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Elite on the BBC Micro

Ship blueprints I [Elite-A]

ELITE-A SHIP BLUEPRINTS FILE I 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/about_site/terminology_used_in_this_commentary.html 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.I.bin
INCLUDE "1-source-files/main-sources/elite-header.h.asm" _RELEASED = (_RELEASE = 1) _SOURCE_DISC = (_RELEASE = 2) _BUG_FIX = (_RELEASE = 3) GUARD &6000 \ Guard against assembling over screen memory
Configuration variables
SHIP_MISSILE = &7F00 \ The address of the missile ship blueprint CODE% = &5600 \ The flight code loads this file at address &5600, at LOAD% = &5600 \ label XX21 ORG CODE%
Name: XX21 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints lookup table for the S.I 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 0 \ Transporter EQUW SHIP_GHAVIAL \ 11 = Ghavial Trader EQUW SHIP_OPHIDIAN \ 12 = Ophidian Trader EQUW SHIP_COBRA_MK_1 \ 13 = Cobra Mk I Trader EQUW SHIP_ANACONDA \ 14 = Anaconda Large ship EQUW SHIP_WORM \ 15 = Worm Small ship EQUW SHIP_VIPER \ COPS = 16 = Viper Cop EQUW SHIP_KRAIT \ 17 = Krait Pirate EQUW SHIP_COBRA_MK_1 \ 18 = Cobra Mk I Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW SHIP_OPHIDIAN \ 21 = Ophidian Pirate EQUW SHIP_WORM \ 22 = Worm Pirate EQUW 0 \ Pirate EQUW SHIP_ASP_MK_2 \ 24 = Asp Mk II Pirate EQUW 0 \ Bounty hunter EQUW 0 \ Bounty hunter EQUW SHIP_ASP_MK_2 \ 27 = Asp Mk II Bounty hunter EQUW SHIP_KRAIT \ 28 = Krait Bounty hunter EQUW 0 \ Thargoid EQUW 0 \ Thargoid EQUW 0 \ Constrictor
Name: E% [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints default NEWB flags for the S.I 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 0 EQUB %10100000 \ Ghavial Innocent, escape pod EQUB %10100001 \ Ophidian Trader, innocent, escape pod EQUB %10100000 \ Cobra Mk I Innocent, escape pod EQUB %10100001 \ Anaconda Trader, innocent, escape pod EQUB %00001100 \ Worm Hostile, pirate EQUB %11000010 \ Viper Bounty hunter, cop, escape pod EQUB %10001100 \ Krait Hostile, pirate, escape pod EQUB %10001100 \ Cobra Mk I Hostile, pirate, escape pod EQUB 0 EQUB 0 EQUB %10000100 \ Ophidian Hostile, escape pod EQUB %00001100 \ Worm Hostile, pirate EQUB 0 EQUB %10001100 \ Asp Mk II Hostile, pirate, escape pod EQUB 0 EQUB 0 EQUB %10000010 \ Asp Mk II Bounty hunter, escape pod EQUB %10100010 \ Krait Bounty hunter, innocent, escape pod EQUB 0 EQUB 0 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: No direct references to this macro in this source file

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 wiremesh 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: No direct references to this macro in this source file

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 wiremesh 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: No direct references to this macro in this source file

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 wiremesh 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 calls 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 \VERTEX 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 \EDGE 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 \FACE 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 calls 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: Original Acornsoft code removed: -----------> \ 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 \VERTEX 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 \EDGE 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 \FACE 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 calls 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: Original Acornsoft code removed: -----------> \ 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: Original Acornsoft code removed: -----------> \ 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 \VERTEX 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 \EDGE 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 \FACE 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_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 calls 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: Original Acornsoft code removed: -----------> \ 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: Original Acornsoft code removed: -----------> \ EQUB %00010001 \ Laser power = 2 \ \ Missiles = 1 \ --- And replaced by: --------------------------------> EQUB %00101001 \ Laser power = 5 \ Missiles = 1 \ --- End of replacement ------------------------------> \VERTEX 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 \EDGE 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 \FACE 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_KRAIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Krait Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_KRAIT
.SHIP_KRAIT EQUB 1 \ Max. canisters on demise = 1 EQUW 60 * 60 \ Targetable area = 60 * 60 EQUB LO(SHIP_KRAIT_EDGES - SHIP_KRAIT) \ Edges data offset (low) EQUB LO(SHIP_KRAIT_FACES - SHIP_KRAIT) \ Faces data offset (low) EQUB 85 \ Max. edge count = (85 - 1) / 4 = 21 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 102 \ Number of vertices = 102 / 6 = 17 EQUB 21 \ Number of edges = 21 EQUW 100 \ Bounty = 100 EQUB 24 \ Number of faces = 24 / 4 = 6 EQUB 25 \ Visibility distance = 25 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 80 \ Max. energy = 80 \ --- And replaced by: --------------------------------> EQUB 73 \ Max. energy = 73 \ --- End of replacement ------------------------------> EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_KRAIT_EDGES - SHIP_KRAIT) \ Edges data offset (high) EQUB HI(SHIP_KRAIT_FACES - SHIP_KRAIT) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB %00010000 \ Laser power = 2 \ \ Missiles = 0 \ --- And replaced by: --------------------------------> EQUB %00100000 \ Laser power = 4 \ Missiles = 0 \ --- End of replacement ------------------------------> \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 96, 1, 0, 3, 2, 31 \ Vertex 0 VERTEX 0, 18, -48, 3, 0, 5, 4, 31 \ Vertex 1 VERTEX 0, -18, -48, 2, 1, 5, 4, 31 \ Vertex 2 VERTEX 90, 0, -3, 1, 0, 4, 4, 31 \ Vertex 3 VERTEX -90, 0, -3, 3, 2, 5, 5, 31 \ Vertex 4 VERTEX 90, 0, 87, 1, 0, 1, 1, 30 \ Vertex 5 VERTEX -90, 0, 87, 3, 2, 3, 3, 30 \ Vertex 6 VERTEX 0, 5, 53, 0, 0, 3, 3, 9 \ Vertex 7 VERTEX 0, 7, 38, 0, 0, 3, 3, 6 \ Vertex 8 VERTEX -18, 7, 19, 3, 3, 3, 3, 9 \ Vertex 9 VERTEX 18, 7, 19, 0, 0, 0, 0, 9 \ Vertex 10 VERTEX 18, 11, -39, 4, 4, 4, 4, 8 \ Vertex 11 VERTEX 18, -11, -39, 4, 4, 4, 4, 8 \ Vertex 12 VERTEX 36, 0, -30, 4, 4, 4, 4, 8 \ Vertex 13 VERTEX -18, 11, -39, 5, 5, 5, 5, 8 \ Vertex 14 VERTEX -18, -11, -39, 5, 5, 5, 5, 8 \ Vertex 15 VERTEX -36, 0, -30, 5, 5, 5, 5, 8 \ Vertex 16 .SHIP_KRAIT_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 \ Edge 0 EDGE 0, 2, 2, 1, 31 \ Edge 1 EDGE 0, 3, 1, 0, 31 \ Edge 2 EDGE 0, 4, 3, 2, 31 \ Edge 3 EDGE 1, 4, 5, 3, 31 \ Edge 4 EDGE 4, 2, 5, 2, 31 \ Edge 5 EDGE 2, 3, 4, 1, 31 \ Edge 6 EDGE 3, 1, 4, 0, 31 \ Edge 7 EDGE 3, 5, 1, 0, 30 \ Edge 8 EDGE 4, 6, 3, 2, 30 \ Edge 9 EDGE 1, 2, 5, 4, 8 \ Edge 10 EDGE 7, 10, 0, 0, 9 \ Edge 11 EDGE 8, 10, 0, 0, 6 \ Edge 12 EDGE 7, 9, 3, 3, 9 \ Edge 13 EDGE 8, 9, 3, 3, 6 \ Edge 14 EDGE 11, 13, 4, 4, 8 \ Edge 15 EDGE 13, 12, 4, 4, 8 \ Edge 16 EDGE 12, 11, 4, 4, 7 \ Edge 17 EDGE 14, 15, 5, 5, 7 \ Edge 18 EDGE 15, 16, 5, 5, 8 \ Edge 19 EDGE 16, 14, 5, 5, 8 \ Edge 20 .SHIP_KRAIT_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 3, 24, 3, 31 \ Face 0 FACE 3, -24, 3, 31 \ Face 1 FACE -3, -24, 3, 31 \ Face 2 FACE -3, 24, 3, 31 \ Face 3 FACE 38, 0, -77, 31 \ Face 4 FACE -38, 0, -77, 31 \ Face 5
Name: SHIP_ASP_MK_2 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Asp Mk II Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_ASP_MK_2
.SHIP_ASP_MK_2 EQUB 0 \ Max. canisters on demise = 0 EQUW 60 * 60 \ Targetable area = 60 * 60 EQUB LO(SHIP_ASP_MK_2_EDGES - SHIP_ASP_MK_2) \ Edges data offset (low) EQUB LO(SHIP_ASP_MK_2_FACES - SHIP_ASP_MK_2) \ Faces data offset (low) EQUB 101 \ Max. edge count = (101 - 1) / 4 = 25 EQUB 32 \ Gun vertex = 32 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 \ Number of vertices = 114 / 6 = 19 EQUB 28 \ Number of edges = 28 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUW 200 \ Bounty = 200 \ --- And replaced by: --------------------------------> EQUW 450 \ Bounty = 450 \ --- End of replacement ------------------------------> EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 40 \ Visibility distance = 40 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 150 \ Max. energy = 150 \ --- And replaced by: --------------------------------> EQUB 109 \ Max. energy = 109 \ --- End of replacement ------------------------------> EQUB 40 \ Max. speed = 40 EQUB HI(SHIP_ASP_MK_2_EDGES - SHIP_ASP_MK_2) \ Edges data offset (high) EQUB HI(SHIP_ASP_MK_2_FACES - SHIP_ASP_MK_2) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB %00101001 \ Laser power = 5 \ \ Missiles = 1 \ --- And replaced by: --------------------------------> EQUB %01001001 \ Laser power = 9 \ Missiles = 1 \ --- End of replacement ------------------------------> \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -18, 0, 1, 0, 2, 2, 22 \ Vertex 0 VERTEX 0, -9, -45, 2, 1, 11, 11, 31 \ Vertex 1 VERTEX 43, 0, -45, 6, 1, 11, 11, 31 \ Vertex 2 VERTEX 69, -3, 0, 6, 1, 9, 7, 31 \ Vertex 3 VERTEX 43, -14, 28, 1, 0, 7, 7, 31 \ Vertex 4 VERTEX -43, 0, -45, 5, 2, 11, 11, 31 \ Vertex 5 VERTEX -69, -3, 0, 5, 2, 10, 8, 31 \ Vertex 6 VERTEX -43, -14, 28, 2, 0, 8, 8, 31 \ Vertex 7 VERTEX 26, -7, 73, 4, 0, 9, 7, 31 \ Vertex 8 VERTEX -26, -7, 73, 4, 0, 10, 8, 31 \ Vertex 9 VERTEX 43, 14, 28, 4, 3, 9, 6, 31 \ Vertex 10 VERTEX -43, 14, 28, 4, 3, 10, 5, 31 \ Vertex 11 VERTEX 0, 9, -45, 5, 3, 11, 6, 31 \ Vertex 12 VERTEX -17, 0, -45, 11, 11, 11, 11, 10 \ Vertex 13 VERTEX 17, 0, -45, 11, 11, 11, 11, 9 \ Vertex 14 VERTEX 0, -4, -45, 11, 11, 11, 11, 10 \ Vertex 15 VERTEX 0, 4, -45, 11, 11, 11, 11, 8 \ Vertex 16 VERTEX 0, -7, 73, 4, 0, 4, 0, 10 \ Vertex 17 VERTEX 0, -7, 83, 4, 0, 4, 0, 10 \ Vertex 18 .SHIP_ASP_MK_2_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 1, 22 \ Edge 0 EDGE 0, 4, 1, 0, 22 \ Edge 1 EDGE 0, 7, 2, 0, 22 \ Edge 2 EDGE 1, 2, 11, 1, 31 \ Edge 3 EDGE 2, 3, 6, 1, 31 \ Edge 4 EDGE 3, 8, 9, 7, 16 \ Edge 5 EDGE 8, 9, 4, 0, 31 \ Edge 6 EDGE 6, 9, 10, 8, 16 \ Edge 7 EDGE 5, 6, 5, 2, 31 \ Edge 8 EDGE 1, 5, 11, 2, 31 \ Edge 9 EDGE 3, 4, 7, 1, 31 \ Edge 10 EDGE 4, 8, 7, 0, 31 \ Edge 11 EDGE 6, 7, 8, 2, 31 \ Edge 12 EDGE 7, 9, 8, 0, 31 \ Edge 13 EDGE 2, 12, 11, 6, 31 \ Edge 14 EDGE 5, 12, 11, 5, 31 \ Edge 15 EDGE 10, 12, 6, 3, 22 \ Edge 16 EDGE 11, 12, 5, 3, 22 \ Edge 17 EDGE 10, 11, 4, 3, 22 \ Edge 18 EDGE 6, 11, 10, 5, 31 \ Edge 19 EDGE 9, 11, 10, 4, 31 \ Edge 20 EDGE 3, 10, 9, 6, 31 \ Edge 21 EDGE 8, 10, 9, 4, 31 \ Edge 22 EDGE 13, 15, 11, 11, 10 \ Edge 23 EDGE 15, 14, 11, 11, 9 \ Edge 24 EDGE 14, 16, 11, 11, 8 \ Edge 25 EDGE 16, 13, 11, 11, 8 \ Edge 26 EDGE 18, 17, 4, 0, 10 \ Edge 27 .SHIP_ASP_MK_2_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, -35, 5, 31 \ Face 0 FACE 8, -38, -7, 31 \ Face 1 FACE -8, -38, -7, 31 \ Face 2 FACE 0, 24, -1, 22 \ Face 3 FACE 0, 43, 19, 31 \ Face 4 FACE -6, 28, -2, 31 \ Face 5 FACE 6, 28, -2, 31 \ Face 6 FACE 59, -64, 31, 31 \ Face 7 FACE -59, -64, 31, 31 \ Face 8 FACE 80, 46, 50, 31 \ Face 9 FACE -80, 46, 50, 31 \ Face 10 FACE 0, 0, -90, 31 \ Face 11
Name: SHIP_COBRA_MK_1 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk I Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_COBRA_MK_1
.SHIP_COBRA_MK_1 EQUB 3 \ Max. canisters on demise = 3 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB LO(SHIP_COBRA_MK_1_EDGES - SHIP_COBRA_MK_1) \ Edges data offset (low) EQUB LO(SHIP_COBRA_MK_1_FACES - SHIP_COBRA_MK_1) \ Faces data offset (low) EQUB 69 \ Max. edge count = (69 - 1) / 4 = 17 EQUB 40 \ Gun vertex = 40 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 66 \ Number of vertices = 66 / 6 = 11 EQUB 18 \ Number of edges = 18 EQUW 75 \ Bounty = 75 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 19 \ Visibility distance = 19 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 90 \ Max. energy = 90 \ --- And replaced by: --------------------------------> EQUB 81 \ Max. energy = 81 \ --- End of replacement ------------------------------> EQUB 26 \ Max. speed = 26 EQUB HI(SHIP_COBRA_MK_1_EDGES - SHIP_COBRA_MK_1) \ Edges data offset (high) EQUB HI(SHIP_COBRA_MK_1_FACES - SHIP_COBRA_MK_1) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB %00010010 \ Laser power = 2 \ \ Missiles = 2 \ --- And replaced by: --------------------------------> EQUB %00100010 \ Laser power = 4 \ Missiles = 2 \ --- End of replacement ------------------------------> \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -18, -1, 50, 1, 0, 3, 2, 31 \ Vertex 0 VERTEX 18, -1, 50, 1, 0, 5, 4, 31 \ Vertex 1 VERTEX -66, 0, 7, 3, 2, 8, 8, 31 \ Vertex 2 VERTEX 66, 0, 7, 5, 4, 9, 9, 31 \ Vertex 3 VERTEX -32, 12, -38, 6, 2, 8, 7, 31 \ Vertex 4 VERTEX 32, 12, -38, 6, 4, 9, 7, 31 \ Vertex 5 VERTEX -54, -12, -38, 3, 1, 8, 7, 31 \ Vertex 6 VERTEX 54, -12, -38, 5, 1, 9, 7, 31 \ Vertex 7 VERTEX 0, 12, -6, 2, 0, 6, 4, 20 \ Vertex 8 VERTEX 0, -1, 50, 1, 0, 1, 1, 2 \ Vertex 9 VERTEX 0, -1, 60, 1, 0, 1, 1, 31 \ Vertex 10 .SHIP_COBRA_MK_1_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 1, 0, 1, 0, 31 \ Edge 0 EDGE 0, 2, 3, 2, 31 \ Edge 1 EDGE 2, 6, 8, 3, 31 \ Edge 2 EDGE 6, 7, 7, 1, 31 \ Edge 3 EDGE 7, 3, 9, 5, 31 \ Edge 4 EDGE 3, 1, 5, 4, 31 \ Edge 5 EDGE 2, 4, 8, 2, 31 \ Edge 6 EDGE 4, 5, 7, 6, 31 \ Edge 7 EDGE 5, 3, 9, 4, 31 \ Edge 8 EDGE 0, 8, 2, 0, 20 \ Edge 9 EDGE 8, 1, 4, 0, 20 \ Edge 10 EDGE 4, 8, 6, 2, 16 \ Edge 11 EDGE 8, 5, 6, 4, 16 \ Edge 12 EDGE 4, 6, 8, 7, 31 \ Edge 13 EDGE 5, 7, 9, 7, 31 \ Edge 14 EDGE 0, 6, 3, 1, 20 \ Edge 15 EDGE 1, 7, 5, 1, 20 \ Edge 16 EDGE 10, 9, 1, 0, 2 \ Edge 17 .SHIP_COBRA_MK_1_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 41, 10, 31 \ Face 0 FACE 0, -27, 3, 31 \ Face 1 FACE -8, 46, 8, 31 \ Face 2 FACE -12, -57, 12, 31 \ Face 3 FACE 8, 46, 8, 31 \ Face 4 FACE 12, -57, 12, 31 \ Face 5 FACE 0, 49, 0, 31 \ Face 6 FACE 0, 0, -154, 31 \ Face 7 FACE -121, 111, -62, 31 \ Face 8 FACE 121, 111, -62, 31 \ Face 9
Name: SHIP_ANACONDA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Anaconda Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_ANACONDA
.SHIP_ANACONDA EQUB 7 \ Max. canisters on demise = 7 EQUW 100 * 100 \ Targetable area = 100 * 100 EQUB LO(SHIP_ANACONDA_EDGES - SHIP_ANACONDA) \ Edges data offset (low) EQUB LO(SHIP_ANACONDA_FACES - SHIP_ANACONDA) \ Faces data offset (low) EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 48 \ Gun vertex = 48 EQUB 46 \ Explosion count = 10, as (4 * n) + 6 = 46 EQUB 90 \ Number of vertices = 90 / 6 = 15 EQUB 25 \ Number of edges = 25 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 350 \ Bounty = 350 \ --- End of replacement ------------------------------> EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 50 \ Visibility distance = 50 EQUB 252 \ Max. energy = 252 EQUB 14 \ Max. speed = 14 EQUB HI(SHIP_ANACONDA_EDGES - SHIP_ANACONDA) \ Edges data offset (high) EQUB HI(SHIP_ANACONDA_FACES - SHIP_ANACONDA) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB %00111111 \ Laser power = 7 \ \ Missiles = 7 \ --- And replaced by: --------------------------------> EQUB %01001111 \ Laser power = 9 \ Missiles = 7 \ --- End of replacement ------------------------------> \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 7, -58, 1, 0, 5, 5, 30 \ Vertex 0 VERTEX -43, -13, -37, 1, 0, 2, 2, 30 \ Vertex 1 VERTEX -26, -47, -3, 2, 0, 3, 3, 30 \ Vertex 2 VERTEX 26, -47, -3, 3, 0, 4, 4, 30 \ Vertex 3 VERTEX 43, -13, -37, 4, 0, 5, 5, 30 \ Vertex 4 VERTEX 0, 48, -49, 5, 1, 6, 6, 30 \ Vertex 5 VERTEX -69, 15, -15, 2, 1, 7, 7, 30 \ Vertex 6 VERTEX -43, -39, 40, 3, 2, 8, 8, 31 \ Vertex 7 VERTEX 43, -39, 40, 4, 3, 9, 9, 31 \ Vertex 8 VERTEX 69, 15, -15, 5, 4, 10, 10, 30 \ Vertex 9 VERTEX -43, 53, -23, 15, 15, 15, 15, 31 \ Vertex 10 VERTEX -69, -1, 32, 7, 2, 8, 8, 31 \ Vertex 11 VERTEX 0, 0, 254, 15, 15, 15, 15, 31 \ Vertex 12 VERTEX 69, -1, 32, 9, 4, 10, 10, 31 \ Vertex 13 VERTEX 43, 53, -23, 15, 15, 15, 15, 31 \ Vertex 14 .SHIP_ANACONDA_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 30 \ Edge 0 EDGE 1, 2, 2, 0, 30 \ Edge 1 EDGE 2, 3, 3, 0, 30 \ Edge 2 EDGE 3, 4, 4, 0, 30 \ Edge 3 EDGE 0, 4, 5, 0, 30 \ Edge 4 EDGE 0, 5, 5, 1, 29 \ Edge 5 EDGE 1, 6, 2, 1, 29 \ Edge 6 EDGE 2, 7, 3, 2, 29 \ Edge 7 EDGE 3, 8, 4, 3, 29 \ Edge 8 EDGE 4, 9, 5, 4, 29 \ Edge 9 EDGE 5, 10, 6, 1, 30 \ Edge 10 EDGE 6, 10, 7, 1, 30 \ Edge 11 EDGE 6, 11, 7, 2, 30 \ Edge 12 EDGE 7, 11, 8, 2, 30 \ Edge 13 EDGE 7, 12, 8, 3, 31 \ Edge 14 EDGE 8, 12, 9, 3, 31 \ Edge 15 EDGE 8, 13, 9, 4, 30 \ Edge 16 EDGE 9, 13, 10, 4, 30 \ Edge 17 EDGE 9, 14, 10, 5, 30 \ Edge 18 EDGE 5, 14, 6, 5, 30 \ Edge 19 EDGE 10, 14, 11, 6, 30 \ Edge 20 EDGE 10, 12, 11, 7, 31 \ Edge 21 EDGE 11, 12, 8, 7, 31 \ Edge 22 EDGE 12, 13, 10, 9, 31 \ Edge 23 EDGE 12, 14, 11, 10, 31 \ Edge 24 .SHIP_ANACONDA_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, -51, -49, 30 \ Face 0 FACE -51, 18, -87, 30 \ Face 1 FACE -77, -57, -19, 30 \ Face 2 FACE 0, -90, 16, 31 \ Face 3 FACE 77, -57, -19, 30 \ Face 4 FACE 51, 18, -87, 30 \ Face 5 FACE 0, 111, -20, 30 \ Face 6 FACE -97, 72, 24, 31 \ Face 7 FACE -108, -68, 34, 31 \ Face 8 FACE 108, -68, 34, 31 \ Face 9 FACE 97, 72, 24, 31 \ Face 10 FACE 0, 94, 18, 31 \ Face 11
Name: SHIP_WORM [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Worm Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_WORM
.SHIP_WORM EQUB 0 \ Max. canisters on demise = 0 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB LO(SHIP_WORM_EDGES - SHIP_WORM) \ Edges data offset (low) EQUB LO(SHIP_WORM_FACES - SHIP_WORM) \ Faces data offset (low) EQUB 73 \ Max. edge count = (73 - 1) / 4 = 18 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 16 \ Number of edges = 16 EQUW 0 \ Bounty = 0 EQUB 32 \ Number of faces = 32 / 4 = 8 EQUB 19 \ Visibility distance = 19 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 30 \ Max. energy = 30 \ --- And replaced by: --------------------------------> EQUB 32 \ Max. energy = 32 \ --- End of replacement ------------------------------> EQUB 23 \ Max. speed = 23 EQUB HI(SHIP_WORM_EDGES - SHIP_WORM) \ Edges data offset (high) EQUB HI(SHIP_WORM_FACES - SHIP_WORM) \ Faces data offset (high) EQUB 3 \ Normals are scaled by = 2^3 = 8 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB %00001000 \ Laser power = 1 \ \ Missiles = 0 \ --- And replaced by: --------------------------------> EQUB %00011000 \ Laser power = 3 \ Missiles = 0 \ --- End of replacement ------------------------------> \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 10, -10, 35, 2, 0, 7, 7, 31 \ Vertex 0 VERTEX -10, -10, 35, 3, 0, 7, 7, 31 \ Vertex 1 VERTEX 5, 6, 15, 1, 0, 4, 2, 31 \ Vertex 2 VERTEX -5, 6, 15, 1, 0, 5, 3, 31 \ Vertex 3 VERTEX 15, -10, 25, 4, 2, 7, 7, 31 \ Vertex 4 VERTEX -15, -10, 25, 5, 3, 7, 7, 31 \ Vertex 5 VERTEX 26, -10, -25, 6, 4, 7, 7, 31 \ Vertex 6 VERTEX -26, -10, -25, 6, 5, 7, 7, 31 \ Vertex 7 VERTEX 8, 14, -25, 4, 1, 6, 6, 31 \ Vertex 8 VERTEX -8, 14, -25, 5, 1, 6, 6, 31 \ Vertex 9 .SHIP_WORM_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 \ Edge 0 EDGE 1, 5, 7, 3, 31 \ Edge 1 EDGE 5, 7, 7, 5, 31 \ Edge 2 EDGE 7, 6, 7, 6, 31 \ Edge 3 EDGE 6, 4, 7, 4, 31 \ Edge 4 EDGE 4, 0, 7, 2, 31 \ Edge 5 EDGE 0, 2, 2, 0, 31 \ Edge 6 EDGE 1, 3, 3, 0, 31 \ Edge 7 EDGE 4, 2, 4, 2, 31 \ Edge 8 EDGE 5, 3, 5, 3, 31 \ Edge 9 EDGE 2, 8, 4, 1, 31 \ Edge 10 EDGE 8, 6, 6, 4, 31 \ Edge 11 EDGE 3, 9, 5, 1, 31 \ Edge 12 EDGE 9, 7, 6, 5, 31 \ Edge 13 EDGE 2, 3, 1, 0, 31 \ Edge 14 EDGE 8, 9, 6, 1, 31 \ Edge 15 .SHIP_WORM_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 88, 70, 31 \ Face 0 FACE 0, 69, 14, 31 \ Face 1 FACE 70, 66, 35, 31 \ Face 2 FACE -70, 66, 35, 31 \ Face 3 FACE 64, 49, 14, 31 \ Face 4 FACE -64, 49, 14, 31 \ Face 5 FACE 0, 0, -200, 31 \ Face 6 FACE 0, -80, 0, 31 \ Face 7
Name: SHIP_GHAVIAL [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Ghavial Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_GHAVIAL
\ --- Mod: Whole section added for Elite-A: -----------> .SHIP_GHAVIAL EQUB 3 \ Max. canisters on demise = 3 EQUW 9728 \ Targetable area = 98.63 * 98.63 EQUB LO(SHIP_GHAVIAL_EDGES - SHIP_GHAVIAL) \ Edges data offset (low) EQUB LO(SHIP_GHAVIAL_FACES - SHIP_GHAVIAL) \ Faces data offset (low) EQUB 97 \ Max. edge count = (97 - 1) / 4 = 24 EQUB 0 \ Gun vertex = 0 EQUB 34 \ Explosion count = 7, as (4 * n) + 6 = 34 EQUB 72 \ Number of vertices = 72 / 6 = 12 EQUB 22 \ Number of edges = 22 EQUW 100 \ Bounty = 100 EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 10 \ Visibility distance = 10 EQUB 114 \ Max. energy = 114 EQUB 16 \ Max. speed = 16 EQUB HI(SHIP_GHAVIAL_EDGES - SHIP_GHAVIAL) \ Edges data offset (high) EQUB HI(SHIP_GHAVIAL_FACES - SHIP_GHAVIAL) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00100111 \ Laser power = 4 \ Missiles = 7 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 30, 0, 100, 7, 6, 1, 0, 31 \ Vertex 0 VERTEX -30, 0, 100, 11, 6, 5, 0, 31 \ Vertex 1 VERTEX 40, 30, -26, 3, 2, 1, 0, 31 \ Vertex 2 VERTEX -40, 30, -26, 5, 4, 3, 0, 31 \ Vertex 3 VERTEX 60, 0, -20, 8, 7, 2, 1, 31 \ Vertex 4 VERTEX 40, 0, -60, 9, 8, 3, 2, 31 \ Vertex 5 VERTEX -60, 0, -20, 11, 10, 5, 4, 31 \ Vertex 6 VERTEX -40, 0, -60, 10, 9, 4, 3, 31 \ Vertex 7 VERTEX 0, -30, -20, 15, 15, 15, 15, 31 \ Vertex 8 VERTEX 10, 24, 0, 0, 0, 0, 0, 9 \ Vertex 9 VERTEX -10, 24, 0, 0, 0, 0, 0, 9 \ Vertex 10 VERTEX 0, 22, 10, 0, 0, 0, 0, 9 \ Vertex 11 .SHIP_GHAVIAL_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 2, 1, 0, 31 \ Edge 0 EDGE 4, 2, 2, 1, 31 \ Edge 1 EDGE 5, 2, 3, 2, 31 \ Edge 2 EDGE 3, 2, 0, 3, 31 \ Edge 3 EDGE 7, 3, 4, 3, 31 \ Edge 4 EDGE 6, 3, 5, 4, 31 \ Edge 5 EDGE 3, 1, 0, 5, 31 \ Edge 6 EDGE 0, 8, 7, 6, 31 \ Edge 7 EDGE 4, 8, 8, 7, 31 \ Edge 8 EDGE 5, 8, 9, 8, 31 \ Edge 9 EDGE 7, 8, 10, 9, 31 \ Edge 10 EDGE 6, 8, 11, 10, 31 \ Edge 11 EDGE 1, 8, 6, 11, 31 \ Edge 12 EDGE 1, 0, 6, 0, 31 \ Edge 13 EDGE 0, 4, 7, 1, 31 \ Edge 14 EDGE 4, 5, 8, 2, 31 \ Edge 15 EDGE 5, 7, 9, 3, 31 \ Edge 16 EDGE 7, 6, 10, 4, 31 \ Edge 17 EDGE 6, 1, 11, 5, 31 \ Edge 18 EDGE 9, 10, 0, 0, 9 \ Edge 19 EDGE 10, 11, 0, 0, 9 \ Edge 20 EDGE 11, 9, 0, 0, 9 \ Edge 21 .SHIP_GHAVIAL_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 62, 14, 31 \ Face 0 FACE 51, 36, 12, 31 \ Face 1 FACE 51, 28, -25, 31 \ Face 2 FACE 0, 48, -42, 31 \ Face 3 FACE -51, 28, -25, 31 \ Face 4 FACE -51, 36, 12, 31 \ Face 5 FACE 0, -62, 15, 31 \ Face 6 FACE 28, -56, 7, 31 \ Face 7 FACE 27, -55, -13, 31 \ Face 8 FACE 0, -51, -38, 31 \ Face 9 FACE -27, -55, -13, 31 \ Face 10 FACE -28, -56, 7, 31 \ Face 11 \ --- End of added section ---------------------------->
Name: SHIP_OPHIDIAN [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Ophidian Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_OPHIDIAN
\ --- Mod: Whole section added for Elite-A: -----------> .SHIP_OPHIDIAN EQUB 2 \ Max. canisters on demise = 2 EQUW 3720 \ Targetable area = 60.99 * 60.99 EQUB LO(SHIP_OPHIDIAN_EDGES - SHIP_OPHIDIAN) \ Edges data offset (low) EQUB LO(SHIP_OPHIDIAN_FACES - SHIP_OPHIDIAN) \ Faces data offset (low) EQUB 113 \ Max. edge count = (113 - 1) / 4 = 28 EQUB 0 \ Gun vertex = 0 EQUB 60 \ Explosion count = 13, as (4 * n) + 6 = 60 EQUB 120 \ Number of vertices = 120 / 6 = 20 EQUB 30 \ Number of edges = 30 EQUW 50 \ Bounty = 50 EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 20 \ Visibility distance = 20 EQUB 64 \ Max. energy = 64 EQUB 34 \ Max. speed = 34 EQUB HI(SHIP_OPHIDIAN_EDGES - SHIP_OPHIDIAN) \ Edges data offset (high) EQUB HI(SHIP_OPHIDIAN_FACES - SHIP_OPHIDIAN) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00011010 \ Laser power = 3 \ Missiles = 2 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -20, 0, 70, 8, 6, 2, 0, 31 \ Vertex 0 VERTEX 20, 0, 70, 7, 6, 1, 0, 31 \ Vertex 1 VERTEX 0, 10, 40, 2, 2, 1, 0, 31 \ Vertex 2 VERTEX -30, 0, 30, 10, 8, 4, 2, 31 \ Vertex 3 VERTEX 30, 0, 30, 9, 7, 3, 1, 31 \ Vertex 4 VERTEX 0, 16, 10, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX 20, 10, -50, 11, 9, 5, 3, 31 \ Vertex 6 VERTEX -20, 10, -50, 11, 10, 5, 4, 31 \ Vertex 7 VERTEX -30, 0, -50, 11, 11, 10, 4, 31 \ Vertex 8 VERTEX -40, 0, -50, 15, 15, 15, 15, 16 \ Vertex 9 VERTEX -30, 0, -30, 15, 15, 15, 15, 16 \ Vertex 10 VERTEX 30, 0, -50, 11, 11, 9, 3, 31 \ Vertex 11 VERTEX 40, 0, -50, 15, 15, 15, 15, 16 \ Vertex 12 VERTEX 30, 0, -30, 15, 15, 15, 15, 16 \ Vertex 13 VERTEX 0, -10, -50, 11, 11, 10, 9, 31 \ Vertex 14 VERTEX 0, -16, 20, 15, 15, 15, 15, 31 \ Vertex 15 VERTEX 10, 4, -50, 11, 11, 11, 11, 16 \ Vertex 16 VERTEX 10, -2, -50, 11, 11, 11, 11, 16 \ Vertex 17 VERTEX -10, -2, -50, 11, 11, 11, 11, 16 \ Vertex 18 VERTEX -10, 4, -50, 11, 11, 11, 11, 16 \ Vertex 19 .SHIP_OPHIDIAN_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 6, 0, 31 \ Edge 0 EDGE 1, 2, 1, 0, 31 \ Edge 1 EDGE 0, 2, 2, 0, 31 \ Edge 2 EDGE 2, 5, 2, 1, 31 \ Edge 3 EDGE 4, 5, 3, 1, 31 \ Edge 4 EDGE 3, 5, 4, 2, 31 \ Edge 5 EDGE 5, 6, 5, 3, 31 \ Edge 6 EDGE 5, 7, 5, 4, 31 \ Edge 7 EDGE 0, 3, 8, 2, 31 \ Edge 8 EDGE 1, 4, 7, 1, 31 \ Edge 9 EDGE 4, 11, 9, 3, 31 \ Edge 10 EDGE 3, 8, 10, 4, 31 \ Edge 11 EDGE 1, 15, 7, 6, 31 \ Edge 12 EDGE 0, 15, 8, 6, 31 \ Edge 13 EDGE 4, 15, 9, 7, 31 \ Edge 14 EDGE 3, 15, 10, 8, 31 \ Edge 15 EDGE 14, 15, 10, 9, 31 \ Edge 16 EDGE 6, 7, 11, 5, 31 \ Edge 17 EDGE 6, 11, 11, 3, 31 \ Edge 18 EDGE 7, 8, 11, 4, 31 \ Edge 19 EDGE 11, 14, 11, 9, 31 \ Edge 20 EDGE 8, 14, 11, 10, 31 \ Edge 21 EDGE 16, 17, 11, 11, 16 \ Edge 22 EDGE 17, 18, 11, 11, 16 \ Edge 23 EDGE 18, 19, 11, 11, 16 \ Edge 24 EDGE 19, 16, 11, 11, 16 \ Edge 25 EDGE 12, 13, 9, 3, 16 \ Edge 26 EDGE 11, 12, 9, 3, 16 \ Edge 27 EDGE 10, 9, 10, 4, 16 \ Edge 28 EDGE 9, 8, 10, 4, 16 \ Edge 29 .SHIP_OPHIDIAN_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 37, 12, 31 \ Face 0 FACE 11, 28, 5, 31 \ Face 1 FACE -11, 28, 5, 31 \ Face 2 FACE 16, 34, 2, 31 \ Face 3 FACE -16, 34, 2, 31 \ Face 4 FACE 0, 37, -3, 31 \ Face 5 FACE 0, -31, 10, 31 \ Face 6 FACE 10, -20, 2, 31 \ Face 7 FACE -10, -20, 2, 31 \ Face 8 FACE 18, -32, -2, 31 \ Face 9 FACE -18, -32, -2, 31 \ Face 10 FACE 0, 0, -37, 31 \ Face 11 \ --- End of added section ----------------------------> EQUB 7 \ This byte appears to be unused
Save S.I.bin
PRINT "S.S.I ", ~CODE%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD% SAVE "3-assembled-output/S.I.bin", CODE%, CODE% + &0A00