10, 11, 29 \ Edge 23 EDGE 1, 4, 4, 5, 29 \ Edge 24 EDGE 8, 9, 6, 7, 29 \ Edge 25 \ --- End of replacement ------------------------------> .SHIP_PYTHON_FACES \ --- Mod: Code removed for Elite-A: ------------------> \ \ normal_x, normal_y, normal_z, visibility \ FACE -27, 40, 11, 31 \ Face 0 \ FACE 27, 40, 11, 31 \ Face 1 \ FACE -27, -40, 11, 31 \ Face 2 \ FACE 27, -40, 11, 31 \ Face 3 \ FACE -19, 38, 0, 31 \ Face 4 \ FACE 19, 38, 0, 31 \ Face 5 \ FACE -19, -38, 0, 31 \ Face 6 \ FACE 19, -38, 0, 31 \ Face 7 \ FACE -25, 37, -11, 31 \ Face 8 \ FACE 25, 37, -11, 31 \ Face 9 \ FACE 25, -37, -11, 31 \ Face 10 \ FACE -25, -37, -11, 31 \ Face 11 \ FACE 0, 0, -112, 31 \ Face 12 \ --- And replaced by: --------------------------------> \ normal_x, normal_y, normal_z, visibility FACE -27, 40, 11, 30 \ Face 0 FACE 27, 40, 11, 30 \ Face 1 FACE -27, -40, 11, 30 \ Face 2 FACE 27, -40, 11, 30 \ Face 3 FACE -19, 38, 0, 30 \ Face 4 FACE 19, 38, 0, 30 \ Face 5 FACE -19, -38, 0, 30 \ Face 6 FACE 19, -38, 0, 30 \ Face 7 FACE -25, 37, -11, 30 \ Face 8 FACE 25, 37, -11, 30 \ Face 9 FACE 25, -37, -11, 30 \ Face 10 FACE -25, -37, -11, 30 \ Face 11 FACE 0, 0, -112, 30 \ Face 12 \ --- End of replacement ------------------------------>
Name: SHIP_TRANSPORTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Transporter Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_TRANSPORTER
.SHIP_TRANSPORTER EQUB 0 \ Max. canisters on demise = 0 EQUW 50 * 50 \ Targetable area = 50 * 50 EQUB LO(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) \ Edges data offset (low) EQUB LO(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) \ Faces data offset (low) EQUB 145 \ Max. edge count = (145 - 1) / 4 = 36 EQUB 48 \ Gun vertex = 48 / 4 = 12 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 222 \ Number of vertices = 222 / 6 = 37 EQUB 46 \ Number of edges = 46 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 16 \ Visibility distance = 16 EQUB 32 \ Max. energy = 32 EQUB 10 \ Max. speed = 10 EQUB HI(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) \ Edges data offset (high) EQUB HI(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) \ Faces data offset (high) \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 2 \ Normals are scaled by = 2^2 = 4 \ --- And replaced by: --------------------------------> EQUB 1 \ Normals are scaled by = 2^1 = 2 \ --- End of replacement ------------------------------> EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_TRANSPORTER_VERTICES \ --- Mod: Code removed for Elite-A: ------------------> \ \ x, y, z, face1, face2, face3, face4, visibility \ VERTEX 0, 10, -26, 6, 0, 7, 7, 31 \ Vertex 0 \ VERTEX -25, 4, -26, 1, 0, 7, 7, 31 \ Vertex 1 \ VERTEX -28, -3, -26, 1, 0, 2, 2, 31 \ Vertex 2 \ VERTEX -25, -8, -26, 2, 0, 3, 3, 31 \ Vertex 3 \ VERTEX 26, -8, -26, 3, 0, 4, 4, 31 \ Vertex 4 \ VERTEX 29, -3, -26, 4, 0, 5, 5, 31 \ Vertex 5 \ VERTEX 26, 4, -26, 5, 0, 6, 6, 31 \ Vertex 6 \ VERTEX 0, 6, 12, 15, 15, 15, 15, 19 \ Vertex 7 \ VERTEX -30, -1, 12, 7, 1, 9, 8, 31 \ Vertex 8 \ VERTEX -33, -8, 12, 2, 1, 9, 3, 31 \ Vertex 9 \ VERTEX 33, -8, 12, 4, 3, 10, 5, 31 \ Vertex 10 \ VERTEX 30, -1, 12, 6, 5, 11, 10, 31 \ Vertex 11 \ VERTEX -11, -2, 30, 9, 8, 13, 12, 31 \ Vertex 12 \ VERTEX -13, -8, 30, 9, 3, 13, 13, 31 \ Vertex 13 \ VERTEX 14, -8, 30, 10, 3, 13, 13, 31 \ Vertex 14 \ VERTEX 11, -2, 30, 11, 10, 13, 12, 31 \ Vertex 15 \ VERTEX -5, 6, 2, 7, 7, 7, 7, 7 \ Vertex 16 \ VERTEX -18, 3, 2, 7, 7, 7, 7, 7 \ Vertex 17 \ VERTEX -5, 7, -7, 7, 7, 7, 7, 7 \ Vertex 18 \ VERTEX -18, 4, -7, 7, 7, 7, 7, 7 \ Vertex 19 \ VERTEX -11, 6, -14, 7, 7, 7, 7, 7 \ Vertex 20 \ VERTEX -11, 5, -7, 7, 7, 7, 7, 7 \ Vertex 21 \ VERTEX 5, 7, -14, 6, 6, 6, 6, 7 \ Vertex 22 \ VERTEX 18, 4, -14, 6, 6, 6, 6, 7 \ Vertex 23 \ VERTEX 11, 5, -7, 6, 6, 6, 6, 7 \ Vertex 24 \ VERTEX 5, 6, -3, 6, 6, 6, 6, 7 \ Vertex 25 \ VERTEX 18, 3, -3, 6, 6, 6, 6, 7 \ Vertex 26 \ VERTEX 11, 4, 8, 6, 6, 6, 6, 7 \ Vertex 27 \ VERTEX 11, 5, -3, 6, 6, 6, 6, 7 \ Vertex 28 \ VERTEX -16, -8, -13, 3, 3, 3, 3, 6 \ Vertex 29 \ VERTEX -16, -8, 16, 3, 3, 3, 3, 6 \ Vertex 30 \ VERTEX 17, -8, -13, 3, 3, 3, 3, 6 \ Vertex 31 \ VERTEX 17, -8, 16, 3, 3, 3, 3, 6 \ Vertex 32 \ VERTEX -13, -3, -26, 0, 0, 0, 0, 8 \ Vertex 33 \ VERTEX 13, -3, -26, 0, 0, 0, 0, 8 \ Vertex 34 \ VERTEX 9, 3, -26, 0, 0, 0, 0, 5 \ Vertex 35 \ VERTEX -8, 3, -26, 0, 0, 0, 0, 5 \ Vertex 36 \ --- And replaced by: --------------------------------> \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 19, -51, 6, 0, 7, 7, 31 \ Vertex 0 VERTEX -51, 7, -51, 1, 0, 7, 7, 31 \ Vertex 1 VERTEX -57, -7, -51, 1, 0, 2, 2, 31 \ Vertex 2 VERTEX -51, -17, -51, 2, 0, 3, 3, 31 \ Vertex 3 VERTEX 51, -17, -51, 3, 0, 4, 4, 31 \ Vertex 4 VERTEX 57, -7, -51, 4, 0, 5, 5, 31 \ Vertex 5 VERTEX 51, 7, -51, 5, 0, 6, 6, 31 \ Vertex 6 VERTEX 0, 12, 24, 15, 15, 15, 15, 18 \ Vertex 7 VERTEX -60, -2, 24, 7, 1, 9, 8, 31 \ Vertex 8 VERTEX -66, -17, 24, 2, 1, 9, 3, 31 \ Vertex 9 VERTEX 66, -17, 24, 4, 3, 10, 5, 31 \ Vertex 10 VERTEX 60, -2, 24, 6, 5, 11, 10, 31 \ Vertex 11 VERTEX -22, -5, 61, 9, 8, 13, 12, 31 \ Vertex 12 VERTEX -27, -17, 61, 9, 3, 13, 13, 31 \ Vertex 13 VERTEX 27, -17, 61, 10, 3, 13, 13, 31 \ Vertex 14 VERTEX 22, -5, 61, 11, 10, 13, 12, 31 \ Vertex 15 VERTEX -10, 11, 5, 7, 7, 7, 7, 6 \ Vertex 16 VERTEX -36, 5, 5, 7, 7, 7, 7, 6 \ Vertex 17 VERTEX -10, 13, -14, 7, 7, 7, 7, 6 \ Vertex 18 VERTEX -36, 7, -14, 7, 7, 7, 7, 6 \ Vertex 19 VERTEX -23, 12, -29, 7, 7, 7, 7, 6 \ Vertex 20 VERTEX -23, 10, -14, 7, 7, 7, 7, 6 \ Vertex 21 VERTEX 10, 15, -29, 6, 6, 6, 6, 6 \ Vertex 22 VERTEX 36, 9, -29, 6, 6, 6, 6, 6 \ Vertex 23 VERTEX 23, 10, -14, 6, 6, 6, 6, 6 \ Vertex 24 VERTEX 10, 12, -6, 6, 6, 6, 6, 6 \ Vertex 25 VERTEX 36, 6, -6, 6, 6, 6, 6, 6 \ Vertex 26 VERTEX 23, 7, 16, 6, 6, 6, 6, 6 \ Vertex 27 VERTEX 23, 9, -6, 6, 6, 6, 6, 6 \ Vertex 28 VERTEX -33, -17, -26, 3, 3, 3, 3, 5 \ Vertex 29 VERTEX -33, -17, 33, 3, 3, 3, 3, 5 \ Vertex 30 VERTEX 33, -17, -26, 3, 3, 3, 3, 5 \ Vertex 31 VERTEX 33, -17, 33, 3, 3, 3, 3, 5 \ Vertex 32 VERTEX -25, -6, -51, 0, 0, 0, 0, 7 \ Vertex 33 VERTEX 26, -6, -51, 0, 0, 0, 0, 7 \ Vertex 34 VERTEX 17, 6, -51, 0, 0, 0, 0, 4 \ Vertex 35 VERTEX -17, 6, -51, 0, 0, 0, 0, 4 \ Vertex 36 \ --- End of replacement ------------------------------> .SHIP_TRANSPORTER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 \ Edge 0 EDGE 1, 2, 1, 0, 31 \ Edge 1 EDGE 2, 3, 2, 0, 31 \ Edge 2 EDGE 3, 4, 3, 0, 31 \ Edge 3 EDGE 4, 5, 4, 0, 31 \ Edge 4 EDGE 5, 6, 5, 0, 31 \ Edge 5 EDGE 0, 6, 6, 0, 31 \ Edge 6 \ --- Mod: Code removed for Elite-A: ------------------> \ EDGE 0, 7, 7, 6, 16 \ Edge 7 \ --- And replaced by: --------------------------------> EDGE 0, 7, 7, 6, 15 \ Edge 7 \ --- End of replacement ------------------------------> EDGE 1, 8, 7, 1, 31 \ Edge 8 \ --- Mod: Code removed for Elite-A: ------------------> \ EDGE 2, 9, 2, 1, 11 \ Edge 9 \ --- And replaced by: --------------------------------> EDGE 2, 9, 2, 1, 10 \ Edge 9 \ --- End of replacement ------------------------------> EDGE 3, 9, 3, 2, 31 \ Edge 10 EDGE 4, 10, 4, 3, 31 \ Edge 11 \ --- Mod: Code removed for Elite-A: ------------------> \ EDGE 5, 10, 5, 4, 11 \ Edge 12 \ --- And replaced by: --------------------------------> EDGE 5, 10, 5, 4, 10 \ Edge 12 \ --- End of replacement ------------------------------> EDGE 6, 11, 6, 5, 31 \ Edge 13 \ --- Mod: Code removed for Elite-A: ------------------> \ EDGE 7, 8, 8, 7, 17 \ Edge 14 \ EDGE 8, 9, 9, 1, 17 \ Edge 15 \ EDGE 10, 11, 10, 5, 17 \ Edge 16 \ EDGE 7, 11, 11, 6, 17 \ Edge 17 \ EDGE 7, 15, 12, 11, 19 \ Edge 18 \ EDGE 7, 12, 12, 8, 19 \ Edge 19 \ --- And replaced by: --------------------------------> EDGE 7, 8, 8, 7, 16 \ Edge 14 EDGE 8, 9, 9, 1, 16 \ Edge 15 EDGE 10, 11, 10, 5, 16 \ Edge 16 EDGE 7, 11, 11, 6, 16 \ Edge 17 EDGE 7, 15, 12, 11, 18 \ Edge 18 EDGE 7, 12, 12, 8, 18 \ Edge 19 \ --- End of replacement ------------------------------> EDGE 8, 12, 9, 8, 16 \ Edge 20 EDGE 9, 13, 9, 3, 31 \ Edge 21 EDGE 10, 14, 10, 3, 31 \ Edge 22 EDGE 11, 15, 11, 10, 16 \ Edge 23 EDGE 12, 13, 13, 9, 31 \ Edge 24 EDGE 13, 14, 13, 3, 31 \ Edge 25 EDGE 14, 15, 13, 10, 31 \ Edge 26 EDGE 12, 15, 13, 12, 31 \ Edge 27 \ --- Mod: Code removed for Elite-A: ------------------> \ EDGE 16, 17, 7, 7, 7 \ Edge 28 \ EDGE 18, 19, 7, 7, 7 \ Edge 29 \ EDGE 19, 20, 7, 7, 7 \ Edge 30 \ EDGE 18, 20, 7, 7, 7 \ Edge 31 \ EDGE 20, 21, 7, 7, 7 \ Edge 32 \ EDGE 22, 23, 6, 6, 7 \ Edge 33 \ EDGE 23, 24, 6, 6, 7 \ Edge 34 \ EDGE 24, 22, 6, 6, 7 \ Edge 35 \ EDGE 25, 26, 6, 6, 7 \ Edge 36 \ EDGE 26, 27, 6, 6, 7 \ Edge 37 \ EDGE 25, 27, 6, 6, 7 \ Edge 38 \ EDGE 27, 28, 6, 6, 7 \ Edge 39 \ EDGE 29, 30, 3, 3, 6 \ Edge 40 \ EDGE 31, 32, 3, 3, 6 \ Edge 41 \ EDGE 33, 34, 0, 0, 8 \ Edge 42 \ EDGE 34, 35, 0, 0, 5 \ Edge 43 \ EDGE 35, 36, 0, 0, 5 \ Edge 44 \ EDGE 36, 33, 0, 0, 5 \ Edge 45 \ --- And replaced by: --------------------------------> EDGE 16, 17, 7, 7, 6 \ Edge 28 EDGE 18, 19, 7, 7, 6 \ Edge 29 EDGE 19, 20, 7, 7, 6 \ Edge 30 EDGE 18, 20, 7, 7, 6 \ Edge 31 EDGE 20, 21, 7, 7, 6 \ Edge 32 EDGE 22, 23, 6, 6, 6 \ Edge 33 EDGE 23, 24, 6, 6, 6 \ Edge 34 EDGE 24, 22, 6, 6, 6 \ Edge 35 EDGE 25, 26, 6, 6, 6 \ Edge 36 EDGE 26, 27, 6, 6, 6 \ Edge 37 EDGE 25, 27, 6, 6, 6 \ Edge 38 EDGE 27, 28, 6, 6, 6 \ Edge 39 EDGE 29, 30, 3, 3, 5 \ Edge 40 EDGE 31, 32, 3, 3, 5 \ Edge 41 EDGE 33, 34, 0, 0, 7 \ Edge 42 EDGE 34, 35, 0, 0, 4 \ Edge 43 EDGE 35, 36, 0, 0, 4 \ Edge 44 EDGE 36, 33, 0, 0, 4 \ Edge 45 \ --- End of replacement ------------------------------> .SHIP_TRANSPORTER_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 0, -103, 31 \ Face 0 FACE -111, 48, -7, 31 \ Face 1 FACE -105, -63, -21, 31 \ Face 2 FACE 0, -34, 0, 31 \ Face 3 FACE 105, -63, -21, 31 \ Face 4 FACE 111, 48, -7, 31 \ Face 5 FACE 8, 32, 3, 31 \ Face 6 FACE -8, 32, 3, 31 \ Face 7 \ --- Mod: Code removed for Elite-A: ------------------> \ FACE -8, 34, 11, 19 \ Face 8 \ --- And replaced by: --------------------------------> FACE -8, 34, 11, 18 \ Face 8 \ --- End of replacement ------------------------------> FACE -75, 32, 79, 31 \ Face 9 FACE 75, 32, 79, 31 \ Face 10 \ --- Mod: Code removed for Elite-A: ------------------> \ FACE 8, 34, 11, 19 \ Face 11 \ --- And replaced by: --------------------------------> FACE 8, 34, 11, 18 \ Face 11 \ --- End of replacement ------------------------------> FACE 0, 38, 17, 31 \ Face 12 FACE 0, 0, 121, 31 \ Face 13 EQUB 7 \ This byte appears to be unused
Save S.C.bin
PRINT "S.S.C ", ~CODE%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD% SAVE "3-assembled-output/S.C.bin", CODE%, CODE% + &0A00