CODE_C% = P% LOAD_C% = LOAD% +P% - CODE%ELITE C FILE.HATB \ Hanger group for X = 0 \ \ Cobra Mk III (left) EQUB 11 \ Ship type = 11 = Cobra Mk III EQUB %01000100 \ x_hi = %01000100 = 68, z_hi = 1 -> x = -68 EQUB %00111011 \ z_lo = %00111011 = 59, x_sign = 1 z = +315 EQUB 0 \ No second ship EQUB %10000010 \ x_hi = %10000010 = 130, z_hi = 1 -> x = +130 EQUB %10110000 \ z_lo = %10110000 = 176, x_sign = 0 z = +432 EQUB 0 \ No third ship EQUB 0 EQUB 0 \ Hanger group for X = 9 \ \ Three cargo canisters (left, far right and forward, \ right) EQUB OIL \ Ship type = OIL = Cargo canister EQUB %01010000 \ x_hi = %01010000 = 80, z_hi = 1 -> x = -80 EQUB %00010001 \ z_lo = %00010001 = 17, x_sign = 1 z = +273 EQUB OIL \ Ship type = OIL = Cargo canister EQUB %11010001 \ x_hi = %11010001 = 209, z_hi = 2 -> x = +209 EQUB %00101000 \ z_lo = %00101000 = 40, x_sign = 0 z = +552 EQUB OIL \ Ship type = OIL = Cargo canister EQUB %01000000 \ x_hi = %01000000 = 64, z_hi = 1 -> x = +64 EQUB %00000110 \ z_lo = %00000110 = 6, x_sign = 0 z = +262 \ Hanger group for X = 18 \ \ Viper (right) and Krait (left) EQUB COPS \ Ship type = COPS = Viper EQUB %01100000 \ x_hi = %01100000 = 96, z_hi = 1 -> x = +96 EQUB %10010000 \ z_lo = %10010000 = 144, x_sign = 0 z = +400 EQUB KRA \ Ship type = KRA = Krait EQUB %00010000 \ x_hi = %00010000 = 16, z_hi = 1 -> x = -16 EQUB %11010001 \ z_lo = %11010001 = 209, x_sign = 1 z = +465 EQUB 0 \ No third ship EQUB 0 EQUB 0 \ Hanger group for X = 27 \ \ Adder (right and forward) and Viper (left) EQUB 20 \ Ship type = 20 = Adder EQUB %01010001 \ x_hi = %01010001 = 81, z_hi = 2 -> x = +81 EQUB %11111000 \ z_lo = %11111000 = 248, x_sign = 0 z = +760 EQUB 16 \ Ship type = 16 = Viper EQUB %01100000 \ x_hi = %01100000 = 96, z_hi = 1 -> x = -96 EQUB %01110101 \ z_lo = %01110101 = 117, x_sign = 1 z = +373 EQUB 0 \ No third ship EQUB 0 EQUB 0Name: HATB [View individually] Type: Variable [Compare versions] Category: Ship hanger Summary: Ship hanger group table

This table contains groups of ships to show in the ship hanger. A group of ships is shown half the time (the other half shows a solo ship), and each of the four groups is equally likely. The bytes for each ship in the group contain the following information: Byte #0 Non-zero = Ship type to draw 0 = don't draw anything Byte #1 Bits 0-7 = Ship's x_hi Bit 0 = Ship's z_hi (1 if clear, or 2 if set) Byte #2 Bits 0-7 = Ship's z_lo Bit 0 = Ship's x_sign Ths ship's y-coordinate is calculated in the has1 routine from the size of its targetable area. Ships of type 0 are not shown..HALL LDA #0 \ Switch to the mode 1 palette for the space view, JSR DOVDU19 \ which is yellow (colour 1), red (colour 2) and cyan \ (colour 3) LDA #0 \ Clear the top part of the screen, draw a white border, JSR TT66 \ and set the current view type in QQ11 to 0 (space \ view) JSR DORND \ Set A and X to random numbers BPL HA7 \ Jump to HA7 if A is positive (50% chance) AND #3 \ Reduce A to a random number in the range 0-3 STA T \ Set X = A * 8 + A ASL A \ = 9 * A ASL A \ ASL A \ so X is a random number, either 0, 9, 18 or 27 ADC T TAX \ The following double loop calls the HAS1 routine three \ times to display three ships on screen. For each call, \ the values passed to HAS1 in XX15+2 to XX15 are taken \ from the HATB table, depending on the value in X, as \ follows: \ \ * If X = 0, pass bytes #0 to #2 of HATB to HAS1 \ then bytes #3 to #5 \ then bytes #6 to #8 \ \ * If X = 9, pass bytes #9 to #11 of HATB to HAS1 \ then bytes #12 to #14 \ then bytes #15 to #17 \ \ * If X = 18, pass bytes #18 to #20 of HATB to HAS1 \ then bytes #21 to #23 \ then bytes #24 to #26 \ \ * If X = 27, pass bytes #27 to #29 of HATB to HAS1 \ then bytes #30 to #32 \ then bytes #33 to #35 \ \ Note that the values are passed in reverse, so for the \ first call, for example, where we pass bytes #0 to #2 \ of HATB to HAS1, we call HAS1 with: \ \ XX15 = HATB+2 \ XX15+1 = HATB+1 \ XX15+2 = HATB LDY #3 \ Set CNT2 = 3 to act as an outer loop counter going STY CNT2 \ from 3 to 1, so the HAL8 loop is run 3 times .HAL8 LDY #2 \ Set Y = 2 to act as an inner loop counter going from \ 2 to 0 .HAL9 LDA HATB,X \ Copy the X-th byte of HATB to the Y-th byte of XX15, STA XX15,Y \ as described above INX \ Increment X to point to the next byte in HATB DEY \ Decrement Y to point to the previous byte in XX15 BPL HAL9 \ Loop back to copy the next byte until we have copied \ three of them (i.e. Y was 3 before the DEY) TXA \ Store X on the stack so we can retrieve it after the PHA \ call to HAS1 (as it contains the index of the next \ byte in HATB JSR HAS1 \ Call HAS1 to draw this ship in the hanger PLA \ Restore the value of X, so X points to the next byte TAX \ in HATB after the three bytes we copied into XX15 DEC CNT2 \ Decrement the outer loop counter in CNT2 BNE HAL8 \ Loop back to HAL8 to do it 3 times, once for each ship \ in the HATB table LDY #128 \ Set Y = 128 to send as byte #2 of the parameter block \ to the OSWORD 248 command below, to tell the I/O \ processor that there are multiple ships in the hanger BNE HA9 \ Jump to HA9 to display the ship hanger (this BNE is \ effectively a JMP as Y is never zero) .HA7 \ If we get here, A is a positive random number in the \ range 0-127 LSR A \ Set XX15+1 = A / 2 (random number 0-63) STA XX15+1 JSR DORND \ Set XX15 = random number 0-255 STA XX15 JSR DORND \ Set XX15+2 = #SH3 + random number 0-3 AND #3 \ ADC #SH3 \ which is the ship type of a Sidewinder, Mamba, Krait STA XX15+2 \ or Adder JSR HAS1 \ Call HAS1 to draw this ship in the hanger, with the \ the following properties: \ \ * Random x-coordinate from -63 to +63 \ \ * Randomly chosen Sidewinder, Mamba, Krait or Adder \ \ * Random z-coordinate from +256 to +639 LDY #0 \ Set Y = 0 to use in the following instruction, to tell \ the hanger-drawing routine that there is just one ship \ in the hanger, so it knows not to draw between the \ ships .HA9 STY HCNT \ Store Y in HCNT to specify whether there are multiple \ ships in the hanger JMP HANGER \ Call HANGER to draw the hanger background and return \ from the subroutine using a tail callName: HALL [View individually] Type: Subroutine [Compare versions] Category: Ship hanger

Half the time this will draw one of the four pre-defined ship hanger groups in HATB, and half the time this will draw a solitary Sidewinder, Mamba, Krait or Adder on a random position. In all cases, the ships will be randomly spun around on the ground so they can face in any dirction, and larger ships are drawn higher up off the ground than smaller ships. The ships are drawn by the HAS1 routine, which uses the normal ship-drawing routine in LL9, and then the hanger background is drawn by sending an OSWORD 248 command to the I/O processor..HAS1 JSR ZINF \ Call ZINF to reset the INWK ship workspace and reset \ the orientation vectors, with nosev pointing out of \ the screen, so this puts the ship flat on the \ horizontal deck (the y = 0 plane) with its nose \ pointing towards us LDA XX15 \ Set z_lo = XX15 STA INWK+6 LSR A \ Set the sign bit of x_sign to bit 0 of A ROR INWK+2 LDA XX15+1 \ Set x_hi = XX15+1 STA INWK LSR A \ Set z_hi = 1 + bit 0 of XX15+1 LDA #1 ADC #0 STA INWK+7 LDA #%10000000 \ Set bit 7 of y_sign, so y is negative STA INWK+5 STA RAT2 \ Set RAT2 = %10000000, so the yaw calls in HAL5 below \ are negative LDA #&B \ Set the ship line heap pointer in INWK(35 34) to point STA INWK+34 \ to &0B00 JSR DORND \ We now perform a random number of small angle (3.6 STA XSAV \ degree) rotations to spin the ship on the deck while \ keeping it flat on the deck (a bit like spinning a \ bottle), so we set XSAV to a random number between 0 \ and 255 for the number of small yaw rotations to \ perform, so the ship could be pointing in any \ direction by the time we're done .HAL5 LDX #21 \ Rotate (sidev_x, nosev_x) by a small angle (yaw) LDY #9 JSR MVS5 LDX #23 \ Rotate (sidev_y, nosev_y) by a small angle (yaw) LDY #11 JSR MVS5 LDX #25 \ Rotate (sidev_z, nosev_z) by a small angle (yaw) LDY #13 JSR MVS5 DEC XSAV \ Decrement the yaw counter in XSAV BNE HAL5 \ Loop back to yaw a little more until we have yawed \ by the number of times in XSAV LDY XX15+2 \ Set Y = XX15+2, the ship type of the ship we need to \ draw BEQ HA1 \ If Y = 0, return from the subroutine (as HA1 contains \ an RTS) TYA \ Set X = 2 * Y ASL A TAX LDA XX21-2,X \ Set XX0(1 0) to the X-th address in the ship blueprint STA XX0 \ address lookup table at XX21, so XX0(1 0) now points LDA XX21-1,X \ to the blueprint for the ship we need to draw STA XX0+1 BEQ HA1 \ If the high byte of the blueprint address is 0, then \ this is not a valid blueprint address, so return from \ the subroutine (as HA1 contains an RTS) LDY #1 \ Set Q = ship byte #1 LDA (XX0),Y STA Q INY \ Set R = ship byte #2 LDA (XX0),Y \ STA R \ so (R Q) contains the ship's targetable area, which is \ a square number JSR LL5 \ Set Q = SQRT(R Q) LDA #100 \ Set y_lo = (100 - Q) / 2 SBC Q \ LSR A \ so the bigger the ship's targetable area, the smaller STA INWK+3 \ the magnitude of the y-coordinate, so because we set \ y_sign to be negative above, this means smaller ships \ are drawn lower down, i.e. closer to the ground, while \ larger ships are drawn higher up, as you would expect JSR TIDY \ Call TIDY to tidy up the orientation vectors, to \ prevent the ship from getting elongated and out of \ shape due to the imprecise nature of trigonometry \ in assembly language JMP LL9 \ Jump to LL9 to display the ship and return from the \ subroutine using a tail call .HA1 RTS \ Return from the subroutineName: HAS1 [View individually] Type: Subroutine [Compare versions] Category: Ship hanger Summary: Draw a ship in the ship hanger

The ship's position within the hanger is determined by the arguments and the size of the ship's targetable area, as follows: * The x-coordinate is (x_sign x_hi 0) from the arguments, so the ship can be left of centre or right of centre * The y-coordinate is negative and is lower down the screen for smaller ships, so smaller ships are drawn closer to the ground (because they are) * The z-coordinate is positive, with both z_hi (which is 1 or 2) and z_lo coming from the arguments Arguments: XX15 Bits 0-7 = Ship's z_lo Bit 0 = Ship's x_sign XX15+1 Bits 0-7 = Ship's x_hi Bit 0 = Ship's z_hi (1 if clear, or 2 if set) XX15+2 Non-zero = Ship type to draw 0 = Don't draw anything.TAX35 \ If we get here, the missile has been destroyed by \ E.C.M. or by the space station LDA INWK \ Set A = x_lo OR y_lo OR z_lo of the missile ORA INWK+3 ORA INWK+6 BNE P%+7 \ If A is non-zero then the missile is not near our \ ship, so skip the next two instructions to avoid \ damaging our ship LDA #80 \ Otherwise the missile just got destroyed near us, so JSR OOPS \ call OOPS to damage the ship by 80, which is nowhere \ near as bad as the 250 damage from a missile slamming \ straight into us, but it's still pretty nasty LDX #PLT \ Set X to the ship type for plate alloys, so we get \ awarded the kill points for the missile scraps in TA87 BNE TA87 \ Jump to TA87 to process the missile kill tally and \ make an explosion sound .TA34 \ If we get here, the missile is hostile LDA #0 \ Set A to x_hi OR y_hi OR z_hi JSR MAS4 BEQ P%+5 \ If A = 0 then the missile is very close to our ship, \ so skip the following instruction JMP TN4 \ Jump down to part 3 to set up the vectors and skip \ straight to aggressive manoeuvring JSR TA87+3 \ The missile has hit our ship, so call TA87+3 to set \ bit 7 of the missile's byte #31, which marks the \ missile as being killed JSR EXNO3 \ Make the sound of the missile exploding LDA #250 \ Call OOPS to damage the ship by 250, which is a pretty JMP OOPS \ big hit, and return from the subroutine using a tail \ call .TA18 \ This is the entry point for missile tactics and is \ called from the main TACTICS routine below LDA ECMA \ If an E.C.M. is currently active (either our's or an BNE TAX35 \ opponent's), jump to TAX35 to destroy this missile LDA INWK+32 \ Fetch the AI flag from byte #32 and if bit 6 is set ASL A \ (i.e. missile is hostile), jump up to TA34 to check BMI TA34 \ whether the missile has hit us LSR A \ Otherwise shift A right again. We know bits 6 and 7 \ are now clear, so this leaves bits 0-5. Bits 1-5 \ contain the target's slot number, and bit 0 is cleared \ in FRMIS when a missile is launched, so A contains \ the slot number shifted left by 1 (i.e. doubled) so we \ can use it as an index for the two-byte address table \ at UNIV TAX \ Copy the address of the target ship's data block from LDA UNIV,X \ UNIV(X+1 X) to (A V) STA V LDA UNIV+1,X JSR VCSUB \ Calculate vector K3 as follows: \ \ K3(2 1 0) = (x_sign x_hi x_lo) - x-coordinate of \ target ship \ \ K3(5 4 3) = (y_sign y_hi z_lo) - y-coordinate of \ target ship \ \ K3(8 7 6) = (z_sign z_hi z_lo) - z-coordinate of \ target ship \ So K3 now contains the vector from the target ship to \ the missile LDA K3+2 \ Set A = OR of all the sign and high bytes of the ORA K3+5 \ above, clearing bit 7 (i.e. ignore the signs) ORA K3+8 AND #%01111111 ORA K3+1 ORA K3+4 ORA K3+7 BNE TA64 \ If the result is non-zero, then the missile is some \ distance from the target, so jump down to TA64 see if \ the target activates its E.C.M. LDA INWK+32 \ Fetch the AI flag from byte #32 and if only bits 7 and CMP #%10000010 \ 1 are set (AI is enabled and the target is slot 1, the BEQ TAX35 \ space station), jump to TAX35 to destroy this missile, \ as the space station ain't kidding around LDY #31 \ Fetch byte #31 (the exploding flag) of the target ship LDA (V),Y \ into A BIT M32+1 \ M32 contains an LDY #32 instruction, so M32+1 contains \ 32, so this instruction tests A with %00100000, which \ checks bit 5 of A (the "already exploding?" bit) BNE TA35 \ If the target ship is already exploding, jump to TA35 \ to destroy this missile ORA #%10000000 \ Otherwise set bit 7 of the target's byte #31 to mark STA (V),Y \ the ship as having been killed, so it explodes .TA35 LDA INWK \ Set A = x_lo OR y_lo OR z_lo of the missile ORA INWK+3 ORA INWK+6 BNE P%+7 \ If A is non-zero then the missile is not near our \ ship, so skip the next two instructions to avoid \ damaging our ship LDA #80 \ Otherwise the missile just got destroyed near us, so JSR OOPS \ call OOPS to damage the ship by 80, which is nowhere \ near as bad as the 250 damage from a missile slamming \ straight into us, but it's still pretty nasty LDA INWK+32 \ Set X to bits 1-6 of the missile's AI flag in ship AND #%01111111 \ byte #32, so bits 0-3 of X are the target's slot LSR A \ number, and bit 4 is set (as the missile is hostile) TAX \ so X is fairly random and in the range 16-31. This is \ used to determine the number of kill points awarded \ for the destruction of the missile .TA87 JSR EXNO2 \ Call EXNO2 to process the fact that we have killed a \ missile (so increase the kill tally, make an explosion \ sound and so on) ASL INWK+31 \ Set bit 7 of the missile's byte #31 flag to mark it as SEC \ having been killed, so it explodes ROR INWK+31 .TA1 RTS \ Return from the subroutine .TA64 \ If we get here then the missile has not reached the \ target JSR DORND \ Set A and X to random numbers CMP #16 \ If A >= 16 (94% chance), jump down to TA19S with the BCS TA19S \ vector from the target to the missile in K3 .M32 LDY #32 \ Fetch byte #32 for the target and shift bit 0 (E.C.M.) LDA (V),Y \ into the C flag LSR A BCS P%+5 \ If the C flag is set then the target has E.C.M. \ fitted, so skip the next instruction .TA19S JMP TA19 \ The target does not have E.C.M. fitted, so jump down \ to TA19 with the vector from the target to the missile \ in K3 JMP ECBLB2 \ The target has E.C.M., so jump to ECBLB2 to set it \ off, returning from the subroutine using a tail callName: TACTICS (Part 1 of 7) [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Apply tactics: Process missiles, both enemy missiles and our own Deep dive: Program flow of the tactics routine

This section implements missile tactics and is entered at TA18 from the main entry point below, if the current ship is a missile. Specifically: * If E.C.M. is active, destroy the missile * If the missile is hostile towards us, then check how close it is. If it hasn't reached us, jump to part 3 so it can streak towards us, otherwise we've been hit, so process a large amount of damage to our ship * Otherwise see how close the missile is to its target. If it has not yet reached its target, give the target a chance to activate its E.C.M. if it has one, otherwise jump to TA19 with K3 set to the vector from the target to the missile * If it has reached its target and the target is the space station, destroy the missile, potentially damaging us if we are nearby * If it has reached its target and the target is a ship, destroy the missile and the ship, potentially damaging us if we are nearby.TACTICS LDA #3 \ Set RAT = 3, which is the magnitude we set the pitch STA RAT \ or roll counter to in part 7 when turning a ship \ towards a vector (a higher value giving a longer \ turn). This value is not changed in the TACTICS \ routine, but it is set to different values by the \ DOCKIT routine LDA #4 \ Set RAT2 = 4, which is the threshold below which we STA RAT2 \ don't apply pitch and roll to the ship (so a lower \ value means we apply pitch and roll more often, and a \ value of 0 means we always apply them). The value is \ compared with double the high byte of sidev . XX15, \ where XX15 is the vector from the ship to the enemy \ or planet. This value is set to different values by \ both the TACTICS and DOCKIT routines LDA #22 \ Set CNT2 = 22, which is the maximum angle beyond which STA CNT2 \ a ship will slow down to start turning towards its \ prey (a lower value means a ship will start to slow \ down even if its angle with the enemy ship is large, \ which gives a tighter turn). This value is not changed \ in the TACTICS routine, but it is set to different \ values by the DOCKIT routine CPX #MSL \ If this is a missile, jump up to TA18 to implement BEQ TA18 \ missile tactics CPX #SST \ If this is not the space station, jump down to TA13 BNE TA13 LDA NEWB \ This is the space station, so check whether bit 2 of AND #%00000100 \ the ship's NEWB flags is set, and if it is (i.e. the BNE TN5 \ station is hostile), jump to TN5 to spawn some cops LDA MANY+SHU+1 \ The station is not hostile, so check how many BNE TA1 \ Transporters there are in the vicinity, and if we \ already have one, return from the subroutine (as TA1 \ contains an RTS) \ If we get here then the station is not hostile, so we \ can consider spawning a Transporter or Shuttle JSR DORND \ Set A and X to random numbers CMP #253 \ If A < 253 (99.2% chance), return from the subroutine BCC TA1 \ (as TA1 contains an RTS) AND #1 \ Set A = a random number that's either 0 or 1 ADC #SHU-1 \ The C flag is set (as we didn't take the BCC above), TAX \ so this sets X to a value of either #SHU or #SHU + 1, \ which is the ship type for a Shuttle or a Transporter BNE TN6 \ Jump to TN6 to spawn this ship type and return from \ the subroutine using a tail call (this BNE is \ effectively a JMP as A is never zero) .TN5 \ We only call the tactics routine for the space station \ when it is hostile, so if we get here then this is the \ station, and we already know it's hostile, so we need \ to spawn some cops JSR DORND \ Set A and X to random numbers CMP #240 \ If A < 240 (93.8% chance), return from the subroutine BCC TA1 \ (as TA1 contains an RTS) LDA MANY+COPS \ Check how many cops there are in the vicinity already, CMP #6 \ and if there are 6 or more, return from the subroutine BCS TA22 \ (as TA22 contains an RTS) LDX #COPS \ Set X to the ship type for a cop .TN6 LDA #%11110001 \ Set the AI flag to give the ship E.C.M., enable AI and \ make it very aggressive (60 out of 63) JMP SFS1 \ Jump to SFS1 to spawn the ship, returning from the \ subroutine using a tail call .TA13 CPX #HER \ If this is not a rock hermit, jump down to TA17 BNE TA17 JSR DORND \ Set A and X to random numbers CMP #200 \ If A < 200 (78% chance), return from the subroutine BCC TA22 \ (as TA22 contains an RTS) LDX #0 \ Set byte #32 to %00000000 to disable AI, aggression STX INWK+32 \ and E.C.M. LDX #%00100100 \ Set the ship's NEWB flags to %00100100 so the ship we STX NEWB \ spawn below will inherit the default values from E% as \ well as having bit 2 (hostile) and bit 5 (innocent \ bystander) set AND #3 \ Set A = a random number that's in the range 0-3 ADC #SH3 \ The C flag is set (as we didn't take the BCC above), TAX \ so this sets X to a random value between #SH3 + 1 and \ #SH3 + 4, so that's a Sidewinder, Mamba, Krait, Adder \ or Gecko JSR TN6 \ Call TN6 to spawn this ship with E.C.M., AI and a high \ aggression (56 out of 63) LDA #0 \ Set byte #32 to %00000000 to disable AI, aggression STA INWK+32 \ and E.C.M. (for the rock hermit) RTS \ Return from the subroutine .TA17 LDY #14 \ If the ship's energy is greater or equal to the LDA INWK+35 \ maximum value from the ship's blueprint pointed to by CMP (XX0),Y \ XX0, then skip the next instruction BCS TA21 INC INWK+35 \ The ship's energy is not at maximum, so recharge the \ energy banks by 1Name: TACTICS (Part 2 of 7) [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Apply tactics: Escape pod, station, lone Thargon, safe-zone pirate Deep dive: Program flow of the tactics routine

This section contains the main entry point at TACTICS, which is called from part 2 of MVEIT for ships that have the AI flag set (i.e. bit 7 of byte #32). This part does the following: * If this is a missile, jump up to the missile code in part 1 * If this is the space station and it is hostile, consider spawning a cop (6.2% chance, up to a maximum of seven) and we're done * If this is the space station and it is not hostile, consider spawning (0.8% chance if there are no Transporters around) a Transporter or Shuttle (equal odds of each type) and we're done * If this is a rock hermit, consider spawning (22% chance) a highly aggressive and hostile Sidewinder, Mamba, Krait, Adder or Gecko (equal odds of each type) and we're done * Recharge the ship's energy banks by 1 Arguments: X The ship type.TA21 CPX #TGL \ If this is not a Thargon, jump down to TA14 BNE TA14 LDA MANY+THG \ If there is at least one Thargoid in the vicinity, BNE TA14 \ jump down to TA14 LSR INWK+32 \ This is a Thargon but there is no Thargoid mothership, ASL INWK+32 \ so clear bit 0 of the AI flag to disable its E.C.M. LSR INWK+27 \ And halve the Thargon's speed .TA22 RTS \ Return from the subroutine .TA14 JSR DORND \ Set A and X to random numbers LDA NEWB \ Extract bit 0 of the ship's NEWB flags into the C flag LSR A \ and jump to TN1 if it is clear (i.e. if this is not a BCC TN1 \ trader) CPX #50 \ This is a trader, so if X >= 50 (80% chance), return BCS TA22 \ from the subroutine (as TA22 contains an RTS) .TN1 LSR A \ Extract bit 1 of the ship's NEWB flags into the C flag BCC TN2 \ and jump to TN2 if it is clear (i.e. if this is not a \ bounty hunter) LDX FIST \ This is a bounty hunter, so check whether our FIST CPX #40 \ rating is < 40 (where 50 is a fugitive), and jump to BCC TN2 \ TN2 if we are not 100% evil LDA NEWB \ We are a fugitive or a bad offender, and this ship is ORA #%00000100 \ a bounty hunter, so set bit 2 of the ship's NEWB flags STA NEWB \ to make it hostile LSR A \ Shift A right twice so the next test in TN2 will check LSR A \ bit 2 .TN2 LSR A \ Extract bit 2 of the ship's NEWB flags into the C flag BCS TN3 \ and jump to TN3 if it is set (i.e. if this ship is \ hostile) LSR A \ The ship is not hostile, so extract bit 4 of the LSR A \ ship's NEWB flags into the C flag, and jump to GOPL if BCC GOPL \ it is clear (i.e. if this ship is not docking) JMP DOCKIT \ The ship is not hostile and is docking, so jump to \ DOCKIT to apply the docking algorithm to this ship .GOPL JSR SPS1 \ The ship is not hostile and it is not docking, so call \ SPS1 to calculate the vector to the planet and store \ it in XX15 JMP TA151 \ Jump to TA151 to make the ship head towards the planet .TN3 LSR A \ Extract bit 2 of the ship's NEWB flags into the C flag BCC TN4 \ and jump to TN4 if it is clear (i.e. if this ship is \ not a pirate) LDA SSPR \ If we are not inside the space station safe zone, jump BEQ TN4 \ to TN4 \ If we get here then this is a pirate and we are inside \ the space station safe zone LDA INWK+32 \ Set bits 0 and 7 of the AI flag in byte #32 (has AI AND #%10000001 \ enabled and has an E.C.M.) STA INWK+32 .TN4 LDX #8 \ We now want to copy the ship's x, y and z coordinates \ from INWK to K3, so set up a counter for 9 bytes .TAL1 LDA INWK,X \ Copy the X-th byte from INWK to the X-th byte of K3 STA K3,X DEX \ Decrement the counter BPL TAL1 \ Loop back until we have copied all 9 bytes .TA19 \ If this is a missile that's heading for its target \ (not us, one of the other ships), then the missile \ routine at TA18 above jumps here after setting K3 to \ the vector from the target to the missile JSR TAS2 \ Normalise the vector in K3 and store the normalised \ version in XX15, so XX15 contains the normalised \ vector from our ship to the ship we are applying AI \ tactics to (or the normalised vector from the target \ to the missile - in both cases it's the vector from \ the potential victim to the attacker) LDY #10 \ Set (A X) = nosev . XX15 JSR TAS3 STA CNT \ Store the high byte of the dot product in CNT. The \ bigger the value, the more aligned the two ships are, \ with a maximum magnitude of 36 (96 * 96 >> 8). If CNT \ is positive, the ships are facing in a similar \ direction, if it's negative they are facing in \ opposite directionsName: TACTICS (Part 3 of 7) [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Apply tactics: Calculate dot product to determine ship's aim Deep dive: Program flow of the tactics routine

This section sets up some vectors and calculates dot products. Specifically: * If this is a lone Thargon without a mothership, set it adrift aimlessly and we're done * If this is a trader, 80% of the time we're done, 20% of the time the trader performs the same checks as the bounty hunter * If this is a bounty hunter (or one of the 20% of traders) and we have been really bad (i.e. a fugitive or serious offender), the ship becomes hostile (if it isn't already) * If the ship is not hostile, then either perform docking manouevres (if it's docking) or fly towards the planet (if it isn't docking) and we're done * If the ship is hostile, and a pirate, and we are within the space station safe zone, stop the pirate from attacking by removing all its aggression * Calculate the dot product of the ship's nose vector (i.e. the direction it is pointing) with the vector between us and the ship. This value will help us work out later on whether the enemy ship is pointing towards us, and therefore whether it can hit us with its lasers. Other entry points: GOPL Make the ship head towards the planetLDA TYPE \ If this is not a missile, skip the following CMP #MSL \ instruction BNE P%+5 JMP TA20 \ This is a missile, so jump down to TA20 to get \ straight into some aggressive manoeuvring CMP #ANA \ If this is not an Anaconda, jump down to TN7 to skip BNE TN7 \ the following JSR DORND \ Set A and X to random numbers CMP #200 \ If A < 200 (78% chance), jump down to TN7 to skip the BCC TN7 \ following JSR DORND \ Set A and X to random numbers LDX #WRM \ Set X to the ship type for a Worm CMP #100 \ If A >= 100 (61% chance), skip the following BCS P%+4 \ instruction LDX #SH3 \ Set X to the ship type for a Sidewinder JMP TN6 \ Jump to TN6 to spawn the Worm or Sidewinder and return \ from the subroutine using a tail call .TN7 JSR DORND \ Set A and X to random numbers CMP #250 \ If A < 250 (97.5% chance), jump down to TA7 to skip BCC TA7 \ the following JSR DORND \ Set A and X to random numbers ORA #104 \ Bump A up to at least 104 and store in the roll STA INWK+29 \ counter, to gives the ship a noticeable roll .TA7 LDY #14 \ Set A = the ship's maximum energy / 2 LDA (XX0),Y LSR A CMP INWK+35 \ If the ship's current energy in byte #35 > A, i.e. the BCC TA3 \ ship has at least half of its energy banks charged, \ jump down to TA3 LSR A \ If the ship's current energy in byte #35 > A / 4, i.e. LSR A \ the ship is not into the last 1/8th of its energy, CMP INWK+35 \ jump down to ta3 to consider firing a missile BCC ta3 JSR DORND \ Set A and X to random numbers CMP #230 \ If A < 230 (90% chance), jump down to ta3 to consider BCC ta3 \ firing a missile LDX TYPE \ Fetch the ship blueprint's default NEWB flags from the LDA E%-1,X \ table at E%, and if bit 7 is clear (i.e. this ship BPL ta3 \ does not have an escape pod), jump to ta3 to skip the \ spawning of an escape pod \ By this point, the ship has run out of both energy and \ luck, so it's time to bail LDA NEWB \ Clear bits 0-3 of the NEWB flags, so the ship is no AND #%11110000 \ longer a trader, a bounty hunter, hostile or a pirate STA NEWB \ and the escape pod we are about to spawn won't inherit \ any of these traits LDY #36 \ Update the NEWB flags in the ship's data block STA (INF),Y LDA #0 \ Set the AI flag to 0 to disable AI, hostility and STA INWK+32 \ E.C.M., so the ship's a sitting duck JMP SESCP \ Jump to SESCP to spawn an escape pod from the ship, \ returning from the subroutine using a tail callName: TACTICS (Part 4 of 7) [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Apply tactics: Check energy levels, maybe launch escape pod if low Deep dive: Program flow of the tactics routine

This section works out what kind of condition the ship is in. Specifically: * If this is an Anaconda, consider spawning (22% chance) a Worm (61% of the time) or a Sidewinder (39% of the time) * Rarely (2.5% chance) roll the ship by a noticeable amount * If the ship has at least half its energy banks full, jump to part 6 to consider firing the lasers * If the ship is not into the last 1/8th of its energy, jump to part 5 to consider firing a missile * If the ship is into the last 1/8th of its energy, and this ship type has an escape pod fitted, then rarely (10% chance) the ship launches an escape pod and is left drifting in space.ta3 \ If we get here then the ship has less than half energy \ so there may not be enough juice for lasers, but let's \ see if we can fire a missile LDA INWK+31 \ Set A = bits 0-2 of byte #31, the number of missiles AND #%00000111 \ the ship has left BEQ TA3 \ If it doesn't have any missiles, jump to TA3 STA T \ Store the number of missiles in T JSR DORND \ Set A and X to random numbers AND #31 \ Restrict A to a random number in the range 0-31 CMP T \ If A >= T, which is quite likely, though less likely BCS TA3 \ with higher numbers of missiles, jump to TA3 LDA ECMA \ If an E.C.M. is currently active (either our's or an BNE TA3 \ opponent's), jump to TA3 DEC INWK+31 \ We're done with the checks, so it's time to fire off a \ missile, so reduce the missile count in byte #31 by 1 LDA TYPE \ Fetch the ship type into A CMP #THG \ If this is not a Thargoid, jump down to TA16 to launch BNE TA16 \ a missile LDX #TGL \ This is a Thargoid, so instead of launching a missile, LDA INWK+32 \ the mothership launches a Thargon, so call SFS1 to JMP SFS1 \ spawn a Thargon from the parent ship, and return from \ the subroutine using a tail call .TA16 JMP SFRMIS \ Jump to SFRMIS to spawn a missile as a child of the \ current ship, make a noise and print a message warning \ of incoming missiles, and return from the subroutine \ using a tail callName: TACTICS (Part 5 of 7) [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Apply tactics: Consider whether to launch a missile at us Deep dive: Program flow of the tactics routine

This section considers whether to launch a missile. Specifically: * If the ship doesn't have any missiles, skip to the next part * If an E.C.M. is firing, skip to the next part * Randomly decide whether to fire a missile (or, in the case of Thargoids, release a Thargon), and if we do, we're done.TA3 \ If we get here then the ship either has plenty of \ energy, or levels are low but it couldn't manage to \ launch a missile, so maybe we can fire the laser? LDA #0 \ Set A to x_hi OR y_hi OR z_hi JSR MAS4 AND #%11100000 \ If any of the hi bytes have any of bits 5-7 set, then BNE TA4 \ jump to TA4 to skip the laser checks, as the ship is \ too far away from us to hit us with a laser LDX CNT \ Set X = the dot product set above in CNT. If this is \ positive, this ship and our ship are facing in similar \ directions, but if it's negative then we are facing \ each other, so for us to be in the enemy ship's line \ of fire, X needs to be negative. The value in X can \ have a maximum magnitude of 36, which would mean we \ were facing each other square on, so in the following \ code we check X like this: \ \ X = 0 to -31, we are not in the enemy ship's line \ of fire, so they can't shoot at us \ \ X = -32 to -34, we are in the enemy ship's line \ of fire, so they can shoot at us, but they can't \ hit us as we're not dead in their crosshairs \ \ X = -35 to -36, we are bang in the middle of the \ enemy ship's crosshairs, so they can not only \ shoot us, they can hit us CPX #160 \ If X < 160, i.e. X > -32, then we are not in the enemy BCC TA4 \ ship's line of fire, so jump to TA4 to skip the laser \ checks LDY #19 \ Fetch the enemy ship's byte #19 from their ship's LDA (XX0),Y \ blueprint into A AND #%11111000 \ Extract bits 3-7, which contain the enemy's laser \ power BEQ TA4 \ If the enemy has no laser power, jump to TA4 to skip \ the laser checks LDA INWK+31 \ Set bit 6 in byte #31 to denote that the ship is ORA #%01000000 \ firing its laser at us STA INWK+31 CPX #163 \ If X < 163, i.e. X > -35, then we are not in the enemy BCC TA4 \ ship's crosshairs, so jump to TA4 to skip the laser LDA (XX0),Y \ Fetch the enemy ship's byte #19 from their ship's \ blueprint into A LSR A \ Halve the enemy ship's byte #19 (which contains both \ the laser power and number of missiles) to get the \ amount of damage we should take JSR OOPS \ Call OOPS to take some damage, which could do anything \ from reducing the shields and energy, all the way to \ losing cargo or dying (if the latter, we don't come \ back from this subroutine) DEC INWK+28 \ Halve the attacking ship's acceleration in byte #28 LDA ECMA \ If an E.C.M. is currently active (either our's or an BNE TA9-1 \ opponent's), return from the subroutine without making \ the laser-strike sound (as TA9-1 contains an RTS) JSR NOISEHIT \ Call the NOISEHIT routine to make the sound of us \ being hit by lasersName: TACTICS (Part 6 of 7) [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Apply tactics: Consider firing a laser at us, if aim is true Deep dive: Program flow of the tactics routine

This section looks at potentially firing the ship's laser at us. Specifically: * If the ship is not pointing at us, skip to the next part * If the ship is pointing at us but not accurately, fire its laser at us and skip to the next part * If we are in the ship's crosshairs, register some damage to our ship, slow down the attacking ship, make the noise of us being hit by laser fire, and move on to the next part to manoeuvre the attacking ship.TA4 LDA INWK+7 \ If z_hi >= 3 then the ship is quite far away, so jump CMP #3 \ down to TA5 BCS TA5 LDA INWK+1 \ Otherwise set A = x_hi OR y_hi and extract bits 1-7 ORA INWK+4 AND #%11111110 BEQ TA15 \ If A = 0 then the ship is pretty close to us, so jump \ to TA15 so it heads away from us .TA5 \ If we get here then the ship is quite far away JSR DORND \ Set A and X to random numbers ORA #%10000000 \ Set bit 7 of A CMP INWK+32 \ If A >= byte #32 (the ship's AI flag) then jump down BCS TA15 \ to TA15 so it heads away from us \ We get here if A < byte #32, and the chances of this \ being true are greater with high values of byte #32. \ In other words, higher byte #32 values increase the \ chances of a ship changing direction to head towards \ us - or, to put it another way, ships with higher \ byte #32 values are spoiling for a fight. Thargoids \ have byte #32 set to 255, which explains an awful lot .TA20 \ If this is a missile we will have jumped straight \ here, but we also get here if the ship is either far \ away and aggressive, or not too close JSR TAS6 \ Call TAS6 to negate the vector in XX15 so it points in \ the opposite direction LDA CNT \ Change the sign of the dot product in CNT, so now it's EOR #%10000000 \ positive if the ships are facing each other, and \ negative if they are facing the same way .TA152 STA CNT \ Update CNT with the new value in A .TA15 \ If we get here, then one of the following is true: \ \ * This is a trader and XX15 is pointing towards the \ planet \ \ * The ship is pretty close to us, or it's just not \ very aggressive (though there is a random factor \ at play here too). XX15 is still pointing from our \ ship towards the enemy ship \ \ * The ship is aggressive (though again, there's an \ element of randomness here). XX15 is pointing from \ the enemy ship towards our ship \ \ * This is a missile heading for a target. XX15 is \ pointing from the missile towards the target \ \ We now want to move the ship in the direction of XX15, \ which will make aggressive ships head towards us, and \ ships that are too close turn away. Peaceful traders, \ meanwhile, head off towards the planet in search of a \ space station, and missiles home in on their targets LDY #16 \ Set (A X) = roofv . XX15 JSR TAS3 \ \ This will be positive if XX15 is pointing in the same \ direction as an arrow out of the top of the ship, in \ other words if the ship should pull up to head in the \ direction of XX15 TAX \ Copy A into X so we can retrieve it below EOR #%10000000 \ Give the ship's pitch counter the opposite sign to the AND #%10000000 \ dot product result, with a value of 0 STA INWK+30 TXA \ Retrieve the original value of A from X ASL A \ Shift A left to double it and drop the sign bit CMP RAT2 \ If A < RAT2, skip to TA11 (so if RAT2 = 0, we always BCC TA11 \ set the pitch counter to RAT) LDA RAT \ Set the magnitude of the ship's pitch counter to RAT ORA INWK+30 \ (we already set the sign above) STA INWK+30 .TA11 LDA INWK+29 \ Fetch the roll counter from byte #29 into A ASL A \ Shift A left to double it and drop the sign bit CMP #32 \ If A >= 32 then jump to TA6, as the ship is already BCS TA6 \ in the process of rolling LDY #22 \ Set (A X) = sidev . XX15 JSR TAS3 \ \ This will be positive if XX15 is pointing in the same \ direction as an arrow out of the right side of the \ ship, in other words if the ship should roll right to \ head in the direction of XX15 TAX \ Copy A into X so we can retrieve it below EOR INWK+30 \ Give the ship's roll counter a positive sign if the AND #%10000000 \ pitch counter and dot product have different signs, EOR #%10000000 \ negative if they have the same sign, with a value of 0 STA INWK+29 TXA \ Retrieve the original value of A from X ASL A \ Shift A left to double it and drop the sign bit CMP RAT2 \ If A < RAT2, skip to TA12 (so if RAT2 = 0, we always BCC TA12 \ set the roll counter to RAT) LDA RAT \ Set the magnitude of the ship's roll counter to RAT ORA INWK+29 \ (we already set the sign above) STA INWK+29 .TA12 .TA6 LDA CNT \ Fetch the dot product, and if it's negative jump to BMI TA9 \ TA9, as the ships are facing away from each other and \ the ship might want to slow down to take another shot CMP CNT2 \ The dot product is positive, so the ships are facing BCC TA9 \ each other. If A < CNT2 then the ships are not heading \ directly towards each other, so jump to TA9 to slow \ down .PH10E LDA #3 \ Otherwise set the acceleration in byte #28 to 3 STA INWK+28 RTS \ Return from the subroutine .TA9 AND #%01111111 \ Clear the sign bit of the dot product in A CMP #18 \ If A < 18 then the ship is way off the XX15 vector, so BCC TA10 \ return from the subroutine (TA10 contains an RTS) \ without slowing down, as it still has quite a bit of \ turning to do to get on course LDA #&FF \ Otherwise set A = -1 LDX TYPE \ If this is not a missile then skip the ASL instruction CPX #MSL BNE P%+3 ASL A \ This is a missile, so set A = -2, as missiles are more \ nimble and can brake more quickly STA INWK+28 \ Set the ship's acceleration to A .TA10 RTS \ Return from the subroutine .TA151 \ This is called from part 3 with the vector to the \ planet in XX15, when we want the ship to turn towards \ the planet. It does the same dot product calculation \ as part 3, but it can also change the value of RAT2 \ so that roll and pitch is always applied LDY #10 \ Set (A X) = nosev . XX15 JSR TAS3 \ \ The bigger the value of the dot product, the more \ aligned the two vectors are, with a maximum magnitude \ in A of 36 (96 * 96 >> 8). If A is positive, the \ vectors are facing in a similar direction, if it's \ negative they are facing in opposite directions CMP #&98 \ If A is positive or A <= -24, jump to ttt BCC ttt LDX #0 \ A > -24, which means the vectors are facing in STX RAT2 \ opposite directions but are quite aligned, so set \ RAT2 = 0 instead of the default value of 4, so we \ always apply roll and pitch when we turn the ship \ towards the planet .ttt JMP TA152 \ Jump to TA152 to store A in CNT and move the ship in \ the direction of XX15Name: TACTICS (Part 7 of 7) [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Apply tactics: Set pitch, roll, and acceleration Deep dive: Program flow of the tactics routine

This section looks at manoeuvring the ship. Specifically: * Work out which direction the ship should be moving, depending on the type of ship, where it is, which direction it is pointing, and how aggressive it is * Set the pitch and roll counters to head in that direction * Speed up or slow down, depending on where the ship is in relation to us Other entry points: TA151 Make the ship head towards the planet.DOCKIT LDA #6 \ Set RAT2 = 6, which is the threshold below which we STA RAT2 \ don't apply pitch and roll to the ship (so a lower \ value means we apply pitch and roll more often, and a \ value of 0 means we always apply them). The value is \ compared with double the high byte of sidev . XX15, \ where XX15 is the vector from the ship to the station LSR A \ Set RAT = 2, which is the magnitude we set the pitch STA RAT \ or roll counter to in part 7 when turning a ship \ towards a vector (a higher value giving a longer \ turn) LDA #29 \ Set CNT2 = 29, which is the maximum angle beyond which STA CNT2 \ a ship will slow down to start turning towards its \ prey (a lower value means a ship will start to slow \ down even if its angle with the enemy ship is large, \ which gives a tighter turn) LDA SSPR \ If we are inside the space station safe zone, skip the BNE P%+5 \ next instruction .GOPLS JMP GOPL \ Jump to GOPL to make the ship head towards the planet JSR VCSU1 \ If we get here then we are in the space station safe \ zone, so call VCSU1 to calculate the following, where \ the station is at coordinates (station_x, station_y, \ station_z): \ \ K3(2 1 0) = (x_sign x_hi x_lo) - station_x \ \ K3(5 4 3) = (y_sign y_hi z_lo) - station_y \ \ K3(8 7 6) = (z_sign z_hi z_lo) - station_z \ \ so K3 contains the vector from the station to the ship LDA K3+2 \ If any of the top bytes of the K3 results above are ORA K3+5 \ non-zero (after removing the sign bits), jump to GOPL ORA K3+8 \ via GOPLS to make the ship head towards the planet, as AND #%01111111 \ this will aim the ship in the general direction of the BNE GOPLS \ station (it's too far away for anything more accurate) JSR TA2 \ Call TA2 to calculate the length of the vector in K3 \ (ignoring the low coordinates), returning it in Q LDA Q \ Store the value of Q in K, so K now contains the STA K \ distance between station and the ship JSR TAS2 \ Call TAS2 to normalise the vector in K3, returning the \ normalised version in XX15, so XX15 contains the unit \ vector pointing from the station to the ship LDY #10 \ Call TAS4 to calculate: JSR TAS4 \ \ (A X) = nosev . XX15 \ \ where nosev is the nose vector of the space station, \ so this is the dot product of the station to ship \ vector with the station's nosev (which points straight \ out into space, out of the docking slot), and because \ both vectors are unit vectors, the following is also \ true: \ \ (A X) = cos(t) \ \ where t is the angle between the two vectors \ \ If the dot product is positive, that means the vector \ from the station to the ship and the nosev sticking \ out of the docking slot are facing in a broadly \ similar direction (so the ship is essentially heading \ for the slot, which is facing towards the ship), and \ if it's negative they are facing in broadly opposite \ directions (so the station slot is on the opposite \ side of the station as the ship approaches) BMI PH1 \ If the dot product is negative, i.e. the station slot \ is on the opposite side, jump to PH1 to fly towards \ the ideal docking position, some way in front of the \ slot CMP #35 \ If the dot product < 35, jump to PH1 to fly towards BCC PH1 \ the ideal docking position, some way in front of the \ slot, as there is a large angle between the vector \ from the station to the ship and the station's nosev, \ so the angle of approach is not very optimal \ \ Specifically, as the unit vector length is 96 in our \ vector system, \ \ (A X) = cos(t) < 35 / 96 \ \ so: \ \ t > arccos(35 / 96) = 68.6 degrees \ \ so the ship is coming in from the side of the station \ at an angle between 68.6 and 90 degrees off the \ optimal entry angle \ If we get here, the slot is on the same side as the \ ship and the angle of approach is less than 68.6 \ degrees, so we're heading in pretty much the correct \ direction for a good approach to the docking slot LDY #10 \ Call TAS3 to calculate: JSR TAS3 \ \ (A X) = nosev . XX15 \ \ where nosev is the nose vector of the ship, so this is \ the dot product of the station to ship vector with the \ ship's nosev, and is a measure of how close to the \ station the ship is pointing, with negative meaning it \ is pointing at the station, and positive meaning it is \ pointing away from the station CMP #&A2 \ If the dot product is in the range 0 to -34, jump to BCS PH3 \ PH3 to refine our approach, as we are pointing towards \ the station \ If we get here, then we are not pointing straight at \ the station, so check how close we are LDA K \ Fetch the distance to the station into A \BEQ PH10 \ This instruction is commented out in the original \ source CMP #157 \ If A < 157, jump to PH2 to turn away from the station, BCC PH2 \ as we are too close LDA TYPE \ Fetch the ship type into A BMI PH3 \ If bit 7 is set, then that means the ship type was set \ to -96 in the DOKEY routine when we switched on our \ docking compter, so this is us auto-docking our Cobra, \ so jump to PH3 to refine our approach. Otherwise this \ is an NPC trying to dock, so turn away from the \ station .PH2 \ If we get here then we turn away from the station and \ slow right down, effectively aborting this approach \ attempt JSR TAS6 \ Call TAS6 to negate the vector in XX15 so it points in \ the opposite direction, away from from the station and \ towards the ship JSR TA151 \ Call TA151 to make the ship head in the direction of \ XX15, which makes the ship turn away from the station .PH22 \ If we get here then we slam on the brakes and slow \ right down LDX #0 \ Set the acceleration in byte #28 to 0 STX INWK+28 INX \ Set the speed in byte #28 to 1 STX INWK+27 RTS \ Return from the subroutine .PH1 \ If we get here then the slot is on the opposite side \ of the station to the ship, or it's on the same side \ and the approach angle is not optimal, so we just fly \ towards the station, aiming for the ideal docking \ position some distance in front of the slot JSR VCSU1 \ Call VCSU1 to set K3 to the vector from the station to \ the ship JSR DCS1 \ Call DCS1 twice to calculate the vector from the ideal JSR DCS1 \ docking position to the ship, where the ideal docking \ position is straight out of the docking slot at a \ distance of 8 unit vectors from the centre of the \ station JSR TAS2 \ Call TAS2 to normalise the vector in K3, returning the \ normalised version in XX15 JSR TAS6 \ Call TAS6 to negate the vector in XX15 so it points in \ the opposite direction JMP TA151 \ Call TA151 to make the ship head in the direction of \ XX15, which makes the ship turn towards the ideal \ docking position, and return from the subroutine using \ a tail call .TN11 \ If we get here, we accelerate and apply a full \ clockwise roll (which matches the space station's \ roll) INC INWK+28 \ Increment the acceleration in byte #28 LDA #%01111111 \ Set the roll counter to a positive roll with no STA INWK+29 \ damping, to match the space station's roll BNE TN13 \ Jump down to TN13 (this BNE is effectively a JMP as \ A will never be zero) .PH3 \ If we get here, we refine our approach using pitch and \ roll to aim for the station LDX #0 \ Set RAT2 = 0 STX RAT2 STX INWK+30 \ Set the pitch counter to 0 to stop any pitching LDA TYPE \ If this is not our ship's docking computer, but is an BPL PH32 \ NPC ship trying to dock, jump to PH32 \ In the following, ship_x and ship_y are the x and \ y-coordinates of XX15, the vector from the station to \ the ship EOR XX15 \ A is negative, so this sets the sign of A to the same EOR XX15+1 \ as -XX15 * XX15+1, or -ship_x * ship_y ASL A \ Shift the sign bit into the C flag, so the C flag has \ the following sign: \ \ * Positive if ship_x and ship_y have different signs \ * Negative if ship_x and ship_y have the same sign LDA #2 \ Set A = +2 or -2, giving it the sign in the C flag, ROR A \ and store it in byte #29, the roll counter, so that STA INWK+29 \ the ship rolls towards the station LDA XX15 \ If |ship_x * 2| >= 12, i.e. |ship_x| >= 6, then jump ASL A \ to PH22 to slow right down and return from the CMP #12 \ subroutine, as the station is not in our sights BCS PH22 LDA XX15+1 \ Set A = +2 or -2, giving it the same sign as ship_y, ASL A \ and store it in byte #30, the pitch counter, so that LDA #2 \ the ship pitches towards the station ROR A STA INWK+30 LDA XX15+1 \ If |ship_y * 2| >= 12, i.e. |ship_y| >= 6, then jump ASL A \ to PH22 to slow right down and return from the CMP #12 \ subroutine, as the station is not in our sights BCS PH22 .PH32 \ If we get here, we try to match the station roll STX INWK+29 \ Set the roll counter to 0 to stop any pitching LDA INWK+22 \ Set XX15 = sidev_x_hi STA XX15 LDA INWK+24 \ Set XX15+1 = sidev_y_hi STA XX15+1 LDA INWK+26 \ Set XX15+2 = sidev_z_hi STA XX15+2 \ \ so XX15 contains the sidev vector of the ship LDY #16 \ Call TAS4 to calculate: JSR TAS4 \ \ (A X) = roofv . XX15 \ \ where roofv is the roof vector of the space station. \ To dock with the slot horizontal, we want roofv to be \ pointing off to the side, i.e. parallel to the ship's \ sidev vector, which means we want the dot product to \ be large (it can be positive or negative, as roofv can \ point left or right - it just needs to be parallel to \ the ship's sidev) ASL A \ If |A * 2| >= 66, i.e. |A| >= 33, then the ship is CMP #66 \ lined up with the slot, so jump to TN11 to accelerate BCS TN11 \ and roll clockwise (a positive roll) before jumping \ down to TN13 to check if we're docked yet JSR PH22 \ Call PH22 to slow right down, as we haven't yet \ matched the station's roll .TN13 \ If we get here, we check to see if we have docked LDA K3+10 \ If K3+10 is non-zero, skip to TNRTS, to return from BNE TNRTS \ the subroutine \ \ I have to say I have no idea what K3+10 contains, as \ it isn't mentioned anywhere in the whole codebase \ apart from here, but it does share a location with \ XX2+10, so it will sometimes be non-zero (specifically \ when face #10 in the ship we're drawing is visible, \ which probably happens quite a lot). This would seem \ to affect whether an NPC ship can dock, as that's the \ code that gets skipped if K3+10 is non-zero, but as \ to what this means... that's not yet clear ASL NEWB \ Set bit 7 of the ship's NEWB flags to indicate that SEC \ the ship has now docked, which only has meaning if ROR NEWB \ this is an NPC trying to dock .TNRTS RTS \ Return from the subroutineName: DOCKIT [View individually] Type: Subroutine [Compare versions] Category: Flight Summary: Apply docking manoeuvres to the ship in INWK Deep dive: The docking computer.VCSU1 LDA #LO(K%+NI%) \ Set the low byte of V(1 0) to point to the coordinates STA V \ of the sun or space station LDA #HI(K%+NI%) \ Set A to the high byte of the address of the \ coordinates of the sun or space station \ Fall through into VCSUB to calculate: \ \ K3(2 1 0) = (x_sign x_hi x_lo) - x-coordinate of sun \ or space station \ \ K3(2 1 0) = (x_sign x_hi x_lo) - x-coordinate of sun \ or space station \ \ K3(8 7 6) = (z_sign z_hi z_lo) - z-coordinate of sun \ or space stationName: VCSU1 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate vector K3(8 0) = [x y z] - coordinates of the sun or space station

Calculate the following: K3(2 1 0) = (x_sign x_hi x_lo) - x-coordinate of the sun or space station K3(5 4 3) = (y_sign y_hi z_lo) - y-coordinate of the sun or space station K3(8 7 6) = (z_sign z_hi z_lo) - z-coordinate of the sun or space station where the first coordinate is from the ship data block in INWK, and the second coordinate is from the sun or space station's ship data block which they share..VCSUB STA V+1 \ Set the low byte of V(1 0) to A, so now V(1 0) = (A V) LDY #2 \ K3(2 1 0) = (x_sign x_hi x_lo) - x-coordinate in data JSR TAS1 \ block at V(1 0) LDY #5 \ K3(5 4 3) = (y_sign y_hi z_lo) - y-coordinate of data JSR TAS1 \ block at V(1 0) LDY #8 \ Fall through into TAS1 to calculate the final result: \ \ K3(8 7 6) = (z_sign z_hi z_lo) - z-coordinate of data \ block at V(1 0)Name: VCSUB [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate vector K3(8 0) = [x y z] - coordinates in (A V)

Calculate the following: K3(2 1 0) = (x_sign x_hi x_lo) - x-coordinate in (A V) K3(5 4 3) = (y_sign y_hi z_lo) - y-coordinate in (A V) K3(8 7 6) = (z_sign z_hi z_lo) - z-coordinate in (A V) where the first coordinate is from the ship data block in INWK, and the second coordinate is from the ship data block pointed to by (A V)..TAS1 LDA (V),Y \ Copy the sign byte of the V(1 0) coordinate into K+3, EOR #%10000000 \ flipping it in the process STA K+3 DEY \ Copy the high byte of the V(1 0) coordinate into K+2 LDA (V),Y STA K+2 DEY \ Copy the high byte of the V(1 0) coordinate into K+1, LDA (V),Y \ so now: STA K+1 \ \ K(3 2 1) = - coordinate in V(1 0) STY U \ Copy the index (now 0, 3 or 6) into U and X LDX U JSR MVT3 \ Call MVT3 to add the same coordinates, but this time \ from INWK, so this would look like this for the \ x-axis: \ \ K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1) \ = (x_sign x_hi x_lo) - coordinate in V(1 0) LDY U \ Restore the index into Y, though this instruction has \ no effect, as Y is not used again, either here or \ following calls to this routine STA K3+2,X \ Store K(3 2 1) in K3+X(2 1 0), starting with the sign \ byte LDA K+2 \ And then doing the high byte STA K3+1,X LDA K+1 \ And finally the low byte STA K3,X RTS \ Return from the subroutineName: TAS1 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate K3 = (x_sign x_hi x_lo) - V(1 0)

Calculate one of the following, depending on the value in Y: K3(2 1 0) = (x_sign x_hi x_lo) - x-coordinate in V(1 0) K3(5 4 3) = (y_sign y_hi z_lo) - y-coordinate in V(1 0) K3(8 7 6) = (z_sign z_hi z_lo) - z-coordinate in V(1 0) where the first coordinate is from the ship data block in INWK, and the second coordinate is from the ship data block pointed to by V(1 0). Arguments: V(1 0) The address of the ship data block to subtract Y The coordinate in the V(1 0) block to subtract: * If Y = 2, subtract the x-coordinate and store the result in K3(2 1 0) * If Y = 5, subtract the y-coordinate and store the result in K3(5 4 3) * If Y = 8, subtract the z-coordinate and store the result in K3(8 7 6).TAS4 LDX K%+NI%,Y \ Set Q = the Y-th byte of K%+NI%, i.e. vect_x from the STX Q \ second ship data block at K% LDA XX15 \ Set A = XX15 JSR MULT12 \ Set (S R) = Q * A \ = vect_x * XX15 LDX K%+NI%+2,Y \ Set Q = the Y+2-th byte of K%+NI%, i.e. vect_y STX Q LDA XX15+1 \ Set A = XX15+1 JSR MAD \ Set (A X) = Q * A + (S R) \ = vect_y * XX15+1 + vect_x * XX15 STA S \ Set (S R) = (A X) STX R LDX K%+NI%+4,Y \ Set Q = the Y+2-th byte of K%+NI%, i.e. vect_z STX Q LDA XX15+2 \ Set A = XX15+2 JMP MAD \ Set: \ \ (A X) = Q * A + (S R) \ = vect_z * XX15+2 + vect_y * XX15+1 + \ vect_x * XX15 \ \ and return from the subroutine using a tail callName: TAS4 [View individually] Type: Subroutine Category: Maths (Geometry) Summary: Calculate the dot product of XX15 and one of the space station's orientation vectors

Calculate the dot product of the vector in XX15 and one of the space station's orientation vectors, as determined by the value of Y. If vect is the space station orientation vector, we calculate this: (A X) = vect . XX15 = vect_x * XX15 + vect_y * XX15+1 + vect_z * XX15+2 Technically speaking, this routine can also calculate the dot product between XX15 and the sun's orientation vectors, as the sun and space station share the same ship data slot (the second ship data block at K%). However, the sun doesn't have orientation vectors, so this only gets called when that slot is being used for the space station. Arguments: Y The space station's orientation vector: * If Y = 10, calculate nosev . XX15 * If Y = 16, calculate roofv . XX15 * If Y = 22, calculate sidev . XX15 Returns: (A X) The result of the dot product.TAS6 LDA XX15 \ Reverse the sign of the x-coordinate of the vector in EOR #%10000000 \ XX15 STA XX15 LDA XX15+1 \ Then reverse the sign of the y-coordinate EOR #%10000000 STA XX15+1 LDA XX15+2 \ And then the z-coordinate, so now the XX15 vector is EOR #%10000000 \ pointing in the opposite direction STA XX15+2 RTS \ Return from the subroutineName: TAS6 [View individually] Type: Subroutine Category: Maths (Geometry) Summary: Negate the vector in XX15 so it points in the opposite direction.DCS1 JSR P%+3 \ Run the following routine twice, so the subtractions \ are all * 4 LDA K%+NI%+10 \ Set A to the space station's byte #10, nosev_x_hi LDX #0 \ Set K3(2 1 0) = K3(2 1 0) - A * 2 JSR TAS7 \ = K3(2 1 0) - nosev_x_hi * 2 LDA K%+NI%+12 \ Set A to the space station's byte #12, nosev_y_hi LDX #3 \ Set K3(5 4 3) = K3(5 4 3) - A * 2 JSR TAS7 \ = K3(5 4 3) - nosev_y_hi * 2 LDA K%+NI%+14 \ Set A to the space station's byte #14, nosev_z_hi LDX #6 \ Set K3(8 7 6) = K3(8 7 6) - A * 2 \ = K3(8 7 6) - nosev_x_hi * 2 .TAS7 \ This routine subtracts A * 2 from one of the K3 \ coordinates, as determined by the value of X: \ \ * X = 0, set K3(2 1 0) = K3(2 1 0) - A * 2 \ \ * X = 3, set K3(5 4 3) = K3(5 4 3) - A * 2 \ \ * X = 6, set K3(8 7 6) = K3(8 7 6) - A * 2 \ \ Let's document it for X = 0, i.e. K3(2 1 0) ASL A \ Shift A left one place and move the sign bit into the \ C flag, so A = |A * 2| STA R \ Set R = |A * 2| LDA #0 \ Rotate the sign bit of A from the C flag into the sign ROR A \ bit of A, so A is now just the sign bit from the \ original value of A. This also clears the C flag EOR #%10000000 \ Flip the sign bit of A, so it has the sign of -A EOR K3+2,X \ Give A the correct sign of K3(2 1 0) * -A BMI TS71 \ If the sign of K3(2 1 0) * -A is negative, jump to \ TS71, as K3(2 1 0) and A have the same sign \ If we get here then K3(2 1 0) and A have different \ signs, so we can add them to do the subtraction LDA R \ Set K3(2 1 0) = K3(2 1 0) + R ADC K3,X \ = K3(2 1 0) + |A * 2| STA K3,X \ \ starting with the low bytes BCC TS72 \ If the above addition didn't overflow, we have the \ result we want, so jump to TS72 to return from the \ subroutine INC K3+1,X \ The above addition overflowed, so increment the high \ byte of K3(2 1 0) .TS72 RTS \ Return from the subroutine .TS71 \ If we get here, then K3(2 1 0) and A have the same \ sign LDA K3,X \ Set K3(2 1 0) = K3(2 1 0) - R SEC \ = K3(2 1 0) - |A * 2| SBC R \ STA K3,X \ starting with the low bytes LDA K3+1,X \ And then the high bytes SBC #0 STA K3+1,X BCS TS72 \ If the subtraction didn't underflow, we have the \ result we want, so jump to TS72 to return from the \ subroutine LDA K3,X \ Negate the result in K3(2 1 0) by flipping all the EOR #%11111111 \ bits and adding 1, i.e. using two's complement to ADC #1 \ give it the opposite sign, starting with the low STA K3,X \ bytes LDA K3+1,X \ Then doing the high bytes EOR #%11111111 ADC #0 STA K3+1,X LDA K3+2,X \ And finally, flipping the sign bit EOR #%10000000 STA K3+2,X JMP TS72 \ Jump to TS72 to return from the subroutineName: DCS1 [View individually] Type: Subroutine Category: Flight Summary: Calculate the vector from the ideal docking position to the ship

This routine is called by the docking computer routine in DOCKIT. It works out the vector between the ship and the ideal docking position, which is straight in front of the docking slot, but some distance away. Specifically, it calculates the following: * K3(2 1 0) = K3(2 1 0) - nosev_x_hi * 4 * K3(5 4 3) = K3(5 4 3) - nosev_y_hi * 4 * K3(8 7 6) = K3(8 7 6) - nosev_x_hi * 4 where K3 is the vector from the station to the ship, and nosev is the nose vector for the space station. The nose vector points from the centre of the station through the slot, so -nosev * 4 is the vector from a point in front of the docking slot, but some way from the station, back to the centre of the station. Adding this to the vector from the station to the ship gives the vector from the point in front of the station to the ship. In practice, this routine is called twice, so the ideal docking position is actually at a distance of 8 unit vectors from the centre of the station. Back in DOCKIT, we flip this vector round to get the vector from the ship to the point in front of the station slot. Arguments: K3 The vector from the station to the ship Returns: K3 The vector from the ship to the ideal docking position (4 unit vectors from the centre of the station for each call to DCS1, so two calls will return the vector to a point that's 8 unit vectors from the centre of the station).HITCH CLC \ Clear the C flag so we can return with it cleared if \ our checks fail LDA INWK+8 \ Set A = z_sign BNE HI1 \ If A is non-zero then the ship is behind us and can't \ be in our crosshairs, so return from the subroutine \ with the C flag clear (as HI1 contains an RTS) LDA TYPE \ If the ship type has bit 7 set then it is the planet BMI HI1 \ or sun, which we can't target or hit with lasers, so \ return from the subroutine with the C flag clear (as \ HI1 contains an RTS) LDA INWK+31 \ Fetch bit 5 of byte #31 (the exploding flag) and OR AND #%00100000 \ with x_hi and y_hi ORA INWK+1 ORA INWK+4 BNE HI1 \ If this value is non-zero then either the ship is \ exploding (so we can't target it), or the ship is too \ far away from our line of fire to be targeted, so \ return from the subroutine with the C flag clear (as \ HI1 contains an RTS) LDA INWK \ Set A = x_lo JSR SQUA2 \ Set (A P) = A * A = x_lo^2 STA S \ Set (S R) = (A P) = x_lo^2 LDA P STA R LDA INWK+3 \ Set A = y_lo JSR SQUA2 \ Set (A P) = A * A = y_lo^2 TAX \ Store the high byte in X LDA P \ Add the two low bytes, so: ADC R \ STA R \ R = P + R TXA \ Restore the high byte into A and add S to give the ADC S \ following: \ \ (A R) = (S R) + (A P) = x_lo^2 + y_lo^2 BCS TN10 \ If the addition just overflowed then there is no way \ our crosshairs are within the ship's targetable area, \ so return from the subroutine with the C flag clear \ (as TN10 contains a CLC then an RTS) STA S \ Set (S R) = (A P) = x_lo^2 + y_lo^2 LDY #2 \ Fetch the ship's blueprint and set A to the high byte LDA (XX0),Y \ of the targetable area of the ship CMP S \ We now compare the high bytes of the targetable area \ and the calculation in (S R): \ \ * If A >= S then then the C flag will be set \ \ * If A < S then the C flag will be C clear BNE HI1 \ If A <> S we have just set the C flag correctly, so \ return from the subroutine (as HI1 contains an RTS) DEY \ The high bytes were identical, so now we fetch the LDA (XX0),Y \ low byte of the targetable area into A CMP R \ We now compare the low bytes of the targetable area \ and the calculation in (S R): \ \ * If A >= R then the C flag will be set \ \ * If A < R then the C flag will be C clear .HI1 RTS \ Return from the subroutine .TN10 CLC \ Clear the C flag to indicate the ship is not in our \ crosshairs RTS \ Return from the subroutineName: HITCH [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Work out if the ship in INWK is in our crosshairs Deep dive: In the crosshairs

This is called by the main flight loop to see if we have laser or missile lock on an enemy ship. Returns: C flag Set if the ship is in our crosshairs, clear if it isn't Other entry points: HI1 Contains an RTS.FRS1 JSR ZINF \ Call ZINF to reset the INWK ship workspace LDA #28 \ Set y_lo = 28 STA INWK+3 LSR A \ Set z_lo = 14, so the launched ship starts out STA INWK+6 \ ahead of us LDA #%10000000 \ Set y_sign to be negative, so the launched ship is STA INWK+5 \ launched just below our line of sight LDA MSTG \ Set A to the missile lock target, shifted left so the ASL A \ slot number is in bits 1-4 ORA #%10000000 \ Set bit 7 and store the result in byte #32, the AI STA INWK+32 \ flag launched ship for the launched ship. For missiles \ this enables AI (bit 7), makes it friendly towards us \ (bit 6), sets the target to the value of MSTG (bits \ 1-4), and sets its lock status as launched (bit 0). \ It doesn't matter what it does for our abandoned \ Cobra, as the AI flag gets overwritten once we return \ from the subroutine back to the ESCAPE routine that \ called FRS1 in the first place .fq1 LDA #&60 \ Set byte #14 (nosev_z_hi) to 1 (&60), so the launched STA INWK+14 \ ship is pointing away from us ORA #128 \ Set byte #22 (sidev_x_hi) to -1 (&D0), so the launched STA INWK+22 \ ship has the same orientation as spawned ships, just \ pointing away from us (if we set sidev to +1 instead, \ this ship would be a mirror image of all the other \ ships, which are spawned with -1 in nosev and +1 in \ sidev) LDA DELTA \ Set byte #27 (speed) to 2 * DELTA, so the launched ROL A \ ship flies off at twice our speed STA INWK+27 TXA \ Add a new ship of type X to our local bubble of JMP NWSHP \ universe and return from the subroutine using a tail \ callName: FRS1 [View individually] Type: Subroutine Category: Tactics Summary: Launch a ship straight ahead of us, below the laser sights

This is used in two places: * When we launch a missile, in which case the missile is the ship that is launched ahead of us * When we launch our escape pod, in which case it's our abandoned Cobra Mk III that is launched ahead of us * The fq1 entry point is used to launch a bunch of cargo canisters ahead of us as part of the death screen Arguments: X The type of ship to launch ahead of us Returns: C flag Set if the ship was successfully launched, clear if it wasn't (as there wasn't enough free memory) Other entry points: fq1 Used to add a cargo canister to the universe.FRMIS LDX #MSL \ Call FRS1 to launch a missile straight ahead of us JSR FRS1 BCC FR1 \ If FRS1 returns with the C flag clear, then there \ isn't room in the universe for our missile, so jump \ down to FR1 to display a "missile jammed" message LDX MSTG \ Fetch the slot number of the missile's target JSR GINF \ Get the address of the data block for the target ship \ and store it in INF LDA FRIN,X \ Fetch the ship type of the missile's target into A JSR ANGRY \ Call ANGRY to make the target ship hostile LDY #0 \ We have just launched a missile, so we need to remove JSR ABORT \ missile lock and hide the leftmost indicator on the \ dashboard by setting it to black (Y = 0) DEC NOMSL \ Reduce the number of missiles we have by 1 LDY #8 \ Call the NOISE routine with Y = 8 to make the sound JSR NOISE \ of a missile launch \ Fall through into ANGRY to make the missile target \ angry, though as we already did this above, I'm not \ entirely sure why we do this againName: FRMIS [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Fire a missile from our ship

We fired a missile, so send it streaking away from us to unleash mayhem and destruction on our sworn enemies..ANGRY CMP #SST \ If this is the space station, jump to AN2 to make the BEQ AN2 \ space station hostile LDY #36 \ Fetch the ship's NEWB flags from byte #36 LDA (INF),Y AND #%00100000 \ If bit 5 of the ship's NEWB flags is clear, skip the BEQ P%+5 \ following instruction, otherwise bit 5 is set, meaning \ this ship is an innocent bystander, and attacking it \ will annoy the space station JSR AN2 \ Call AN2 to make the space station hostile LDY #32 \ Fetch the ship's byte #32 (AI flag) LDA (INF),Y BEQ HI1 \ If the AI flag is zero then this ship has no AI and \ it can't get hostile, so return from the subroutine \ (as HI1 contains an RTS) ORA #%10000000 \ Otherwise set bit 7 (AI enabled) to ensure AI is STA (INF),Y \ definitely enabled LDY #28 \ Set the ship's byte #28 (acceleration) to 2, so it LDA #2 \ speeds up STA (INF),Y ASL A \ Set the ship's byte #30 (pitch counter) to 4, so it LDY #30 \ starts pitching STA (INF),Y LDA TYPE \ If the ship's type is < #CYL (i.e. a missile, Coriolis CMP #CYL \ space station, escape pod, plate, cargo canister, BCC AN3 \ boulder, asteroid, splinter, Shuttle or Transporter), \ then jump to AN3 to skip the following LDY #36 \ Set bit 2 of the ship's NEWB flags in byte #36 to LDA (INF),Y \ make this ship hostile ORA #%00000100 STA (INF),Y .AN3 RTS \ Return from the subroutine .AN2 LDA K%+NI%+36 \ Set bit 2 of the NEWB flags in byte #36 of the second ORA #%00000100 \ ship in the ship data workspace at K%, which is STA K%+NI%+36 \ reserved for the sun or the space station (in this \ case it's the latter), to make it hostile RTS \ Return from the subroutineName: ANGRY [View individually] Type: Subroutine [Compare versions] Category: Tactics Summary: Make a ship hostile

All this routine does is set the ship's hostile flag, start it turning and give it a kick of acceleration - later calls to TACTICS will make the ship start to attack us. Arguments: A The type of ship we're going to irritate INF The address of the data block for the ship we're going to infuriate.FR1 LDA #201 \ Print recursive token 41 ("MISSILE JAMMED") as an JMP MESS \ in-flight message and return from the subroutine using \ a tail callName: FR1 [View individually] Type: Subroutine Category: Tactics Summary: Display the "missile jammed" message

This is shown if there isn't room in the local bubble of universe for a new missile. Other entry points: FR1-2 Clear the C flag and return from the subroutine.SESCP LDX #ESC \ Set X to the ship type for an escape pod LDA #%11111110 \ Set A to an AI flag that has AI enabled, is hostile, \ but has no E.C.M. \ Fall through into SFS1 to spawn the escape podName: SESCP [View individually] Type: Subroutine Category: Flight Summary: Spawn an escape pod from the current (parent) ship

This is called when an enemy ship has run out of both energy and luck, so it's time to bail. Other entry points: SFS1-2 Add a missile to the local bubble that has AI enabled, is hostile, but has no E.C.M..SFS1 STA T1 \ Store the child ship's AI flag in T1 \ Before spawning our child ship, we need to save the \ INF and XX00 variables and the whole INWK workspace, \ so we can restore them later when returning from the \ subroutine TXA \ Store X, the ship type to spawn, on the stack so we PHA \ can preserve it through the routine LDA XX0 \ Store XX0(1 0) on the stack, so we can restore it PHA \ later when returning from the subroutine LDA XX0+1 PHA LDA INF \ Store INF(1 0) on the stack, so we can restore it PHA \ later when returning from the subroutine LDA INF+1 PHA LDY #NI%-1 \ Now we want to store the current INWK data block in \ temporary memory so we can restore it when we are \ done, and we also want to copy the parent's ship data \ into INWK, which we can do at the same time, so set up \ a counter in Y for NI% bytes .FRL2 LDA INWK,Y \ Copy the Y-th byte of INWK to the Y-th byte of STA XX3,Y \ temporary memory in XX3, so we can restore it later \ when returning from the subroutine LDA (INF),Y \ Copy the Y-th byte of the parent ship's data block to STA INWK,Y \ the Y-th byte of INWK DEY \ Decrement the loop counter BPL FRL2 \ Loop back to copy the next byte until we have done \ them all \ INWK now contains the ship data for the parent ship, \ so now we need to tweak the data before creating the \ new child ship (in this way, the child inherits things \ like location from the parent) LDA TYPE \ Fetch the ship type of the parent into A CMP #SST \ If the parent is not a space station, jump to rx to BNE rx \ skip the following \ The parent is a space station, so the child needs to \ launch out of the space station's slot. The space \ station's nosev vector points out of the station's \ slot, so we want to move the ship along this vector. \ We do this by taking the unit vector in nosev and \ doubling it, so we spawn our ship 2 units along the \ vector from the space station's centre TXA \ Store the child's ship type in X on the stack PHA LDA #32 \ Set the child's byte #27 (speed) to 32 STA INWK+27 LDX #0 \ Add 2 * nosev_x_hi to (x_lo, x_hi, x_sign) to get the LDA INWK+10 \ child's x-coordinate JSR SFS2 LDX #3 \ Add 2 * nosev_y_hi to (y_lo, y_hi, y_sign) to get the LDA INWK+12 \ child's y-coordinate JSR SFS2 LDX #6 \ Add 2 * nosev_z_hi to (z_lo, z_hi, z_sign) to get the LDA INWK+14 \ child's z-coordinate JSR SFS2 PLA \ Restore the child's ship type from the stack into X TAX .rx LDA T1 \ Restore the child ship's AI flag from T1 and store it STA INWK+32 \ in the child's byte #32 (AI) LSR INWK+29 \ Clear bit 0 of the child's byte #29 (roll counter) so ASL INWK+29 \ that its roll dampens (so if we are spawning from a \ space station, for example, the spawned ship won't \ keep rolling forever) TXA \ Copy the child's ship type from X into A CMP #SPL+1 \ If the type of the child we are spawning is less than BCS NOIL \ #PLT or greater than #SPL - i.e. not an alloy plate, CMP #PLT \ cargo canister, boulder, asteroid or splinter - then BCC NOIL \ jump to NOIL to skip us setting up some pitch and roll \ for it PHA \ Store the child's ship type on the stack so we can \ retrieve it below JSR DORND \ Set A and X to random numbers ASL A \ Set the child's byte #30 (pitch counter) to a random STA INWK+30 \ value, and at the same time set the C flag randomly TXA \ Set the child's byte #27 (speed) to a random value AND #%00001111 \ between 0 and 15 STA INWK+27 LDA #&FF \ Set the child's byte #29 (roll counter) to a full ROR A \ roll, so the canister tumbles through space, with STA INWK+29 \ damping randomly enabled or disabled, depending on the \ C flag from above PLA \ Retrieve the child's ship type from the stack .NOIL JSR NWSHP \ Add a new ship of type A to the local bubble \ We have now created our child ship, so we need to \ restore all the variables we saved at the start of \ the routine, so they are preserved when we return \ from the subroutine PLA \ Restore INF(1 0) from the stack STA INF+1 PLA STA INF LDX #NI%-1 \ Now to restore the INWK workspace that we saved into \ XX3 above, so set a counter in X for NI% bytes .FRL3 LDA XX3,X \ Copy the Y-th byte of XX3 to the Y-th byte of INWK STA INWK,X DEX \ Decrement the loop counter BPL FRL3 \ Loop back to copy the next byte until we have done \ them all PLA \ Restore XX0(1 0) from the stack STA XX0+1 PLA STA XX0 PLA \ Retrieve the ship type to spawn from the stack into X TAX \ so it is preserved through calls to this routine RTS \ Return from the subroutineName: SFS1 [View individually] Type: Subroutine [Compare versions] Category: Universe Summary: Spawn a child ship from the current (parent) ship

If the parent is a space station then the child ship is spawned coming out of the slot, and if the child is a cargo canister, it is sent tumbling through space. Otherwise the child ship is spawned with the same ship data as the parent, just with damping disabled and the ship type and AI flag that are passed in A and X. Arguments: A AI flag for the new ship (see the documentation on ship data byte #32 for details) X The ship type of the child to spawn INF Address of the parent's ship data block TYPE The type of the parent ship Returns: C flag Set if ship successfully added, clear if it failed INF INF is preserved XX0 XX0 is preserved INWK The whole INWK workspace is preserved X X is preserved.SFS2 ASL A \ Set R = |A * 2|, with the C flag set to bit 7 of A STA R LDA #0 \ Set bit 7 of A to the C flag, i.e. the sign bit from ROR A \ the original argument in A JMP MVT1 \ Add the delta R with sign A to (x_lo, x_hi, x_sign) \ (or y or z, depending on the value in X) and return \ from the subroutine using a tail callName: SFS2 [View individually] Type: Subroutine Category: Moving Summary: Move a ship in space along one of the coordinate axes

Move a ship's coordinates by a certain amount in the direction of one of the axes, where X determines the axis. Mathematically speaking, this routine translates the ship along a single axis by a signed delta. Arguments: A The amount of movement, i.e. the signed delta X Determines which coordinate axis of INWK to move: * X = 0 moves the ship along the x-axis * X = 3 moves the ship along the y-axis * X = 6 moves the ship along the z-axis.LL164 LDY #10 \ Call the NOISE routine with Y = 10 to make the first JSR NOISE \ sound of the hyperspace drive being engaged LDY #11 \ Call the NOISE routine with Y = 11 to make the second JSR NOISE \ sound of the hyperspace drive being engaged LDA #4 \ Set the step size for the hyperspace rings to 4, so \ there are more sections in the rings and they are \ quite round (compared to the step size of 8 used in \ the much more polygonal launch rings) STA HFX \ Set HFX to 4, which switches the screen mode to a full \ mode 2 screen, therefore making the hyperspace rings \ multi-coloured and all zig-zaggy (see the IRQ1 routine \ for details) JSR HFS2 \ Call HFS2 to draw the hyperspace tunnel rings STZ HFX \ Set HFX back to 0, so we switch back to the normal \ split-screen mode RTS \ Return from the subroutineName: LL164 [View individually] Type: Subroutine [Compare versions] Category: Drawing circles Summary: Make the hyperspace sound and draw the hyperspace tunnel

See the IRQ1 routine for details on the multi-coloured effect that's used..LAUN LDY #8 \ Call the NOISE routine with Y = 8 to make the sound JSR NOISE \ of the ship launching from the station LDA #8 \ Set the step size for the launch tunnel rings to 8, so \ there are fewer sections in the rings and they are \ quite polygonal (compared to the step size of 4 used \ in the much rounder hyperspace rings) \ Fall through into HFS2 to draw the launch tunnel ringsName: LAUN [View individually] Type: Subroutine [Compare versions] Category: Drawing circles Summary: Make the launch sound and draw the launch tunnel

This is shown when launching from or docking with the space station..HFS2 STA STP \ Store the step size in A LDA QQ11 \ Store the current view number in QQ11 on the stack PHA LDA #0 \ Clear the top part of the screen, draw a white border, JSR TT66 \ and set the current view type in QQ11 to 0 (the space \ view) PLA \ Restore the view number from the stack STA QQ11 .HFS1 LDX #X \ Set K3 = #X (the x-coordinate of the centre of the STX K3 \ screen) LDX #Y \ Set K4 = #Y (the y-coordinate of the centre of the STX K4 \ screen) LDX #0 \ Set X = 0 STX XX4 \ Set XX4 = 0, which we will use as a counter for \ drawing 8 concentric rings STX K3+1 \ Set the high bytes of K3(1 0) and K4(1 0) to 0 STX K4+1 .HFL5 JSR HFL1 \ Call HFL1 below to draw a set of rings, with each one \ twice the radius of the previous one, until they won't \ fit on-screen INC XX4 \ Increment the counter and fetch it into X LDX XX4 CPX #8 \ If we haven't drawn 8 sets of rings yet, loop back to BNE HFL5 \ HFL5 to draw the next ring RTS \ Return from the subroutine .HFL1 LDA XX4 \ Set K to the ring number in XX4 (0-7) + 8, so K has AND #7 \ a value of 8 to 15, which we will use as the starting CLC \ radius for our next set of rings ADC #8 STA K .HFL2 LDA #1 \ Set LSP = 1 to reset the ball line heap STA LSP JSR CIRCLE2 \ Call CIRCLE2 to draw a circle with the centre at \ (K3(1 0), K4(1 0)) and radius K ASL K \ Double the radius in K BCS HF8 \ If the radius had a 1 in bit 7 before the above shift, \ then doubling K will means the circle will no longer \ fit on the screen (which is width 256), so jump to \ HF8 to stop drawing circles LDA K \ If the radius in K <= 160, loop back to HFL2 to draw CMP #160 \ another one BCC HFL2 .HF8 RTS \ Return from the subroutineName: HFS2 [View individually] Type: Subroutine [Compare versions] Category: Drawing circles Summary: Draw the launch or hyperspace tunnel

The animation gets drawn like this. First, we draw a circle of radius 8 at the centre, and then double the radius, draw another circle, double the radius again and draw a circle, and we keep doing this until the radius is bigger than 160 (which goes beyond the edge of the screen, which is 256 pixels wide, equivalent to a radius of 128). We then repeat this whole process for an initial circle of radius 9, then radius 10, all the way up to radius 15. This has the effect of making the tunnel appear to be racing towards us as we hurtle out into hyperspace or through the space station's docking tunnel. The hyperspace effect is done in a full mode 2 screen, which makes the rings all coloured and zig-zaggy, while the launch screen is in the normal four-colour mode 1 screen. Arguments: A The step size of the straight lines making up the rings (4 for launch, 8 for hyperspace) Other entry points: HFS1 Don't clear the screen, and draw 8 concentric rings with the step size in STP.STARS2 LDA #0 \ Set A to 0 so we can use it to capture a sign bit CPX #2 \ If X >= 2 then the C flag is set ROR A \ Roll the C flag into the sign bit of A and store in STA RAT \ RAT, so: \ \ * Left view, C is clear so RAT = 0 (positive) \ \ * Right view, C is set so RAT = 128 (negative) \ \ RAT represents the end of the x-axis where we want new \ stardust particles to come from: positive for the left \ view where new particles come in from the right, \ negative for the right view where new particles come \ in from the left EOR #%10000000 \ Set RAT2 to the opposite sign, so: STA RAT2 \ \ * Left view, RAT2 = 128 (negative) \ \ * Right view, RAT2 = 0 (positive) \ \ RAT2 represents the direction in which stardust \ particles should move along the x-axis: negative for \ the left view where particles go from right to left, \ positive for the right view where particles go from \ left to right JSR ST2 \ Call ST2 to flip the signs of the following if this is \ the right view: ALPHA, ALP2, ALP2+1, BET2 and BET2+1 LDY NOSTM \ Set Y to the current number of stardust particles, so \ we can use it as a counter through all the stardust .STL2 LDA SZ,Y \ Set A = ZZ = z_hi STA ZZ \ We also set ZZ to the original value of z_hi, which we \ use below to remove the existing particle LSR A \ Set A = z_hi / 8 LSR A LSR A JSR DV41 \ Call DV41 to set the following: \ \ (P R) = 256 * DELTA / A \ = 256 * speed / (z_hi / 8) \ = 8 * 256 * speed / z_hi \ \ This represents the distance we should move this \ particle along the x-axis, let's call it delta_x LDA P \ Store the high byte of delta_x in deltX STA deltX EOR RAT2 \ Set S = P but with the sign from RAT2, so we now have STA S \ the distance delta_x with the correct sign in (S R): \ \ (S R) = delta_x \ = 8 * 256 * speed / z_hi \ \ So (S R) is the delta, signed to match the direction \ the stardust should move in, which is result 1 above LDA SXL,Y \ Set (A P) = (x_hi x_lo) STA P \ = x LDA SX,Y STA X1 \ Set X1 = A, so X1 contains the original value of x_hi, \ which we use below to remove the existing particle JSR ADD \ Call ADD to calculate: \ \ (A X) = (A P) + (S R) \ = x + delta_x STA S \ Set (S R) = (A X) STX R \ = x + delta_x LDA SY,Y \ Set A = y_hi STA Y1 \ Set Y1 = A, so Y1 contains the original value of y_hi, \ which we use below to remove the existing particle EOR BET2 \ Give A the correct sign of A * beta, i.e. y_hi * beta LDX BET1 \ Fetch |beta| from BET1, the pitch angle JSR MULTS-2 \ Call MULTS-2 to calculate: \ \ (A P) = X * A \ = beta * y_hi JSR ADD \ Call ADD to calculate: \ \ (A X) = (A P) + (S R) \ = beta * y + x + delta_x STX XX \ Set XX(1 0) = (A X), which gives us results 2 and 3 STA XX+1 \ above, done at the same time: \ \ x = x + delta_x + beta * y LDX SYL,Y \ Set (S R) = (y_hi y_lo) STX R \ = y LDX Y1 STX S LDX BET1 \ Fetch |beta| from BET1, the pitch angle EOR BET2+1 \ Give A the opposite sign to x * beta JSR MULTS-2 \ Call MULTS-2 to calculate: \ \ (A P) = X * A \ = -beta * x JSR ADD \ Call ADD to calculate: \ \ (A X) = (A P) + (S R) \ = -beta * x + y STX YY \ Set YY(1 0) = (A X), which gives us result 4 above: STA YY+1 \ \ y = y - beta * x LDX ALP1 \ Set X = |alpha| from ALP2, the roll angle EOR ALP2 \ Give A the correct sign of A * alpha, i.e. y_hi * \ alpha JSR MULTS-2 \ Call MULTS-2 to calculate: \ \ (A P) = X * A \ = alpha * y STA Q \ Set Q = high byte of alpha * y LDA XX \ Set (S R) = XX(1 0) STA R \ = x LDA XX+1 \ STA S \ and set A = y_hi at the same time EOR #%10000000 \ Flip the sign of A = -x_hi JSR MAD \ Call MAD to calculate: \ \ (A X) = Q * A + (S R) \ = alpha * y * -x + x STA XX+1 \ Store the high byte A in XX+1 TXA STA SXL,Y \ Store the low byte X in x_lo \ So (XX+1 x_lo) now contains result 5 above: \ \ x = x - alpha * x * y LDA YY \ Set (S R) = YY(1 0) STA R \ = y LDA YY+1 \ STA S \ and set A = y_hi at the same time JSR MAD \ Call MAD to calculate: \ \ (A X) = Q * A + (S R) \ = alpha * y * y_hi + y STA S \ Set (S R) = (A X) STX R \ = y + alpha * y * y LDA #0 \ Set P = 0 STA P LDA ALPHA \ Set A = alpha, so: \ \ (A P) = (alpha 0) \ = alpha / 256 JSR PIX1 \ Call PIX1 to calculate the following: \ \ (YY+1 y_lo) = (A P) + (S R) \ = alpha * 256 + y + alpha * y * y \ \ i.e. y = y + alpha / 256 + alpha * y^2, which is \ result 6 above \ \ PIX1 also draws a particle at (X1, Y1) with distance \ ZZ, which will remove the old stardust particle, as we \ set X1, Y1 and ZZ to the original values for this \ particle during the calculations above \ We now have our newly moved stardust particle at \ x-coordinate (XX+1 x_lo) and y-coordinate (YY+1 y_lo) \ and distance z_hi, so we draw it if it's still on \ screen, otherwise we recycle it as a new bit of \ stardust and draw that LDA XX+1 \ Set X1 and x_hi to the high byte of XX in XX+1, so STA SX,Y \ the new x-coordinate is in (x_hi x_lo) and the high STA X1 \ byte is in X1 AND #%01111111 \ Set A = ~|x_hi|, which is the same as -(x_hi + 1) EOR #%01111111 \ using two's complement CMP deltX \ If deltX <= -(x_hi + 1), then the particle has been BCC KILL2 \ moved off the side of the screen and has wrapped BEQ KILL2 \ round to the other side, jump to KILL2 to recycle this \ particle and re-join at STC2 with the new particle \ \ In the other BBC versions, this test simply checks \ whether |x_hi| >= 116, but this version using deltX \ doesn't hard-code the screen width, so this is \ presumably a change that was introduced to support \ the different screen sizes of the other platforms LDA YY+1 \ Set Y1 and y_hi to the high byte of YY in YY+1, so STA SY,Y \ the new x-coordinate is in (y_hi y_lo) and the high STA Y1 \ byte is in Y1 AND #%01111111 \ If |y_hi| >= 116 then jump to ST5 to recycle this CMP #116 \ particle, as it's gone off the top or bottom of the BCS ST5 \ screen, and re-join at STC2 with the new particle .STC2 JSR PIXEL2 \ Draw a stardust particle at (X1,Y1) with distance ZZ, \ i.e. draw the newly moved particle at (x_hi, y_hi) \ with distance z_hi DEY \ Decrement the loop counter to point to the next \ stardust particle BEQ ST2 \ If we have just done the last particle, skip the next \ instruction to return from the subroutine JMP STL2 \ We have more stardust to process, so jump back up to \ STL2 for the next particle \ Fall through into ST2 to restore the signs of the \ following if this is the right view: ALPHA, ALP2, \ ALP2+1, BET2 and BET2+1 .ST2 LDA ALPHA \ If this is the right view, flip the sign of ALPHA EOR RAT STA ALPHA LDA ALP2 \ If this is the right view, flip the sign of ALP2 EOR RAT STA ALP2 EOR #%10000000 \ If this is the right view, flip the sign of ALP2+1 STA ALP2+1 LDA BET2 \ If this is the right view, flip the sign of BET2 EOR RAT STA BET2 EOR #%10000000 \ If this is the right view, flip the sign of BET2+1 STA BET2+1 RTS \ Return from the subroutine .KILL2 JSR DORND \ Set A and X to random numbers STA Y1 \ Set y_hi and Y1 to random numbers, so the particle STA SY,Y \ starts anywhere along the y-axis LDA #115 \ Make sure A is at least 115 and has the sign in RAT ORA RAT STA X1 \ Set x_hi and X1 to A, so this particle starts on the STA SX,Y \ correct edge of the screen for new particles BNE STF1 \ Jump down to STF1 to set the z-coordinate (this BNE is \ effectively a JMP as A will never be zero) .ST5 JSR DORND \ Set A and X to random numbers STA X1 \ Set x_hi and X1 to random numbers, so the particle STA SX,Y \ starts anywhere along the x-axis LDA #110 \ Make sure A is at least 110 and has the sign in AL2+1, ORA ALP2+1 \ the flipped sign of the roll angle alpha STA Y1 \ Set y_hi and Y1 to A, so the particle starts at the STA SY,Y \ top or bottom edge, depending on the current roll \ angle alpha .STF1 JSR DORND \ Set A and X to random numbers ORA #8 \ Make sure A is at least 8 and store it in z_hi and STA ZZ \ ZZ, so the new particle starts at any distance from STA SZ,Y \ us, but not too close BNE STC2 \ Jump up to STC2 to draw this new particle (this BNE is \ effectively a JMP as A will never be zero)Name: STARS2 [View individually] Type: Subroutine [Compare versions] Category: Stardust Summary: Process the stardust for the left or right view Deep dive: Stardust in the side views

This moves the stardust sideways according to our speed and which side we are looking out of, and applies our current pitch and roll to each particle of dust, so the stardust moves correctly when we steer our ship. Arguments: X The view to process: * X = 1 for left view * X = 2 for right view.MU5 STA K \ Set K(3 2 1 0) to (A A A A) STA K+1 STA K+2 STA K+3 CLC \ Clear the C flag RTS \ Return from the subroutineName: MU5 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Set K(3 2 1 0) = (A A A A) and clear the C flGag

In practice this is only called via a BEQ following an AND instruction, in which case A = 0, so this routine effectively does this: K(3 2 1 0) = 0.MULT3 STA R \ Store the high byte of (A P+1 P) in R AND #%01111111 \ Set K+2 to |A|, the high byte of K(2 1 0) STA K+2 LDA Q \ Set A to bits 0-6 of Q, so A = |Q| AND #%01111111 BEQ MU5 \ If |Q| = 0, jump to MU5 to set K(3 2 1 0) to 0, \ returning from the subroutine using a tail call SEC \ Set T = |Q| - 1 SBC #1 STA T \ We now use the same shift-and-add algorithm as MULT1 \ to calculate the following: \ \ K(2 1 0) = K(2 1 0) * |Q| \ \ so we start with the first shift right, in which we \ take (K+2 P+1 P) and shift it right, storing the \ result in K(2 1 0), ready for the multiplication loop \ (so the multiplication loop actually calculates \ (|A| P+1 P) * |Q|, as the following sets K(2 1 0) to \ (|A| P+1 P) shifted right) LDA P+1 \ Set A = P+1 LSR K+2 \ Shift the high byte in K+2 to the right ROR A \ Shift the middle byte in A to the right and store in STA K+1 \ K+1 (so K+1 contains P+1 shifted right) LDA P \ Shift the middle byte in P to the right and store in ROR A \ K, so K(2 1 0) now contains (|A| P+1 P) shifted right STA K \ We now use the same shift-and-add algorithm as MULT1 \ to calculate the following: \ \ K(2 1 0) = K(2 1 0) * |Q| LDA #0 \ Set A = 0 so we can start building the answer in A LDX #24 \ Set up a counter in X to count the 24 bits in K(2 1 0) .MUL2 BCC P%+4 \ If C (i.e. the next bit from K) is set, do the ADC T \ addition for this bit of K: \ \ A = A + T + C \ = A + |Q| - 1 + 1 \ = A + |Q| ROR A \ Shift A right by one place to catch the next digit ROR K+2 \ next digit of our result in the left end of K(2 1 0), ROR K+1 \ while also shifting K(2 1 0) right to fetch the next ROR K \ bit for the calculation into the C flag \ \ On the last iteration of this loop, the bit falling \ off the end of K will be bit 0 of the original A, as \ we did one shift before the loop and we are doing 24 \ iterations. We set A to 0 before looping, so this \ means the loop exits with the C flag clear DEX \ Decrement the loop counter BNE MUL2 \ Loop back for the next bit until K(2 1 0) has been \ rotated all the way \ The result (|A| P+1 P) * |Q| is now in (A K+2 K+1 K), \ but it is positive and doesn't have the correct sign \ of the final result yet STA T \ Save the high byte of the result into T LDA R \ Fetch the sign byte from the original (A P+1 P) \ argument that we stored in R EOR Q \ EOR with Q so the sign bit is the same as that of \ (A P+1 P) * Q AND #%10000000 \ Extract the sign bit ORA T \ Apply this to the high byte of the result in T, so \ that A now has the correct sign for the result, and \ (A K+2 K+1 K) therefore contains the correctly signed \ result STA K+3 \ Store A in K+3, so K(3 2 1 0) now contains the result RTS \ Return from the subroutineName: MULT3 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate K(3 2 1 0) = (A P+1 P) * Q Deep dive: Shift-and-add multiplication

Calculate the following multiplication between a signed 24-bit number and a signed 8-bit number, returning the result as a signed 32-bit number: K(3 2 1 0) = (A P+1 P) * Q The algorithm is the same shift-and-add algorithm as in routine MULT1, but extended to cope with more bits. Returns: C flag The C flag is cleared.MLS2 LDX XX \ Set (S R) = XX(1 0), starting with the low bytes STX R LDX XX+1 \ And then doing the high bytes STX S \ Fall through into MLS1 to calculate (A P) = A * ALP1Name: MLS2 [View individually] Type: Subroutine [Compare versions] Category: Maths (Arithmetic) Summary: Calculate (S R) = XX(1 0) and (A P) = A * ALP1

Calculate the following: (S R) = XX(1 0) (A P) = A * ALP1 where ALP1 is the magnitude of the current roll angle alpha, in the range 0-31..MLS1 LDX ALP1 \ Set P to the roll angle alpha magnitude in ALP1 STX P \ (0-31), so now we calculate P * A .MULTS TAX \ Set X = A, so now we can calculate P * X instead of \ P * A to get our result, and we can use the algorithm \ from MU11 to do that, just unrolled (as MU11 returns \ P * X) AND #%10000000 \ Set T to the sign bit of A STA T TXA \ Set A = |A| AND #127 BEQ MU6 \ If A = 0, jump to MU6 to set P(1 0) = 0 and return \ from the subroutine using a tail call TAX \ Set T1 = X - 1 DEX \ STX T1 \ We subtract 1 as the C flag will be set when we want \ to do an addition in the loop below LDA #0 \ Set A = 0 so we can start building the answer in A LSR P \ Set P = P >> 1 \ and C flag = bit 0 of P \ We are now going to work our way through the bits of \ P, and do a shift-add for any bits that are set, \ keeping the running total in A, but instead of using a \ loop like MU11, we just unroll it, starting with bit 0 BCC P%+4 \ If C (i.e. the next bit from P) is set, do the ADC T1 \ addition for this bit of P: \ \ A = A + T1 + C \ = A + X - 1 + 1 \ = A + X ROR A \ Shift A right to catch the next digit of our result, \ which the next ROR sticks into the left end of P while \ also extracting the next bit of P ROR P \ Add the overspill from shifting A to the right onto \ the start of P, and shift P right to fetch the next \ bit for the calculation into the C flag BCC P%+4 \ Repeat the shift-and-add loop for bit 1 ADC T1 ROR A ROR P BCC P%+4 \ Repeat the shift-and-add loop for bit 2 ADC T1 ROR A ROR P BCC P%+4 \ Repeat the shift-and-add loop for bit 3 ADC T1 ROR A ROR P BCC P%+4 \ Repeat the shift-and-add loop for bit 4 ADC T1 ROR A ROR P LSR A \ Just do the "shift" part for bit 5 ROR P LSR A \ Just do the "shift" part for bit 6 ROR P LSR A \ Just do the "shift" part for bit 7 ROR P ORA T \ Give A the sign bit of the original argument A that \ we put into T above RTS \ Return from the subroutineName: MLS1 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (A P) = ALP1 * A

Calculate the following: (A P) = ALP1 * A where ALP1 is the magnitude of the current roll angle alpha, in the range 0-31. This routine uses an unrolled version of MU11. MU11 calculates P * X, so we use the same algorithm but with P set to ALP1 and X set to A. The unrolled version here can skip the bit tests for bits 5-7 of P as we know P < 32, so only 5 shifts with bit tests are needed (for bits 0-4), while the other 3 shifts can be done without a test (for bits 5-7). Other entry points: MULTS-2 Calculate (A P) = X * A.MU6 STA P+1 \ Set P(1 0) = (A A) STA P RTS \ Return from the subroutineName: MU6 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Set P(1 0) = (A A)

In practice this is only called via a BEQ following an AND instruction, in which case A = 0, so this routine effectively does this: P(1 0) = 0.SQUA AND #%01111111 \ Clear bit 7 of A and fall through into SQUA2 to set \ (A P) = A * AName: SQUA [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Clear bit 7 of A and calculate (A P) = A * A

Do the following multiplication of unsigned 8-bit numbers, after first clearing bit 7 of A: (A P) = A * A.SQUA2 STA P \ Copy A into P and X TAX BNE MU11 \ If X = 0 fall through into MU1 to return a 0, \ otherwise jump to MU11 to return P * XName: SQUA2 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (A P) = A * A

Do the following multiplication of unsigned 8-bit numbers: (A P) = A * A.MU1 CLC \ Clear the C flag STX P \ Copy X into P and A TXA RTS \ Return from the subroutineName: MU1 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Copy X into P and A, and clear the C flag

Used to return a 0 result quickly from MULTU below..MLU1 LDA SY,Y \ Set Y1 the Y-th byte of SY STA Y1 \ Fall through into MLU2 to calculate: \ \ (A P) = |A| * QName: MLU1 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust

Do the following assignment, and multiply the Y-th stardust particle's y-coordinate with an unsigned number Q: Y1 = y_hi (A P) = |y_hi| * Q.MLU2 AND #%01111111 \ Clear the sign bit in P, so P = |A| STA P \ Fall through into MULTU to calculate: \ \ (A P) = P * Q \ = |A| * QName: MLU2 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (A P) = |A| * Q

Do the following multiplication of a sign-magnitude 8-bit number P with an unsigned number Q: (A P) = |A| * Q.MULTU LDX Q \ Set X = Q BEQ MU1 \ If X = Q = 0, jump to MU1 to copy X into P and A, \ clear the C flag and return from the subroutine using \ a tail call \ Otherwise fall through into MU11 to set (A P) = P * XName: MULTU [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (A P) = P * Q

Do the following multiplication of unsigned 8-bit numbers: (A P) = P * Q.MU11 DEX \ Set T = X - 1 STX T \ \ We subtract 1 as the C flag will be set when we want \ to do an addition in the loop below LDA #0 \ Set A = 0 so we can start building the answer in A TAX \ Copy A into X. There is a comment in the original \ source here that says "just in case", which refers to \ the MU11 routine in the cassette and disc versions, \ which set X to 0 (as they use X as a loop counter). \ The version here doesn't use a loop, but this \ instruction makes sure the unrolled version returns \ the same results as the loop versions, just in case \ something out there relies on MU11 returning X = 0 LSR P \ Set P = P >> 1 \ and C flag = bit 0 of P \ We now repeat the following four instruction block \ eight times, one for each bit in P. In the cassette \ and disc versions of Elite the following is done with \ a loop, but it is marginally faster to unroll the loop \ and have eight copies of the code, though it does take \ up a bit more memory (though that isn't a concern when \ you have a 6502 Second Processor) BCC P%+4 \ If C (i.e. bit 0 of P) is set, do the ADC T \ addition for this bit of P: \ \ A = A + T + C \ = A + X - 1 + 1 \ = A + X ROR A \ Shift A right to catch the next digit of our result, \ which the next ROR sticks into the left end of P while \ also extracting the next bit of P ROR P \ Add the overspill from shifting A to the right onto \ the start of P, and shift P right to fetch the next \ bit for the calculation into the C flag BCC P%+4 \ Repeat for the second time ADC T ROR A ROR P BCC P%+4 \ Repeat for the third time ADC T ROR A ROR P BCC P%+4 \ Repeat for the fourth time ADC T ROR A ROR P BCC P%+4 \ Repeat for the fifth time ADC T ROR A ROR P BCC P%+4 \ Repeat for the sixth time ADC T ROR A ROR P BCC P%+4 \ Repeat for the seventh time ADC T ROR A ROR P BCC P%+4 \ Repeat for the eighth time ADC T ROR A ROR P RTS \ Return from the subroutineName: MU11 [View individually] Type: Subroutine [Compare versions] Category: Maths (Arithmetic) Summary: Calculate (A P) = P * X Deep dive: Shift-and-add multiplication

Do the following multiplication of two unsigned 8-bit numbers: (A P) = P * X This uses the same shift-and-add approach as MULT1, but it's simpler as we are dealing with unsigned numbers in P and X. See the deep dive on "Shift-and-add multiplication" for a discussion of how this algorithm works..FMLTU2 AND #%00011111 \ Restrict A to bits 0-5 (so it's in the range 0-31) TAX \ Set Q = sin(A) * 256 LDA SNE,X STA Q LDA K \ Set A to the radius in K \ Fall through into FMLTU to do the following: \ \ (A ?) = A * Q \ = K * sin(A) * 256 \ \ which is equivalent to: \ \ A = K * sin(A)Name: FMLTU2 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate A = K * sin(A) Deep dive: The sine, cosine and arctan tables

Calculate the following: A = K * sin(A) Because this routine uses the sine lookup table SNE, we can also call this routine to calculate cosine multiplication. To calculate the following: A = K * cos(B) call this routine with B + 16 in the accumulator, as sin(B + 16) = cos(B)..FMLTU STX P \ Store X in P so we can preserve it through the call to \ FMULTU STA widget \ Store A in widget, so now widget = argument A TAX \ Transfer A into X, so now X = argument A BEQ MU3 \ If A = 0, jump to MU3 to return a result of 0, as \ 0 * Q / 256 is always 0 \ We now want to calculate La + Lq, first adding the low \ bytes (from the logL table), and then the high bytes \ (from the log table) LDA logL,X \ Set A = low byte of La \ = low byte of La (as we set X to A above) LDX Q \ Set X = Q BEQ MU3again \ If X = 0, jump to MU3again to return a result of 0, as \ A * 0 / 256 is always 0 CLC \ Set A = A + low byte of Lq ADC logL,X \ = low byte of La + low byte of Lq LDA log,X \ Set A = high byte of Lq LDX widget \ Set A = A + C + high byte of La ADC log,X \ = high byte of Lq + high byte of La + C \ \ so we now have: \ \ A = high byte of (La + Lq) BCC MU3again \ If the addition fitted into one byte and didn't carry, \ then La + Lq < 256, so we jump to MU3again to return a \ result of 0 TAX \ Otherwise La + Lq >= 256, so we return the A-th entry LDA antilog,X \ from the antilog table LDX P \ Restore X from P so it is preserved RTS \ Return from the subroutine .MU3again LDA #0 \ Set A = 0 .MU3 \ If we get here then A (our result) is already 0 LDX P \ Restore X from P so it is preserved RTS \ Return from the subroutineName: FMLTU [View individually] Type: Subroutine [Compare versions] Category: Maths (Arithmetic) Summary: Calculate A = A * Q / 256 Deep dive: Multiplication and division using logarithms

Do the following multiplication of two unsigned 8-bit numbers, returning only the high byte of the result: (A ?) = A * Q or, to put it another way: A = A * Q / 256 The Master and 6502 Second Processor versions use logarithms to speed up the multiplication process. See the deep dive on "Multiplication using logarithms" for more details.STX Q \ Store X in Q .MLTU2 EOR #%11111111 \ Flip the bits in A and rotate right, storing the LSR A \ result in P+1, so we now calculate (P+1 P) * Q STA P+1 LDA #0 \ Set A = 0 so we can start building the answer in A LDX #16 \ Set up a counter in X to count the 16 bits in (P+1 P) ROR P \ Set P = P >> 1 with bit 7 = bit 0 of A \ and C flag = bit 0 of P .MUL7 BCS MU21 \ If C (i.e. the next bit from P) is set, do not do the \ addition for this bit of P, and instead skip to MU21 \ to just do the shifts ADC Q \ Do the addition for this bit of P: \ \ A = A + Q + C \ = A + Q ROR A \ Rotate (A P+1 P) to the right, so we capture the next ROR P+1 \ digit of the result in P+1, and extract the next digit ROR P \ of (P+1 P) in the C flag DEX \ Decrement the loop counter BNE MUL7 \ Loop back for the next bit until P has been rotated \ all the way RTS \ Return from the subroutine .MU21 LSR A \ Shift (A P+1 P) to the right, so we capture the next ROR P+1 \ digit of the result in P+1, and extract the next digit ROR P \ of (P+1 P) in the C flag DEX \ Decrement the loop counter BNE MUL7 \ Loop back for the next bit until P has been rotated \ all the way RTS \ Return from the subroutineName: MLTU2 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (A P+1 P) = (A ~P) * Q Deep dive: Shift-and-add multiplication

Do the following multiplication of an unsigned 16-bit number and an unsigned 8-bit number: (A P+1 P) = (A ~P) * Q where ~P means P EOR %11111111 (i.e. P with all its bits flipped). In other words, if you wanted to calculate &1234 * &56, you would: * Set A to &12 * Set P to &34 EOR %11111111 = &CB * Set Q to &56 before calling MLTU2. This routine is like a mash-up of MU11 and FMLTU. It uses part of FMLTU's inverted argument trick to work out whether or not to do an addition, and like MU11 it sets up a counter in X to extract bits from (P+1 P). But this time we extract 16 bits from (P+1 P), so the result is a 24-bit number. The core of the algorithm is still the shift-and-add approach explained in MULT1, just with more bits. Returns: Q Q is preserved Other entry points: MLTU2-2 Set Q to X, so this calculates (A P+1 P) = (A ~P) * X.MUT3 LDX ALP1 \ Set P = ALP1, though this gets overwritten by the STX P \ following, so this has no effect \ Fall through into MUT2 to do the following: \ \ (S R) = XX(1 0) \ (A P) = Q * AName: MUT3 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Unused routine that does the same as MUT2

This routine is never actually called, but it is identical to MUT2, as the extra instructions have no effect..MUT2 LDX XX+1 \ Set S = XX+1 STX S \ Fall through into MUT1 to do the following: \ \ R = XX \ (A P) = Q * AName: MUT2 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (S R) = XX(1 0) and (A P) = Q * A

Do the following assignment, and multiplication of two signed 8-bit numbers: (S R) = XX(1 0) (A P) = Q * A.MUT1 LDX XX \ Set R = XX STX R \ Fall through into MULT1 to do the following: \ \ (A P) = Q * AName: MUT1 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate R = XX and (A P) = Q * A

Do the following assignment, and multiplication of two signed 8-bit numbers: R = XX (A P) = Q * A.MULT1 TAX \ Store A in X AND #%01111111 \ Set P = |A| >> 1 LSR A \ and C flag = bit 0 of A STA P TXA \ Restore argument A EOR Q \ Set bit 7 of A and T if Q and A have different signs, AND #%10000000 \ clear bit 7 if they have the same signs, 0 all other STA T \ bits, i.e. T contains the sign bit of Q * A LDA Q \ Set A = |Q| AND #%01111111 BEQ mu10 \ If |Q| = 0 jump to mu10 (with A set to 0) TAX \ Set T1 = |Q| - 1 DEX \ STX T1 \ We subtract 1 as the C flag will be set when we want \ to do an addition in the loop below \ We are now going to work our way through the bits of \ P, and do a shift-add for any bits that are set, \ keeping the running total in A. We already set up \ the first shift at the start of this routine, as \ P = |A| >> 1 and C = bit 0 of A, so we now need to set \ up a loop to sift through the other 7 bits in P LDA #0 \ Set A = 0 so we can start building the answer in A TAX \ Copy A into X. There is a comment in the original \ source here that says "just in case", which refers to \ the MULT1 routine in the cassette and disc versions, \ which set X to 0 (as they use X as a loop counter). \ The version here doesn't use a loop, but this \ instruction makes sure the unrolled version returns \ the same results as the loop versions, just in case \ something out there relies on MULT1 returning X = 0 \MUL4 \ These instructions are commented out in the original \BCC P%+4 \ source. They contain the original loop version of the \ADC T1 \ code that's used in the disc and cassette versions \ROR A \ROR P \DEX \BNE MUL4 \LSR A \ROR P \ORA T \RTS \.mu10 \STA P \RTS \ We now repeat the following four instruction block \ seven times, one for each remaining bit in P. In the \ cassette and disc versions of Elite the following is \ done with a loop, but it is marginally faster to \ unroll the loop and have seven copies of the code, \ though it does take up a bit more memory (though that \ isn't a concern when you have a 6502 Second Processor) BCC P%+4 \ If C (i.e. the next bit from P) is set, do the ADC T1 \ addition for this bit of P: \ \ A = A + T1 + C \ = A + |Q| - 1 + 1 \ = A + |Q| ROR A \ As mentioned above, this ROR shifts A right and \ catches bit 0 in C - giving another digit for our \ result - and the next ROR sticks that bit into the \ left end of P while also extracting the next bit of P \ for the next addition ROR P \ Add the overspill from shifting A to the right onto \ the start of P, and shift P right to fetch the next \ bit for the calculation BCC P%+4 \ Repeat for the second time ADC T1 ROR A ROR P BCC P%+4 \ Repeat for the third time ADC T1 ROR A ROR P BCC P%+4 \ Repeat for the fourth time ADC T1 ROR A ROR P BCC P%+4 \ Repeat for the fifth time ADC T1 ROR A ROR P BCC P%+4 \ Repeat for the sixth time ADC T1 ROR A ROR P BCC P%+4 \ Repeat for the seventh time ADC T1 ROR A ROR P LSR A \ Rotate (A P) once more to get the final result, as ROR P \ we only pushed 7 bits through the above process ORA T \ Set the sign bit of the result that we stored in T RTS \ Return from the subroutine .mu10 STA P \ If we get here, the result is 0 and A = 0, so set \ P = 0 so (A P) = 0 RTS \ Return from the subroutineName: MULT1 [View individually] Type: Subroutine [Compare versions] Category: Maths (Arithmetic) Summary: Calculate (A P) = Q * A Deep dive: Shift-and-add multiplication

Do the following multiplication of two 8-bit sign-magnitude numbers: (A P) = Q * A.MULT12 JSR MULT1 \ Set (A P) = Q * A STA S \ Set (S R) = (A P) LDA P STA R RTS \ Return from the subroutineName: MULT12 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (S R) = Q * A

Calculate: (S R) = Q * A.TAS3 LDX INWK,Y \ Set Q = the Y-th byte of INWK, i.e. vect_x STX Q LDA XX15 \ Set A = XX15 JSR MULT12 \ Set (S R) = Q * A \ = vect_x * XX15 LDX INWK+2,Y \ Set Q = the Y+2-th byte of INWK, i.e. vect_y STX Q LDA XX15+1 \ Set A = XX15+1 JSR MAD \ Set (A X) = Q * A + (S R) \ = vect_y * XX15+1 + vect_x * XX15 STA S \ Set (S R) = (A X) STX R LDX INWK+4,Y \ Set Q = the Y+2-th byte of INWK, i.e. vect_z STX Q LDA XX15+2 \ Set A = XX15+2 \ Fall through into MAD to set: \ \ (A X) = Q * A + (S R) \ = vect_z * XX15+2 + vect_y * XX15+1 + \ vect_x * XX15Name: TAS3 [View individually] Type: Subroutine [Compare versions] Category: Maths (Geometry) Summary: Calculate the dot product of XX15 and an orientation vector

Calculate the dot product of the vector in XX15 and one of the orientation vectors, as determined by the value of Y. If vect is the orientation vector, we calculate this: (A X) = vect . XX15 = vect_x * XX15 + vect_y * XX15+1 + vect_z * XX15+2 Arguments: Y The orientation vector: * If Y = 10, calculate nosev . XX15 * If Y = 16, calculate roofv . XX15 * If Y = 22, calculate sidev . XX15 Returns: (A X) The result of the dot product.MAD JSR MULT1 \ Call MULT1 to set (A P) = Q * A \ Fall through into ADD to do: \ \ (A X) = (A P) + (S R) \ = Q * A + (S R)Name: MAD [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (A X) = Q * A + (S R)

Calculate (A X) = Q * A + (S R).ADD STA T1 \ Store argument A in T1 AND #%10000000 \ Extract the sign (bit 7) of A and store it in T STA T EOR S \ EOR bit 7 of A with S. If they have different bit 7s BMI MU8 \ (i.e. they have different signs) then bit 7 in the \ EOR result will be 1, which means the EOR result is \ negative. So the AND, EOR and BMI together mean "jump \ to MU8 if A and S have different signs" \ If we reach here, then A and S have the same sign, so \ we can add them and set the sign to get the result LDA R \ Add the least significant bytes together into X: CLC \ ADC P \ X = P + R TAX LDA S \ Add the most significant bytes together into A. We ADC T1 \ stored the original argument A in T1 earlier, so we \ can do this with: \ \ A = A + S + C \ = T1 + S + C ORA T \ If argument A was negative (and therefore S was also \ negative) then make sure result A is negative by \ OR-ing the result with the sign bit from argument A \ (which we stored in T) RTS \ Return from the subroutine .MU8 \ If we reach here, then A and S have different signs, \ so we can subtract their absolute values and set the \ sign to get the result LDA S \ Clear the sign (bit 7) in S and store the result in AND #%01111111 \ U, so U now contains |S| STA U LDA P \ Subtract the least significant bytes into X: SEC \ SBC R \ X = P - R TAX LDA T1 \ Restore the A of the argument (A P) from T1 and AND #%01111111 \ clear the sign (bit 7), so A now contains |A| SBC U \ Set A = |A| - |S| \ At this point we have |A P| - |S R| in (A X), so we \ need to check whether the subtraction above was the \ the right way round (i.e. that we subtracted the \ smaller absolute value from the larger absolute \ value) BCS MU9 \ If |A| >= |S|, our subtraction was the right way \ round, so jump to MU9 to set the sign \ If we get here, then |A| < |S|, so our subtraction \ above was the wrong way round (we actually subtracted \ the larger absolute value from the smaller absolute \ value). So let's subtract the result we have in (A X) \ from zero, so that the subtraction is the right way \ round STA U \ Store A in U TXA \ Set X = 0 - X using two's complement (to negate a EOR #&FF \ number in two's complement, you can invert the bits ADC #1 \ and add one - and we know the C flag is clear as we TAX \ didn't take the BCS branch above, so the ADC will do \ the correct addition) LDA #0 \ Set A = 0 - A, which we can do this time using a SBC U \ a subtraction with the C flag clear ORA #%10000000 \ We now set the sign bit of A, so that the EOR on the \ next line will give the result the opposite sign to \ argument A (as T contains the sign bit of argument \ A). This is the same as giving the result the same \ sign as argument S (as A and S have different signs), \ which is what we want, as S has the larger absolute \ value .MU9 EOR T \ If we get here from the BCS above, then |A| >= |S|, \ so we want to give the result the same sign as \ argument A, so if argument A was negative, we flip \ the sign of the result with an EOR (to make it \ negative) RTS \ Return from the subroutineName: ADD [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (A X) = (A P) + (S R) Deep dive: Adding sign-magnitude numbers

Add two 16-bit sign-magnitude numbers together, calculating: (A X) = (A P) + (S R).TIS1 STX Q \ Set Q = X EOR #%10000000 \ Flip the sign bit in A JSR MAD \ Set (A X) = Q * A + (S R) \ = X * -A + (S R) .DVID96 TAX \ Set T to the sign bit of the result AND #%10000000 STA T TXA \ Set A to the high byte of the result with the sign bit AND #%01111111 \ cleared, so (A ?) = |X * A + (S R)| \ The following is identical to TIS2, except Q is \ hard-coded to 96, so this does A = A / 96 LDX #254 \ Set T1 to have bits 1-7 set, so we can rotate through STX T1 \ 7 loop iterations, getting a 1 each time, and then \ getting a 0 on the 8th iteration... and we can also \ use T1 to catch our result bits into bit 0 each time .DVL3 ASL A \ Shift A to the left CMP #96 \ If A < 96 skip the following subtraction BCC DV4 SBC #96 \ Set A = A - 96 \ \ Going into this subtraction we know the C flag is \ set as we passed through the BCC above, and we also \ know that A >= 96, so the C flag will still be set \ once we are done .DV4 ROL T1 \ Rotate the counter in T1 to the left, and catch the \ result bit into bit 0 (which will be a 0 if we didn't \ do the subtraction, or 1 if we did) BCS DVL3 \ If we still have set bits in T1, loop back to DVL3 to \ do the next iteration of 7 LDA T1 \ Fetch the result from T1 into A ORA T \ Give A the sign of the result that we stored above RTS \ Return from the subroutineName: TIS1 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (A ?) = (-X * A + (S R)) / 96 Deep dive: Shift-and-subtract division

Calculate the following expression between sign-magnitude numbers, ignoring the low byte of the result: (A ?) = (-X * A + (S R)) / 96 This uses the same shift-and-subtract algorithm as TIS2, just with the quotient A hard-coded to 96. Returns: Q Gets set to the value of argument X.DV42 LDA SZ,Y \ Fetch the Y-th dust particle's z_hi coordinate into A \ Fall through into DV41 to do: \ \ (P R) = 256 * DELTA / A \ = 256 * DELTA / Y-th stardust particle's z_hiName: DV42 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (P R) = 256 * DELTA / z_hi

Calculate the following division and remainder: P = DELTA / (the Y-th stardust particle's z_hi coordinate) R = remainder as a fraction of A, where 1.0 = 255 Another way of saying the above is this: (P R) = 256 * DELTA / z_hi DELTA is a value between 1 and 40, and the minimum z_hi is 16 (dust particles are removed at lower values than this), so this means P is between 0 and 2 (as 40 / 16 = 2.5, so the maximum result is P = 2 and R = 128. This uses the same shift-and-subtract algorithm as TIS2, but this time we keep the remainder. Arguments: Y The number of the stardust particle to process Returns: C flag The C flag is cleared.DV41 STA Q \ Store A in Q LDA DELTA \ Fetch the speed from DELTA into A \ Fall through into DVID4 to do: \ \ (P R) = 256 * A / Q \ = 256 * DELTA / AName: DV41 [View individually] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (P R) = 256 * DELTA / A

Calculate the following division and remainder: P = DELTA / A R = remainder as a fraction of A, where 1.0 = 255 Another way of saying the above is this: (P R) = 256 * DELTA / A This uses the same shift-and-subtract algorithm as TIS2, but this time we keep the remainder. Returns: C flag The C flag is cleared.DVID4 ASL A \ Shift A left and store in P (we will build the result STA P \ in P) LDA #0 \ Set A = 0 for us to build a remainder \ We now repeat the following five instruction block \ eight times, one for each bit in P. In the cassette \ and disc versions of Elite the following is done with \ a loop, but it is marginally faster to unroll the loop \ and have eight copies of the code, though it does take \ up a bit more memory (though that isn't a concern when \ you have a 6502 Second Processor) ROL A \ Shift A to the left CMP Q \ If A < Q skip the following subtraction BCC P%+4 SBC Q \ A >= Q, so set A = A - Q ROL P \ Shift P to the left, pulling the C flag into bit 0 ROL A \ Repeat for the second time CMP Q BCC P%+4 SBC Q ROL P ROL A \ Repeat for the third time CMP Q BCC P%+4 SBC Q ROL P ROL A \ Repeat for the fourth time CMP Q BCC P%+4 SBC Q ROL P ROL A \ Repeat for the fifth time CMP Q BCC P%+4 SBC Q ROL P ROL A \ Repeat for the sixth time CMP Q BCC P%+4 SBC Q ROL P ROL A \ Repeat for the seventh time CMP Q BCC P%+4 SBC Q ROL P ROL A \ Repeat for the eighth time CMP Q BCC P%+4 SBC Q ROL P LDX #0 \ Set X = 0 so this unrolled version of DVID4 also \ returns X = 0 { STA widget \ This contains the code from the LL28+4 routine, so TAX \ this section is exactly equivalent to a JMP LL28+4 BEQ LLfix \ call, but is slightly faster as it's been inlined LDA logL,X \ (so it converts the remainder in A into an integer LDX Q \ representation of the fractional value A / Q, in R, SEC \ where 1.0 = 255, and it also clears the C flag SBC logL,X \ LDX widget \ The routine is surrounded by braces as BeebAsm LDA log,X \ doesn't allow us to redefine labels, unlike BBC BASIC LDX Q SBC log,X BCS LL2 TAX LDA antilog,X .LLfix STA R RTS .LL2 LDA #255 STA R RTS }Name: DVID4 [View individually] Type: Subroutine [Compare versions] Category: Maths (Arithmetic) Summary: Calculate (P R) = 256 * A / Q Deep dive: Shift-and-subtract division

Calculate the following division and remainder: P = A / Q R = remainder as a fraction of Q, where 1.0 = 255 Another way of saying the above is this: (P R) = 256 * A / Q This uses the same shift-and-subtract algorithm as TIS2, but this time we keep the remainder and the loop is unrolled. Returns: C flag The C flag is cleared.DVID3B2 STA P+2 \ Set P+2 = A LDA INWK+6 \ Set Q = z_lo, making sure Q is at least 1 ORA #1 STA Q LDA INWK+7 \ Set R = z_hi STA R LDA INWK+8 \ Set S = z_sign STA S .DVID3B \ Given the above assignments, we now want to calculate \ the following to get the result we want: \ \ K(3 2 1 0) = P(2 1 0) / (S R Q) LDA P \ Make sure P(2 1 0) is at least 1 ORA #1 STA P LDA P+2 \ Set T to the sign of P+2 * S (i.e. the sign of the EOR S \ result) and store it in T AND #%10000000 STA T LDY #0 \ Set Y = 0 to store the scale factor LDA P+2 \ Clear the sign bit of P+2, so the division can be done AND #%01111111 \ with positive numbers and we'll set the correct sign \ below, once all the maths is done \ \ This also leaves A = P+2, which we use below .DVL9 \ We now shift (A P+1 P) left until A >= 64, counting \ the number of shifts in Y. This makes the top part of \ the division as large as possible, thus retaining as \ much accuracy as we can. When we come to return the \ final result, we shift the result by the number of \ places in Y, and in the correct direction CMP #64 \ If A >= 64, jump down to DV14 BCS DV14 ASL P \ Shift (A P+1 P) to the left ROL P+1 ROL A INY \ Increment the scale factor in Y BNE DVL9 \ Loop up to DVL9 (this BNE is effectively a JMP, as Y \ will never be zero) .DV14 \ If we get here, A >= 64 and contains the highest byte \ of the numerator, scaled up by the number of left \ shifts in Y STA P+2 \ Store A in P+2, so we now have the scaled value of \ the numerator in P(2 1 0) LDA S \ Set A = |S| AND #%01111111 .DVL6 \ We now shift (S R Q) left until bit 7 of S is set, \ reducing Y by the number of shifts. This makes the \ bottom part of the division as large as possible, thus \ retaining as much accuracy as we can. When we come to \ return the final result, we shift the result by the \ total number of places in Y, and in the correct \ direction, to give us the correct result \ \ We set A to |S| above, so the following actually \ shifts (A R Q) DEY \ Decrement the scale factor in Y ASL Q \ Shift (A R Q) to the left ROL R ROL A BPL DVL6 \ Loop up to DVL6 to do another shift, until bit 7 of A \ is set and we can't shift left any further .DV9 \ We have now shifted both the numerator and denominator \ left as far as they will go, keeping a tally of the \ overall scale factor of the various shifts in Y. We \ can now divide just the two highest bytes to get our \ result STA Q \ Set Q = A, the highest byte of the denominator LDA #254 \ Set R to have bits 1-7 set, so we can pass this to STA R \ LL31 to act as the bit counter in the division LDA P+2 \ Set A to the highest byte of the numerator { .LL31 ASL A \ This contains the code from the LL31 routine, so BCS LL29 \ this section is exactly equivalent to a JSR LL31 CMP Q \ call, but is slightly faster as it's been inlined BCC P%+4 \ (so it calculates: SBC Q \ ROL R \ R = 256 * A / Q BCS LL31 \ = 256 * numerator / denominator JMP RTS \ \ The routine is surrounded by braces as BeebAsm .LL29 \ doesn't allow us to redefine labels, unlike BBC BASIC SBC Q SEC ROL R BCS LL31 LDA R .RTS } \ The result of our division is now in R, so we just \ need to shift it back by the scale factor in Y LDA #0 \ Set K(3 2 1) = 0 to hold the result (we populate K STA K+1 \ next) STA K+2 STA K+3 TYA \ If Y is positive, jump to DV12 BPL DV12 \ If we get here then Y is negative, so we need to shift \ the result R to the left by Y places, and then set the \ correct sign for the result LDA R \ Set A = R .DVL8 ASL A \ Shift (K+3 K+2 K+1 A) left ROL K+1 ROL K+2 ROL K+3 INY \ Increment the scale factor in Y BNE DVL8 \ Loop back to DVL8 until we have shifted left by Y \ places STA K \ Store A in K so the result is now in K(3 2 1 0) LDA K+3 \ Set K+3 to the sign in T, which we set above to the ORA T \ correct sign for the result STA K+3 RTS \ Return from the subroutine .DV13 \ If we get here then Y is zero, so we don't need to \ shift the result R, we just need to set the correct \ sign for the result LDA R \ Store R in K so the result is now in K(3 2 1 0) STA K LDA T \ Set K+3 to the sign in T, which we set above to the STA K+3 \ correct sign for the result RTS \ Return from the subroutine .DV12 BEQ DV13 \ We jumped here having set A to the scale factor in Y, \ so this jumps up to DV13 if Y = 0 \ If we get here then Y is positive and non-zero, so we \ need to shift the result R to the right by Y places \ and then set the correct sign for the result. We also \ know that K(3 2 1) will stay 0, as we are shifting the \ lowest byte to the right, so no set bits will make \ their way into the top three bytes LDA R \ Set A = R .DVL10 LSR A \ Shift A right DEY \ Decrement the scale factor in Y BNE DVL10 \ Loop back to DVL10 until we have shifted right by Y \ places STA K \ Store the shifted A in K so the result is now in \ K(3 2 1 0) LDA T \ Set K+3 to the sign in T, which we set above to the STA K+3 \ correct sign for the result RTS \ Return from the subroutineName: DVID3B2 [View individually] Type: Subroutine [Compare versions] Category: Maths (Arithmetic) Summary: Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo) Deep dive: Shift-and-subtract division

Calculate the following: K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo) The actual division here is done as an 8-bit calculation using LL31, but this routine shifts both the numerator (the top part of the division) and the denominator (the bottom part of the division) around to get the multi-byte result we want. Specifically, it shifts both of them to the left as far as possible, keeping a tally of how many shifts get done in each one - and specifically, the difference in the number of shifts between the top and bottom (as shifting both of them once in the same direction won't change the result). It then divides the two highest bytes with the simple 8-bit routine in LL31, and shifts the result by the difference in the number of shifts, which acts as a scale factor to get the correct result. Returns: K(3 2 1 0) The result of the division X X is preserved.cntr LDA auto \ If the docking computer is currently activated, jump BNE cnt2 \ to cnt2 to skip the following as we always want to \ enable damping for the docking computer LDA DAMP \ If DAMP is non-zero, then keyboard damping is not BNE RE1 \ enabled, so jump to RE1 to return from the subroutine .cnt2 TXA \ If X < 128, then it's in the left-hand side of the BPL BUMP \ dashboard slider, so jump to BUMP to bump it up by 1, \ to move it closer to the centre DEX \ Otherwise X >= 128, so it's in the right-hand side BMI ARCRTS \ of the dashboard slider, so decrement X by 1, and if \ it's still >= 128, jump to ARCRTS to return from the \ subroutine, otherwise fall through to BUMP to undo \ the bump and then return .BUMP INX \ Bump X up by 1, and if it hasn't overshot the end of BNE RE1 \ the dashboard slider, jump to RE1 to return from the \ subroutine, otherwise fall through to REDU to drop \ it down by 1 again .REDU DEX \ Reduce X by 1, and if we have reached 0 jump up to BEQ BUMP \ BUMP to add 1, because we need the value to be in the \ range 1 to 255 .RE1 RTS \ Return from the subroutineName: cntr [View individually] Type: Subroutine [Compare versions] Category: Dashboard Summary: Apply damping to the pitch or roll dashboard indicator

Apply damping to the value in X, where X ranges from 1 to 255 with 128 as the centre point (so X represents a position on a centre-based dashboard slider, such as pitch or roll). If the value is in the left-hand side of the slider (1-127) then it bumps the value up by 1 so it moves towards the centre, and if it's in the right-hand side, it reduces it by 1, also moving it towards the centre..BUMP2 STA T \ Store argument A in T so we can restore it later TXA \ Copy argument X into A CLC \ Clear the C flag so we can do addition without the \ C flag affecting the result ADC T \ Set X = A = argument X + argument A TAX BCC RE2 \ If the C flag is clear, then we didn't overflow, so \ jump to RE2 to auto-recentre and return the result LDX #255 \ We have an overflow, so set X to the maximum possible \ value of 255 .RE2 BPL djd1 \ If X has bit 7 clear (i.e. the result < 128), then \ jump to djd1 in routine REDU2 to do an auto-recentre, \ if configured, because the result is on the left side \ of the centre point of 128 \ Jumps to RE2+2 end up here LDA T \ Restore the original argument A from T into A RTS \ Return from the subroutineName: BUMP2 [View individually] Type: Subroutine [Compare versions] Category: Dashboard Summary: Bump up the value of the pitch or roll dashboard indicator

Increase ("bump up") X by A, where X is either the current rate of pitch or the current rate of roll. The rate of pitch or roll ranges from 1 to 255 with 128 as the centre point. This is the amount by which the pitch or roll is currently changing, so 1 means it is decreasing at the maximum rate, 128 means it is not changing, and 255 means it is increasing at the maximum rate. These values correspond to the line on the DC or RL indicators on the dashboard, with 1 meaning full left, 128 meaning the middle, and 255 meaning full right. If bumping up X would push it past 255, then X is set to 255. If keyboard auto-recentre is configured and the result is less than 128, we bump X up to the mid-point, 128. This is the equivalent of having a roll or pitch in the left half of the indicator, when increasing the roll or pitch should jump us straight to the mid-point. Other entry points: RE2+2 Restore A from T and return from the subroutine.REDU2 STA T \ Store argument A in T so we can restore it later TXA \ Copy argument X into A SEC \ Set the C flag so we can do subtraction without the \ C flag affecting the result SBC T \ Set X = A = argument X - argument A TAX BCS RE3 \ If the C flag is set, then we didn't underflow, so \ jump to RE3 to auto-recentre and return the result LDX #1 \ We have an underflow, so set X to the minimum possible \ value, 1 .RE3 BPL RE2+2 \ If X has bit 7 clear (i.e. the result < 128), then \ jump to RE2+2 above to return the result as is, \ because the result is on the left side of the centre \ point of 128, so we don't need to auto-centre .djd1 \ If we get here, then we need to apply auto-recentre, \ if it is configured LDA DJD \ If keyboard auto-recentre is disabled, then BNE RE2+2 \ jump to RE2+2 to restore A and return LDX #128 \ If keyboard auto-recentre is enabled, set X to 128 BMI RE2+2 \ (the middle of our range) and jump to RE2+2 to \ restore A and returnName: REDU2 [View individually] Type: Subroutine [Compare versions] Category: Dashboard Summary: Reduce the value of the pitch or roll dashboard indicator

Reduce X by A, where X is either the current rate of pitch or the current rate of roll. The rate of pitch or roll ranges from 1 to 255 with 128 as the centre point. This is the amount by which the pitch or roll is currently changing, so 1 means it is decreasing at the maximum rate, 128 means it is not changing, and 255 means it is increasing at the maximum rate. These values correspond to the line on the DC or RL indicators on the dashboard, with 1 meaning full left, 128 meaning the middle, and 255 meaning full right. If reducing X would bring it below 1, then X is set to 1. If keyboard auto-recentre is configured and the result is greater than 128, we reduce X down to the mid-point, 128. This is the equivalent of having a roll or pitch in the right half of the indicator, when decreasing the roll or pitch should jump us straight to the mid-point. Other entry points:.ARCTAN LDA P \ Set T1 = P EOR Q, which will have the sign of P * Q EOR Q STA T1 LDA Q \ If Q = 0, jump to AR2 to return a right angle BEQ AR2 ASL A \ Set Q = |Q| * 2 (this is a quick way of clearing the STA Q \ sign bit, and we don't need to shift right again as we \ only ever use this value in the division with |P| * 2, \ which we set next) LDA P \ Set A = |P| * 2 ASL A CMP Q \ If A >= Q, i.e. |P| > |Q|, jump to AR1 to swap P BCS AR1 \ and Q around, so we can still use the lookup table JSR ARS1 \ Call ARS1 to set the following from the lookup table: \ \ A = arctan(A / Q) \ = arctan(|P / Q|) SEC \ Set the C flag so the SBC instruction in AR3 will be \ correct, should we jump there .AR4 LDX T1 \ If T1 is negative, i.e. P and Q have different signs, BMI AR3 \ jump down to AR3 to return arctan(-|P / Q|) RTS \ Otherwise P and Q have the same sign, so our result is \ correct and we can return from the subroutine .AR1 \ We want to calculate arctan(t) where |t| > 1, so we \ can use the calculation described in the documentation \ for the ACT table, i.e. 64 - arctan(1 / t) LDX Q \ Swap the values in Q and P, using the fact that we STA Q \ called AR1 with A = P STX P \ TXA \ This also sets A = P (which now contains the original \ argument |Q|) JSR ARS1 \ Call ARS1 to set the following from the lookup table: \ \ A = arctan(A / Q) \ = arctan(|Q / P|) \ = arctan(1 / |P / Q|) STA T \ Set T = 64 - T LDA #64 SBC T BCS AR4 \ Jump to AR4 to continue the calculation (this BCS is \ effectively a JMP as the subtraction will never \ underflow, as ARS1 returns values in the range 0-31) .AR2 \ If we get here then Q = 0, so tan(A) = infinity and \ A is a right angle, or 0.25 of a circle. We allocate \ 255 to a full circle, so we should return 63 for a \ right angle LDA #63 \ Set A to 63, to represent a right angle RTS \ Return from the subroutine .AR3 \ A contains arctan(|P / Q|) but P and Q have different \ signs, so we need to return arctan(-|P / Q|), using \ the calculation described in the documentation for the \ ACT table, i.e. 128 - A STA T \ Set A = 128 - A LDA #128 \ \SEC \ The SEC instruction is commented out in the original SBC T \ source, and isn't required as we did a SEC before \ calling AR3 RTS \ Return from the subroutine .ARS1 \ This routine fetches arctan(A / Q) from the ACT table JSR LL28 \ Call LL28 to calculate: \ \ R = 256 * A / Q LDA R \ Set X = R / 8 LSR A \ = 32 * A / Q LSR A \ LSR A \ so X has the value t * 32 where t = A / Q, which is TAX \ what we need to look up values in the ACT table LDA ACT,X \ Fetch ACT+X from the ACT table into A, so now: \ \ A = value in ACT + X \ = value in ACT + (32 * A / Q) \ = arctan(A / Q) .ARCRTS RTS \ Return from the subroutineName: ARCTAN [View individually] Type: Subroutine [Compare versions] Category: Maths (Geometry) Summary: Calculate A = arctan(P / Q) Deep dive: The sine, cosine and arctan tables

Calculate the following: A = arctan(P / Q) In other words, this finds the angle in the right-angled triangle where the opposite side to angle A is length P and the adjacent side to angle A has length Q, so: tan(A) = P / Q Other entry points: ARCRTS Contains an RTS.LASLI JSR DORND \ Set A and X to random numbers AND #7 \ Restrict A to a random value in the range 0 to 7 ADC #Y-4 \ Set LASY to four pixels above the centre of the STA LASY \ screen (#Y), plus our random number, so the laser \ dances above and below the centre point JSR DORND \ Set A and X to random numbers AND #7 \ Restrict A to a random value in the range 0 to 7 ADC #X-4 \ Set LASX to four pixels left of the centre of the STA LASX \ screen (#X), plus our random number, so the laser \ dances to the left and right of the centre point LDA GNTMP \ Add 8 to the laser temperature in GNTMP ADC #8 STA GNTMP JSR DENGY \ Call DENGY to deplete our energy banks by 1 .LASLI2 LDA QQ11 \ If this is not a space view (i.e. QQ11 is non-zero) BNE ARCRTS \ then jump to MA9 to return from the main flight loop \ (as ARCRTS is an RTS) LDA #RED \ Switch to colour 2, which is red in the space view STA COL LDA #32 \ Set A = 32 and Y = 224 for the first set of laser LDY #224 \ lines (the wider pair of lines) DEC LASY \ Decrement the y-coordinate of the centre point to move DEC LASY \ it up the screen by two pixels for the top set of \ lines, so the wider set of lines aim slightly higher \ than the narrower set JSR las \ Call las below to draw the first set of laser lines INC LASY \ Increment the y-coordinate of the centre point to put INC LASY \ it back to the original position LDA #48 \ Fall through into las with A = 48 and Y = 208 to draw LDY #208 \ a second set of lines (the narrower pair) \ The following routine draws two laser lines, one from \ the centre point down to point A on the bottom row, \ and the other from the centre point down to point Y \ on the bottom row. We therefore get lines from the \ centre point to points 32, 48, 208 and 224 along the \ bottom row, giving us the triangular laser effect \ we're after .las STA X2 \ Set X2 = A LDA LASX \ Set (X1, Y1) to the random centre point we set above STA X1 LDA LASY STA Y1 LDA #2*Y-1 \ Set Y2 = 2 * #Y - 1. The constant #Y is 96, the STA Y2 \ y-coordinate of the mid-point of the space view, so \ this sets Y2 to 191, the y-coordinate of the bottom \ pixel row of the space view JSR LL30 \ Draw a line from (X1, Y1) to (X2, Y2), so that's from \ the centre point to (A, 191) LDA LASX \ Set (X1, Y1) to the random centre point we set above STA X1 LDA LASY STA Y1 STY X2 \ Set X2 = Y LDA #2*Y-1 \ Set Y2 = 2 * #Y - 1, the y-coordinate of the bottom STA Y2 \ pixel row of the space view (as before) JMP LL30 \ Draw a line from (X1, Y1) to (X2, Y2), so that's from \ the centre point to (Y, 191), and return from \ the subroutine using a tail callName: LASLI [View individually] Type: Subroutine [Compare versions] Category: Drawing lines Summary: Draw the laser lines for when we fire our lasers

Draw the laser lines, aiming them to slightly different place each time so they appear to flicker and dance. Also heat up the laser temperature and drain some energy. Other entry points: LASLI2 Just draw the current laser lines without moving the centre point, draining energy or heating up. This has the effect of removing the lines from the screen LASLI-1 Contains an RTS.PDESC LDA QQ8 \ If either byte in QQ18(1 0) is non-zero, meaning that ORA QQ8+1 \ the distance from the current system to the selected BNE PD1 \ is non-zero, jump to PD1 to show the standard "goat \ soup" description LDA QQ12 \ If QQ12 does not have bit 7 set, which means we are BPL PD1 \ not docked, jump to PD1 to show the standard "goat \ soup" description \ If we get here, then the current system is the same as \ the selected system and we are docked, so now to check \ whether there is a special override token for this \ system LDY #NRU% \ Set Y as a loop counter as we work our way through the \ system numbers in RUPLA, starting at NRU% (which is \ the number of entries in RUPLA, 26) and working our \ way down to 1 .PDL1 LDA RUPLA-1,Y \ Fetch the Y-th byte from RUPLA-1 into A (we use \ RUPLA-1 because Y is looping from 26 to 1 CMP ZZ \ If A doesn't match the system whose description we BNE PD2 \ are printing (in ZZ), junp to PD2 to keep looping \ through the system numbers in RUPLA \ If we get here we have found a match for this system \ number in RUPLA LDA RUGAL-1,Y \ Fetch the Y-th byte from RUGAL-1 into A AND #%01111111 \ Extract bits 0-6 of A CMP GCNT \ If the result does not equal the current galaxy BNE PD2 \ number, jump to PD2 to keep looping through the system \ numbers in RUPLA LDA RUGAL-1,Y \ Fetch the Y-th byte from RUGAL-1 into A, once again BMI PD3 \ If bit 7 is set, jump to PD3 to print the extended \ token in A from the second table in RUTOK LDA TP \ Fetch bit 0 of TP into the C flag, and skip to PD1 if LSR A \ it is clear (i.e. if mission 1 is not in progress) to BCC PD1 \ print the "goat soup" extended description \ If we get here then mission 1 is in progress, so we \ print out the corresponding token from RUTOK JSR MT14 \ Call MT14 to switch to justified text LDA #1 \ Set A = 1 so that extended token 1 (an empty string) \ gets printed below instead of token 176, followed by \ the Y-th token in RUTOK EQUB &2C \ Skip the next instruction by turning it into \ &2C &A9 &B0, or BIT &B0A9, which does nothing apart \ from affect the flags .PD3 LDA #176 \ Print extended token 176 ("{lower case}{justify} JSR DETOK2 \ {single cap}") TYA \ Print the extended token in Y from the second table JSR DETOK3 \ in RUTOK LDA #177 \ Set A = 177 so when we jump to PD4 in the next \ instruction, we print token 177 (".{cr}{left align}") BNE PD4 \ Jump to PD4 to print the extended token in A and \ return from the subroutine using a tail call .PD2 DEY \ Decrement the byte counter in Y BNE PDL1 \ Loop back to check the next byte in RUPLA until we \ either find a match for the system in ZZ, or we fall \ through into the "goat soup" extended description \ routine .PD1 \ We now print the "goat soup" extended description LDX #3 \ We now want to seed the random number generator with \ the s1 and s2 16-bit seeds from the current system, so \ we get the same extended description for each system \ every time we call PDESC, so set a counter in X for \ copying 4 bytes { .PDL1 \ This label is a duplicate of the label above (which is \ why we need to surround it with braces, as BeebAsm \ doesn't allow us to redefine labels, unlike BBC BASIC) LDA QQ15+2,X \ Copy QQ15+2 to QQ15+5 (s1 and s2) to RAND to RAND+3 STA RAND,X DEX \ Decrement the loop counter BPL PDL1 \ Loop back to PDL1 until we have copied all LDA #5 \ Set A = 5, so we print extended token 5 in the next \ instruction ("{lower case}{justify}{single cap}[86-90] \ IS [140-144].{cr}{left align}" } .PD4 JMP DETOK \ Print the extended token given in A, and return from \ the subroutine using a tail callName: PDESC [View individually] Type: Subroutine [Compare versions] Category: Text Summary: Print the system's extended description or a mission 1 directive Deep dive: Extended system descriptions Extended text tokens

This prints a specific system's extended description. This is called the "pink volcanoes string" in a comment in the original source, and the "goat soup" recipe by Ian Bell on his website (where he also refers to the species string as the "pink felines" string). For some special systems, when you are docked at them, the procedurally generated extended description is overridden and a text token from the RUTOK table is shown instead. If mission 1 is in progress, then a number of systems along the route of that mission's story will show custom mission-related directives in place of that system's normal "goat soup" phrase. Arguments: ZZ The system number (0-255).BRIEF2 LDA TP \ Set bit 2 of TP to indicate mission 2 is in progress ORA #%00000100 \ but plans have not yet been picked up STA TP LDA #11 \ Set A = 11 so the call to BRP prints extended token 11 \ (the initial contact at the start of mission 2, asking \ us to head for Ceerdi for a mission briefing) \ Fall through into BRP to print the extended token in A \ and show the Status Mode screen.BRP LDX #CYAN \ Switch to colour 3, which is white or cyan STX COL JSR DETOK \ Print the extended token in A JMP BAY \ Jump to BAY to go to the docking bay (i.e. show the \ Status Mode screen) and return from the subroutine \ using a tail callName: BRP [View individually] Type: Subroutine [Compare versions] Category: Missions Summary: Print an extended token and show the Status Mode screen.BRIEF3 LDA TP \ Set bits 1 and 3 of TP to indicate that mission 1 is AND #%11110000 \ complete, and mission 2 is in progress and the plans ORA #%00001010 \ have been picked up STA TP LDA #222 \ Set A = 222 so the call to BRP prints extended token \ 222 (the briefing for mission 2 where we pick up the \ plans we need to take to Birera) BNE BRP \ Jump to BRP to print the extended token in A and show \ the Status Mode screen), returning from the subroutine \ using a tail call (this BNE is effectively a JMP as A \ is never zero)Name: BRIEF3 [View individually] Type: Subroutine Category: Missions Summary: Receive the briefing and plans for mission 2.DEBRIEF2 LDA TP \ Set bit 2 of TP to indicate mission 2 is complete (so ORA #%00000100 \ both bits 2 and 3 are now set) STA TP LDA #2 \ Set ENGY to 2 so our energy banks recharge at twice STA ENGY \ the speed, as our mission reward is a special navy \ energy unit INC TALLY+1 \ Award 256 kill points for completing the mission LDA #223 \ Set A = 223 so the call to BRP prints extended token \ 223 (the thank you message at the end of mission 2) BNE BRP \ Jump to BRP to print the extended token in A and show \ the Status Mode screen), returning from the subroutine \ using a tail call (this BNE is effectively a JMP as A \ is never zero).DEBRIEF LSR TP \ Clear bit 0 of TP to indicate that mission 1 is no ASL TP \ longer in progress, as we have completed it LDX #LO(50000) \ Increase our cash reserves by the generous mission LDY #HI(50000) \ reward of 5,000 CR JSR MCASH LDA #15 \ Set A = 15 so the call to BRP prints extended token 15 \ (the thank you message at the end of mission 1) .BRPS BNE BRP \ Jump to BRP to print the extended token in A and show \ the Status Mode screen, returning from the subroutine \ using a tail call (this BNE is effectively a JMP as A \ is never zero)Name: DEBRIEF [View individually] Type: Subroutine [Compare versions] Category: Missions Summary: Finish mission 1

Other entry points: BRPS Print the extended token in A, show the Status Mode screen and return from the subroutine.BRIEF LSR TP \ Set bit 0 of TP to indicate that mission 1 is now in SEC \ progress ROL TP JSR BRIS \ Call BRIS to clear the screen, display "INCOMING \ MESSAGE" and wait for 2 seconds JSR ZINF \ Call ZINF to reset the INWK ship workspace LDA #CON \ Set the ship type in TYPE to the Constrictor STA TYPE JSR NWSHP \ Add a new Constrictor to the local bubble (in this \ case, the briefing screen) LDA #1 \ Move the text cursor to column 1 JSR DOXC STA INWK+7 \ Set z_hi = 1, the distance at which we show the \ rotating ship LDA #13 \ Clear the top part of the screen, draw a white border, JSR TT66 \ and set the current view type in QQ11 to 13 (rotating \ ship view) LDA #64 \ Set the main loop counter to 64, so the ship rotates STA MCNT \ for 64 iterations through MVEIT .BRL1 LDX #%01111111 \ Set the ship's roll counter to a positive roll that STX INWK+29 \ doesn't dampen STX INWK+30 \ Set the ship's pitch counter to a positive pitch that \ doesn't dampen JSR LL9 \ Draw the ship on screen JSR MVEIT \ Call MVEIT to rotate the ship in space DEC MCNT \ Decrease the counter in MCNT BNE BRL1 \ Loop back to keep moving the ship until we have done \ all 64 iterations .BRL2 LSR INWK \ Halve x_lo so the Constrictor moves towards the centre INC INWK+6 \ Increment z_lo so the Constrictor moves away from us BEQ BR2 \ If z_lo = 0 (i.e. it just went past 255), jump to BR2 \ to show the briefing INC INWK+6 \ Increment z_lo so the Constrictor moves a bit further \ away from us BEQ BR2 \ If z_lo = 0 (i.e. it just went past 255), jump out of \ the loop to BR2 to stop moving the ship up the screen \ and show the briefing LDX INWK+3 \ Set X = y_lo + 1 INX CPX #120 \ If X < 120 then skip the next instruction BCC P%+4 LDX #120 \ X is bigger than 120, so set X = 120 so that X has a \ maximum value of 120 STX INWK+3 \ Set y_lo = X \ = y_lo + 1 \ \ so the ship moves up the screen (as space coordinates \ have the y-axis going up) JSR LL9 \ Draw the ship on screen JSR MVEIT \ Call MVEIT to move and rotate the ship in space DEC MCNT \ Decrease the counter in MCNT JMP BRL2 \ Loop back to keep moving the ship up the screen and \ away from us .BR2 INC INWK+7 \ Increment z_hi, to keep the ship at the same distance \ as we just incremented z_lo past 255 JSR PAS1 \ Call PAS1 to display the rotating ship at space \ coordinates (0, 112, 256) and scan the keyboard, \ returning the ASCII code of the key in X (or 0 for no \ key press) LDA #10 \ Set A = 10 so the call to BRP prints extended token 10 \ (the briefing for mission 1 where we find out all \ about the stolen Constrictor) BNE BRPS \ Jump to BRP via BRPS to print the extended token in A \ and show the Status Mode screen), returning from the \ subroutine using a tail call (this BNE is effectively \ a JMP as A is never zero)Name: BRIEF [View individually] Type: Subroutine [Compare versions] Category: Missions Summary: Start mission 1 and show the mission briefing

This routine does the following: * Clear the screen * Display "INCOMING MESSAGE" in the middle of the screen * Wait for 2 seconds * Clear the screen * Show the Constrictor rolling and pitching in the middle of the screen * Do this for 64 loop iterations * Move the ship away from us and up until it's near the top of the screen * Show the mission 1 briefing in extended token 10 The mission briefing ends with a "{display ship, wait for key press}" token, which calls the PAUSE routine. This continues to display the rotating ship, waiting until a key is pressed, and then removes the ship from the screen..BRIS LDA #216 \ Print extended token 216 ("{clear screen}{tab 6}{move JSR DETOK \ to row 10, white, lower case}{white}{all caps}INCOMING \ MESSAGE" LDY #100 \ Delay for 100 vertical syncs (100/50 = 2 seconds) and JMP DELAY \ return from the subroutine using a tail callName: BRIS [View individually] Type: Subroutine Category: Missions Summary: Clear the screen, display "INCOMING MESSAGE" and wait for 2 seconds.PAUSE JSR PAS1 \ Call PAS1 to display the rotating ship at space \ coordinates (0, 112, 256) and scan the keyboard, \ returning the internal key number in X (or 0 for no \ key press) BNE PAUSE \ If a key was already being held down when we entered \ this routine, keep looping back up to PAUSE, until \ the key is released .PAL1 JSR PAS1 \ Call PAS1 to display the rotating ship at space \ coordinates (0, 112, 256) and scan the keyboard, \ returning the internal key number in X (or 0 for no \ key press) BEQ PAL1 \ Keep looping up to PAL1 until a key is pressed LDA #0 \ Set the ship's AI flag to 0 (no AI) so it doesn't get STA INWK+31 \ any ideas of its pwn LDA #1 \ Clear the top part of the screen, draw a white border, JSR TT66 \ and set the current view type in QQ11 to 1 JSR LL9 \ Draw the ship on screen to remove it \ Fall through into MT23 to move to row 10, switch to \ white text, and switch to lower case when printing \ extended tokensName: PAUSE [View individually] Type: Subroutine Category: Keyboard Summary: Display a rotating ship, waiting until a key is pressed, then remove the ship from the screen.MT23 LDA #10 \ Set A = 10, so when we fall through into MT29, the \ text cursor gets moved to row 10 EQUB &2C \ Skip the next instruction by turning it into \ &2C &A9 &06, or BIT &06A9, which does nothing apart \ from affect the flags \ Fall through into MT29 to move to the row in A, switch \ to white text, and switch to lower caseName: MT23 [View individually] Type: Subroutine Category: Text Summary: Move to row 10, switch to white text, and switch to lower case when printing extended tokens Deep dive: Extended text tokens.MT29 LDA #6 \ Move the text cursor to row 6 STA YC LDA #CYAN \ Set white text STA COL JMP MT13 \ Jump to MT13 to set bit 7 of DTW6 and bit 5 of DTW1, \ returning from the subroutine using a tail callName: MT29 [View individually] Type: Subroutine [Compare versions] Category: Text Summary: Move to row 6, switch to white text, and switch to lower case when printing extended tokens Deep dive: Extended text tokens

This routine sets the following: * YC = 6 (move to row 6) Then it calls WHITETEXT to switch to white text, before jumping to MT13 to switch to lower case when printing extended tokens..PAS1 LDA #120 \ Set y_lo = 120 STA INWK+3 LDA #0 \ Set x_lo = 0 STA INWK STA INWK+6 \ Set z_lo = 0 LDA #2 \ Set z_hi = 1, so (z_hi z_lo) = 256 STA INWK+7 JSR LL9 \ Draw the ship on screen JSR MVEIT \ Call MVEIT to move and rotate the ship in space JMP RDKEY \ Scan the keyboard for a key press and return the \ ASCII code of the key pressed in X (or 0 for no key \ press), returning from the subroutine using a tail \ callName: PAS1 [View individually] Type: Subroutine [Compare versions] Category: Keyboard Summary: Display a rotating ship at space coordinates (0, 120, 256) and scan the keyboard

Returns: X If a key is being pressed, X contains the ASCII code of the key being pressed, otherwise it contains 0 A Contains the same as X.PAUSE2 JSR RDKEY \ Scan the keyboard for a key press and return the \ ASCII code of the key pressed in X (or 0 for no key \ press) BNE PAUSE2 \ If a key was already being held down when we entered \ this routine, keep looping back up to PAUSE2, until \ the key is released JSR RDKEY \ Any pre-existing key press is now gone, so we can \ start scanning the keyboard again, returning the \ ASCII code of the key pressed in X (or 0 for no key \ press) BEQ PAUSE2 \ Keep looping up to PAUSE2 until a key is pressed RTS \ Return from the subroutineName: PAUSE2 [View individually] Type: Subroutine [Compare versions] Category: Keyboard Summary: Wait until a key is pressed, ignoring any existing key press

Returns: X The ASCII code of the key that was pressedPRINT "ELITE C" PRINT "Assembled at ", ~CODE_C% PRINT "Ends at ", ~P% PRINT "Code size is ", ~(P% - CODE_C%) PRINT "Execute at ", ~LOAD% PRINT "Reload at ", ~LOAD_C% PRINT "S.ELTC ", ~CODE_C%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD_C% SAVE "output/ELTC.bin", CODE_C%, P%, LOAD%Save output/ELTC.bin

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Subroutine ABORT (category: Dashboard)

Disarm missiles and update the dashboard indicators

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Configuration variable: ACT = &A3E0

The address of the arctan lookup table, as set in elite-data.asm

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Subroutine ADD (category: Maths (Arithmetic))

Calculate (A X) = (A P) + (S R)

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Configuration variable: ANA = 14

Ship type for an Anaconda

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Subroutine ANGRY (category: Tactics)

Make a ship hostile

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Entry point ARCRTS in subroutine ARCTAN (category: Maths (Geometry))

Contains an RTS

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Subroutine BAY (category: Status)

Go to the docking bay (i.e. show the Status Mode screen)

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Subroutine BRIS (category: Missions)

Clear the screen, display "INCOMING MESSAGE" and wait for 2 seconds

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Subroutine BRP (category: Missions)

Print an extended token and show the Status Mode screen

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Entry point BRPS in subroutine DEBRIEF (category: Missions)

Print the extended token in A, show the Status Mode screen and return from the subroutine

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Subroutine CIRCLE2 (category: Drawing circles)

Draw a circle (for the planet or chart)

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Configuration variable: CON = 31

Ship type for a Constrictor

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Configuration variable: COPS = 16

Ship type for a Viper

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Configuration variable: CYAN = %11111111

Four mode 1 pixels of colour 3 (cyan or white)

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Configuration variable: CYL = 11

Ship type for a Cobra Mk III

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Subroutine DCS1 (category: Flight)

Calculate the vector from the ideal docking position to the ship

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Subroutine DELAY (category: Utility routines)

Wait for a specified time, in 1/50s of a second

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Subroutine DENGY (category: Flight)

Drain some energy from the energy banks

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Subroutine DETOK (category: Text)

Print an extended recursive token from the TKN1 token table

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Subroutine DETOK2 (category: Text)

Print an extended text token (1-255)

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Subroutine DETOK3 (category: Text)

Print an extended recursive token from the RUTOK token table

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Subroutine DOCKIT (category: Flight)

Apply docking manoeuvres to the ship in INWK

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Subroutine DORND (category: Utility routines)

Generate random numbers

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Subroutine DOVDU19 (category: Screen mode)

Change the mode 1 palette

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Subroutine DOXC (category: Text)

Move the text cursor to a specific column

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Subroutine DV41 (category: Maths (Arithmetic))

Calculate (P R) = 256 * DELTA / A

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Configuration variable: E% = &8042

The address of the default NEWB ship bytes, as set in elite-data.asm

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Subroutine ECBLB2 (category: Dashboard)

Start up the E.C.M. (indicator, start countdown and make sound)

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Configuration variable: ESC = 3

Ship type for an escape pod

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Subroutine EXNO2 (category: Sound)

Process us making a kill

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Subroutine EXNO3 (category: Sound)

Make an explosion sound

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Subroutine FR1 (category: Tactics)

Display the "missile jammed" message

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Subroutine FRS1 (category: Tactics)

Launch a ship straight ahead of us, below the laser sights

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Subroutine GINF (category: Universe)

Fetch the address of a ship's data block into INF

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Entry point GOPL in subroutine TACTICS (Part 3 of 7) (category: Tactics)

Make the ship head towards the planet

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Subroutine HANGER (category: Ship hanger)

Display the ship hanger

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Subroutine HAS1 (category: Ship hanger)

Draw a ship in the ship hanger

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Variable HATB (category: Ship hanger)

Ship hanger group table

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Variable HCNT (category: Ship hanger)

The number of ships being displayed in the ship hanger

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Configuration variable: HER = 15

Ship type for a rock hermit (asteroid)

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Subroutine HFS2 (category: Drawing circles)

Draw the launch or hyperspace tunnel

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Entry point HI1 in subroutine HITCH (category: Tactics)

Contains an RTS

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Workspace K% (category: Workspaces)

Ship data blocks and ship line heaps

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Configuration variable: KRA = 19

Ship type for a Krait

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Subroutine LL28 (category: Maths (Arithmetic))

Calculate R = 256 * A / Q

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Subroutine LL30 (category: Drawing lines)

Draw a one-segment line

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Subroutine LL5 (category: Maths (Arithmetic))

Calculate Q = SQRT(R Q)

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Subroutine LL9 (Part 1 of 12) (category: Drawing ships)

Draw ship: Check if ship is exploding, check if ship is in front

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Label M32 in subroutine TACTICS (Part 1 of 7)

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Subroutine MAD (category: Maths (Arithmetic))

Calculate (A X) = Q * A + (S R)

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Subroutine MAS4 (category: Maths (Geometry))

Calculate a cap on the maximum distance to a ship

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Subroutine MCASH (category: Maths (Arithmetic))

Add an amount of cash to the cash pot

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Subroutine MESS (category: Text)

Display an in-flight message

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Configuration variable: MSL = 1

Ship type for a missile

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Subroutine MT13 (category: Text)

Switch to lower case when printing extended tokens

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Subroutine MT14 (category: Text)

Switch to justified text when printing extended tokens

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Subroutine MU1 (category: Maths (Arithmetic))

Copy X into P and A, and clear the C flag

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Subroutine MU11 (category: Maths (Arithmetic))

Calculate (A P) = P * X

[X]

Subroutine MU5 (category: Maths (Arithmetic))

Set K(3 2 1 0) = (A A A A) and clear the C flGag

[X]

Subroutine MU6 (category: Maths (Arithmetic))

Set P(1 0) = (A A)

[X]

Label MU8 in subroutine ADD_DUPLICATE

[X]

Label MU9 in subroutine ADD_DUPLICATE

[X]

Subroutine MULT1 (category: Maths (Arithmetic))

Calculate (A P) = Q * A

[X]

Subroutine MULT12 (category: Maths (Arithmetic))

Calculate (S R) = Q * A

[X]

Entry point MULTS-2 in subroutine MLS1 (category: Maths (Arithmetic))

Calculate (A P) = X * A

[X]

Subroutine MVEIT (Part 1 of 9) (category: Moving)

Move current ship: Tidy the orientation vectors

[X]

Subroutine MVS5 (category: Moving)

Apply a 3.6 degree pitch or roll to an orientation vector

[X]

Subroutine MVT1 (category: Moving)

Calculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R)

[X]

Subroutine MVT3 (category: Moving)

Calculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1)

[X]

Configuration variable: NI% = 37

The number of bytes in each ship's data block (as stored in INWK and K%)

[X]

Subroutine NOISE (category: Sound)

Make the sound whose number is in Y by populating the sound buffer

[X]

Subroutine NOISEHIT (category: Sound)

Make the sound of us being hit

[X]

Configuration variable: NRU% = 0

The number of planetary systems with extended system description overrides in the RUTOK table. The value of this variable is 0 in the original source, but this appears to be a bug, as it should really be 26

[X]

Subroutine NWSHP (category: Universe)

Add a new ship to our local bubble of universe

[X]

Configuration variable: OIL = 5

Ship type for a cargo canister

[X]

Subroutine OOPS (category: Flight)

Take some damage

[X]

Subroutine PAS1 (category: Keyboard)

Display a rotating ship at space coordinates (0, 120, 256) and scan the keyboard

[X]

Subroutine PAUSE (category: Keyboard)

Display a rotating ship, waiting until a key is pressed, then remove the ship from the screen

[X]

Subroutine PAUSE2 (category: Keyboard)

Wait until a key is pressed, ignoring any existing key press

[X]

Subroutine PIX1 (category: Maths (Arithmetic))

Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle

[X]

Subroutine PIXEL2 (category: Drawing pixels)

Draw a stardust particle relative to the screen centre

[X]

Configuration variable: PLT = 4

Ship type for an alloy plate

[X]

Subroutine RDKEY (category: Keyboard)

Scan the keyboard for key presses

[X]

Entry point RE2+2 in subroutine BUMP2 (category: Dashboard)

Restore A from T and return from the subroutine

[X]

Configuration variable: RED = %11110000

Four mode 1 pixels of colour 2 (red, magenta or white)

[X]

Configuration variable: RUGAL = &AF62

The address of the extended system description galaxy number table, as set in elite-data.asm

[X]

Configuration variable: RUPLA = &AF48

The address of the extended system description system number table, as set in elite-data.asm

[X]

Subroutine SESCP (category: Flight)

Spawn an escape pod from the current (parent) ship

[X]

Subroutine SFRMIS (category: Tactics)

Add an enemy missile to our local bubble of universe

[X]

Subroutine SFS1 (category: Universe)

Spawn a child ship from the current (parent) ship

[X]

Subroutine SFS2 (category: Moving)

Move a ship in space along one of the coordinate axes

[X]

Configuration variable: SH3 = 17

Ship type for a Sidewinder

[X]

Configuration variable: SHU = 9

Ship type for a Shuttle

[X]

Configuration variable: SNE = &A3C0

The address of the sine lookup table, as set in elite-data.asm

[X]

Configuration variable: SPL = 8

Ship type for a splinter

[X]

Subroutine SPS1 (category: Maths (Geometry))

Calculate the vector to the planet and store it in XX15

[X]

Subroutine SQUA2 (category: Maths (Arithmetic))

Calculate (A P) = A * A

[X]

Configuration variable: SST = 2

Ship type for a Coriolis space station

[X]

Label TA1 in subroutine TACTICS (Part 1 of 7)

[X]

Label TA10 in subroutine TACTICS (Part 7 of 7)

[X]

Label TA11 in subroutine TACTICS (Part 7 of 7)

[X]

Label TA12 in subroutine TACTICS (Part 7 of 7)

[X]

Label TA13 in subroutine TACTICS (Part 2 of 7)

[X]

Label TA14 in subroutine TACTICS (Part 3 of 7)

[X]

Label TA15 in subroutine TACTICS (Part 7 of 7)

[X]

Entry point TA151 in subroutine TACTICS (Part 7 of 7) (category: Tactics)

Make the ship head towards the planet

[X]

Label TA152 in subroutine TACTICS (Part 7 of 7)

[X]

Label TA16 in subroutine TACTICS (Part 5 of 7)

[X]

Label TA17 in subroutine TACTICS (Part 2 of 7)

[X]

Label TA18 in subroutine TACTICS (Part 1 of 7)

[X]

Label TA19 in subroutine TACTICS (Part 3 of 7)

[X]

Label TA19S in subroutine TACTICS (Part 1 of 7)

[X]

Entry point TA2 in subroutine TAS2 (category: Maths (Geometry))

Calculate the length of the vector in XX15 (ignoring the low coordinates), returning it in Q

[X]

Label TA20 in subroutine TACTICS (Part 7 of 7)

[X]

Label TA21 in subroutine TACTICS (Part 3 of 7)

[X]

Label TA22 in subroutine TACTICS (Part 3 of 7)

[X]

Label TA3 in subroutine TACTICS (Part 6 of 7)

[X]

Label TA34 in subroutine TACTICS (Part 1 of 7)

[X]

Label TA35 in subroutine TACTICS (Part 1 of 7)

[X]

Label TA4 in subroutine TACTICS (Part 7 of 7)

[X]

Label TA5 in subroutine TACTICS (Part 7 of 7)

[X]

Label TA6 in subroutine TACTICS (Part 7 of 7)

[X]

Label TA64 in subroutine TACTICS (Part 1 of 7)

[X]

Label TA7 in subroutine TACTICS (Part 4 of 7)

[X]

Label TA87 in subroutine TACTICS (Part 1 of 7)

[X]

[X]

Label TA9 in subroutine TACTICS (Part 7 of 7)

[X]

[X]

Label TAL1 in subroutine TACTICS (Part 3 of 7)

[X]

Subroutine TAS1 (category: Maths (Arithmetic))

Calculate K3 = (x_sign x_hi x_lo) - V(1 0)

[X]

Subroutine TAS2 (category: Maths (Geometry))

Normalise the three-coordinate vector in K3

[X]

Subroutine TAS3 (category: Maths (Geometry))

Calculate the dot product of XX15 and an orientation vector

[X]

Subroutine TAS4 (category: Maths (Geometry))

Calculate the dot product of XX15 and one of the space station's orientation vectors

[X]

Subroutine TAS6 (category: Maths (Geometry))

Negate the vector in XX15 so it points in the opposite direction

[X]

Label TAX35 in subroutine TACTICS (Part 1 of 7)

[X]

Configuration variable: TGL = 30

Ship type for a Thargon

[X]

Configuration variable: THG = 29

Ship type for a Thargoid

[X]

Subroutine TIDY (category: Maths (Geometry))

Orthonormalise the orientation vectors for a ship

[X]

Label TN1 in subroutine TACTICS (Part 3 of 7)

[X]

Label TN2 in subroutine TACTICS (Part 3 of 7)

[X]

Label TN3 in subroutine TACTICS (Part 3 of 7)

[X]

Label TN4 in subroutine TACTICS (Part 3 of 7)

[X]

Label TN5 in subroutine TACTICS (Part 2 of 7)

[X]

Label TN6 in subroutine TACTICS (Part 2 of 7)

[X]

Label TN7 in subroutine TACTICS (Part 4 of 7)

[X]

Subroutine TT66 (category: Utility routines)

Clear the screen and set the current view type

[X]

Variable UNIV (category: Universe)

Table of pointers to the local universe's ship data blocks

[X]

Subroutine VCSU1 (category: Maths (Arithmetic))

Calculate vector K3(8 0) = [x y z] - coordinates of the sun or space station

[X]

Subroutine VCSUB (category: Maths (Arithmetic))

Calculate vector K3(8 0) = [x y z] - coordinates in (A V)

[X]

Configuration variable: WRM = 23

Ship type for a Worm

[X]

Configuration variable: X = 128

The centre x-coordinate of the 256 x 192 space view

[X]

Temporary storage, used to store the address of a ship blueprint. For example, it is used when we add a new ship to the local bubble in routine NWSHP, and it contains the address of the current ship's blueprint as we loop through all the nearby ships in the main flight loop

[X]

Configuration variable: XX21 = &8000

The address of the ship blueprints lookup table, as set in elite-data.asm

[X]

Workspace XX3 (category: Workspaces)

Temporary storage space for complex calculations

[X]

Configuration variable: Y = 96

The centre y-coordinate of the 256 x 192 space view

[X]

Subroutine ZINF (category: Utility routines)

Reset the INWK workspace and orientation vectors

[X]

Variable antilog (category: Maths (Arithmetic))

Binary antilogarithm table

[X]

Variable log (category: Maths (Arithmetic))

Binary logarithm table (high byte)

[X]

Variable logL (category: Maths (Arithmetic))

Binary logarithm table (low byte)

[X]

Label ta3 in subroutine TACTICS (Part 5 of 7)

[X]

Label ttt in subroutine TACTICS (Part 7 of 7)