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Elite on the BBC Micro

Drawing ships: SHIP_PLATE [Elite-A, Ship blueprints S]

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 in context in the source code 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