.SFRMIS LDX #MSL \ Set X to the ship type of a missile, and call SFS1-2 JSR SFS1-2 \ to add the missile to our universe with an AI flag \ of %11111110 (AI enabled, hostile, no E.C.M.) IF _SNG47 BCC yetanotherrts \ The C flag will be set if the call to SFS1-2 was a \ success, so if it's clear, jump to KYTB to return from \ the subroutine (as yetanotherrts contains an RTS) ELIF _COMPACT BCC TT17X-1 \ The C flag will be set if the call to SFS1-2 was a \ success, so if it's clear, jump to KYTB to return from \ the subroutine (as TT17X-1 contains an RTS) ENDIF LDA #120 \ Print recursive token 120 ("INCOMING MISSILE") as an JSR MESS \ in-flight message LDY #solaun \ Call the NOISE routine with Y = 8 to make the sound JMP NOISE \ of the missile being launched and return from the \ subroutine using a tail callName: SFRMIS [Show more] Type: Subroutine Category: Tactics Summary: Add an enemy missile to our local bubble of universeContext: 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: * TACTICS (Part 5 of 7) calls SFRMIS
An enemy has fired a missile, so add the missile to our universe if there is room, and if there is, make the appropriate warnings and noises.
Subroutine MESS (category: Text)
Display an in-flight message
Configuration variable: MSL = 1
Ship type for a missile
Subroutine NOISE (category: Sound)
Make the sound whose number is in Y by populating the sound buffer
Entry point SFS1-2 in subroutine SFS1 (category: Universe)
Add a missile to the local bubble that has AI enabled, is hostile, but has no E.C.M.
Subroutine TT17X (category: Keyboard)
Scan the digital joystick for movement
Configuration variable: solaun = 8
Sound 8 = Missile launched / Ship launch Sound 9 = Being hit by lasers 1 (no variable defined)
Subroutine yetanotherrts (category: Tactics)
Contains an RTS