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Elite on the BBC Micro

Ship blueprints S [Elite-A]

ELITE-A SHIP BLUEPRINTS FILE S 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.S.bin
INCLUDE "1-source-files/main-sources/elite-header.h.asm" _RELEASED = (_VARIANT = 1) _SOURCE_DISC = (_VARIANT = 2) _BUG_FIX = (_VARIANT = 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.S 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 SHIP_PLATE \ PLT = 4 = Alloy plate Cargo EQUW SHIP_CANISTER \ OIL = 5 = Cargo canister Cargo EQUW SHIP_BOULDER \ 6 = Boulder Mining EQUW 0 \ Mining EQUW 0 \ Mining EQUW 0 \ Shuttle EQUW 0 \ Transporter EQUW SHIP_GHAVIAL \ 11 = Ghavial Trader EQUW SHIP_MONITOR \ 12 = Monitor Trader EQUW 0 \ Trader EQUW 0 \ Large ship EQUW 0 \ Small ship EQUW SHIP_VIPER \ COPS = 16 = Viper Cop EQUW SHIP_SIDEWINDER \ 17 = Sidewinder Pirate EQUW SHIP_GECKO \ 18 = Gecko Pirate EQUW SHIP_MAMBA \ 19 = Mamba Pirate EQUW SHIP_BUSHMASTER \ 20 = Bushmaster Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW SHIP_MONITOR \ 24 = Monitor Pirate EQUW 0 \ Bounty hunter EQUW SHIP_BUSHMASTER \ 26 = Bushmaster Bounty hunter EQUW SHIP_GECKO \ 27 = Gecko Bounty hunter EQUW SHIP_SIDEWINDER \ 28 = Sidewinder 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.S 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 %00000000 \ Alloy plate EQUB %00000000 \ Cargo canister EQUB %00000000 \ Boulder EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB %10100000 \ Ghavial Innocent, escape pod EQUB %10100001 \ Monitor Trader, innocent, escape pod EQUB 0 EQUB 0 EQUB 0 EQUB %11000010 \ Viper Bounty hunter, cop, escape pod EQUB %00001100 \ Sidewinder Hostile, pirate EQUB %10001100 \ Gecko Hostile, pirate, escape pod EQUB %10000100 \ Mamba Hostile, escape pod EQUB %10001100 \ Bushmaster Hostile, pirate, escape pod EQUB 0 EQUB 0 EQUB 0 EQUB %10001100 \ Monitor Hostile, pirate, escape pod EQUB 0 EQUB %10100010 \ Bushmaster Bounty hunter, innocent, escape pod EQUB %10000010 \ Gecko Bounty hunter, escape pod EQUB %00100010 \ Sidewinder Bounty hunter, innocent 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 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 100 \ Bounty = 100 \ --- End of replacement ------------------------------> 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 99 \ Max. energy = 99 \ --- 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_SIDEWINDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Sidewinder Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_SIDEWINDER
.SHIP_SIDEWINDER EQUB 0 \ Max. canisters on demise = 0 EQUW 65 * 65 \ Targetable area = 65 * 65 EQUB LO(SHIP_SIDEWINDER_EDGES - SHIP_SIDEWINDER) \ Edges data offset (low) EQUB LO(SHIP_SIDEWINDER_FACES - SHIP_SIDEWINDER) \ Faces data offset (low) EQUB 61 \ Max. edge count = (61 - 1) / 4 = 15 EQUB 0 \ Gun vertex = 0 EQUB 30 \ Explosion count = 6, as (4 * n) + 6 = 30 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUW 50 \ Bounty = 50 \ --- And replaced by: --------------------------------> EQUW 300 \ Bounty = 300 \ --- End of replacement ------------------------------> EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 20 \ Visibility distance = 20 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 70 \ Max. energy = 70 \ --- And replaced by: --------------------------------> EQUB 82 \ Max. energy = 82 \ --- End of replacement ------------------------------> EQUB 37 \ Max. speed = 37 EQUB HI(SHIP_SIDEWINDER_EDGES - SHIP_SIDEWINDER) \ Edges data offset (high) EQUB HI(SHIP_SIDEWINDER_FACES - SHIP_SIDEWINDER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 \ --- 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 -32, 0, 36, 0, 1, 4, 5, 31 \ Vertex 0 VERTEX 32, 0, 36, 0, 2, 5, 6, 31 \ Vertex 1 VERTEX 64, 0, -28, 2, 3, 6, 6, 31 \ Vertex 2 VERTEX -64, 0, -28, 1, 3, 4, 4, 31 \ Vertex 3 VERTEX 0, 16, -28, 0, 1, 2, 3, 31 \ Vertex 4 VERTEX 0, -16, -28, 3, 4, 5, 6, 31 \ Vertex 5 VERTEX -12, 6, -28, 3, 3, 3, 3, 15 \ Vertex 6 VERTEX 12, 6, -28, 3, 3, 3, 3, 15 \ Vertex 7 VERTEX 12, -6, -28, 3, 3, 3, 3, 12 \ Vertex 8 VERTEX -12, -6, -28, 3, 3, 3, 3, 12 \ Vertex 9 .SHIP_SIDEWINDER_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 5, 31 \ Edge 0 EDGE 1, 2, 2, 6, 31 \ Edge 1 EDGE 1, 4, 0, 2, 31 \ Edge 2 EDGE 0, 4, 0, 1, 31 \ Edge 3 EDGE 0, 3, 1, 4, 31 \ Edge 4 EDGE 3, 4, 1, 3, 31 \ Edge 5 EDGE 2, 4, 2, 3, 31 \ Edge 6 EDGE 3, 5, 3, 4, 31 \ Edge 7 EDGE 2, 5, 3, 6, 31 \ Edge 8 EDGE 1, 5, 5, 6, 31 \ Edge 9 EDGE 0, 5, 4, 5, 31 \ Edge 10 EDGE 6, 7, 3, 3, 15 \ Edge 11 EDGE 7, 8, 3, 3, 12 \ Edge 12 EDGE 6, 9, 3, 3, 12 \ Edge 13 EDGE 8, 9, 3, 3, 12 \ Edge 14 .SHIP_SIDEWINDER_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 32, 8, 31 \ Face 0 FACE -12, 47, 6, 31 \ Face 1 FACE 12, 47, 6, 31 \ Face 2 FACE 0, 0, -112, 31 \ Face 3 FACE -12, -47, 6, 31 \ Face 4 FACE 0, -32, 8, 31 \ Face 5 FACE 12, -47, 6, 31 \ Face 6
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 calls 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 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUW 55 \ Bounty = 55 \ --- And replaced by: --------------------------------> EQUW 155 \ Bounty = 155 \ --- End of replacement ------------------------------> EQUB 36 \ Number of faces = 36 / 4 = 9 EQUB 18 \ Visibility distance = 18 \ --- Mod: Original Acornsoft code removed: -----------> \ 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: Original Acornsoft code removed: -----------> \ EQUB %00010000 \ Laser power = 2 \ \ Missiles = 0 \ --- And replaced by: --------------------------------> EQUB %00101000 \ Laser power = 5 \ Missiles = 0 \ --- End of replacement ------------------------------> \VERTEX 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 \EDGE 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 \FACE 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_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 calls 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: Original Acornsoft code removed: -----------> \ 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 \VERTEX 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 \EDGE 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 \FACE 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_MAMBA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Mamba Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_MAMBA
.SHIP_MAMBA EQUB 1 \ Max. canisters on demise = 1 EQUW 70 * 70 \ Targetable area = 70 * 70 EQUB LO(SHIP_MAMBA_EDGES - SHIP_MAMBA) \ Edges data offset (low) EQUB LO(SHIP_MAMBA_FACES - SHIP_MAMBA) \ Faces data offset (low) EQUB 93 \ Max. edge count = (93 - 1) / 4 = 23 EQUB 0 \ Gun vertex = 0 EQUB 34 \ Explosion count = 7, as (4 * n) + 6 = 34 EQUB 150 \ Number of vertices = 150 / 6 = 25 EQUB 28 \ Number of edges = 28 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUW 150 \ Bounty = 150 \ --- And replaced by: --------------------------------> EQUW 250 \ Bounty = 250 \ --- End of replacement ------------------------------> EQUB 20 \ Number of faces = 20 / 4 = 5 EQUB 25 \ Visibility distance = 25 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 90 \ Max. energy = 90 \ --- And replaced by: --------------------------------> EQUB 80 \ Max. energy = 80 \ --- End of replacement ------------------------------> EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_MAMBA_EDGES - SHIP_MAMBA) \ Edges data offset (high) EQUB HI(SHIP_MAMBA_FACES - SHIP_MAMBA) \ 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 %00101010 \ Laser power = 5 \ Missiles = 2 \ --- End of replacement ------------------------------> \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 64, 0, 1, 2, 3, 31 \ Vertex 0 VERTEX -64, -8, -32, 0, 2, 4, 4, 31 \ Vertex 1 VERTEX -32, 8, -32, 1, 2, 4, 4, 30 \ Vertex 2 VERTEX 32, 8, -32, 1, 3, 4, 4, 30 \ Vertex 3 VERTEX 64, -8, -32, 0, 3, 4, 4, 31 \ Vertex 4 VERTEX -4, 4, 16, 1, 1, 1, 1, 14 \ Vertex 5 VERTEX 4, 4, 16, 1, 1, 1, 1, 14 \ Vertex 6 VERTEX 8, 3, 28, 1, 1, 1, 1, 13 \ Vertex 7 VERTEX -8, 3, 28, 1, 1, 1, 1, 13 \ Vertex 8 VERTEX -20, -4, 16, 0, 0, 0, 0, 20 \ Vertex 9 VERTEX 20, -4, 16, 0, 0, 0, 0, 20 \ Vertex 10 VERTEX -24, -7, -20, 0, 0, 0, 0, 20 \ Vertex 11 VERTEX -16, -7, -20, 0, 0, 0, 0, 16 \ Vertex 12 VERTEX 16, -7, -20, 0, 0, 0, 0, 16 \ Vertex 13 VERTEX 24, -7, -20, 0, 0, 0, 0, 20 \ Vertex 14 VERTEX -8, 4, -32, 4, 4, 4, 4, 13 \ Vertex 15 VERTEX 8, 4, -32, 4, 4, 4, 4, 13 \ Vertex 16 VERTEX 8, -4, -32, 4, 4, 4, 4, 14 \ Vertex 17 VERTEX -8, -4, -32, 4, 4, 4, 4, 14 \ Vertex 18 VERTEX -32, 4, -32, 4, 4, 4, 4, 7 \ Vertex 19 VERTEX 32, 4, -32, 4, 4, 4, 4, 7 \ Vertex 20 VERTEX 36, -4, -32, 4, 4, 4, 4, 7 \ Vertex 21 VERTEX -36, -4, -32, 4, 4, 4, 4, 7 \ Vertex 22 VERTEX -38, 0, -32, 4, 4, 4, 4, 5 \ Vertex 23 VERTEX 38, 0, -32, 4, 4, 4, 4, 5 \ Vertex 24 .SHIP_MAMBA_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 2, 31 \ Edge 0 EDGE 0, 4, 0, 3, 31 \ Edge 1 EDGE 1, 4, 0, 4, 31 \ Edge 2 EDGE 1, 2, 2, 4, 30 \ Edge 3 EDGE 2, 3, 1, 4, 30 \ Edge 4 EDGE 3, 4, 3, 4, 30 \ Edge 5 EDGE 5, 6, 1, 1, 14 \ Edge 6 EDGE 6, 7, 1, 1, 12 \ Edge 7 EDGE 7, 8, 1, 1, 13 \ Edge 8 EDGE 5, 8, 1, 1, 12 \ Edge 9 EDGE 9, 11, 0, 0, 20 \ Edge 10 EDGE 9, 12, 0, 0, 16 \ Edge 11 EDGE 10, 13, 0, 0, 16 \ Edge 12 EDGE 10, 14, 0, 0, 20 \ Edge 13 EDGE 13, 14, 0, 0, 14 \ Edge 14 EDGE 11, 12, 0, 0, 14 \ Edge 15 EDGE 15, 16, 4, 4, 13 \ Edge 16 EDGE 17, 18, 4, 4, 14 \ Edge 17 EDGE 15, 18, 4, 4, 12 \ Edge 18 EDGE 16, 17, 4, 4, 12 \ Edge 19 EDGE 20, 21, 4, 4, 7 \ Edge 20 EDGE 20, 24, 4, 4, 5 \ Edge 21 EDGE 21, 24, 4, 4, 5 \ Edge 22 EDGE 19, 22, 4, 4, 7 \ Edge 23 EDGE 19, 23, 4, 4, 5 \ Edge 24 EDGE 22, 23, 4, 4, 5 \ Edge 25 EDGE 0, 2, 1, 2, 30 \ Edge 26 EDGE 0, 3, 1, 3, 30 \ Edge 27 .SHIP_MAMBA_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, -24, 2, 30 \ Face 0 FACE 0, 24, 2, 30 \ Face 1 FACE -32, 64, 16, 30 \ Face 2 FACE 32, 64, 16, 30 \ Face 3 FACE 0, 0, -127, 30 \ Face 4
Name: SHIP_BUSHMASTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Bushmaster Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_BUSHMASTER
\ --- Mod: Whole section added for Elite-A: -----------> .SHIP_BUSHMASTER EQUB 0 \ Max. canisters on demise = 0 EQUW 4250 \ Targetable area = 65.19 * 65.19 EQUB LO(SHIP_BUSHMASTER_EDGES - SHIP_BUSHMASTER) \ Edges data offset (low) EQUB LO(SHIP_BUSHMASTER_FACES - SHIP_BUSHMASTER) \ Faces data offset (low) EQUB 81 \ Max. edge count = (81 - 1) / 4 = 20 EQUB 0 \ Gun vertex = 0 EQUB 30 \ Explosion count = 6, as (4 * n) + 6 = 30 EQUB 72 \ Number of vertices = 72 / 6 = 12 EQUB 19 \ Number of edges = 19 EQUW 250 \ Bounty = 250 EQUB 36 \ Number of faces = 36 / 4 = 9 EQUB 20 \ Visibility distance = 20 EQUB 74 \ Max. energy = 74 EQUB 35 \ Max. speed = 35 EQUB HI(SHIP_BUSHMASTER_EDGES - SHIP_BUSHMASTER) \ Edges data offset (high) EQUB HI(SHIP_BUSHMASTER_FACES - SHIP_BUSHMASTER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00101001 \ Laser power = 5 \ Missiles = 1 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 60, 3, 2, 1, 0, 31 \ Vertex 0 VERTEX 50, 0, 20, 7, 5, 3, 1, 31 \ Vertex 1 VERTEX -50, 0, 20, 6, 4, 2, 0, 31 \ Vertex 2 VERTEX 0, 20, 0, 5, 4, 1, 0, 31 \ Vertex 3 VERTEX 0, -20, -40, 15, 15, 15, 15, 31 \ Vertex 4 VERTEX 0, 14, -40, 8, 8, 5, 4, 31 \ Vertex 5 VERTEX 40, 0, -40, 8, 8, 7, 5, 31 \ Vertex 6 VERTEX -40, 0, -40, 8, 8, 6, 4, 31 \ Vertex 7 VERTEX 0, 4, -40, 8, 8, 8, 8, 10 \ Vertex 8 VERTEX 10, 0, -40, 8, 8, 8, 8, 10 \ Vertex 9 VERTEX 0, -4, -40, 8, 8, 8, 8, 10 \ Vertex 10 VERTEX -10, 0, -40, 8, 8, 8, 8, 10 \ Vertex 11 .SHIP_BUSHMASTER_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 1, 31 \ Edge 0 EDGE 0, 2, 2, 0, 31 \ Edge 1 EDGE 0, 3, 1, 0, 31 \ Edge 2 EDGE 0, 4, 3, 2, 31 \ Edge 3 EDGE 3, 5, 5, 4, 31 \ Edge 4 EDGE 2, 3, 4, 0, 31 \ Edge 5 EDGE 1, 3, 5, 1, 31 \ Edge 6 EDGE 2, 7, 6, 4, 31 \ Edge 7 EDGE 1, 6, 7, 5, 31 \ Edge 8 EDGE 2, 4, 6, 2, 31 \ Edge 9 EDGE 1, 4, 7, 3, 31 \ Edge 10 EDGE 5, 7, 8, 4, 31 \ Edge 11 EDGE 5, 6, 8, 5, 31 \ Edge 12 EDGE 4, 7, 8, 6, 31 \ Edge 13 EDGE 4, 6, 8, 7, 31 \ Edge 14 EDGE 8, 9, 8, 8, 10 \ Edge 15 EDGE 9, 10, 8, 8, 10 \ Edge 16 EDGE 10, 11, 8, 8, 10 \ Edge 17 EDGE 11, 8, 8, 8, 10 \ Edge 18 .SHIP_BUSHMASTER_FACES \FACE normal_x, normal_y, normal_z, visibility FACE -23, 88, 29, 31 \ Face 0 FACE 23, 88, 29, 31 \ Face 1 FACE -14, -93, 18, 31 \ Face 2 FACE 14, -93, 18, 31 \ Face 3 FACE -31, 89, -13, 31 \ Face 4 FACE 31, 89, -13, 31 \ Face 5 FACE -42, -85, -7, 31 \ Face 6 FACE 42, -85, -7, 31 \ Face 7 FACE 0, 0, -96, 31 \ Face 8 \ --- End of added section ---------------------------->
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 300 \ Bounty = 300 EQUB 48 \ Number of faces = 48 / 4 = 12 EQUB 10 \ Visibility distance = 10 EQUB 123 \ Max. energy = 123 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_MONITOR [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Monitor Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_MONITOR
\ --- Mod: Whole section added for Elite-A: -----------> .SHIP_MONITOR EQUB 4 \ Max. canisters on demise = 4 EQUW 13824 \ Targetable area = 117.57 * 117.57 EQUB LO(SHIP_MONITOR_EDGES - SHIP_MONITOR) \ Edges data offset (low) EQUB LO(SHIP_MONITOR_FACES - SHIP_MONITOR) \ Faces data offset (low) EQUB 101 \ Max. edge count = (101 - 1) / 4 = 25 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 102 \ Number of vertices = 102 / 6 = 17 EQUB 23 \ Number of edges = 23 EQUW 500 \ Bounty = 500 EQUB 44 \ Number of faces = 44 / 4 = 11 EQUB 40 \ Visibility distance = 40 EQUB 133 \ Max. energy = 133 EQUB 16 \ Max. speed = 16 EQUB HI(SHIP_MONITOR_EDGES - SHIP_MONITOR) \ Edges data offset (high) EQUB HI(SHIP_MONITOR_FACES - SHIP_MONITOR) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00110111 \ Laser power = 6 \ Missiles = 7 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 10, 140, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX 20, 40, -20, 3, 2, 1, 0, 31 \ Vertex 1 VERTEX -20, 40, -20, 0, 5, 4, 3, 31 \ Vertex 2 VERTEX 50, 0, 10, 8, 7, 2, 1, 31 \ Vertex 3 VERTEX -50, 0, 10, 6, 9, 5, 4, 31 \ Vertex 4 VERTEX 30, 4, -60, 10, 10, 8, 2, 31 \ Vertex 5 VERTEX -30, 4, -60, 10, 10, 9, 4, 31 \ Vertex 6 VERTEX 18, 20, -60, 10, 10, 3, 2, 31 \ Vertex 7 VERTEX -18, 20, -60, 10, 10, 4, 3, 31 \ Vertex 8 VERTEX 0, -20, -60, 10, 10, 9, 8, 31 \ Vertex 9 VERTEX 0, -40, 10, 9, 8, 7, 6, 31 \ Vertex 10 VERTEX 0, 34, 10, 0, 0, 0, 0, 10 \ Vertex 11 VERTEX 0, 26, 50, 0, 0, 0, 0, 10 \ Vertex 12 VERTEX 20, -10, 60, 7, 7, 7, 7, 10 \ Vertex 13 VERTEX 10, 0, 100, 7, 7, 7, 7, 10 \ Vertex 14 VERTEX -20, -10, 60, 6, 6, 6, 6, 10 \ Vertex 15 VERTEX -10, 0, 100, 6, 6, 6, 6, 10 \ Vertex 16 .SHIP_MONITOR_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 31 \ Edge 0 EDGE 1, 3, 2, 1, 31 \ Edge 1 EDGE 1, 7, 3, 2, 31 \ Edge 2 EDGE 2, 8, 4, 3, 31 \ Edge 3 EDGE 2, 4, 5, 4, 31 \ Edge 4 EDGE 0, 2, 0, 5, 31 \ Edge 5 EDGE 1, 2, 3, 0, 31 \ Edge 6 EDGE 0, 10, 7, 6, 31 \ Edge 7 EDGE 3, 10, 8, 7, 31 \ Edge 8 EDGE 9, 10, 9, 8, 31 \ Edge 9 EDGE 4, 10, 6, 9, 31 \ Edge 10 EDGE 0, 3, 7, 1, 31 \ Edge 11 EDGE 3, 5, 8, 2, 31 \ Edge 12 EDGE 6, 4, 9, 4, 31 \ Edge 13 EDGE 4, 0, 6, 5, 31 \ Edge 14 EDGE 7, 5, 10, 2, 31 \ Edge 15 EDGE 8, 7, 10, 3, 31 \ Edge 16 EDGE 8, 6, 10, 4, 31 \ Edge 17 EDGE 5, 9, 10, 8, 31 \ Edge 18 EDGE 6, 9, 10, 9, 31 \ Edge 19 EDGE 11, 12, 0, 0, 10 \ Edge 20 EDGE 13, 14, 7, 7, 10 \ Edge 21 EDGE 15, 16, 6, 6, 10 \ Edge 22 .SHIP_MONITOR_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 62, 11, 31 \ Face 0 FACE 44, 43, 13, 31 \ Face 1 FACE 54, 28, -16, 31 \ Face 2 FACE 0, 57, -28, 31 \ Face 3 FACE -54, 28, -16, 31 \ Face 4 FACE -44, 43, 13, 31 \ Face 5 FACE -38, -47, 18, 31 \ Face 6 FACE 38, -47, 18, 31 \ Face 7 FACE 39, -48, -13, 31 \ Face 8 FACE -39, -48, -13, 31 \ Face 9 FACE 0, 0, -64, 31 \ Face 10 \ --- End of added section ---------------------------->
Name: SHIP_PLATE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an alloy plate Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 calls SHIP_PLATE
.SHIP_PLATE EQUB 0 + (8 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 8 + 1 = 9 (Alloys) EQUW 10 * 10 \ Targetable area = 10 * 10 EQUB LO(SHIP_PLATE_EDGES - SHIP_PLATE) \ Edges data offset (low) EQUB LO(SHIP_PLATE_FACES - SHIP_PLATE) \ Faces data offset (low) EQUB 17 \ Max. edge count = (17 - 1) / 4 = 4 EQUB 0 \ Gun vertex = 0 EQUB 10 \ Explosion count = 1, as (4 * n) + 6 = 10 EQUB 24 \ Number of vertices = 24 / 6 = 4 EQUB 4 \ Number of edges = 4 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 1 \ Bounty = 1 \ --- End of replacement ------------------------------> EQUB 4 \ Number of faces = 4 / 4 = 1 EQUB 5 \ Visibility distance = 5 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 16 \ Max. energy = 16 \ --- And replaced by: --------------------------------> EQUB 8 \ Max. energy = 8 \ --- End of replacement ------------------------------> EQUB 16 \ Max. speed = 16 EQUB HI(SHIP_PLATE_EDGES - SHIP_PLATE) \ Edges data offset (high) EQUB HI(SHIP_PLATE_FACES - SHIP_PLATE) \ Faces data offset (high) EQUB 3 \ Normals are scaled by = 2^3 = 8 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -15, -22, -9, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -15, 38, -9, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 19, 32, 11, 15, 15, 15, 15, 20 \ Vertex 2 VERTEX 10, -46, 6, 15, 15, 15, 15, 20 \ Vertex 3 .SHIP_PLATE_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 15, 15, 31 \ Edge 0 EDGE 1, 2, 15, 15, 16 \ Edge 1 EDGE 2, 3, 15, 15, 20 \ Edge 2 EDGE 3, 0, 15, 15, 16 \ Edge 3 .SHIP_PLATE_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 0, 0, 0 \ Face 0 EQUB 6 \ This byte appears to be unused
Save S.S.bin
PRINT "S.S.S ", ~CODE%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD% SAVE "3-assembled-output/S.S.bin", CODE%, CODE% + &0A00