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Elite on the BBC Micro and NES

Ship blueprints K

[Elite-A]

ELITE-A SHIP BLUEPRINTS FILE K 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.K.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.K 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 SHIP_BOULDER \ 6 = Boulder Mining EQUW SHIP_ASTEROID \ AST = 7 = Asteroid Mining EQUW SHIP_SPLINTER \ SPL = 8 = Splinter Mining EQUW 0 \ Shuttle EQUW 0 \ Transporter EQUW SHIP_BOA \ 11 = Boa Trader EQUW SHIP_OPHIDIAN \ 12 = Ophidian Trader EQUW SHIP_FER_DE_LANCE \ 13 = Fer-de-lance Trader EQUW 0 \ Large ship EQUW 0 \ Small ship EQUW SHIP_VIPER \ COPS = 16 = Viper Cop EQUW SHIP_GECKO \ 17 = Gecko Pirate EQUW SHIP_KRAIT \ 18 = Krait Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW SHIP_OPHIDIAN \ 21 = Ophidian Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW SHIP_FER_DE_LANCE \ 24 = Fer-de-lance Pirate EQUW SHIP_FER_DE_LANCE \ 25 = Fer-de-lance Bounty hunter EQUW 0 \ Bounty hunter EQUW SHIP_GECKO \ 27 = Gecko Bounty hunter EQUW SHIP_OPHIDIAN \ 28 = Ophidian 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.K 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 %00000000 \ Boulder EQUB %00000000 \ Asteroid EQUB %00000000 \ Splinter EQUB 0 EQUB 0 EQUB %10100000 \ Boa Innocent, escape pod EQUB %10100001 \ Ophidian Trader, innocent, escape pod EQUB %10100000 \ Fer-de-lance Innocent, escape pod EQUB 0 EQUB 0 EQUB %11000010 \ Viper Bounty hunter, cop, escape pod EQUB %10001100 \ Gecko Hostile, pirate, escape pod EQUB %10001100 \ Krait Hostile, pirate, escape pod EQUB 0 EQUB 0 EQUB %10000100 \ Ophidian Hostile, escape pod EQUB 0 EQUB 0 EQUB %10001100 \ Fer-de-lance Hostile, pirate, escape pod EQUB %10000010 \ Fer-de-lance Bounty hunter, escape pod EQUB 0 EQUB %10000010 \ Gecko Bounty hunter, escape pod EQUB %10100010 \ Ophidian 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: This macro is used as follows: * SHIP_ASTEROID uses VERTEX * SHIP_BOA uses VERTEX * SHIP_BOULDER uses VERTEX * SHIP_CANISTER uses VERTEX * SHIP_CORIOLIS uses VERTEX * SHIP_ESCAPE_POD uses VERTEX * SHIP_FER_DE_LANCE uses VERTEX * SHIP_GECKO uses VERTEX * SHIP_KRAIT uses VERTEX * SHIP_OPHIDIAN uses VERTEX * SHIP_SPLINTER 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_ASTEROID uses EDGE * SHIP_BOA uses EDGE * SHIP_BOULDER uses EDGE * SHIP_CANISTER uses EDGE * SHIP_CORIOLIS uses EDGE * SHIP_ESCAPE_POD uses EDGE * SHIP_FER_DE_LANCE uses EDGE * SHIP_GECKO uses EDGE * SHIP_KRAIT uses EDGE * SHIP_OPHIDIAN 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_ASTEROID uses FACE * SHIP_BOA uses FACE * SHIP_BOULDER uses FACE * SHIP_CANISTER uses FACE * SHIP_CORIOLIS uses FACE * SHIP_ESCAPE_POD uses FACE * SHIP_FER_DE_LANCE uses FACE * SHIP_GECKO uses FACE * SHIP_KRAIT uses FACE * SHIP_OPHIDIAN uses FACE * SHIP_SPLINTER 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_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_BOA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Boa Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_BOA
.SHIP_BOA EQUB 5 \ Max. canisters on demise = 5 EQUW 70 * 70 \ Targetable area = 70 * 70 EQUB LO(SHIP_BOA_EDGES - SHIP_BOA) \ Edges data offset (low) EQUB LO(SHIP_BOA_FACES - SHIP_BOA) \ Faces data offset (low) EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 38 \ Explosion count = 8, as (4 * n) + 6 = 38 EQUB 78 \ Number of vertices = 78 / 6 = 13 EQUB 24 \ Number of edges = 24 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 250 \ Bounty = 250 \ --- 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 164 \ Max. energy = 164 \ --- End of replacement ------------------------------> EQUB 24 \ Max. speed = 24 EQUB HI(SHIP_BOA_EDGES - SHIP_BOA) \ Edges data offset (high) EQUB HI(SHIP_BOA_FACES - SHIP_BOA) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB %00011100 \ Laser power = 3 \ \ Missiles = 4 \ --- And replaced by: --------------------------------> EQUB %00101010 \ Laser power = 5 \ Missiles = 2 \ --- End of replacement ------------------------------> .SHIP_BOA_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 93, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX 0, 40, -87, 2, 0, 3, 3, 24 \ Vertex 1 VERTEX 38, -25, -99, 1, 0, 4, 4, 24 \ Vertex 2 VERTEX -38, -25, -99, 2, 1, 5, 5, 24 \ Vertex 3 VERTEX -38, 40, -59, 3, 2, 9, 6, 31 \ Vertex 4 VERTEX 38, 40, -59, 3, 0, 11, 6, 31 \ Vertex 5 VERTEX 62, 0, -67, 4, 0, 11, 8, 31 \ Vertex 6 VERTEX 24, -65, -79, 4, 1, 10, 8, 31 \ Vertex 7 VERTEX -24, -65, -79, 5, 1, 10, 7, 31 \ Vertex 8 VERTEX -62, 0, -67, 5, 2, 9, 7, 31 \ Vertex 9 VERTEX 0, 7, -107, 2, 0, 10, 10, 22 \ Vertex 10 VERTEX 13, -9, -107, 1, 0, 10, 10, 22 \ Vertex 11 VERTEX -13, -9, -107, 2, 1, 12, 12, 22 \ Vertex 12 .SHIP_BOA_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 5, 11, 6, 31 \ Edge 0 EDGE 0, 7, 10, 8, 31 \ Edge 1 EDGE 0, 9, 9, 7, 31 \ Edge 2 EDGE 0, 4, 9, 6, 29 \ Edge 3 EDGE 0, 6, 11, 8, 29 \ Edge 4 EDGE 0, 8, 10, 7, 29 \ Edge 5 EDGE 4, 5, 6, 3, 31 \ Edge 6 EDGE 5, 6, 11, 0, 31 \ Edge 7 EDGE 6, 7, 8, 4, 31 \ Edge 8 EDGE 7, 8, 10, 1, 31 \ Edge 9 EDGE 8, 9, 7, 5, 31 \ Edge 10 EDGE 4, 9, 9, 2, 31 \ Edge 11 EDGE 1, 4, 3, 2, 24 \ Edge 12 EDGE 1, 5, 3, 0, 24 \ Edge 13 EDGE 3, 9, 5, 2, 24 \ Edge 14 EDGE 3, 8, 5, 1, 24 \ Edge 15 EDGE 2, 6, 4, 0, 24 \ Edge 16 EDGE 2, 7, 4, 1, 24 \ Edge 17 EDGE 1, 10, 2, 0, 22 \ Edge 18 EDGE 2, 11, 1, 0, 22 \ Edge 19 EDGE 3, 12, 2, 1, 22 \ Edge 20 EDGE 10, 11, 12, 0, 14 \ Edge 21 EDGE 11, 12, 12, 1, 14 \ Edge 22 EDGE 12, 10, 12, 2, 14 \ Edge 23 .SHIP_BOA_FACES \ normal_x, normal_y, normal_z, visibility FACE 43, 37, -60, 31 \ Face 0 FACE 0, -45, -89, 31 \ Face 1 FACE -43, 37, -60, 31 \ Face 2 FACE 0, 40, 0, 31 \ Face 3 FACE 62, -32, -20, 31 \ Face 4 FACE -62, -32, -20, 31 \ Face 5 FACE 0, 23, 6, 31 \ Face 6 FACE -23, -15, 9, 31 \ Face 7 FACE 23, -15, 9, 31 \ Face 8 FACE -26, 13, 10, 31 \ Face 9 FACE 0, -31, 12, 31 \ Face 10 FACE 26, 13, 10, 31 \ Face 11 FACE 0, 0, -107, 14 \ Face 12
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 uses SHIP_OPHIDIAN
\ --- Mod: Code 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 .SHIP_OPHIDIAN_VERTICES \ 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 \ 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 \ 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 code ------------------------------->
Name: SHIP_GECKO [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Gecko Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_GECKO
.SHIP_GECKO EQUB 0 \ Max. canisters on demise = 0 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB LO(SHIP_GECKO_EDGES - SHIP_GECKO) \ Edges data offset (low) EQUB LO(SHIP_GECKO_FACES - SHIP_GECKO) \ Faces data offset (low) EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 72 \ Number of vertices = 72 / 6 = 12 EQUB 17 \ Number of edges = 17 EQUW 55 \ Bounty = 55 EQUB 36 \ Number of faces = 36 / 4 = 9 EQUB 18 \ Visibility distance = 18 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 70 \ Max. energy = 70 \ --- And replaced by: --------------------------------> EQUB 65 \ Max. energy = 65 \ --- End of replacement ------------------------------> EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_GECKO_EDGES - SHIP_GECKO) \ Edges data offset (high) EQUB HI(SHIP_GECKO_FACES - SHIP_GECKO) \ Faces data offset (high) EQUB 3 \ Normals are scaled by = 2^3 = 8 \ --- 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_GECKO_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -10, -4, 47, 3, 0, 5, 4, 31 \ Vertex 0 VERTEX 10, -4, 47, 1, 0, 3, 2, 31 \ Vertex 1 VERTEX -16, 8, -23, 5, 0, 7, 6, 31 \ Vertex 2 VERTEX 16, 8, -23, 1, 0, 8, 7, 31 \ Vertex 3 VERTEX -66, 0, -3, 5, 4, 6, 6, 31 \ Vertex 4 VERTEX 66, 0, -3, 2, 1, 8, 8, 31 \ Vertex 5 VERTEX -20, -14, -23, 4, 3, 7, 6, 31 \ Vertex 6 VERTEX 20, -14, -23, 3, 2, 8, 7, 31 \ Vertex 7 VERTEX -8, -6, 33, 3, 3, 3, 3, 16 \ Vertex 8 VERTEX 8, -6, 33, 3, 3, 3, 3, 17 \ Vertex 9 VERTEX -8, -13, -16, 3, 3, 3, 3, 16 \ Vertex 10 VERTEX 8, -13, -16, 3, 3, 3, 3, 17 \ Vertex 11 .SHIP_GECKO_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 \ Edge 0 EDGE 1, 5, 2, 1, 31 \ Edge 1 EDGE 5, 3, 8, 1, 31 \ Edge 2 EDGE 3, 2, 7, 0, 31 \ Edge 3 EDGE 2, 4, 6, 5, 31 \ Edge 4 EDGE 4, 0, 5, 4, 31 \ Edge 5 EDGE 5, 7, 8, 2, 31 \ Edge 6 EDGE 7, 6, 7, 3, 31 \ Edge 7 EDGE 6, 4, 6, 4, 31 \ Edge 8 EDGE 0, 2, 5, 0, 29 \ Edge 9 EDGE 1, 3, 1, 0, 30 \ Edge 10 EDGE 0, 6, 4, 3, 29 \ Edge 11 EDGE 1, 7, 3, 2, 30 \ Edge 12 EDGE 2, 6, 7, 6, 20 \ Edge 13 EDGE 3, 7, 8, 7, 20 \ Edge 14 EDGE 8, 10, 3, 3, 16 \ Edge 15 EDGE 9, 11, 3, 3, 17 \ Edge 16 .SHIP_GECKO_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 31, 5, 31 \ Face 0 FACE 4, 45, 8, 31 \ Face 1 FACE 25, -108, 19, 31 \ Face 2 FACE 0, -84, 12, 31 \ Face 3 FACE -25, -108, 19, 31 \ Face 4 FACE -4, 45, 8, 31 \ Face 5 FACE -88, 16, -214, 31 \ Face 6 FACE 0, 0, -187, 31 \ Face 7 FACE 88, 16, -214, 31 \ Face 8
Name: SHIP_FER_DE_LANCE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Fer-de-Lance Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_FER_DE_LANCE
.SHIP_FER_DE_LANCE EQUB 0 \ Max. canisters on demise = 0 EQUW 40 * 40 \ Targetable area = 40 * 40 EQUB LO(SHIP_FER_DE_LANCE_EDGES - SHIP_FER_DE_LANCE) \ Edges data offset (low) EQUB LO(SHIP_FER_DE_LANCE_FACES - SHIP_FER_DE_LANCE) \ Faces data offset (low) EQUB 105 \ Max. edge count = (105 - 1) / 4 = 26 EQUB 0 \ Gun vertex = 0 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 \ Number of vertices = 114 / 6 = 19 EQUB 27 \ Number of edges = 27 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 250 \ Bounty = 250 \ --- End of replacement ------------------------------> EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 40 \ Visibility distance = 40 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 160 \ Max. energy = 160 \ --- And replaced by: --------------------------------> EQUB 83 \ Max. energy = 83 \ --- End of replacement ------------------------------> EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_FER_DE_LANCE_EDGES - SHIP_FER_DE_LANCE) \ Edges data offset (high) EQUB HI(SHIP_FER_DE_LANCE_FACES - SHIP_FER_DE_LANCE) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB %00010010 \ Laser power = 2 \ \ Missiles = 2 \ --- And replaced by: --------------------------------> EQUB %00110010 \ Laser power = 6 \ Missiles = 2 \ --- End of replacement ------------------------------> .SHIP_FER_DE_LANCE_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -14, 108, 1, 0, 9, 5, 31 \ Vertex 0 VERTEX -40, -14, -4, 2, 1, 9, 9, 31 \ Vertex 1 VERTEX -12, -14, -52, 3, 2, 9, 9, 31 \ Vertex 2 VERTEX 12, -14, -52, 4, 3, 9, 9, 31 \ Vertex 3 VERTEX 40, -14, -4, 5, 4, 9, 9, 31 \ Vertex 4 VERTEX -40, 14, -4, 1, 0, 6, 2, 28 \ Vertex 5 VERTEX -12, 2, -52, 3, 2, 7, 6, 28 \ Vertex 6 VERTEX 12, 2, -52, 4, 3, 8, 7, 28 \ Vertex 7 VERTEX 40, 14, -4, 4, 0, 8, 5, 28 \ Vertex 8 VERTEX 0, 18, -20, 6, 0, 8, 7, 15 \ Vertex 9 VERTEX -3, -11, 97, 0, 0, 0, 0, 11 \ Vertex 10 VERTEX -26, 8, 18, 0, 0, 0, 0, 9 \ Vertex 11 VERTEX -16, 14, -4, 0, 0, 0, 0, 11 \ Vertex 12 VERTEX 3, -11, 97, 0, 0, 0, 0, 11 \ Vertex 13 VERTEX 26, 8, 18, 0, 0, 0, 0, 9 \ Vertex 14 VERTEX 16, 14, -4, 0, 0, 0, 0, 11 \ Vertex 15 VERTEX 0, -14, -20, 9, 9, 9, 9, 12 \ Vertex 16 VERTEX -14, -14, 44, 9, 9, 9, 9, 12 \ Vertex 17 VERTEX 14, -14, 44, 9, 9, 9, 9, 12 \ Vertex 18 .SHIP_FER_DE_LANCE_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 9, 1, 31 \ Edge 0 EDGE 1, 2, 9, 2, 31 \ Edge 1 EDGE 2, 3, 9, 3, 31 \ Edge 2 EDGE 3, 4, 9, 4, 31 \ Edge 3 EDGE 0, 4, 9, 5, 31 \ Edge 4 EDGE 0, 5, 1, 0, 28 \ Edge 5 EDGE 5, 6, 6, 2, 28 \ Edge 6 EDGE 6, 7, 7, 3, 28 \ Edge 7 EDGE 7, 8, 8, 4, 28 \ Edge 8 EDGE 0, 8, 5, 0, 28 \ Edge 9 EDGE 5, 9, 6, 0, 15 \ Edge 10 EDGE 6, 9, 7, 6, 11 \ Edge 11 EDGE 7, 9, 8, 7, 11 \ Edge 12 EDGE 8, 9, 8, 0, 15 \ Edge 13 EDGE 1, 5, 2, 1, 14 \ Edge 14 EDGE 2, 6, 3, 2, 14 \ Edge 15 EDGE 3, 7, 4, 3, 14 \ Edge 16 EDGE 4, 8, 5, 4, 14 \ Edge 17 EDGE 10, 11, 0, 0, 8 \ Edge 18 EDGE 11, 12, 0, 0, 9 \ Edge 19 EDGE 10, 12, 0, 0, 11 \ Edge 20 EDGE 13, 14, 0, 0, 8 \ Edge 21 EDGE 14, 15, 0, 0, 9 \ Edge 22 EDGE 13, 15, 0, 0, 11 \ Edge 23 EDGE 16, 17, 9, 9, 12 \ Edge 24 EDGE 16, 18, 9, 9, 12 \ Edge 25 EDGE 17, 18, 9, 9, 8 \ Edge 26 .SHIP_FER_DE_LANCE_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 24, 6, 28 \ Face 0 FACE -68, 0, 24, 31 \ Face 1 FACE -63, 0, -37, 31 \ Face 2 FACE 0, 0, -104, 31 \ Face 3 FACE 63, 0, -37, 31 \ Face 4 FACE 68, 0, 24, 31 \ Face 5 FACE -12, 46, -19, 28 \ Face 6 FACE 0, 45, -22, 28 \ Face 7 FACE 12, 46, -19, 28 \ Face 8 FACE 0, -28, 0, 31 \ Face 9
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 uses 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: Code removed for Elite-A: ------------------> \ 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: 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_KRAIT_VERTICES \ 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 \ 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 \ 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_BOULDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a boulder Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_BOULDER
.SHIP_BOULDER EQUB 0 \ Max. canisters on demise = 0 EQUW 30 * 30 \ Targetable area = 30 * 30 EQUB LO(SHIP_BOULDER_EDGES - SHIP_BOULDER) \ Edges data offset (low) EQUB LO(SHIP_BOULDER_FACES - SHIP_BOULDER) \ Faces data offset (low) EQUB 45 \ Max. edge count = (45 - 1) / 4 = 11 EQUB 0 \ Gun vertex = 0 EQUB 14 \ Explosion count = 2, as (4 * n) + 6 = 14 EQUB 42 \ Number of vertices = 42 / 6 = 7 EQUB 15 \ Number of edges = 15 EQUW 1 \ Bounty = 1 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 20 \ Visibility distance = 20 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 20 \ Max. energy = 20 \ --- And replaced by: --------------------------------> EQUB 16 \ Max. energy = 16 \ --- End of replacement ------------------------------> EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_BOULDER_EDGES - SHIP_BOULDER) \ Edges data offset (high) EQUB HI(SHIP_BOULDER_FACES - SHIP_BOULDER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_BOULDER_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -18, 37, -11, 1, 0, 9, 5, 31 \ Vertex 0 VERTEX 30, 7, 12, 2, 1, 6, 5, 31 \ Vertex 1 VERTEX 28, -7, -12, 3, 2, 7, 6, 31 \ Vertex 2 VERTEX 2, 0, -39, 4, 3, 8, 7, 31 \ Vertex 3 VERTEX -28, 34, -30, 4, 0, 9, 8, 31 \ Vertex 4 VERTEX 5, -10, 13, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX 20, 17, -30, 15, 15, 15, 15, 31 \ Vertex 6 .SHIP_BOULDER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 5, 1, 31 \ Edge 0 EDGE 1, 2, 6, 2, 31 \ Edge 1 EDGE 2, 3, 7, 3, 31 \ Edge 2 EDGE 3, 4, 8, 4, 31 \ Edge 3 EDGE 4, 0, 9, 0, 31 \ Edge 4 EDGE 0, 5, 1, 0, 31 \ Edge 5 EDGE 1, 5, 2, 1, 31 \ Edge 6 EDGE 2, 5, 3, 2, 31 \ Edge 7 EDGE 3, 5, 4, 3, 31 \ Edge 8 EDGE 4, 5, 4, 0, 31 \ Edge 9 EDGE 0, 6, 9, 5, 31 \ Edge 10 EDGE 1, 6, 6, 5, 31 \ Edge 11 EDGE 2, 6, 7, 6, 31 \ Edge 12 EDGE 3, 6, 8, 7, 31 \ Edge 13 EDGE 4, 6, 9, 8, 31 \ Edge 14 .SHIP_BOULDER_FACES \ normal_x, normal_y, normal_z, visibility FACE -15, -3, 8, 31 \ Face 0 FACE -7, 12, 30, 31 \ Face 1 FACE 32, -47, 24, 31 \ Face 2 FACE -3, -39, -7, 31 \ Face 3 FACE -5, -4, -1, 31 \ Face 4 FACE 49, 84, 8, 31 \ Face 5 FACE 112, 21, -21, 31 \ Face 6 FACE 76, -35, -82, 31 \ Face 7 FACE 22, 56, -137, 31 \ Face 8 FACE 40, 110, -38, 31 \ Face 9
Name: SHIP_ASTEROID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an asteroid Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ASTEROID
.SHIP_ASTEROID EQUB 0 \ Max. canisters on demise = 0 EQUW 80 * 80 \ Targetable area = 80 * 80 EQUB LO(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) \ Edges data offset (low) EQUB LO(SHIP_ASTEROID_FACES - SHIP_ASTEROID) \ Faces data offset (low) EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 34 \ Explosion count = 7, as (4 * n) + 6 = 34 EQUB 54 \ Number of vertices = 54 / 6 = 9 EQUB 21 \ Number of edges = 21 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUW 5 \ Bounty = 5 \ --- And replaced by: --------------------------------> EQUW 15 \ Bounty = 15 \ --- End of replacement ------------------------------> EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 50 \ Visibility distance = 50 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 60 \ Max. energy = 60 \ --- And replaced by: --------------------------------> EQUB 56 \ Max. energy = 56 \ --- End of replacement ------------------------------> EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) \ Edges data offset (high) EQUB HI(SHIP_ASTEROID_FACES - SHIP_ASTEROID) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_ASTEROID_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 80, 0, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -80, -10, 0, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX 70, -40, 0, 15, 15, 15, 15, 31 \ Vertex 3 VERTEX 60, 50, 0, 5, 6, 12, 13, 31 \ Vertex 4 VERTEX 50, 0, 60, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX -40, 0, 70, 0, 1, 2, 3, 31 \ Vertex 6 VERTEX 0, 30, -75, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -50, -60, 8, 9, 10, 11, 31 \ Vertex 8 .SHIP_ASTEROID_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 7, 31 \ Edge 0 EDGE 0, 4, 6, 13, 31 \ Edge 1 EDGE 3, 4, 5, 12, 31 \ Edge 2 EDGE 2, 3, 4, 11, 31 \ Edge 3 EDGE 1, 2, 3, 10, 31 \ Edge 4 EDGE 1, 6, 2, 3, 31 \ Edge 5 EDGE 2, 6, 1, 3, 31 \ Edge 6 EDGE 2, 5, 1, 4, 31 \ Edge 7 EDGE 5, 6, 0, 1, 31 \ Edge 8 EDGE 0, 5, 0, 6, 31 \ Edge 9 EDGE 3, 5, 4, 5, 31 \ Edge 10 EDGE 0, 6, 0, 2, 31 \ Edge 11 EDGE 4, 5, 5, 6, 31 \ Edge 12 EDGE 1, 8, 8, 10, 31 \ Edge 13 EDGE 1, 7, 7, 8, 31 \ Edge 14 EDGE 0, 7, 7, 13, 31 \ Edge 15 EDGE 4, 7, 12, 13, 31 \ Edge 16 EDGE 3, 7, 9, 12, 31 \ Edge 17 EDGE 3, 8, 9, 11, 31 \ Edge 18 EDGE 2, 8, 10, 11, 31 \ Edge 19 EDGE 7, 8, 8, 9, 31 \ Edge 20 .SHIP_ASTEROID_FACES \ normal_x, normal_y, normal_z, visibility FACE 9, 66, 81, 31 \ Face 0 FACE 9, -66, 81, 31 \ Face 1 FACE -72, 64, 31, 31 \ Face 2 FACE -64, -73, 47, 31 \ Face 3 FACE 45, -79, 65, 31 \ Face 4 FACE 135, 15, 35, 31 \ Face 5 FACE 38, 76, 70, 31 \ Face 6 FACE -66, 59, -39, 31 \ Face 7 FACE -67, -15, -80, 31 \ Face 8 FACE 66, -14, -75, 31 \ Face 9 FACE -70, -80, -40, 31 \ Face 10 FACE 58, -102, -51, 31 \ Face 11 FACE 81, 9, -67, 31 \ Face 12 FACE 47, 94, -63, 31 \ Face 13
Name: SHIP_SPLINTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a splinter Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_SPLINTER

The ship blueprint for the splinter is supposed to reuse the edges data from the escape pod, but there is a bug in Elite-A that breaks splinters. The edges data offset is negative, as it should be, but the offset value is incorrect and doesn't even point to edge data - in the Tube version, it points into the middle of the Thargoid's vertex data, while in the disc version it points to a different place depending on the structure of the individual blueprint file. In all cases the offset is wrong, so splinters in Elite-A appear as a random mess of lines. The correct value of the offset should be: SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER split into the high byte and low byte, as it is in the disc version.
.SHIP_SPLINTER EQUB 0 + (11 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 11 + 1 = 12 (Minerals) EQUW 16 * 16 \ Targetable area = 16 * 16 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges from escape pod \ --- And replaced by: --------------------------------> IF _RELEASED OR _SOURCE_DISC EQUB &5A \ This value is incorrect (see above) ELIF _BUG_FIX EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges from escape pod ENDIF \ --- End of replacement ------------------------------> EQUB LO(SHIP_SPLINTER_FACES - SHIP_SPLINTER) + 24 \ 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 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 1 \ Bounty = 1 \ --- End of replacement ------------------------------> EQUB 16 \ Number of faces = 16 / 4 = 4 EQUB 8 \ Visibility distance = 8 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB 20 \ Max. energy = 20 \ --- And replaced by: --------------------------------> EQUB 16 \ Max. energy = 16 \ --- End of replacement ------------------------------> EQUB 10 \ Max. speed = 10 \ --- Mod: Code removed for Elite-A: ------------------> \ EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges from escape pod \ --- And replaced by: --------------------------------> IF _RELEASED OR _SOURCE_DISC EQUB &FE \ This value is incorrect (see above) ELIF _BUG_FIX EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges from escape pod ENDIF \ --- End of replacement ------------------------------> EQUB HI(SHIP_SPLINTER_FACES - SHIP_SPLINTER) \ Faces data offset (low) EQUB 5 \ Normals are scaled by = 2^5 = 32 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_SPLINTER_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -24, -25, 16, 2, 1, 3, 3, 31 \ Vertex 0 VERTEX 0, 12, -10, 2, 0, 3, 3, 31 \ Vertex 1 VERTEX 11, -6, 2, 1, 0, 3, 3, 31 \ Vertex 2 VERTEX 12, 42, 7, 1, 0, 2, 2, 31 \ Vertex 3 .SHIP_SPLINTER_FACES \ normal_x, normal_y, normal_z, visibility FACE 35, 0, 4, 31 \ Face 0 FACE 3, 4, 8, 31 \ Face 1 FACE 1, 8, 12, 31 \ Face 2 FACE 18, 12, 0, 31 \ Face 3 EQUB 7 \ This byte appears to be unused
Save S.K.bin
PRINT "S.S.K ", ~CODE%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD% SAVE "3-assembled-output/S.K.bin", CODE%, CODE% + &0A00