.DOENTRY JSR RES2 \ Reset a number of flight variables and workspaces JSR LAUN \ Show the space station docking tunnel LDA #0 \ Reduce the speed to 0 STA DELTA STA GNTMP \ Cool down the lasers completely STA QQ22+1 \ Reset the on-screen hyperspace counter LDA #&FF \ Recharge the forward and aft shields STA FSH STA ASH STA ENERGY \ Recharge the energy banks JSR HALL \ Show the ship hanger LDY #44 \ Wait for 44/50 of a second (0.88 seconds) JSR DELAY LDA TP \ Fetch bits 0 and 1 of TP, and if they are non-zero AND #%00000011 \ (i.e. mission 1 is either in progress or has been BNE EN1 \ completed), skip to EN1 LDA TALLY+1 \ If the high byte of TALLY is zero (so we have a combat BEQ EN4 \ rank below Competent), jump to EN4 as we are not yet \ good enough to qualify for a mission LDA GCNT \ Fetch the galaxy number into A, and if any of bits 1-7 LSR A \ are set (i.e. A > 1), jump to EN4 as mission 1 can BNE EN4 \ only be triggered in the first two galaxies JMP BRIEF \ If we get here, mission 1 hasn't started, we have \ reached a combat rank of Competent, and we are in \ galaxy 0 or 1 (shown in-game as galaxy 1 or 2), so \ it's time to start mission 1 by calling BRIEF .EN1 \ If we get here then mission 1 is either in progress or \ has been completed CMP #%00000011 \ If bits 0 and 1 are not both set, then jump to EN2 BNE EN2 JMP DEBRIEF \ Bits 0 and 1 are both set, so mission 1 is both in \ progress and has been completed, which means we have \ only just completed it, so jump to DEBRIEF to end the \ mission get our reward .EN2 \ Mission 1 has been completed, so now to check for \ mission 2 LDA GCNT \ Fetch the galaxy number into A CMP #2 \ If this is not galaxy 2 (shown in-game as galaxy 3), BNE EN4 \ jump to EN4 as we can only start mission 2 in the \ third galaxy LDA TP \ Extract bits 0-3 of TP into A AND #%00001111 CMP #%00000010 \ If mission 1 is complete and no longer in progress, BNE EN3 \ and mission 2 is not yet started, then bits 0-3 of TP \ will be %0010, so this jumps to EN3 if this is not the \ case LDA TALLY+1 \ If the high byte of TALLY is < 5 (so we have a combat CMP #5 \ rank that is less than 3/8 of the way from Dangerous BCC EN4 \ to Deadly), jump to EN4 as our rank isn't high enough \ for mission 2 JMP BRIEF2 \ If we get here, mission 1 is complete and no longer in \ progress, mission 2 hasn't started, we have reached a \ combat rank of 3/8 of the way from Dangerous to \ Deadly, and we are in galaxy 2 (shown in-game as \ galaxy 3), so it's time to start mission 2 by calling \ BRIEF2 .EN3 CMP #%00000110 \ If mission 1 is complete and no longer in progress, BNE EN5 \ and mission 2 has started but we have not yet been \ briefed and picked up the plans, then bits 0-3 of TP \ will be %0110, so this jumps to EN5 if this is not the \ case LDA QQ0 \ Set A = the current system's galactic x-coordinate CMP #215 \ If A <> 215 then jump to EN4 BNE EN4 LDA QQ1 \ Set A = the current system's galactic y-coordinate CMP #84 \ If A <> 84 then jump to EN4 BNE EN4 JMP BRIEF3 \ If we get here, mission 1 is complete and no longer in \ progress, mission 2 has started but we have not yet \ picked up the plans, and we have just arrived at \ Ceerdi at galactic coordinates (215, 84), so we jump \ to BRIEF3 to get a mission brief and pick up the plans \ that we need to carry to Birera .EN5 CMP #%00001010 \ If mission 1 is complete and no longer in progress, BNE EN4 \ and mission 2 has started and we have picked up the \ plans, then bits 0-3 of TP will be %1010, so this \ jumps to EN5 if this is not the case LDA QQ0 \ Set A = the current system's galactic x-coordinate CMP #63 \ If A <> 63 then jump to EN4 BNE EN4 LDA QQ1 \ Set A = the current system's galactic y-coordinate CMP #72 \ If A <> 72 then jump to EN4 BNE EN4 JMP DEBRIEF2 \ If we get here, mission 1 is complete and no longer in \ progress, mission 2 has started and we have picked up \ the plans, and we have just arrived at Birera at \ galactic coordinates (63, 72), so we jump to DEBRIEF2 \ to end the mission and get our reward .EN4 JMP BAY \ If we get here them we didn't start or any missions, \ so jump to BAY to go to the docking bay (i.e. show the \ Status Mode screen) EQUB &FB, &04, &F7 \ These bytes appear to be unused EQUB &08, &EF, &10 EQUB &DF, &20, &BF EQUB &40, &7F, &80Name: DOENTRY [Show more] Type: Subroutine Category: Flight Summary: Dock at the space station, show the ship hanger and work out any mission progressionContext: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * Main flight loop (Part 9 of 16) calls DOENTRY * scramble calls DOENTRY

[X]

Subroutine BAY (category: Status)

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

[X]

Subroutine BRIEF (category: Missions)

Start mission 1 and show the mission briefing

[X]

Subroutine BRIEF2 (category: Missions)

Start mission 2

[X]

Subroutine BRIEF3 (category: Missions)

Receive the briefing and plans for mission 2

[X]

Subroutine DEBRIEF (category: Missions)

Finish mission 1

[X]

Subroutine DEBRIEF2 (category: Missions)

Finish mission 2

[X]

Subroutine DELAY (category: Utility routines)

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

[X]

Label EN1 is local to this routine

[X]

Label EN2 is local to this routine

[X]

Label EN3 is local to this routine

[X]

Label EN4 is local to this routine

[X]

Label EN5 is local to this routine

[X]

Subroutine HALL (category: Ship hanger)

Draw the ships in the ship hanger, then draw the hanger

[X]

Subroutine LAUN (category: Drawing circles)

Make the launch sound and draw the launch tunnel

[X]

Subroutine RES2 (category: Start and end)

Reset a number of flight variables and workspaces