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Elite on the BBC Micro

A-Z index of the source code [Master version]

This index contains every subroutine, entry point, variable, workspace and macro that appears in the source code for the BBC Master version of Elite, sorted alphabetically.

NameCategoryDescription
ABORTDashboardDisarm missiles and update the dashboard indicators
ABORT2DashboardSet/unset the lock target for a missile and update the dashboard
ACT (Game data)Maths (Geometry)Arctan table
ADCH1Workspace variable Contains the high byte of the latest value from ADC channel 1 (the joystick X value), which gets updated regularly by the IRQ1 interrupt handler
ADCH2Workspace variable Contains the high byte of the latest value from ADC channel 2 (the joystick Y value), which gets updated regularly by the IRQ1 interrupt handler
ADCH3Workspace variable Contains the high byte of the latest value from ADC channel 3 (the Bitstik rotation value), which gets updated regularly by the IRQ1 interrupt handler
ADDMaths (Arithmetic)Calculate (A X) = (A P) + (S R)
ADD_DUPLICATEMaths (Arithmetic)Calculate (A X) = (A P) + (S R)
ALP1Workspace variable Magnitude of the roll angle alpha, i.e. |alpha|, which is a positive value between 0 and 31
ALP2Workspace variable Bit 7 of ALP2 = sign of the roll angle in ALPHA
ALPHAWorkspace variable The current roll angle alpha, which is reduced from JSTX to a sign-magnitude value between -31 and +31
ALTITWorkspace variable Our altitude above the surface of the planet or sun
ANGRYTacticsMake a ship hostile
antilogMaths (Arithmetic)Binary antilogarithm table
ARCRTSMaths (Geometry)Contains an RTS
ARCTANMaths (Geometry)Calculate A = arctan(P / Q)
ASHWorkspace variable Aft shield status
autoWorkspace variable Docking computer activation status
AVLWorkspace variable Market availability in the current system
B% (Loader)Screen modeVDU commands for setting the square mode 1 screen
BADStatusCalculate how bad we have been
BAYStatusGo to the docking bay (i.e. show the Status Mode screen)
BAY2MarketJump into the main loop at FRCE, setting the key "pressed" to red key f9 (so we show the Inventory screen)
BEEPSoundMake a short, high beep
BEGINLoaderInitialise the configuration variables and start the game
BELLSoundMake a standard system beep
BET1Workspace variable The magnitude of the pitch angle beta, i.e. |beta|, which is a positive value between 0 and 8
BET2Workspace variable Bit 7 of BET2 = sign of the pitch angle in BETA
BETAWorkspace variable The current pitch angle beta, which is reduced from JSTY to a sign-magnitude value between -8 and +8
BLINEDrawing circlesDraw a circle segment and add it to the ball line heap
BOMBWorkspace variable Energy bomb
BOMBFXDrawing linesErase the energy bomb zig-zag lightning bolt, make the sound of the energy bomb going off, draw a new bolt and repeat four times
BOMBINITDrawing linesRandomise and draw the energy bomb's zig-zag lightning bolt lines
BOMBLINESDrawing linesDraw the zig-zag lightning bolt for the energy bomb
BOMBSTEPDrawing linesA set of x-coordinates that are used as the basis for the energy bomb's zig-zag lightning bolt
BOMBXDrawing linesThis is where we store the x-coordinates for the energy bomb's zig-zag lightning bolt
BOMBYDrawing linesThis is where we store the y-coordinates for the energy bomb's zig-zag lightning bolt
BPRNTTextPrint a 32-bit number, left-padded to a specific number of digits, with an optional decimal point
BR1 (Part 1 of 2)Start and endStart or restart the game
BR1 (Part 2 of 2)Start and endShow the "Load New Commander (Y/N)?" screen and start the game
BRBRUtility routinesThe standard BRKV handler for the game
BRIEFMissionsStart mission 1 and show the mission briefing
BRIEF2MissionsStart mission 2
BRIEF3MissionsReceive the briefing and plans for mission 2
BRISMissionsClear the screen, display "INCOMING MESSAGE" and wait for 2 seconds
BRKBKSave and loadSet the standard BRKV handler for the game
BRPMissionsPrint an extended token and show the Status Mode screen
BRPSMissionsPrint the extended token in A, show the Status Mode screen and return from the subroutine
BSTWorkspace variable Fuel scoops (BST stands for "barrel status")
BSTKWorkspace variable Bitstik configuration setting
bufKeyboardThe two OSWORD size bytes for transmitting the key logger from the I/O processor to the parasite
BUFWorkspace variable The line buffer used by DASC to print justified text
BULB2DashboardSwitch main memory back into &3000-&7FFF and return from the subroutine
BUMP2DashboardBump up the value of the pitch or roll dashboard indicator
cEquipmentContains an RTS
CABTMPWorkspace variable Cabin temperature
CASHWorkspace variable Our current cash pot
CATFWorkspace variable The disc catalogue flag
CATSSave and loadAsk for a disc drive number and print a catalogue of that drive
CHANNELSoundSound chip data mask for choosing a tone channel in the range 0-2
CHAR (Game data)TextMacro definition for characters in the recursive token table
CHECKSave and loadCalculate the checksum for the last saved commander data block
CHKSave and loadFirst checksum byte for the saved commander data file
CHK2Save and loadSecond checksum byte for the saved commander data file
CHKONDrawing circlesCheck whether any part of a circle appears on the extended screen
CHPRTextPrint a character at the text cursor by poking into screen memory
CIRCLEDrawing circlesDraw a circle for the planet
CIRCLE2Drawing circlesDraw a circle (for the planet or chart)
CKEYSKeyboardThe keys used to toggle configuration settings when the game is paused
CLCNTWorkspace variable Used to store the number of particles in the explosion cloud, though the number is never actually used
clsUtility routinesClear the top part of the screen and draw a white border
CLYNSUtility routinesClear the bottom three text rows of the mode 4 screen
cmnTextPrint the commander's name
cmn-1TextContains an RTS
CNTWorkspace variable Temporary storage, typically used for storing the number of iterations required when looping
CNT (Loader)Drawing planetsA counter for use in drawing Saturn's planetary body
CNT2Workspace variable Temporary storage, used in the planet-drawing routine to store the segment number where the arc of a partial circle should start
CNT2 (Loader)Drawing planetsA counter for use in drawing Saturn's background stars
CNT3 (Loader)Drawing planetsA counter for use in drawing Saturn's rings
cntrDashboardApply damping to the pitch or roll dashboard indicator
COKWorkspace variable Flags used to generate the competition code
COLWorkspace variable Temporary storage, used to store colour information when drawing pixels in the dashboard
COMCWorkspace variable The colour of the dot on the compass
COMPASDashboardUpdate the compass
COMXWorkspace variable The x-coordinate of the compass dot
COMYWorkspace variable The y-coordinate of the compass dot
CONT (Game data)TextMacro definition for control codes in the recursive token table
CPIX2Drawing pixelsDraw a single-height dash on the dashboard
cplTextPrint the selected system name
CRGOWorkspace variable Our ship's cargo capacity
crlfTextTab to column 21 and print a colon
cshTextPrint the current amount of cash
CTLISave and loadThe OS command string for cataloguing a disc
CTRLKeyboardScan the keyboard to see if CTRL is currently pressed
CTRLmcKeyboardScan the Master Compact keyboard to see if CTRL is currently pressed
CTWOSDrawing pixelsReady-made single-pixel character row bytes for mode 2
DAMPWorkspace variable Keyboard damping configuration setting
DASCTextDASC does exactly the same as TT26 and prints a character at the text cursor, with support for verified text in extended tokens
Dashboard image (Game data)LoaderThe binary for the dashboard image
DCS1FlightCalculate the vector from the ideal docking position to the ship
deWorkspace variable Equipment destruction flag
DEATHStart and endDisplay the death screen
DEATH2Start and endReset most of the game and restart from the title screen
DEBRIEFMissionsFinish mission 1
DEBRIEF2MissionsFinish mission 2
DECRYPTUtility routinesDecrypt a multi-page block of memory
DEFAULT%Save and loadThe data block for the default commander
DELAYUtility routinesWait for a specified time, in 1/50s of a second
DELISave and loadThe OS command string for deleting a file
DELTSave and loadCatalogue a disc, ask for a filename to delete, and delete the file
DELT-1Save and loadContains an RTS
DELT4Workspace variable Our current speed * 64 as a 16-bit value
DELTAWorkspace variable Our current speed, in the range 1-40
deltXWorkspace variable This is used by the STARS2 routine for storing the stardust particle's delta_x value
DENGYFlightDrain some energy from the energy banks
DET1Screen modeShow or hide the dashboard (for when we die)
DETOKTextPrint an extended recursive token from the TKN1 token table
DETOK2TextPrint an extended text token (1-255)
DETOK3TextPrint an extended recursive token from the RUTOK token table
DIALS (Part 1 of 4)DashboardUpdate the dashboard: speed indicator
DIALS (Part 2 of 4)DashboardUpdate the dashboard: pitch and roll indicators
DIALS (Part 3 of 4)DashboardUpdate the dashboard: four energy banks
DIALS (Part 4 of 4)DashboardUpdate the dashboard: shields, fuel, laser & cabin temp, altitude
DILDashboardThe range of the indicator is 0-16 (for the energy banks)
DIL-1DashboardThe range of the indicator is 0-32 (for the speed indicator)
DIL2DashboardUpdate the roll or pitch indicator on the dashboard
DILXDashboardUpdate a bar-based indicator on the dashboard
DILX+2DashboardThe range of the indicator is 0-64 (for the fuel indicator)
DIRISave and loadThe OS command string for changing directory on the Master Compact
DISTUniverseCalculate the distance between the system with galactic coordinates (A, QQ15+1) and the system at (QQ0, QQ1), returning the result in QQ8(1 0)
DJDWorkspace variable Keyboard auto-recentre configuration setting
DJOYKeyboardScan the keyboard for cursor key or digital joystick movement
DK4KeyboardScan for pause, configuration and secondary flight keys
DKCMPWorkspace variable Docking computer
DKS3KeyboardToggle a configuration setting and emit a beep
DKS4KeyboardScan the keyboard to see if a specific key is being pressed
DKS4mcKeyboardScan the Master Compact keyboard to see if a specific key is being pressed
DLWorkspace variable Vertical sync flag
DLCNTScreen modeThe line scan counter in DL gets reset to this value at each vertical sync, before decrementing with each line scan
DLYWorkspace variable In-flight message delay
dnTextPrint the amount of cash and beep
dn2TextMake a short, high beep and delay for 0.5 seconds
DNOIZWorkspace variable Sound on/off configuration setting
DOCKITFlightApply docking manoeuvres to the ship in INWK
DOENTRYFlightDock at the space station, show the ship hanger and work out any mission progression
DOEXPDrawing shipsDraw an exploding ship
DOKEYKeyboardScan for the seven primary flight controls
DORNDUtility routinesGenerate random numbers
DORND (Loader)Utility routinesGenerate random numbers
DORND2Utility routinesMake sure the C flag doesn't affect the outcome
DOTDashboardDraw a dash on the compass
DOVDU19Screen modeChange the mode 1 palette
DOXCTextMove the text cursor to a specific column
DOYCTextMove the text cursor to a specific row
DTAPEWorkspace variable The configuration setting for toggle key "T", which isn't actually used but is still updated by pressing "T" while the game is paused. This is a configuration option from some non-BBC versions of Elite that lets you switch between tape and disc
DTENTextPrint recursive token number X from the token table pointed to by (A V), used to print tokens from the RUTOK table via calls to DETOK3
DTSTextPrint a single letter in the correct case
DTW1TextA mask for applying the lower case part of Sentence Case to extended text tokens
DTW2TextA flag that indicates whether we are currently printing a word
DTW3TextA flag for switching between standard and extended text tokens
DTW4TextFlags that govern how justified extended text tokens are printed
DTW5TextThe size of the justified text buffer at BUF
DTW6TextA flag to denote whether printing in lower case is enabled for extended text tokens
DTW8TextA mask for capitalising the next letter in an extended text token
DV41Maths (Arithmetic)Calculate (P R) = 256 * DELTA / A
DV42Maths (Arithmetic)Calculate (P R) = 256 * DELTA / z_hi
DVID3B2Maths (Arithmetic)Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo)
DVID4Maths (Arithmetic)Calculate (P R) = 256 * A / Q
DVID4_DUPLICATEMaths (Arithmetic)Calculate (P R) = 256 * A / Q
DVIDTMaths (Arithmetic)Calculate (P+1 A) = (A P) / Q
DVLOINDrawing linesDraw a horizontal line from (A, 24) to (A, 152)
E% (Game data)Drawing shipsShip blueprints default NEWB flags
ECBLBDashboardLight up the E.C.M. indicator bulb ("E") on the dashboard
ECBLB2DashboardStart up the E.C.M. (indicator, start countdown and make sound)
ECBTDashboardThe character bitmap for the E.C.M. indicator bulb
ECHR (Game data)TextMacro definition for characters in the extended token table
ECMWorkspace variable E.C.M. system
ECMAWorkspace variable The E.C.M. countdown timer, which determines whether an E.C.M. system is currently operating:
ECMOFSoundSwitch off the E.C.M.
ECMOF-1SoundContains an RTS
ECMPWorkspace variable Our E.C.M. status
EDGE (Game data)Drawing shipsMacro definition for adding edges to ship blueprints
EDGESDrawing linesDraw a horizontal line given a centre and a half-width
ee3TextPrint the hyperspace countdown in the top-left of the screen
EE51Drawing shipsRemove the current ship from the screen, called from SHPPT before drawing the ship as a point
EJMP (Game data)TextMacro definition for jump tokens in the extended token table
Elite loader (Loader)LoaderPerform a number of OS calls, check for sideways RAM, load and move the main game data, and load and run the main game code
ENERGYWorkspace variable Energy bank status
ENGYWorkspace variable Energy unit
eqEquipmentSubtract the price of equipment from the cash pot
EQSHPEquipmentShow the Equip Ship screen (red key f3)
ERND (Game data)TextMacro definition for random tokens in the extended token table
errEquipmentBeep, pause and go to the docking bay (i.e. show the Status Mode screen)
ESCAPEFlightLaunch our escape pod
ESCPWorkspace variable Escape pod
ETOK (Game data)TextMacro definition for recursive tokens in the extended token table
ETWO (Game data)TextMacro definition for two-letter tokens in the extended token table
EVWorkspace variable The "extra vessels" spawning counter
exTextPrint a recursive token
EXCOLDrawing shipsColours for ship explosions
EXNOSoundMake the sound of a laser strike or ship explosion
EXNO-2SoundSet X = 7 and fall through into EXNO to make the sound of a ship exploding
EXNO2SoundProcess us making a kill
EXNO3SoundMake an explosion sound
F%Utility routinesDenotes the end of the main game code, from Elite A to Elite H
FACE (Game data)Drawing shipsMacro definition for adding faces to ship blueprints
FAROFMaths (Geometry)Compare x_hi, y_hi and z_hi with 224
FAROF2Maths (Geometry)Compare x_hi, y_hi and z_hi with A
FEEDTextPrint a newline
FISTWorkspace variable Our legal status (FIST stands for "fugitive/innocent status"):
FLAGWorkspace variable A flag that's used to define whether this is the first call to the ball line routine in BLINE, so it knows whether to wait for the second call before storing segment data in the ball line heap
FLFLLSDrawing sunsReset the sun line heap
FLHWorkspace variable Flashing console bars configuration setting
FLIPStardustReflect the stardust particles in the screen diagonal
FLKBKeyboardFlush the keyboard buffer
FMLTUMaths (Arithmetic)Calculate A = A * Q / 256
FMLTU2Maths (Arithmetic)Calculate A = K * sin(A)
FONT%TextA copy of the character definition bitmap table from the MOS ROM
fq1TacticsUsed to add a cargo canister to the universe
FR1TacticsDisplay the "missile jammed" message
FR1-2TacticsClear the C flag and return from the subroutine
FRCEMain loopThe entry point for the main game loop if we want to jump straight to a specific screen, by pretending to "press" a key, in which case A contains the internal key number of the key we want to "press"
FRINWorkspace variable Slots for the ships in the local bubble of universe
FRMISTacticsFire a missile from our ship
FRS1TacticsLaunch a ship straight ahead of us, below the laser sights
FSHWorkspace variable Forward shield status
fwlTextPrint fuel and cash levels
GC2Maths (Arithmetic)Calculate (Y X) = (A P) * 4
GCASHMaths (Arithmetic)Calculate (Y X) = P * Q * 4
GCNTWorkspace variable The number of the current galaxy (0-7)
GETYNKeyboardWait until either "Y" or "N" is pressed
GhyFlightPerform a galactic hyperspace jump
GHYPWorkspace variable Galactic hyperdrive
GINFUniverseFetch the address of a ship's data block into INF
GNTMPWorkspace variable Laser temperature (or "gun temperature")
gnumMarketGet a number from the keyboard
GOINMain loopWe jump here from part 3 of the main flight loop if the docking computer is activated by pressing "C"
GOPLTacticsMake the ship head towards the planet
govWorkspace variable The current system's government type (0-7)
GTDIRSave and loadFetch the name of an ADFS directory on the Master Compact and change to that directory
GTDRVSave and loadGet an ASCII disc drive drive number from the keyboard
GTHGUniverseSpawn a Thargoid ship and a Thargon companion
GTNMEWSave and loadFetch the name of a commander file to save or load
GVLUniverseCalculate the availability of market items
HA3Ship hangerContains an RTS
HALLShip hangerDraw the ships in the ship hanger, then draw the hanger
HANGERShip hangerDisplay the ship hanger
HAS1Ship hangerDraw a ship in the ship hanger
HAS2Ship hangerDraw a hanger background line from left to right
HAS3Ship hangerDraw a hanger background line from right to left
HATBShip hangerShip hanger group table
HCNTShip hangerThe number of ships being displayed in the ship hanger
HEXPRNTTextPrint a number in hexadecimal (unused)
HFS1Drawing circlesDon't clear the screen, and draw 8 concentric rings with the step size in STP
HFS2Drawing circlesDraw the launch or hyperspace tunnel
HFXWorkspace variable A flag that toggles the hyperspace colour effect
HI1TacticsContains an RTS
HITCHTacticsWork out if the ship in INWK is in our crosshairs
HLOINDrawing linesDraw a horizontal line from (X1, Y1) to (X2, Y1)
HLOIN2Drawing linesRemove a line from the sun line heap and draw it on-screen
HLOIN3Drawing linesDraw a line from (X, Y1) to (X2, Y1) in the colour given in A
hmChartsSelect the closest system and redraw the chart crosshairs
HME2ChartsSearch the galaxy for a system
hy5UniverseContains an RTS
hypFlightStart the hyperspace process
hyp1UniverseProcess a jump to the system closest to (QQ9, QQ10)
hyp1+3UniverseJump straight to the system at (QQ9, QQ10) without first calculating which system is closest. We do this if we already know that (QQ9, QQ10) points to a system
hyRUniverseContains an RTS
INCYCTextMove the text cursor to the next row
INFWorkspace variable Temporary storage, typically used for storing the address of a ship's data block, so it can be copied to and from the internal workspace at INWK
INWKWorkspace variable The zero-page internal workspace for the current ship data block
IRQ1Screen modeThe main screen-mode interrupt handler (IRQ1V points here)
ITEMMarketMacro definition for the market prices table
JAMESONSave and loadRestore the default JAMESON commander
jmpUniverseSet the current system to the selected system
JMTBTextThe extended token table for jump tokens 1-32 (DETOK)
JSTEWorkspace variable Reverse both joystick channels configuration setting
JSTGYWorkspace variable Reverse joystick Y-channel configuration setting
JSTKWorkspace variable Keyboard or joystick configuration setting
JSTXWorkspace variable Our current roll rate
JSTYWorkspace variable Our current pitch rate
JUNKWorkspace variable The amount of junk in the local bubble
KWorkspace variable Temporary storage, used in a number of places
K%WorkspacesShip data blocks and ship line heaps
K2Workspace variable Temporary storage, used in a number of places
K3Workspace variable Temporary storage, used in a number of places
K4Workspace variable Temporary storage, used in a number of places
K5Workspace variable Temporary storage used to store segment coordinates across successive calls to BLINE, the ball line routine
K6Workspace variable Temporary storage, typically used for storing coordinates during vector calculations
KILLSHPUniverseRemove a ship from our local bubble of universe
KLWorkspace variable The following bytes implement a key logger that enables Elite to scan for concurrent key presses of the primary flight keys, plus a secondary flight key
KS1UniverseRemove the current ship from our local bubble of universe
KS2UniverseCheck the local bubble for missiles with target lock
KS3UniverseSet the SLSP ship heap pointer after shuffling ship slots
KS4UniverseRemove the space station and replace it with the sun
KTRANKeyboardThe key logger buffer that gets updated by the OSWORD 240 command
KY1Workspace variable "?" is being pressed
KY12Workspace variable TAB is being pressed
KY13Workspace variable ESCAPE is being pressed
KY14Workspace variable "T" is being pressed
KY15Workspace variable "U" is being pressed
KY16Workspace variable "M" is being pressed
KY17Workspace variable "E" is being pressed
KY18Workspace variable "J" is being pressed
KY19Workspace variable "C" is being pressed
KY2Workspace variable Space is being pressed
KY20Workspace variable "P" is being pressed
KY3Workspace variable "<" is being pressed
KY4Workspace variable ">" is being pressed
KY5Workspace variable "X" is being pressed
KY6Workspace variable "S" is being pressed
KY7Workspace variable "A" is being pressed
KYTBKeyboardLookup table for in-flight keyboard controls
LASWorkspace variable Contains the laser power of the laser fitted to the current space view (or 0 if there is no laser fitted to the current view)
LAS2Workspace variable Laser power for the current laser
LASCTWorkspace variable The laser pulse count for the current laser
LASERWorkspace variable The specifications of the lasers fitted to each of the four space views:
LASLIDrawing linesDraw the laser lines for when we fire our lasers
LASLI-1Drawing linesContains an RTS
LASLI2Drawing linesJust 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
LASXWorkspace variable The x-coordinate of the tip of the laser line
LASYWorkspace variable The y-coordinate of the tip of the laser line
LATCH (Loader)Workspace variable The RAM copy of the currently selected paged ROM/RAM in SHEILA &30
LAUNDrawing circlesMake the launch sound and draw the launch tunnel
LCASEWorkspace variable The configuration setting for toggle key "U", which isn't actually used but is still updated by pressing "U" while the game is paused. This is a configuration option from some non-BBC versions of Elite that lets you switch between lower-case and upper-case text
LCASHMaths (Arithmetic)Subtract an amount of cash from the cash pot
LDLISave and loadThe OS command string for loading a commander file
LL10-1Drawing shipsContains an RTS
LL118Drawing linesMove a point along a line until it is on-screen
LL118-1Drawing linesContains an RTS
LL120Maths (Arithmetic)Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2
LL121Maths (Arithmetic)Calculate (Y X) = (S R) / Q and set the sign to the opposite of the top byte on the stack
LL122Maths (Arithmetic)Calculate (Y X) = (S R) * Q and set the sign to the opposite of the top byte on the stack
LL123Maths (Arithmetic)Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2
LL128Maths (Arithmetic)Contains an RTS
LL129Maths (Arithmetic)Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R|
LL133Maths (Arithmetic)Negate (Y X) and return from the subroutine LL128 Contains an RTS
LL145 (Part 1 of 4)Drawing linesClip line: Work out which end-points are on-screen, if any
LL145 (Part 2 of 4)Drawing linesClip line: Work out if any part of the line is on-screen
LL145 (Part 3 of 4)Drawing linesClip line: Calculate the line's gradient
LL145 (Part 4 of 4)Drawing linesClip line: Call the routine in LL188 to do the actual clipping
LL147Drawing linesDon't initialise the values in SWAP or A
LL164Drawing circlesMake the hyperspace sound and draw the hyperspace tunnel
LL28Maths (Arithmetic)Calculate R = 256 * A / Q
LL28+4Maths (Arithmetic)Skips the A >= Q check and always returns with C flag cleared, so this can be called if we know the division will work
LL30Drawing linesDraw a one-segment line
LL31Maths (Arithmetic)Skips the A >= Q check and does not set the R counter, so this can be used for jumping straight into the division loop if R is already set to 254 and we know the division will work
LL38Maths (Arithmetic)Calculate (S A) = (S R) + (A Q)
LL5Maths (Arithmetic)Calculate Q = SQRT(R Q)
LL51Maths (Geometry)Calculate the dot product of XX15 and XX16
LL61Maths (Arithmetic)Calculate (U R) = 256 * A / Q
LL62Maths (Arithmetic)Calculate 128 - (U R)
LL70+1Drawing shipsContains an RTS (as the first byte of an LDA instruction)
LL81+2Drawing shipsDraw the contents of the ship line heap, used to draw the ship as a dot from SHPPT
LL9 (Part 1 of 12)Drawing shipsDraw ship: Check if ship is exploding, check if ship is in front
LL9 (Part 2 of 12)Drawing shipsDraw ship: Check if ship is in field of view, close enough to draw
LL9 (Part 3 of 12)Drawing shipsDraw ship: Set up orientation vector, ship coordinate variables
LL9 (Part 4 of 12)Drawing shipsDraw ship: Set visibility for exploding ship (all faces visible)
LL9 (Part 5 of 12)Drawing shipsDraw ship: Calculate the visibility of each of the ship's faces
LL9 (Part 6 of 12)Drawing shipsDraw ship: Calculate the visibility of each of the ship's vertices
LL9 (Part 7 of 12)Drawing shipsDraw ship: Calculate the visibility of each of the ship's vertices
LL9 (Part 8 of 12)Drawing shipsDraw ship: Calculate the screen coordinates of visible vertices
LL9 (Part 9 of 12)Drawing shipsDraw ship: Draw laser beams if the ship is firing its laser at us
LL9 (Part 10 of 12)Drawing shipsDraw ship: Calculate the visibility of each of the ship's edges and draw the visible ones using flicker-free animation
LL9 (Part 11 of 12)Drawing shipsDraw ship: Loop back for the next edge
LL9 (Part 12 of 12)Drawing shipsDraw ship: Draw all the visible edges from the ship line heap
LLX30Drawing linesDraw a ship line using flicker-free animation
LO2FlightContains an RTS
LOADSave and loadLoad the commander file
LODSave and loadLoad a commander file
logMaths (Arithmetic)Binary logarithm table (high byte)
logLMaths (Arithmetic)Binary logarithm table (low byte)
LOIN (Part 1 of 7)Drawing linesDraw a line: Calculate the line gradient in the form of deltas
LOIN (Part 2 of 7)Drawing linesDraw a line: Line has a shallow gradient, step right along x-axis
LOIN (Part 3 of 7)Drawing linesDraw a shallow line going right and up or left and down
LOIN (Part 4 of 7)Drawing linesDraw a shallow line going right and down or left and up
LOIN (Part 5 of 7)Drawing linesDraw a line: Line has a steep gradient, step up along y-axis
LOIN (Part 6 of 7)Drawing linesDraw a steep line going up and left or down and right
LOIN (Part 7 of 7)Drawing linesDraw a steep line going up and right or down and left
LOOK1FlightInitialise the space view
LORSave and loadSet the C flag and return from the subroutine
LOWBEEPSoundMake a long, low beep
LSOWorkspace variable The ship line heap for the space station (see NWSPS) and the sun line heap (see SUN)
LSPWorkspace variable The ball line heap pointer, which contains the number of the first free byte after the end of the LSX2 and LSY2 heaps (see the deep dive on "The ball line heap" for details)
LSXWorkspace variable LSX contains the status of the sun line heap at LSO
LSX2Workspace variable The ball line heap for storing x-coordinates (see the deep dive on "The ball line heap" for details)
LSY2Workspace variable The ball line heap for storing y-coordinates (see the deep dive on "The ball line heap" for details)
mMaths (Geometry)Do not include A in the calculation
M%Main loopThe entry point for the main flight loop
MA9Maths (Geometry)Contains an RTS
MADMaths (Arithmetic)Calculate (A X) = Q * A + (S R)
Main flight loop (Part 1 of 16)Main loopSeed the random number generator
Main flight loop (Part 2 of 16)Main loopCalculate the alpha and beta angles from the current pitch and roll of our ship
Main flight loop (Part 3 of 16)Main loopScan for flight keys and process the results
Main flight loop (Part 4 of 16)Main loopFor each nearby ship: Copy the ship's data block from K% to the zero-page workspace at INWK
Main flight loop (Part 5 of 16)Main loopFor each nearby ship: If an energy bomb has been set off, potentially kill this ship
Main flight loop (Part 6 of 16)Main loopFor each nearby ship: Move the ship in space and copy the updated INWK data block back to K%
Main flight loop (Part 7 of 16)Main loopFor each nearby ship: Check whether we are docking, scooping or colliding with it
Main flight loop (Part 8 of 16)Main loopFor each nearby ship: Process us potentially scooping this item
Main flight loop (Part 9 of 16)Main loopFor each nearby ship: If it is a space station, check whether we are successfully docking with it
Main flight loop (Part 10 of 16)Main loopFor each nearby ship: Remove if scooped, or process collisions
Main flight loop (Part 11 of 16)Main loopFor each nearby ship: Process missile lock and firing our laser
Main flight loop (Part 12 of 16)Main loopFor each nearby ship: Draw the ship, remove if killed, loop back
Main flight loop (Part 13 of 16)Main loopShow energy bomb effect, charge shields and energy banks
Main flight loop (Part 14 of 16)Main loopSpawn a space station if we are close enough to the planet
Main flight loop (Part 15 of 16)Main loopPerform altitude checks with the planet and sun and process fuel scooping if appropriate
Main flight loop (Part 16 of 16)Main loopProcess laser pulsing, E.C.M. energy drain, call stardust routine
Main game loop (Part 1 of 6)Main loopSpawn a trader (a Cobra Mk III, Python, Boa or Anaconda)
Main game loop (Part 2 of 6)Main loopCall the main flight loop, and potentially spawn a trader, an asteroid, or a cargo canister
Main game loop (Part 3 of 6)Main loopPotentially spawn a cop, particularly if we've been bad
Main game loop (Part 4 of 6)Main loopPotentially spawn a lone bounty hunter, a Thargoid, or up to four pirates
Main game loop (Part 5 of 6)Main loopCool down lasers, make calls to update the dashboard
Main game loop (Part 6 of 6)Main loopProcess non-flight key presses (red function keys, docked keys)
MAL1Main loopMarks the beginning of the ship analysis loop, so we can jump back here from part 12 of the main flight loop to work our way through each ship in the local bubble. We also jump back here when a ship is removed from the bubble, so we can continue processing from the next ship
MANYWorkspace variable The number of ships of each type in the local bubble of universe
MAS1Maths (Geometry)Add an orientation vector coordinate to an INWK coordinate
MAS2Maths (Geometry)Calculate a cap on the maximum distance to the planet or sun
MAS3Maths (Arithmetic)Calculate A = x_hi^2 + y_hi^2 + z_hi^2 in the K% block
MAS4Maths (Geometry)Calculate a cap on the maximum distance to a ship
MCASHMaths (Arithmetic)Add an amount of cash to the cash pot
MCHWorkspace variable The text token number of the in-flight message that is currently being shown, and which will be removed by the me2 routine when the counter in DLY reaches zero
MCNTWorkspace variable The main loop counter
me1TextErase an old in-flight message and display a new one
me2TextRemove an in-flight message from the space view
me3Main loopUsed by me2 to jump back into the main game loop after printing an in-flight message
mes9TextPrint a text token, possibly followed by " DESTROYED"
MESSTextDisplay an in-flight message
MESS1 (Loader)LoaderThe OS command string for loading the BDATA binary
MESS2 (Loader)LoaderThe OS command string for loading the main game code binary
MESS3 (Loader)LoaderThe OS command string for changing the disc directory to E
messXCWorkspace variable Temporary storage, used to store the text column of the in-flight message in MESS, so it can be erased from the screen at the correct time
MJWorkspace variable Are we in witchspace (i.e. have we mis-jumped)?
MJPFlightProcess a mis-jump into witchspace
MLOOPMain loopThe entry point for the main game loop. This entry point comes after the call to the main flight loop and spawning routines, so it marks the start of the main game loop for when we are docked (as we don't need to call the main flight loop or spawning routines if we aren't in space)
MLS1Maths (Arithmetic)Calculate (A P) = ALP1 * A
MLS2Maths (Arithmetic)Calculate (S R) = XX(1 0) and (A P) = A * ALP1
MLTU2Maths (Arithmetic)Calculate (A P+1 P) = (A ~P) * Q
MLTU2-2Maths (Arithmetic)Set Q to X, so this calculates (A P+1 P) = (A ~P) * X
MLU1Maths (Arithmetic)Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust
MLU2Maths (Arithmetic)Calculate (A P) = |A| * Q
MOSWorkspace variable Determines whether we are running on a Master Compact
MOS (Loader)Workspace variable Determines whether we are running on a Master Compact
MSARWorkspace variable The targeting state of our leftmost missile
MSBARDashboardDraw a specific indicator in the dashboard's missile bar
msblobDashboardDisplay the dashboard's missile indicators in green
MSTGWorkspace variable The current missile lock target
MT1TextSwitch to ALL CAPS when printing extended tokens
MT13TextSwitch to lower case when printing extended tokens
MT14TextSwitch to justified text when printing extended tokens
MT15TextSwitch to left-aligned text when printing extended tokens
MT16TextPrint the character in variable DTW7
MT17TextPrint the selected system's adjective, e.g. Lavian for Lave
MT18TextPrint a random 1-8 letter word in Sentence Case
MT19TextCapitalise the next letter
MT2TextSwitch to Sentence Case when printing extended tokens
MT23TextMove to row 10, switch to white text, and switch to lower case when printing extended tokens
MT26TextFetch a line of text from the keyboard
MT27TextPrint the captain's name during mission briefings
MT28TextPrint the location hint during the mission 1 briefing
MT29TextMove to row 6, switch to white text, and switch to lower case when printing extended tokens
MT30TextDisplay the currently selected media (disc or tape)
MT31TextDisplay the non-selected media (disc or tape)
MT5TextSwitch to extended tokens
MT6TextSwitch to standard tokens in Sentence Case
MT8TextTab to column 6 and start a new word when printing extended tokens
MT9TextClear the screen and set the current view type to 1
MTINTextLookup table for random tokens in the extended token table (0-37)
MU1Maths (Arithmetic)Copy X into P and A, and clear the C flag
MU11Maths (Arithmetic)Calculate (A P) = P * X
MU5Maths (Arithmetic)Set K(3 2 1 0) = (A A A A) and clear the C flGag
MU6Maths (Arithmetic)Set P(1 0) = (A A)
MULT1Maths (Arithmetic)Calculate (A P) = Q * A
MULT12Maths (Arithmetic)Calculate (S R) = Q * A
MULT3Maths (Arithmetic)Calculate K(3 2 1 0) = (A P+1 P) * Q
MULTS-2Maths (Arithmetic)Calculate (A P) = X * A
MULTUMaths (Arithmetic)Calculate (A P) = P * Q
MUT1Maths (Arithmetic)Calculate R = XX and (A P) = Q * A
MUT2Maths (Arithmetic)Calculate (S R) = XX(1 0) and (A P) = Q * A
MUT3Maths (Arithmetic)Unused routine that does the same as MUT2
MV40MovingRotate the planet or sun's location in space by the amount of pitch and roll of our ship
MV45MovingRejoin the MVEIT routine after the rotation, tactics and scanner code
MVEIT (Part 1 of 9)MovingMove current ship: Tidy the orientation vectors
MVEIT (Part 2 of 9)MovingMove current ship: Call tactics routine, remove ship from scanner
MVEIT (Part 3 of 9)MovingMove current ship: Move ship forward according to its speed
MVEIT (Part 4 of 9)MovingMove current ship: Apply acceleration to ship's speed as a one-off
MVEIT (Part 5 of 9)MovingMove current ship: Rotate ship's location by our pitch and roll
MVEIT (Part 6 of 9)MovingMove current ship: Move the ship in space according to our speed
MVEIT (Part 7 of 9)MovingMove current ship: Rotate ship's orientation vectors by pitch/roll
MVEIT (Part 8 of 9)MovingMove current ship: Rotate ship about itself by its own pitch/roll
MVEIT (Part 9 of 9)MovingMove current ship: Redraw on scanner, if it hasn't been destroyed
MVS4MovingApply pitch and roll to an orientation vector
MVS5MovingApply a 3.6 degree pitch or roll to an orientation vector
MVT1MovingCalculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R)
MVT1-2MovingClear bits 0-6 of A before entering MVT1
MVT3MovingCalculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1)
MVT6MovingCalculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1)
NA%Save and loadThe data block for the last saved commander
NAMEWorkspace variable The current commander name
NAMELEN1Save and loadContains the length of the most recently entered commander name
NAMELEN2Save and loadContains the length of the last saved commander name
NEWBWorkspace variable The ship's "new byte flags" (or NEWB flags)
NLINDrawing linesDraw a horizontal line at pixel row 23 to box in a title
NLIN2Drawing linesDraw a screen-wide horizontal line at the pixel row in A
NLIN2-2Drawing linesMove the text cursor down one line before drawing the line
NLIN3Drawing linesPrint a title and a horizontal line at row 19 to box it in
NLIN4Drawing linesDraw a horizontal line at pixel row 19 to box in a title
NMIWorkspace variable Used to store the ID of the current owner of the NMI workspace in the NMICLAIM routine, so we can hand it back to them in the NMIRELEASE routine once we are done using it
NMICLAIMUtility routinesClaim the NMI workspace (&00A0 to &00A7)
NMIRELEASEUtility routinesRelease the NMI workspace (&00A0 to &00A7)
NO1Maths (Geometry)Contains an RTS
NOISESoundMake the sound whose number is in Y by populating the sound buffer
NOISE2SoundProcess the contents of the sound buffer and send it to the sound chip
NOISEHITSoundMake the sound of us being hit
NOISELASERSoundMake the sound of our laser firing
NOMSLWorkspace variable The number of missiles we have fitted (0-4)
NORMMaths (Geometry)Normalise the three-coordinate vector in XX15
NOSTMWorkspace variable The number of stardust particles shown on screen, which is 18 (#NOST) for normal space, and 3 for witchspace
NWDAV4MarketPrint an "ITEM?" error, make a beep and rejoin the TT210 routine
NWDAVxxInventoryUsed to rejoin this routine from the call to NWDAV4
nWqStardustCreate a random cloud of stardust
NwS1UniverseFlip the sign and double an INWK byte
NWSHPUniverseAdd a new ship to our local bubble of universe
NWSPSUniverseAdd a new space station to our local bubble of universe
NWSTARSStardustInitialise the stardust field
ohUniverseContains an RTS SPIN2 Remove any randomness: spawn cargo of a specific type (given in X), and always spawn the number given in A
OOPSFlightTake some damage
orangeDrawing pixelsLookup table for 2-pixel mode 1 orange pixels for the sun
OSB (Loader)Utility routinesA convenience routine for calling OSBYTE with Y = 0
ou2TextDisplay "E.C.M.SYSTEM DESTROYED" as an in-flight message
ou3TextDisplay "FUEL SCOOPS DESTROYED" as an in-flight message
OUCHFlightPotentially lose cargo or equipment following damage
outKeyboardContains an RTS t As TT217 but don't preserve Y, set it to YSAV instead
OUTMarketThe OUTX routine jumps back here after printing the key that was just pressed
OUTXTextPrint the character in Q before returning to gnum
PWorkspace variable Temporary storage, used in a number of places
P (Loader)Workspace variable Temporary storage, used in a number of places
PAS1KeyboardDisplay a rotating ship at space coordinates (0, 120, 256) and scan the keyboard
PATGWorkspace variable Configuration setting to show the author names on the start-up screen and enable manual hyperspace mis-jumps
PAUSEKeyboardDisplay a rotating ship, waiting until a key is pressed, then remove the ship from the screen
PAUSE2KeyboardWait until a key is pressed, ignoring any existing key press
PDESCTextPrint the system's extended description or a mission 1 directive
pingUniverseSet the selected system to the current system
PIX (Loader)Drawing pixelsDraw a single pixel at a specific coordinate
PIX1Maths (Arithmetic)Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle
PIXELDrawing pixelsDraw a 1-pixel dot, 2-pixel dash or 4-pixel square
PIXEL2Drawing pixelsDraw a stardust particle relative to the screen centre
PL2Drawing planetsRemove the planet or sun from the screen
PL2-1Drawing planetsContains an RTS
PL21Drawing planetsReturn from a planet/sun-drawing routine with a failure flag
PL44Drawing planetsClear the C flag and return from the subroutine
PL9 (Part 1 of 3)Drawing planetsDraw the planet, with either an equator and meridian, or a crater
PL9 (Part 2 of 3)Drawing planetsDraw the planet's equator and meridian
PL9 (Part 3 of 3)Drawing planetsDraw the planet's crater
PLANETDrawing planetsDraw the planet or sun
plfTextPrint a text token followed by a newline
plf2TextPrint text followed by a newline and indent of 6 characters
PLL1 (Loader)Drawing planetsDraw Saturn on the loading screen
PLS1Drawing planetsCalculate (Y A) = nosev_x / z
PLS2Drawing planetsDraw a half-circle
PLS22Drawing planetsDraw a circle or half-circle
PLS3Drawing planetsCalculate (Y A P) = 222 * roofv_x / z
PLS4Drawing planetsCalculate CNT2 = arctan(P / A) / 4
PLS5Drawing planetsCalculate roofv_x / z and roofv_y / z
PLS6Drawing planetsCalculate (X K) = (A P) / (z_sign z_hi z_lo)
pr2TextPrint an 8-bit number, left-padded to 3 digits, and optional point
pr2+2TextPrint the 8-bit number in X to the number of digits in A
pr5TextPrint a 16-bit number, left-padded to 5 digits, and optional point
pr6TextPrint 16-bit number, left-padded to 5 digits, no point
presEquipmentGiven an item number A with the item name in recursive token Y, show an error to say that the item is already present, refund the cost of the item, and then beep and exit to the docking bay (i.e. show the Status Mode screen)
PROJDrawing shipsProject the current ship onto the screen
prqTextPrint a text token followed by a question mark
prxEquipmentReturn the price of a piece of equipment
prx-3EquipmentReturn the price of the item with number A - 1 c Contains an RTS
PRXSEquipmentEquipment prices
ptgFlightCalled when the user manually forces a mis-jump RTS111 Contains an RTS
PX4Drawing pixelsContains an RTS
PXCLDrawing pixelsA four-colour mode 1 pixel byte that represents a dot's distance
PZWDashboardFetch the current dashboard colours, to support flashing
PZW2DashboardFetch the current dashboard colours for non-striped indicators, to support flashing
QWorkspace variable Temporary storage, used in a number of places
Q (Loader)Workspace variable Temporary storage, used in a number of places
QQ0Workspace variable The current system's galactic x-coordinate (0-256)
QQ1Workspace variable The current system's galactic y-coordinate (0-256)
QQ10Workspace variable The galactic y-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic y-coordinate)
QQ11Workspace variable The number of the current view:
QQ12Workspace variable Our "docked" status
QQ14Workspace variable Our current fuel level (0-70)
QQ15Workspace variable The three 16-bit seeds for the selected system, i.e. the one in the crosshairs in the Short-range Chart
QQ16TextThe two-letter token lookup table
QQ17Workspace variable Contains a number of flags that affect how text tokens are printed, particularly capitalisation:
QQ18 (Game data)TextThe recursive token table for tokens 0-148
QQ19Workspace variable Temporary storage, used in a number of places
QQ2Workspace variable The three 16-bit seeds for the current system, i.e. the one we are currently in
QQ20Workspace variable The contents of our cargo hold
QQ21Workspace variable The three 16-bit seeds for the current galaxy
QQ22Workspace variable The two hyperspace countdown counters
QQ23MarketMarket prices table
QQ24Workspace variable Temporary storage, used to store the current market item's price in routine TT151
QQ25Workspace variable Temporary storage, used to store the current market item's availability in routine TT151
QQ26Workspace variable A random value used to randomise market data
QQ28Workspace variable The current system's economy (0-7)
QQ29Workspace variable Temporary storage, used in a number of places
QQ3Workspace variable The selected system's economy (0-7)
QQ4Workspace variable The selected system's government (0-7)
QQ5Workspace variable The selected system's tech level (0-14)
QQ6Workspace variable The selected system's population in billions * 10 (1-71), so the maximum population is 7.1 billion
QQ7Workspace variable The selected system's productivity in M CR (96-62480)
QQ8Workspace variable The distance from the current system to the selected system in light years * 10, stored as a 16-bit number
QQ9Workspace variable The galactic x-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic x-coordinate)
QU5Start and endRestart the game using the last saved commander without asking whether to load a new commander file
QUIETSoundSound chip data to turn the volume down on all channels and to act as a mask for choosing a tone channel in the range 0-2
qvEquipmentPrint a menu of the four space views, for buying lasers
qwTextPrint a recursive token in the range 128-145
RWorkspace variable Temporary storage, used in a number of places
RANDWorkspace variable Four 8-bit seeds for the random number generation system implemented in the DORND routine
RAND (Loader)Drawing planetsThe random number seed used for drawing Saturn
RATWorkspace variable Used to store different signs depending on the current space view, for use in calculating stardust movement
RAT2Workspace variable Temporary storage, used to store the pitch and roll signs when moving objects and stardust
RDFIREKeyboardRead the fire button on either the analogue or digital joystick
RDJOYKeyboardRead from either the analogue or digital joystick
RDKEYKeyboardScan the keyboard for key presses
RDKEY-1KeyboardOnly scan the keyboard for valid BCD key numbers
RDKEY2KeyboardScan the keyboard for a flight key and update the key logger
RE2+2DashboardRestore A from T and return from the subroutine
REDU2DashboardReduce the value of the pitch or roll dashboard indicator
refundEquipmentInstall a new laser, processing a refund if applicable
RES2Start and endReset a number of flight variables and workspaces
RESETStart and endReset most variables
RETURNKeyboardScan the keyboard to see if RETURN is currently pressed
RLINETextThe OSWORD configuration block used to fetch a line of text from the keyboard
ROOT (Loader)Maths (Arithmetic)Calculate ZP = SQRT(ZP(1 0))
RR4TextRestore the registers and return from the subroutine
rT9TextContains an RTS
RTOK (Game data)TextMacro definition for recursive tokens in the recursive token table
RTS111FlightContains an RTS
RTS2Drawing sunsContains an RTS
RUGAL (Game data)TextThe criteria for systems with extended decription overrides
RUPLA (Game data)TextSystem numbers that have extended decription overrides
RUTOK (Game data)TextThe second extended token table for recursive tokens 0-26 (DETOK3)
SWorkspace variable Temporary storage, used in a number of places
S%LoaderMove code, set up break handler and start the game
S1%Save and loadThe drive and directory number used when saving or loading a commander file
safehouseWorkspace variable Backup storage for the seeds for the selected system
SAVESave and loadSave the commander file
SAVEZPUtility routinesSave zero page (&0090 to &00FF) into the buffer at &3000
SBUFSoundThe sound buffer where the data to be sent to the sound chip is processed
SCWorkspace variable Screen address (low byte)
scacolDrawing shipsShip colours on the scanner
SCALEXUtility routinesScale the x-coordinate in A
SCALEYUtility routinesScale the y-coordinate in A
SCALEY2Utility routinesScale the y-coordinate in A
SCANDashboardDisplay the current ship on the scanner
SCHWorkspace variable Screen address (high byte)
scrambleUtility routinesUnscramble the main code
SDISTWorkspace variable Used to store the nearest distance of the rotating ship on the title screen
SESCPFlightSpawn an escape pod from the current (parent) ship
SFRMISTacticsAdd an enemy missile to our local bubble of universe
SFS1UniverseSpawn a child ship from the current (parent) ship
SFS1-2UniverseAdd a missile to the local bubble that has AI enabled, is hostile, but has no E.C.M.
SFS2MovingMove a ship in space along one of the coordinate axes
SFX1SoundSound data block 1
SFX2SoundSound data block 2
SFX3SoundSound data block 3
SFX4SoundSound data block 4
SHDFlightCharge a shield and drain some energy from the energy banks
SHIFTKeyboardScan the keyboard to see if SHIFT is currently pressed
SHIP_ADDER (Game data)Drawing shipsShip blueprint for an Adder
SHIP_ANACONDA (Game data)Drawing shipsShip blueprint for an Anaconda
SHIP_ASP_MK_2 (Game data)Drawing shipsShip blueprint for an Asp Mk II
SHIP_ASTEROID (Game data)Drawing shipsShip blueprint for an asteroid
SHIP_BOA (Game data)Drawing shipsShip blueprint for a Boa
SHIP_BOULDER (Game data)Drawing shipsShip blueprint for a boulder
SHIP_CANISTER (Game data)Drawing shipsShip blueprint for a cargo canister
SHIP_COBRA_MK_1 (Game data)Drawing shipsShip blueprint for a Cobra Mk I
SHIP_COBRA_MK_3 (Game data)Drawing shipsShip blueprint for a Cobra Mk III
SHIP_COBRA_MK_3_P (Game data)Drawing shipsShip blueprint for a Cobra Mk III (pirate)
SHIP_CONSTRICTOR (Game data)Drawing shipsShip blueprint for a Constrictor
SHIP_CORIOLIS (Game data)Drawing shipsShip blueprint for a Coriolis space station
SHIP_COUGAR (Game data)Drawing shipsShip blueprint for a Cougar
SHIP_DODO (Game data)Drawing shipsShip blueprint for a Dodecahedron ("Dodo") space station
SHIP_ESCAPE_POD (Game data)Drawing shipsShip blueprint for an escape pod
SHIP_FER_DE_LANCE (Game data)Drawing shipsShip blueprint for a Fer-de-Lance
SHIP_GECKO (Game data)Drawing shipsShip blueprint for a Gecko
SHIP_KRAIT (Game data)Drawing shipsShip blueprint for a Krait
SHIP_MAMBA (Game data)Drawing shipsShip blueprint for a Mamba
SHIP_MISSILE (Game data)Drawing shipsShip blueprint for a missile
SHIP_MORAY (Game data)Drawing shipsShip blueprint for a Moray
SHIP_PLATE (Game data)Drawing shipsShip blueprint for an alloy plate
SHIP_PYTHON (Game data)Drawing shipsShip blueprint for a Python
SHIP_PYTHON_P (Game data)Drawing shipsShip blueprint for a Python (pirate)
SHIP_ROCK_HERMIT (Game data)Drawing shipsShip blueprint for a rock hermit (asteroid)
SHIP_SHUTTLE (Game data)Drawing shipsShip blueprint for a Shuttle
SHIP_SIDEWINDER (Game data)Drawing shipsShip blueprint for a Sidewinder
SHIP_SPLINTER (Game data)Drawing shipsShip blueprint for a splinter
SHIP_THARGOID (Game data)Drawing shipsShip blueprint for a Thargoid mothership
SHIP_THARGON (Game data)Drawing shipsShip blueprint for a Thargon
SHIP_TRANSPORTER (Game data)Drawing shipsShip blueprint for a Transporter
SHIP_VIPER (Game data)Drawing shipsShip blueprint for a Viper
SHIP_WORM (Game data)Drawing shipsShip blueprint for a Worm
shpcolDrawing shipsShip colours
SHPPTDrawing shipsDraw a distant ship as a point rather than a full wireframe
SIGHTFlightDraw the laser crosshairs
SIGHTCOLDrawing linesColours for the crosshair sights on the different laser types
SLSPWorkspace variable The address of the bottom of the ship line heap
SNE (Game data)Maths (Geometry)Sine/cosine table
SOLARUniverseSet up various aspects of arriving in a new system
SOLARXUniverseSet up various aspects of arriving in a new system, including Trumble breeding
SOS1UniverseUpdate the missile indicators, set up the planet data block
SOUNDSoundWrite sound data directly to the 76489 sound chip
SP1DashboardDraw the space station on the compass
SP2DashboardDraw a dot on the compass, given the planet/station vector
spastoUniverseContains the address Coriolis space station's ship blueprint
SPBLBDashboardLight up the space station indicator ("S") on the dashboard
SPBTDashboardThe bitmap definition for the space station indicator bulb
spcTextPrint a text token followed by a space
SPINUniverseRandomly spawn cargo from a destroyed ship
SPIN2UniverseRemove any randomness: spawn cargo of a specific type (given in X), and always spawn the number given in A
SPS1Maths (Geometry)Calculate the vector to the planet and store it in XX15
SPS1+1Maths (Geometry)A BRK instruction
SPS2Maths (Arithmetic)Calculate (Y X) = A / 10
SPS3Maths (Geometry)Copy a space coordinate from the K% block into K3
SPS4Maths (Geometry)Calculate the vector to the space station
SQUAMaths (Arithmetic)Clear bit 7 of A and calculate (A P) = A * A
SQUA2Maths (Arithmetic)Calculate (A P) = A * A
SQUA2 (Loader)Maths (Arithmetic)Calculate (A P) = A * A
SRESETSoundReset the sound buffer and turn off all sound channels
SRTSSoundContains an RTS
SSPRWorkspace variable "Space station present" flag
stackSave and loadTemporary storage for the stack pointer when switching the BRKV handler between BRBR and MEBRK
STARSStardustThe main routine for processing the stardust
STARS1StardustProcess the stardust for the front view
STARS2StardustProcess the stardust for the left or right view
STARS6StardustProcess the stardust for the rear view
STARTUPLoaderSet the various vectors, interrupts and timers
STATUSStatusShow the Status Mode screen (red key f8)
STPWorkspace variable The step size for drawing circles
SUN (Part 1 of 4)Drawing sunsDraw the sun: Set up all the variables needed
SUN (Part 2 of 4)Drawing sunsDraw the sun: Start from bottom of screen and erase the old sun
SUN (Part 3 of 4)Drawing sunsDraw the sun: Continue to move up the screen, drawing the new sun
SUN (Part 4 of 4)Drawing sunsDraw the sun: Continue to the top of the screen, erasing old sun
SUNXWorkspace variable The 16-bit x-coordinate of the vertical centre axis of the sun (which might be off-screen)
SVCWorkspace variable The save count
SVESave and loadDisplay the disc access menu and process saving of commander files
SVLISave and loadThe OS command string for saving a commander file
SWAPWorkspace variable Temporary storage, used to store a flag that records whether or not we had to swap a line's start and end coordinates around when clipping the line in routine LL145 (the flag is used in places like BLINE to swap them back)
SWAPZPUtility routinesSwap zero page (&0090 to &00EF) with the buffer at &3000
SWAPZP2Utility routinesAn unused placeholder routine for swapping zero page bytes
SXWorkspace variable This is where we store the x_hi coordinates for all the stardust particles
SXLWorkspace variable This is where we store the x_lo coordinates for all the stardust particles
SYWorkspace variable This is where we store the y_hi coordinates for all the stardust particles
SYLWorkspace variable This is where we store the y_lo coordinates for all the stardust particles
SZWorkspace variable This is where we store the z_hi coordinates for all the stardust particles
SZLWorkspace variable This is where we store the z_lo coordinates for all the stardust particles
tKeyboardAs TT217 but don't preserve Y, set it to YSAV instead
TWorkspace variable Temporary storage, used in a number of places
T (Loader)Workspace variable Temporary storage, used in a number of places
T1Workspace variable Temporary storage, used in a number of places
T95KeyboardPrint the distance to the selected system
TA151TacticsMake the ship head towards the planet
TA2Maths (Geometry)Calculate the length of the vector in XX15 (ignoring the low coordinates), returning it in Q
TACTICS (Part 1 of 7)TacticsApply tactics: Process missiles, both enemy missiles and our own
TACTICS (Part 2 of 7)TacticsApply tactics: Escape pod, station, lone Thargon, safe-zone pirate
TACTICS (Part 3 of 7)TacticsApply tactics: Calculate dot product to determine ship's aim
TACTICS (Part 4 of 7)TacticsApply tactics: Check energy levels, maybe launch escape pod if low
TACTICS (Part 5 of 7)TacticsApply tactics: Consider whether to launch a missile at us
TACTICS (Part 6 of 7)TacticsApply tactics: Consider firing a laser at us, if aim is true
TACTICS (Part 7 of 7)TacticsApply tactics: Set pitch, roll, and acceleration
talTextPrint the current galaxy number
TALLYWorkspace variable Our combat rank
TALLYFWorkspace variable Combat rank fraction
TALLYFRAC (Game data)StatusFractional number of kills awarded for destroying each type of ship
TALLYINT (Game data)StatusInteger number of kills awarded for destroying each type of ship
TAS1Maths (Arithmetic)Calculate K3 = (x_sign x_hi x_lo) - V(1 0)
TAS2Maths (Geometry)Normalise the three-coordinate vector in K3
TAS3Maths (Geometry)Calculate the dot product of XX15 and an orientation vector
TAS4Maths (Geometry)Calculate the dot product of XX15 and one of the space station's orientation vectors
TAS6Maths (Geometry)Negate the vector in XX15 so it points in the opposite direction
tekWorkspace variable The current system's tech level (0-14)
TENSTextA constant used when printing large numbers in BPRNT
TGTWorkspace variable Temporary storage, typically used as a target value for counters when drawing explosion clouds and partial circles
THEREMissionsCheck whether we are in the Constrictor's system in mission 1
TIDYMaths (Geometry)Orthonormalise the orientation vectors for a ship
TIS1Maths (Arithmetic)Calculate (A ?) = (-X * A + (S R)) / 96
TIS2Maths (Arithmetic)Calculate A = A / Q
TIS3Maths (Arithmetic)Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3
TITLEStart and endDisplay a title screen with a rotating ship and prompt
TKN1 (Game data)TextThe first extended token table for recursive tokens 0-255 (DETOK)
TKN2TextThe extended two-letter token lookup table
tnprMarketWork out if we have space for a specific amount of cargo
tnpr1MarketWork out if we have space for one tonne of cargo
TOKN (Game data)TextMacro definition for standard tokens in the extended token table
TPWorkspace variable The current mission status
TR1Save and loadCopy the last saved commander's name from NA% to INWK
TRADEUtility routinesSet the palette for trading screens and switch the current colour to white
TRADEMODEUtility routinesClear the screen and set up a trading screen
TRANTABLEKeyboardTranslation table from internal key number to ASCII
TRNMESave and loadCopy the last saved commander's name from INWK to NA%
TRUMBLEWorkspace variable The number of Trumbles in the cargo hold
TT100Main loopThe entry point for the start of the main game loop, which calls the main flight loop and the moves into the spawning routine
TT102KeyboardProcess function key, save key, hyperspace and chart key presses and update the hyperspace counter
TT103ChartsDraw a small set of crosshairs on a chart
TT105ChartsDraw crosshairs on the Short-range Chart, with clipping
TT11TextPrint a 16-bit number, left-padded to n digits, and optional point
TT110FlightLaunch from a station or show the front space view
TT111UniverseSet the current system to the nearest system to a point
TT111-1UniverseContains an RTS DIST Calculate the distance between the system with galactic coordinates (A, QQ15+1) and the system at (QQ0, QQ1), returning the result in QQ8(1 0)
TT113Maths (Arithmetic)Contains an RTS
TT114ChartsDisplay either the Long-range or Short-range Chart
TT123ChartsMove galactic coordinates by a signed delta
TT128Drawing circlesDraw a circle on a chart
TT14Drawing circlesDraw a circle with crosshairs on a chart
TT146TextPrint the distance to the selected system in light years
TT147TextPrint an error when a system is out of hyperspace range
TT15Drawing linesDraw a set of crosshairs
TT151MarketPrint the name, price and availability of a market item
TT152MarketPrint the unit ("t", "kg" or "g") for a market item
TT16ChartsMove the crosshairs on a chart
TT160MarketPrint "t" (for tonne) and a space
TT161MarketPrint "kg" (for kilograms)
TT162TextPrint a space
TT162+2TextJump to TT27 to print the text token in A
TT163MarketPrint the headers for the table of market prices
TT167MarketShow the Market Price screen (red key f7)
TT16aMarketPrint "g" (for grams)
TT17KeyboardScan the keyboard for cursor key or joystick movement
TT170Start and endMain entry point for the Elite game code
TT17XKeyboardScan the digital joystick for movement
TT18FlightTry to initiate a jump into hyperspace
TT180ChartsContains an RTS
TT20UniverseTwist the selected system's seeds four times
TT208MarketShow the Sell Cargo screen (red key f2)
TT210InventoryShow a list of current cargo in our hold, optionally to sell
TT213InventoryShow the Inventory screen (red key f9)
TT214InventoryAsk a question with a "Y/N?" prompt and return the response
TT217KeyboardScan the keyboard until a key is pressed
TT219MarketShow the Buy Cargo screen (red key f1)
TT22ChartsShow the Long-range Chart (red key f4)
TT23ChartsShow the Short-range Chart (red key f5)
TT24UniverseCalculate system data from the system seeds
TT25UniverseShow the Data on System screen (red key f6)
TT26TextPrint a character at the text cursor, with support for verified text in extended tokens
TT27TextPrint a text token
TT41TextPrint a letter according to Sentence Case
TT42TextPrint a letter in lower case
TT43TextPrint a two-letter token or recursive token 0-95
TT44TextJumps to TT26 to print the character in A (used to enable us to use a branch instruction to jump to TT26)
TT45TextPrint a letter in lower case
TT46TextPrint a character and switch to capitals
TT48TextContains an RTS
TT54UniverseTwist the selected system's seeds
TT60TextPrint a text token and a paragraph break
TT66Utility routinesClear the screen and set the current view type
TT67TextPrint a newline
TT67_DUPLICATETextPrint a newline
TT68TextPrint a text token followed by a colon
TT69TextSet Sentence Case and print a newline
TT70TextDisplay "MAINLY " and jump to TT72
TT72UniverseUsed by TT70 to re-enter the routine after displaying "MAINLY" for the economy type
TT73TextPrint a colon
TT74TextPrint a character
TT81UniverseSet the selected system's seeds to those of system 0
TTX110FlightSet the current system to the nearest system and return to hyp
TTX111FlightUsed to rejoin this routine from the call to TTX110
TTX66Utility routinesClear the top part of the screen and draw a white border
TTX662Utility routinesClear the top part of the screen and draw a white border
TTX69TextPrint a paragraph break
TVT1Screen modePalette data for the mode 2 part of the screen (the dashboard)
TVT3Screen modePalette data for the mode 1 part of the screen (the top part)
TWFLDrawing pixelsReady-made character rows for the left end of a horizontal line
TWFRDrawing pixelsReady-made character rows for the right end of a horizontal line
TWOK (Game data)TextMacro definition for two-letter tokens in the token table
TWOSDrawing pixelsReady-made single-pixel character row bytes for mode 1
TWOS (Loader)Drawing pixelsReady-made single-pixel character row bytes for mode 1
TWOS2Drawing pixelsReady-made double-pixel character row bytes for mode 1
TYPEWorkspace variable The current ship type
UWorkspace variable Temporary storage, used in a number of places
U%KeyboardClear the key logger
UNIVUniverseTable of pointers to the local universe's ship data blocks
UPWorkspacesConfiguration variables
VWorkspace variable Temporary storage, typically used for storing an address pointer
varMarketCalculate QQ19+3 = economy * |economic_factor|
VCSU1Maths (Arithmetic)Calculate vector K3(8 0) = [x y z] - coordinates of the sun or space station
VCSUBMaths (Arithmetic)Calculate vector K3(8 0) = [x y z] - coordinates in (A V)
VECScreen modeThe original value of the IRQ1 vector
VERTEX (Game data)Drawing shipsMacro definition for adding vertices to ship blueprints
VIEWWorkspace variable The number of the current space view
VOLUMEWorkspace variable The volume level for the game's sound effects (0-7)
VOWELTextTest whether a character is a vowel
VSCANScreen modeDefines the split position in the split-screen mode
WWorkspace variable Temporary storage, used in a number of places
WARPFlightPerform an in-system jump
widgetWorkspace variable Temporary storage, used to store the original argument in A in the logarithmic FMLTU and LL28 routines
WPWorkspacesShip slots, variables
WP1Drawing planetsReset the ball line heap
WPLSDrawing sunsRemove the sun from the screen
WPLS-1Drawing sunsContains an RTS
WPLS2Drawing planetsRemove the planet from the screen
WPSHPSDashboardClear the scanner, reset the ball line and sun line heaps
WSCANScreen modeImplement the #wscn command (wait for the vertical sync)
wWFlightStart a hyperspace countdown
wW2FlightStart the hyperspace countdown, starting the countdown from the value in A
X1Workspace variable Temporary storage, typically used for x-coordinates in line-drawing routines
X2Workspace variable Temporary storage, typically used for x-coordinates in line-drawing routines
XCWorkspace variable The x-coordinate of the text cursor (i.e. the text column), which can be from 0 to 32
XMAXWorkspace variable This is set to 0 in the RES2 routine, but the value is never actually read
XSAVWorkspace variable Temporary storage for saving the value of the X register, used in a number of places
XXWorkspace variable Temporary storage, typically used for storing a 16-bit x-coordinate
XX0Workspace variable 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
XX1Workspace variable This is an alias for INWK that is used in the main ship-drawing routine at LL9
XX12Workspace variable Temporary storage for a block of values, used in a number of places
XX13Workspace variable Temporary storage, typically used in the line-drawing routines
XX14Workspace variable The pointer to the current position in the ship line heap as we work our way through the new ship's edges (and the corresponding old ship's edges) when drawing the ship in the main ship-drawing routine at LL9
XX15Workspace variable Temporary storage, typically used for storing screen coordinates in line-drawing routines
XX16Workspace variable Temporary storage for a block of values, used in a number of places
XX17Workspace variable Temporary storage, used in BPRNT to store the number of characters to print, and as the edge counter in the main ship-drawing routine
XX18Workspace variable Temporary storage used to store coordinates in the LL9 ship-drawing routine
XX19Workspace variable XX19(1 0) shares its location with INWK(34 33), which contains the address of the ship line heap
XX2Workspace variable Temporary storage, used to store the visibility of the ship's faces during the ship-drawing routine at LL9
XX20Workspace variable Temporary storage, used in a number of places
XX21 (Game data)Drawing shipsShip blueprints lookup table
XX3WorkspacesTemporary storage space for complex calculations
XX4Workspace variable Temporary storage, used in a number of places
Y1Workspace variable Temporary storage, typically used for y-coordinates in line-drawing routines
Y2Workspace variable Temporary storage, typically used for y-coordinates in line-drawing routines
YCWorkspace variable The y-coordinate of the text cursor (i.e. the text row), which can be from 0 to 23
ylookupDrawing pixelsLookup table for converting pixel y-coordinate to page number of screen address
YMAXWorkspace variable This is used to store the number of pixel rows in the space view, which is also the y-coordinate of the bottom pixel row of the space view (it is set to 191 in the RES2 routine)
yplTextPrint the current system name
ypl-1TextContains an RTS
YSAVWorkspace variable Temporary storage for saving the value of the Y register, used in a number of places
YYWorkspace variable Temporary storage, typically used for storing a 16-bit y-coordinate
YY (Loader)Workspace variable Temporary storage, used in a number of places
ZeUniverseInitialise the INWK workspace to a hostile ship
ZEROUtility routinesReset the local bubble of universe and ship status
ZES1Utility routinesZero-fill the page whose number is in X
ZES2Utility routinesZero-fill a specific page
ZINFUtility routinesReset the INWK workspace and orientation vectors
ZPWorkspacesLots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here
ZP (Loader)WorkspacesImportant variables used by the loader
ZZWorkspace variable Temporary storage, typically used for distance values
zZ+1FlightContains an RTS