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Common code

[NES version]

NES ELITE GAME SOURCE (COMMON VARIABLES) NES Elite was written by Ian Bell and David Braben and is copyright D. Braben and I. Bell 1991/1992 The code on this site has been reconstructed from a disassembly of the version released on Ian Bell's personal website at http://www.elitehomepage.org/ The commentary is copyright Mark Moxon, and any misunderstandings or mistakes in the documentation are entirely my fault The terminology and notations used in this commentary are explained at https://www.bbcelite.com/terminology The deep dive articles referred to in this commentary can be found at https://www.bbcelite.com/deep_dives
This source file contains variables, macros and addresses that are shared by all eight banks.
INCLUDE "1-source-files/main-sources/elite-build-options.asm" _NTSC = (_VARIANT = 1) _PAL = (_VARIANT = 2)
Configuration variables
CODE% = $8000 ; The address where the code will be run LOAD% = $8000 ; The address where the code will be loaded Q% = _MAX_COMMANDER ; Set Q% to TRUE to max out the default commander, FALSE ; for the standard default commander ; ; [Show more]
; ; This variable is used by the following: ; ; * NA2% ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
NOST = 20 ; The number of stardust particles in normal space (this ; goes down to 3 in witchspace) ; ; [Show more]
; ; This variable is used by the following: ; ; * RES2 ; * ResetStardust ; * ShowScrollText ; * WP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
NOSH = 8 ; The maximum number of ships in our local bubble of ; universe ; ; [Show more]
; ; This variable is used by the following: ; ; * K% ; * NWSHP ; * WP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
NTY = 33 ; The number of different ship types ; ; [Show more]
; ; This variable is used by the following: ; ; * WP ; * ZERO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
MSL = 1 ; Ship type for a missile ; ; [Show more]
; ; This variable is used by the following: ; ; * FRMIS ; * KS2 ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 7 of 16) ; * MVEIT (Part 2 of 9) ; * SFRMIS ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 4 of 7) ; * TACTICS (Part 7 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SST = 2 ; Ship type for a Coriolis space station ; ; [Show more]
; ; This variable is used by the following: ; ; * ANGRY ; * KILLSHP ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 7 of 16) ; * Main flight loop (Part 11 of 16) ; * NWSPS ; * SFS1 ; * TACTICS (Part 2 of 7) ; * WP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
ESC = 3 ; Ship type for an escape pod ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 8 of 16) ; * SESCP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PLT = 4 ; Ship type for an alloy plate ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * Main flight loop (Part 11 of 16) ; * SFS1 ; * TACTICS (Part 1 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
OIL = 5 ; Ship type for a cargo canister ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * HATB ; * Main flight loop (Part 8 of 16) ; * Main flight loop (Part 11 of 16) ; * Main game loop (Part 2 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
AST = 7 ; Ship type for an asteroid ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 11 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SPL = 8 ; Ship type for a splinter ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 11 of 16) ; * SFS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SHU = 9 ; Ship type for a Shuttle ; ; [Show more]
; ; This variable is used by the following: ; ; * TACTICS (Part 2 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
CYL = 11 ; Ship type for a Cobra Mk III ; ; [Show more]
; ; This variable is used by the following: ; ; * ANGRY ; * ESCAPE ; * Main game loop (Part 1 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
ANA = 14 ; Ship type for an Anaconda ; ; [Show more]
; ; This variable is used by the following: ; ; * TACTICS (Part 4 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
HER = 15 ; Ship type for a rock hermit (asteroid) ; ; [Show more]
; ; This variable is used by the following: ; ; * KILLSHP ; * Main game loop (Part 1 of 6) ; * Main game loop (Part 2 of 6) ; * NWSHP ; * TACTICS (Part 2 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
COPS = 16 ; Ship type for a Viper ; ; [Show more]
; ; This variable is used by the following: ; ; * HATB ; * Main game loop (Part 3 of 6) ; * TACTICS (Part 2 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SH3 = 17 ; Ship type for a Sidewinder ; ; [Show more]
; ; This variable is used by the following: ; ; * HALL ; * PlayDemo ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 4 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
KRA = 19 ; Ship type for a Krait ; ; [Show more]
; ; This variable is used by the following: ; ; * HATB ; * PlayDemo ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
ADA = 20 ; Ship type for an Adder WRM = 23 ; Ship type for a Worm ; ; [Show more]
; ; This variable is used by the following: ; ; * TACTICS (Part 4 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
CYL2 = 24 ; Ship type for a Cobra Mk III (pirate) ; ; [Show more]
; ; This variable is used by the following: ; ; * ESCAPE ; * Main game loop (Part 4 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
ASP = 25 ; Ship type for an Asp Mk II THG = 29 ; Ship type for a Thargoid ; ; [Show more]
; ; This variable is used by the following: ; ; * GTHG ; * Main flight loop (Part 5 of 16) ; * TACTICS (Part 3 of 7) ; * TACTICS (Part 5 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
TGL = 30 ; Ship type for a Thargon ; ; [Show more]
; ; This variable is used by the following: ; ; * GTHG ; * Main flight loop (Part 4 of 16) ; * TACTICS (Part 3 of 7) ; * TACTICS (Part 5 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
CON = 31 ; Ship type for a Constrictor ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * KILLSHP ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 11 of 16) ; * Main game loop (Part 4 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
COU = 32 ; Ship type for a Cougar ; ; [Show more]
; ; This variable is used by the following: ; ; * Main game loop (Part 4 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
DOD = 33 ; Ship type for a Dodecahedron ("Dodo") space station ; ; [Show more]
; ; This variable is used by the following: ; ; * NWSPS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
JL = ESC ; Junk is defined as starting from the escape pod ; ; [Show more]
; ; This variable is used by the following: ; ; * KILLSHP ; * NWSHP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
JH = SHU+2 ; Junk is defined as ending before the Cobra Mk III ; ; So junk is defined as the following: escape pod, ; alloy plate, cargo canister, asteroid, splinter, ; Shuttle or Transporter ; ; [Show more]
; ; This variable is used by the following: ; ; * KILLSHP ; * NWSHP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PACK = SH3 ; The first of the eight pack-hunter ships, which tend ; to spawn in groups. With the default value of PACK the ; pack-hunters are the Sidewinder, Mamba, Krait, Adder, ; Gecko, Cobra Mk I, Worm and Cobra Mk III (pirate) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main game loop (Part 4 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
POW = 15 ; Pulse laser power in the NES version is POW + 9, ; rather than just POW in the other versions (all other ; lasers are the same) ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * GetLaserPattern ; * NA2% ; * PlayDemo ; * refund ; * SIGHT ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
Mlas = 50 ; Mining laser power ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * GetLaserPattern ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; * NA2% ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
Armlas = INT(128.5 + 1.5*POW) ; Military laser power ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * GetLaserPattern ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; * NA2% ; * refund ; * SIGHT ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
NI% = 38 ; The number of bytes in each ship's data block (as ; stored in INWK and K%) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 6 of 16) ; * NWSHP ; * RemoveShip ; * SFS1 ; * ZINF ; * ZINF_b1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
NIK% = 42 ; The number of bytes in each block in K% (as each block ; contains four extra bytes) ; ; [Show more]
; ; This variable is used by the following: ; ; * ANGRY ; * CheckJumpSafety ; * DCS1 ; * K% ; * Main flight loop (Part 9 of 16) ; * Main flight loop (Part 15 of 16) ; * PlayDemo ; * SPS4 ; * TAS4 ; * UNIV ; * VCSU1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
X = 128 ; The centre x-coordinate of the space view ; ; [Show more]
; ; This variable is used by the following: ; ; * LASLI ; * PROJ ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
Y = 72 ; The centre y-coordinate of the space view ; ; [Show more]
; ; This variable is used by the following: ; ; * SHPPT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
RE = $3E ; The obfuscation byte used to hide the recursive tokens ; table from crackers viewing the binary code ; ; [Show more]
; ; This variable is used by the following: ; ; * CHAR ; * CONT ; * ex ; * RTOK ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
VE = $57 ; The obfuscation byte used to hide the extended tokens ; table from crackers viewing the binary code ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK ; * ECHR ; * EJMP ; * ERND ; * ETOK ; * RUTOK ; * RUTOK_DE ; * RUTOK_FR ; * TKN1 ; * TKN1_DE ; * TKN1_FR ; * TOKN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
LL = 29 ; The length of lines (in characters) of justified text ; in the extended tokens system ; ; [Show more]
; ; This variable is used by the following: ; ; * TT26 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
W2 = 3 ; The horizontal character spacing in the scroll text ; (i.e. the difference in x-coordinate between the ; left edges of adjacent characters in words) ; ; [Show more]
; ; This variable is used by the following: ; ; * GRIDSET ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
WY = 1 ; The vertical spacing between points in the scroll text ; grid for each character ; ; [Show more]
; ; This variable is used by the following: ; ; * NOFY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
W2Y = 3 ; The vertical line spacing in the scroll text (i.e. the ; difference in y-coordinate between the tops of the ; characters in adjacent lines) ; ; [Show more]
; ; This variable is used by the following: ; ; * CalculateGridLines ; * ScrollTextUpScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
YPAL = 6 AND _PAL ; A margin of 6 pixels that is applied to a number of ; y-coordinates for the PAL version only (as the PAL ; version has a taller screen than NTSC) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * DIALS ; * DrawChartSystem ; * DrawCrosshairs ; * DrawExplosionBurst ; * DrawGlasses ; * DrawLeftEarring ; * DrawPitchRollBars ; * DrawRightEarring ; * DrawSaveSlotMark ; * DrawSmallLogo ; * DrawSpriteImage ; * equipSprites ; * MoveIconBarPointer ; * PIXEL2 ; * ResetScreen ; * SCAN ; * SetupSprite0 ; * SIGHT ; * SP2 ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
NES PPU registers
PPU_CTRL = $2000 ; The PPU control register, which allows us to choose ; which nametable and pattern table is being displayed, ; and to toggle the NMI interrupt at VBlank ; ; [Show more]
; ; This variable is used by the following: ; ; * BEGIN ; * ResetScreen ; * ResetVariables ; * SendViewToPPU ; * SetPPURegisters ; * SetPPUTablesTo0 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PPU_MASK = $2001 ; The PPU mask register, which controls how sprites and ; the tile background are displayed ; ; [Show more]
; ; This variable is used by the following: ; ; * BEGIN ; * ResetVariables ; * SendPaletteSprites ; * SendScreenToPPU ; * SendViewToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PPU_STATUS = $2002 ; The PPU status register, which can be checked to see ; whether VBlank has started, and whether sprite 0 has ; been hit (so we can detect when the icon bar is being ; drawn) ; ; [Show more]
; ; This variable is used by the following: ; ; * BEGIN ; * ResetVariables ; * SendPaletteSprites ; * SETUP_PPU_FOR_ICON_BAR ; * WaitFor3xVBlank ; * WaitForVBlank ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
OAM_ADDR = $2003 ; The OAM address port (this is not used in Elite) ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendPaletteSprites ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
OAM_DATA = $2004 ; The OAM data port (this is not used in Elite) PPU_SCROLL = $2005 ; The PPU scroll position register, which is used to ; scroll the leftmost tile on each row around to the ; right ; ; [Show more]
; ; This variable is used by the following: ; ; * SetPPURegisters ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PPU_ADDR = $2006 ; The PPU address register, which is used to set the ; destination address within the PPU when sending data ; to the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * GetCmdrImage ; * GetSystemImage ; * ResetScreen ; * SendBarNamesToPPU ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SendDashImageToPPU ; * SendNametableToPPU ; * SendPalettesToPPU ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 4 of 6) ; * SendPatternsToPPU (Part 5 of 6) ; * SendViewToPPU ; * SetPaletteForView ; * SetPPURegisters ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PPU_DATA = $2007 ; The PPU data register, which is used to send data to ; the PPU, to the address specified in PPU_ADDR ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SEND_DATA_TO_PPU ; * SendBarNamesToPPU ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SendFontImageToPPU ; * SendInventoryToPPU ; * SendPalettesToPPU ; * SendViewToPPU ; * SetPaletteForView ; * SetPPURegisters ; * UnpackToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
OAM_DMA = $4014 ; The OAM DMA register, which is used to initiate a DMA ; transfer of sprite data to the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendPaletteSprites ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PPU_PATT_0 = $0000 ; The address of pattern table 0 in the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PPU_PATT_1 = $1000 ; The address of pattern table 1 in the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendBarPattsToPPU ; * SendTilesToPPU ; * SendViewToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PPU_NAME_0 = $2000 ; The address of nametable 0 in the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendBarNamesToPPU ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PPU_ATTR_0 = $23C0 ; The address of attribute table 0 in the PPU PPU_NAME_1 = $2400 ; The address of nametable 1 in the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * SendBarNamesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PPU_ATTR_1 = $27C0 ; The address of attribute table 1 in the PPU
NES CPU registers (I/O and sound)
SQ1_VOL = $4000 ; The APU duty cycle and volume register for square wave ; channel 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * MakeSounds ; * StartEffectOnSQ1 ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SQ1_SWEEP = $4001 ; The APU sweep control register for square wave channel ; 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SQ1_LO = $4002 ; The APU period register (low byte) for square wave ; channel 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; * MakeSounds ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SQ1_HI = $4003 ; The APU period register (high byte) for square wave ; channel 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SQ2_VOL = $4004 ; The APU duty cycle and volume register for square wave ; channel 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * MakeSounds ; * StartEffectOnSQ2 ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SQ2_SWEEP = $4005 ; The APU sweep control register for square wave channel ; 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SQ2_LO = $4006 ; The APU period register (low byte) for square wave ; channel 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; * MakeSounds ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SQ2_HI = $4007 ; The APU period register (high byte) for square wave ; channel 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
TRI_LINEAR = $4008 ; The APU linear counter register for the triangle wave ; channel ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
TRI_LO = $400A ; The APU period register (low byte) for the triangle ; wave channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
TRI_HI = $400B ; The APU period register (high byte) for the triangle ; wave channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
NOISE_VOL = $400C ; The APU volume register for the noise channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * MakeSounds ; * StartEffectOnNOISE ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
NOISE_LO = $400E ; The APU period register (low byte) for the noise ; channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnNOISE ; * MakeSoundOnNOISE ; * MakeSounds ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
NOISE_HI = $400F ; The APU period register (high byte) for the noise ; channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
DMC_FREQ = $4010 ; Controls the IRQ flag, loop flag and frequency of the ; DMC channel (this is not used in Elite) DMC_RAW = $4011 ; Controls the DAC on the DMC channel (this is not used ; in Elite) DMC_START = $4012 ; Controls the start adddress on the DMC channel (this ; is not used in Elite) DMC_LEN = $4013 ; Controls the sample length on the DMC channel (this is ; not used in Elite) SND_CHN = $4015 ; The APU sound channel register, which enables ; individual sound channels to be enabled or disabled ; ; [Show more]
; ; This variable is used by the following: ; ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
JOY1 = $4016 ; The joystick port, with controller 1 mapped to JOY1 ; and controller 2 mapped to JOY1 + 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ReadControllers ; * ScanButtons ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
APU_FC = $4017 ; The APU frame counter control register, which controls ; the triggering of IRQ interrupts for sound generation, ; and the sequencer step mode ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetVariables ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
Name: ZP [Show more] Type: Workspace Address: $0000 to $00FF Category: Workspaces Summary: Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here
Context: See this workspace on its own page References: This workspace is used as follows: * ResetVariables uses ZP
ORG $0000 .ZP SKIP 0 ; The start of the zero page workspace ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetVariables ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .RAND SKIP 4 ; Four 8-bit seeds for the random number generation ; system implemented in the DORND routine ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DORND ; * DrawExplosionBurst ; * FixRandomNumbers ; * HALL ; * Main flight loop (Part 1 of 16) ; * Main game loop (Part 2 of 6) ; * nWq ; * PDESC ; * ShowScrollText ; * SUN (Part 1 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.T1 SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * ARCTAN ; * DrawDash ; * LCASH ; * LL9 (Part 10 of 12) ; * MLS1 ; * MULT1 ; * PIXEL ; * PIXEL2 ; * refund ; * SFS1 ; * TIS1 ; * TT102 ; * TT103 ; * TT14 ; * TT22 ; * Ze ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SC SKIP 1 ; Screen address (low byte) ; ; Elite draws on-screen by poking bytes directly into ; screen memory, and SC(1 0) is typically set to the ; address of the character block containing the pixel ; ; [Show more]
; ; This variable is used by the following: ; ; * CheckJumpSafety ; * CHPR (Part 3 of 6) ; * CHPR (Part 4 of 6) ; * CHPR (Part 5 of 6) ; * CHPR (Part 6 of 6) ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * ClearNameInMiddle ; * ClearScreen ; * CLYNS ; * CopyCommanderToBuf ; * CopyLargeBlock ; * CopySmallBlock ; * DETOK2 ; * DIALS ; * DILX ; * Draw2OptionTiles ; * DrawBackground ; * DrawBigLogo ; * DrawBlankButton2x2 ; * DrawBlankButton3x2 ; * DrawDash ; * DrawHangarWallLine ; * DrawIconBar ; * DrawImageFrame ; * DrawImageNames ; * DrawRowOfTiles ; * DrawSmallBox ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * FAROF2 ; * GetHeadshot ; * GetNameAddress ; * GetRowNameAddress ; * GetSaveAddresses ; * GetSystemBack ; * GetViewPalettes ; * HAL3 ; * HAS3 ; * HideIconBar ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * KILLSHP ; * KS2 ; * LoadHighFont ; * LoadNormalFont ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * PDESC ; * PIXEL ; * ResetSaveSlots ; * ResetVariables ; * SaveLoadCommander ; * SendFontImageToPPU ; * SendInventoryToPPU ; * SendViewToPPU ; * SetLinePatterns ; * SetViewAttrs ; * ShowScrollText ; * TT26 ; * UnpackToRAM ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SCH SKIP 1 ; Screen address (high byte) .XX1 SKIP 0 ; This is an alias for INWK that is used in the main ; ship-drawing routine at LL9 ; ; [Show more]
; ; This variable is used by the following: ; ; * LL9 (Part 1 of 12) ; * LL9 (Part 2 of 12) ; * LL9 (Part 3 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 9 of 12) ; * SHPPT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.INWK SKIP 36 ; The zero-page internal workspace for the current ship ; data block ; ; As operations on zero page locations are faster and ; have smaller opcodes than operations on the rest of ; the addressable memory, Elite tends to store oft-used ; data here. A lot of the routines in Elite need to ; access and manipulate ship data, so to make this an ; efficient exercise, the ship data is first copied from ; the ship data blocks at K% into INWK (or, when new ; ships are spawned, from the blueprints at XX21). See ; the deep dive on "Ship data blocks" for details of ; what each of the bytes in the INWK data block ; represents ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * ChangeCmdrName ; * DEATH ; * DOCKIT ; * DOEXP ; * DOKEY ; * DrawExplosionBurst ; * DVID3B2 ; * ESCAPE ; * EXNO2 ; * FAROF ; * FAROF2 ; * FRS1 ; * GTHG ; * HAS1 ; * HideFromScanner ; * HITCH ; * HME2 ; * InputName ; * KS4 ; * LL9 (Part 1 of 12) ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 6 of 16) ; * Main flight loop (Part 7 of 16) ; * Main flight loop (Part 9 of 16) ; * Main flight loop (Part 10 of 16) ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 12 of 16) ; * Main flight loop (Part 14 of 16) ; * Main game loop (Part 1 of 6) ; * Main game loop (Part 2 of 6) ; * Main game loop (Part 4 of 6) ; * MAS1 ; * MAS4 ; * MV40 ; * MVEIT (Part 1 of 9) ; * MVEIT (Part 2 of 9) ; * MVEIT (Part 3 of 9) ; * MVEIT (Part 4 of 9) ; * MVEIT (Part 5 of 9) ; * MVEIT (Part 8 of 9) ; * MVEIT (Part 9 of 9) ; * MVS4 ; * MVS5 ; * MVT1 ; * MVT3 ; * MVT6 ; * NwS1 ; * NWSHP ; * NWSPS ; * PAS1 ; * PAUSE ; * PL9 (Part 2 of 3) ; * PL9 (Part 3 of 3) ; * PLANET ; * PlayDemo ; * PLS1 ; * PLS4 ; * PLUT ; * PROJ ; * RemoveShip ; * SCAN ; * SetupDemoShip ; * SFS1 ; * SOLAR ; * SOS1 ; * TACTICS (Part 1 of 7) ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 3 of 7) ; * TACTICS (Part 4 of 7) ; * TACTICS (Part 5 of 7) ; * TACTICS (Part 6 of 7) ; * TACTICS (Part 7 of 7) ; * TAS3 ; * TIDY ; * TIS3 ; * TITLE ; * TT110 ; * TT23 ; * Ze ; * ZINF ; * ZINF_b1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NEWB SKIP 1 ; The ship's "new byte flags" (or NEWB flags) ; ; Contains details about the ship's type and associated ; behaviour, such as whether they are a trader, a bounty ; hunter, a pirate, currently hostile, in the process of ; docking, inside the hold having been scooped, and so ; on. The default values for each ship type are taken ; from the table at E%, and you can find out more detail ; in the deep dive on "Advanced tactics with the NEWB ; flags" ; ; [Show more]
; ; This variable is used by the following: ; ; * DOCKIT ; * LL9 (Part 1 of 12) ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 8 of 16) ; * Main flight loop (Part 12 of 16) ; * Main game loop (Part 1 of 6) ; * Main game loop (Part 3 of 6) ; * Main game loop (Part 4 of 6) ; * NWSHP ; * NWSPS ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 3 of 7) ; * TACTICS (Part 4 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .P SKIP 3 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * ARCTAN ; * BuyAndSellCargo ; * CHKON ; * CHPR (Part 3 of 6) ; * CHPR (Part 6 of 6) ; * DOEXP ; * DrawSunEdgeLeft ; * DrawSunRowOfBlocks ; * DVID3B2 ; * DVID4 ; * DVIDT ; * FMLTU ; * GC2 ; * GRS1 ; * HITCH ; * InSystemJump ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * MLS1 ; * MLTU2 ; * MLU2 ; * MU1 ; * MU11 ; * MU6 ; * MULT1 ; * MULT12 ; * MULT3 ; * MUT3 ; * MV40 ; * MVEIT (Part 5 of 9) ; * MVS4 ; * MVS5 ; * MVT6 ; * NORM ; * PL9 (Part 2 of 3) ; * PL9 (Part 3 of 3) ; * PLANET ; * PLFL ; * PLS1 ; * PLS22 ; * PLS3 ; * PROJ ; * SQUA2 ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 1 of 2) ; * SUN (Part 2 of 2) ; * TIS3 ; * TT111 ; * TT151 ; * TT24 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XC SKIP 1 ; The x-coordinate of the text cursor (i.e. the text ; column), which can be from 0 to 32 ; ; A value of 0 denotes the leftmost column and 32 the ; rightmost column, but because the top part of the ; screen (the space view) has a white border that ; clashes with columns 0 and 32, text is only shown ; in columns 1-31 ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * CalculateGridLines ; * ChangeLetter ; * ChooseLanguage ; * CHPR (Part 1 of 6) ; * CHPR (Part 2 of 6) ; * CHPR (Part 3 of 6) ; * CHPR (Part 4 of 6) ; * CHPR (Part 5 of 6) ; * CHPR (Part 6 of 6) ; * ClearNameInMiddle ; * CLYNS ; * dn ; * dockEd ; * DrawBackground ; * DrawBigLogo ; * DrawCmdrImage ; * DrawCobraMkIII ; * DrawImageNames ; * DrawInventoryIcon ; * DrawSaveSlotMark ; * DrawSmallBox ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSystemImage ; * eq ; * EQSHP ; * GetNameAddress ; * GRIDSET ; * InputName ; * MT8 ; * MT9 ; * PrintCash ; * PrintCrTab ; * PrintCtrlCode ; * PrintEquipment ; * PrintFlightMessage ; * PrintLaserView ; * PrintNameInMiddle ; * PrintSaveName ; * qv ; * STATUS ; * SVE ; * TT151 ; * TT163 ; * TT167 ; * TT210 ; * TT213 ; * TT22 ; * TT23 ; * TT25 ; * TT66 ; * YESNO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.hiddenColour SKIP 1 ; Contains the colour to use for pixels that are hidden ; in palette 0, e.g. $0F for black ; ; See the SetPaletteForView routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * HideHiddenColour ; * Main flight loop (Part 3 of 16) ; * ResetScreen ; * SetPaletteColours ; * SetPaletteForView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.visibleColour SKIP 1 ; Contains the colour to use for pixels that are visible ; in palette 0, e.g. $2C for cyan ; ; See the SetPaletteForView routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollText ; * DrawSpaceViewInNMI ; * LL164 ; * ResetScreen ; * SetPaletteColours ; * SetPaletteForView ; * SetupSpaceView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.paletteColour2 SKIP 1 ; Contains the colour to use for palette entry 2 in the ; current (non-space) view ; ; See the SetPaletteForView routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SetPaletteColours ; * SetPaletteForView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.paletteColour3 SKIP 1 ; Contains the colour to use for palette entry 3 in the ; current (non-space) view ; ; See the SetPaletteForView routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SetPaletteColours ; * SetPaletteForView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.fontStyle SKIP 1 ; The font style to use when printing text: ; ; * 1 = normal font ; ; * 2 = highlight font ; ; * 3 = green text on a black background (colour 3 on ; background colour 0) ; ; Style 3 is used when printing characters into 2x2 ; attribute blocks where printing the normal font would ; result in the wrong colour text being shown ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeLetter ; * CHPR (Part 2 of 6) ; * CHPR (Part 3 of 6) ; * HighlightEquipment ; * HighlightLaserView ; * HighlightSaleItem ; * HighlightSaveName ; * PrintNameInMiddle ; * PrintTokenAndColon ; * qv ; * ShowStartScreen ; * YESNO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiTimer SKIP 1 ; A counter that gets decremented each time the NMI ; interrupt is called, starting at 50 and counting down ; to zero, at which point it jumps back up to 50 again ; and triggers an increment of (nmiTimerHi nmiTimerLo) ; ; On PAL system there are 50 frames per second, so this ; means nmiTimer ticks down from 50 once a second, so ; (nmiTimerHi nmiTimerLo) counts up in seconds ; ; On NTSC there are 60 frames per second, so nmiTimer ; counts down in 5/6 of a second, or 0.8333 seconds, ; so (nmiTimerHi nmiTimerLo) counts up every 0.8333 ; seconds ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; * FRMIS ; * PauseGame ; * PlayDemo ; * SetupDemoUniverse ; * ShowScrollText ; * UpdateNMITimer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiTimerLo SKIP 1 ; Low byte of a counter that's incremented by 1 every ; time nmiTimer wraps ; ; On PAL systems (nmiTimerHi nmiTimerLo) counts seconds ; ; On NTSC it increments up every 0.8333 seconds ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; * FRMIS ; * Main flight loop (Part 1 of 16) ; * Main game loop (Part 2 of 6) ; * PauseGame ; * PlayDemo ; * SetupDemoUniverse ; * ShowScrollText ; * UpdateNMITimer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiTimerHi SKIP 1 ; High byte of a counter that's incremented by 1 every ; time nmiTimer wraps ; ; On PAL systems (nmiTimerHi nmiTimerLo) counts seconds ; ; On NTSC it increments up every 0.8333 seconds ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; * FRMIS ; * PauseGame ; * PlayDemo ; * SetupDemoUniverse ; * ShowScrollText ; * UpdateNMITimer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.YC SKIP 1 ; The y-coordinate of the text cursor (i.e. the text ; row), which can be from 0 to 23 ; ; The screen actually has 31 character rows if you ; include the dashboard, but the text printing routines ; only work on the top part (the space view), so the ; text cursor only goes up to a maximum of 23, the row ; just before the screen splits ; ; A value of 0 denotes the top row, but because the ; top part of the screen has a white border that clashes ; with row 0, text is always shown at row 1 or greater ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * ChooseLanguage ; * CHPR (Part 1 of 6) ; * CHPR (Part 3 of 6) ; * CHPR (Part 6 of 6) ; * ClearNameInMiddle ; * CLYNS ; * dn ; * DrawBigLogo ; * DrawCmdrImage ; * DrawCobraMkIII ; * DrawInventoryIcon ; * DrawSaveSlotMark ; * DrawSmallBox ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSystemImage ; * eq ; * EQSHP ; * GetRowNameAddress ; * HighlightSaleItem ; * MT29 ; * NLIN3 ; * NLIN4 ; * PrintCash ; * PrintEquipment ; * PrintFlightMessage ; * PrintLaserView ; * PrintMarketItem ; * PrintNameInMiddle ; * PrintSaveName ; * qv ; * SetNewViewType ; * STATUS ; * SVE ; * TT146 ; * TT167 ; * TT23 ; * TT25 ; * TT66 ; * TTX69 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ17 SKIP 1 ; Contains a number of flags that affect how text tokens ; are printed, particularly capitalisation: ; ; * If all bits are set (255) then text printing is ; disabled ; ; * Bit 7: 0 = ALL CAPS ; 1 = Sentence Case, bit 6 determines the ; case of the next letter to print ; ; * Bit 6: 0 = print the next letter in upper case ; 1 = print the next letter in lower case ; ; * Bits 0-5: If any of bits 0-5 are set, print in ; lower case ; ; So: ; ; * QQ17 = 0 means case is set to ALL CAPS ; ; * QQ17 = %10000000 means Sentence Case, currently ; printing upper case ; ; * QQ17 = %11000000 means Sentence Case, currently ; printing lower case ; ; * QQ17 = %11111111 means printing is disabled ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 1 of 6) ; * CLYNS ; * EQSHP ; * MESS ; * MT17 ; * MT6 ; * PrintCash ; * PrintCtrlCode ; * PrintFlightMessage ; * SetSelectedSystem ; * SVE ; * TITLE ; * TT151 ; * TT23 ; * TT25 ; * TT26 ; * TT27 ; * TT41 ; * TT66 ; * TT69 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K3 SKIP 0 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * CHKON ; * CHPR (Part 1 of 6) ; * CHPR (Part 2 of 6) ; * CHPR (Part 3 of 6) ; * CIRCLE2 ; * DCS1 ; * DOCKIT ; * DOEXP ; * DrawChartSystem ; * DrawExplosionBurst ; * DrawLightning ; * PL9 (Part 3 of 3) ; * PLS22 ; * PROJ ; * SHPPT ; * SPS3 ; * SPS4 ; * SUN (Part 2 of 2) ; * TACTICS (Part 1 of 7) ; * TACTICS (Part 3 of 7) ; * TAS1 ; * TAS2 ; * TT128 ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX2 SKIP 14 ; Temporary storage, used to store the visibility of the ; ship's faces during the ship-drawing routine at LL9 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawLightning ; * LL9 (Part 3 of 12) ; * LL9 (Part 4 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K4 SKIP 2 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CHKON ; * DrawChartSystem ; * PL9 (Part 3 of 3) ; * PROJ ; * SHPPT ; * SUN (Part 1 of 2) ; * TT128 ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX16 SKIP 18 ; Temporary storage for a block of values, used in a ; number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * LL51 ; * LL9 (Part 3 of 12) ; * LL9 (Part 6 of 12) ; * PL9 (Part 2 of 3) ; * PL9 (Part 3 of 3) ; * PLS22 ; * PLS5 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX0 SKIP 2 ; 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 ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DrawExplosionBurst ; * GetShipBlueprint ; * HAS1 ; * LL9 (Part 2 of 12) ; * LL9 (Part 4 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * Main flight loop (Part 4 of 16) ; * NWSHP ; * SFS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.INF SKIP 2 ; 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 ; ; [Show more]
; ; This variable is used by the following: ; ; * ANGRY ; * CalculateGridLines ; * ClearScanner ; * DEATH ; * DOEXP ; * DrawExplosionBurst ; * GINF ; * GRIDSET ; * HideShip ; * HideShip_b1 ; * InSystemJump ; * KILLSHP ; * LL9 (Part 1 of 12) ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 6 of 16) ; * Main flight loop (Part 12 of 16) ; * NWSHP ; * OOPS ; * RemoveShip ; * SFS1 ; * TACTICS (Part 4 of 7) ; * WPSHPS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.V SKIP 2 ; Temporary storage, typically used for storing an ; address pointer ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * CopyLargeBlock ; * CopySmallBlock ; * DETOK ; * DETOK2 ; * DETOK3 ; * DrawBigLogo ; * DrawCobraMkIII ; * DrawIconBar ; * DrawImageNames ; * DrawSmallLogo ; * ex ; * GetCmdrImage ; * GetHeadshot ; * GetSystemBack ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; * LL9 (Part 11 of 12) ; * LoadHighFont ; * LoadNormalFont ; * PLFL ; * PrintSaveHeader ; * SendDashImageToPPU ; * SendViewToPPU ; * SetLaserSprite ; * SetLinePatterns ; * SetViewAttrs ; * SUN (Part 1 of 2) ; * SUN (Part 2 of 2) ; * SVE ; * TACTICS (Part 1 of 7) ; * TAS1 ; * UnpackToPPU ; * UnpackToRAM ; * VCSU1 ; * VCSUB ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX SKIP 2 ; Temporary storage, typically used for storing a 16-bit ; x-coordinate ; ; [Show more]
; ; This variable is used by the following: ; ; * MLS2 ; * MUT1 ; * MUT2 ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.YY SKIP 2 ; Temporary storage, typically used for storing a 16-bit ; y-coordinate ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSunEdgeLeft ; * DrawSunEdgeRight ; * EDGES ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BETA SKIP 1 ; The current pitch angle beta, which is reduced from ; JSTY to a sign-magnitude value between -8 and +8 ; ; This describes how fast we are pitching our ship, and ; determines how fast the universe pitches around us ; ; The sign bit is also stored in BET2, while the ; opposite sign is stored in BET2+1 ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 2 of 16) ; * MV40 ; * MVS4 ; * RES2 ; * RESET ; * STARS1 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BET1 SKIP 1 ; The magnitude of the pitch angle beta, i.e. |beta|, ; which is a positive value between 0 and 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 2 of 16) ; * MVEIT (Part 5 of 9) ; * RES2 ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ22 SKIP 2 ; The two hyperspace countdown counters ; ; Before a hyperspace jump, both QQ22 and QQ22+1 are ; set to 15 ; ; QQ22 is an internal counter that counts down by 1 ; each time TT102 is called, which happens every ; iteration of the main game loop. When it reaches ; zero, the on-screen counter in QQ22+1 gets ; decremented, and QQ22 gets set to 5 and the countdown ; continues (so the first tick of the hyperspace counter ; takes 15 iterations to happen, but subsequent ticks ; take 5 iterations each) ; ; QQ22+1 contains the number that's shown on-screen ; during the countdown. It counts down from 15 to 1, and ; when it hits 0, the hyperspace engines kick in ; ; [Show more]
; ; This variable is used by the following: ; ; * GalacticHyperdrive ; * hyp ; * Main game loop (Part 5 of 6) ; * MESS ; * ResetShipStatus ; * SetupIconBarCharts ; * SetupIconBarFlight ; * TT102 ; * wW ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ECMA SKIP 1 ; The E.C.M. countdown timer, which determines whether ; an E.C.M. system is currently operating: ; ; * 0 = E.C.M. is off ; ; * Non-zero = E.C.M. is on and is counting down ; ; The counter starts at 32 when an E.C.M. is activated, ; either by us or by an opponent, and it decreases by 1 ; in each iteration of the main flight loop until it ; reaches zero, at which point the E.C.M. switches off. ; Only one E.C.M. can be active at any one time, so ; there is only one counter ; ; [Show more]
; ; This variable is used by the following: ; ; * ECBLB2 ; * ECMOF ; * FlightLoop4To16 ; * Main flight loop (Part 3 of 16) ; * RES2 ; * TACTICS (Part 1 of 7) ; * TACTICS (Part 5 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ALP1 SKIP 1 ; Magnitude of the roll angle alpha, i.e. |alpha|, ; which is a positive value between 0 and 31 ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * Main flight loop (Part 2 of 16) ; * MLS1 ; * MUT3 ; * MVEIT (Part 5 of 9) ; * PlayDemo ; * RES2 ; * ShowScrollText ; * STARS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ALP2 SKIP 2 ; Bit 7 of ALP2 = sign of the roll angle in ALPHA ; ; Bit 7 of ALP2+1 = opposite sign to ALP2 and ALPHA ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * Main flight loop (Part 2 of 16) ; * MVEIT (Part 5 of 9) ; * RES2 ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX15 SKIP 0 ; Temporary storage, typically used for storing screen ; coordinates in line-drawing routines ; ; There are six bytes of storage, from XX15 TO XX15+5. ; The first four bytes have the following aliases: ; ; X1 = XX15 ; Y1 = XX15+1 ; X2 = XX15+2 ; Y2 = XX15+3 ; ; These are typically used for describing lines in terms ; of screen coordinates, i.e. (X1, Y1) to (X2, Y2) ; ; The last two bytes of XX15 do not have aliases ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * BPRNT ; * DOCKIT ; * DrawScrollFrame ; * HALL ; * HAS1 ; * LL118 ; * LL120 ; * LL145 (Part 1 of 4) ; * LL145 (Part 2 of 4) ; * LL145 (Part 3 of 4) ; * LL145 (Part 4 of 4) ; * LL51 ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * Main flight loop (Part 9 of 16) ; * NORM ; * SP2 ; * TAS2 ; * TAS3 ; * TAS4 ; * TAS6 ; * TIDY ; * TT15 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.X1 SKIP 1 ; Temporary storage, typically used for x-coordinates in ; line-drawing routines ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawLaunchBox ; * DrawLightning ; * DrawSunEdgeLeft ; * DrawSunEdgeRight ; * DrawVerticalLine (Part 1 of 3) ; * EDGES ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 5 of 5) ; * LASLI ; * LL164 ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * PIXEL2 ; * SHPPT ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.Y1 SKIP 1 ; Temporary storage, typically used for y-coordinates in ; line-drawing routines ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DOEXP ; * DrawExplosionBurst ; * DrawLaunchBox ; * DrawLightning ; * DrawScrollFrame ; * DrawVerticalLine (Part 1 of 3) ; * LASLI ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * MLU1 ; * PIXEL2 ; * PLFL ; * SCAN ; * SHPPT ; * STARS1 ; * STARS2 ; * STARS6 ; * TT22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.X2 SKIP 1 ; Temporary storage, typically used for x-coordinates in ; line-drawing routines ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawLaunchBox ; * DrawLightning ; * DrawSunEdgeLeft ; * DrawSunEdgeRight ; * EDGES ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * LASLI ; * LL164 ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * SHPPT ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.Y2 SKIP 1 ; Temporary storage, typically used for y-coordinates in ; line-drawing routines ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawLaunchBox ; * DrawLightning ; * DrawVerticalLine (Part 1 of 3) ; * LASLI ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * SHPPT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; The last two bytes of the XX15 block .XX12 SKIP 6 ; Temporary storage for a block of values, used in a ; number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawScrollFrame ; * LL129 ; * LL145 (Part 1 of 4) ; * LL145 (Part 2 of 4) ; * LL145 (Part 3 of 4) ; * LL145 (Part 4 of 4) ; * LL51 ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K SKIP 4 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * BPRNT ; * CheckJumpSafety ; * CHKON ; * CIRCLE ; * csh ; * DIALS ; * DILX ; * DOCKIT ; * DrawBackground ; * DrawBigLogo ; * DrawChartSystem ; * DrawCmdrImage ; * DrawCobraMkIII ; * DrawImageFrame ; * DrawImageNames ; * DrawInventoryIcon ; * DrawLaunchBox ; * DrawLightning ; * DrawMedallion ; * DrawRowOfTiles ; * DrawSmallBox ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSystemImage ; * DVID3B2 ; * EQSHP ; * FAROF2 ; * FlightLoop4To16 ; * FMLTU2 ; * LAUN ; * LL164 ; * MAS1 ; * MU5 ; * MULT3 ; * MV40 ; * MVS5 ; * MVT3 ; * PL9 (Part 1 of 3) ; * PL9 (Part 2 of 3) ; * PLANET ; * PLS1 ; * PLS22 ; * PLS3 ; * PLS6 ; * PROJ ; * qv ; * SUN (Part 1 of 2) ; * SUN (Part 2 of 2) ; * TAS1 ; * TT11 ; * TT111 ; * TT14 ; * TT22 ; * TT23 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.iconBarKeyPress SKIP 1 ; The button number of an icon bar button if an icon bar ; button has been chosen ; ; This gets set along with the key logger, copying the ; value from iconBarChoice (the latter gets set in the ; NMI handler with the icon bar button number, so ; iconBarKeyPress effectively latches the value from ; iconBarChoice) ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 3 of 16) ; * SetKeyLogger ; * TT17 ; * U% ; * YESNO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ15 SKIP 6 ; The three 16-bit seeds for the selected system, i.e. ; the one in the crosshairs in the Short-range Chart ; ; See the deep dives on "Galaxy and system seeds" and ; "Twisting the system seeds" for more details ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * cpl ; * GetSystemBack ; * GetViewPalettes ; * Ghy ; * HME2 ; * hyp ; * hyp1 ; * PDESC ; * SetCurrentSystem ; * SetSelectedSeeds ; * SetupAfterLoad ; * SOLAR ; * TT111 ; * TT22 ; * TT23 ; * TT24 ; * TT25 ; * TT54 ; * TT81 ; * ypl ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K5 SKIP 0 ; Temporary storage used to store segment coordinates ; across successive calls to BLINE, the ball line ; routine ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * GRIDSET ; * ShowScrollText ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX18 SKIP 4 ; Temporary storage used to store coordinates in the ; LL9 ship-drawing routine ; ; [Show more]
; ; This variable is used by the following: ; ; * LL9 (Part 3 of 12) ; * LL9 (Part 5 of 12) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K6 SKIP 5 ; Temporary storage, typically used for storing ; coordinates during vector calculations ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CIRCLE2 ; * PLS22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BET2 SKIP 2 ; Bit 7 of BET2 = sign of the pitch angle in BETA ; ; Bit 7 of BET2+1 = opposite sign to BET2 and BETA ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 2 of 16) ; * MVEIT (Part 5 of 9) ; * RES2 ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DELTA SKIP 1 ; Our current speed, in the range 1-40 ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * DIALS ; * DOKEY ; * DV41 ; * FRS1 ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 9 of 16) ; * Main flight loop (Part 10 of 16) ; * MVEIT (Part 6 of 9) ; * PlayDemo ; * RES2 ; * ResetShipStatus ; * ShowScrollText ; * TITLE ; * TT110 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DELT4 SKIP 2 ; Our current speed * 64 as a 16-bit value ; ; This is stored as DELT4(1 0), so the high byte in ; DELT4+1 therefore contains our current speed / 4 ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 15 of 16) ; * STARS1 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.U SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * BPRNT ; * csh ; * DOEXP ; * DrawExplosionBurst ; * LL61 ; * LL62 ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 11 of 12) ; * PLS3 ; * TAS1 ; * TT11 ; * TT111 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.Q SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ARCTAN ; * CheckAltitude ; * ChooseLanguage ; * CopyCommanderToBuf ; * DILX ; * DOCKIT ; * DOEXP ; * DrawExplosionBurst ; * DrawLightning ; * DrawScrollFrame ; * DrawVerticalLine (Part 2 of 3) ; * DV41 ; * DVID3B2 ; * DVID4 ; * DVIDT ; * EQSHP ; * FMLTU ; * FMLTU2 ; * GetSaveAddresses ; * GetScrollDivisions ; * HAS1 ; * LAUN ; * LL120 ; * LL123 ; * LL129 ; * LL145 (Part 3 of 4) ; * LL164 ; * LL28 ; * LL38 ; * LL5 ; * LL51 ; * LL61 ; * LL9 (Part 3 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 10 of 12) ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * MLTU2 ; * MoveEquipmentDown ; * MULT1 ; * MULT3 ; * MULTU ; * MV40 ; * MVEIT (Part 3 of 9) ; * MVS4 ; * MVS5 ; * NORM ; * PLFL ; * PLS22 ; * PLS3 ; * PLS4 ; * PrintEquipment ; * ResetSaveSlots ; * SaveLoadCommander ; * STARS1 ; * STARS2 ; * STARS6 ; * TAS3 ; * TAS4 ; * TIDY ; * TIS1 ; * TIS2 ; * TIS3 ; * TT111 ; * TT24 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.R SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * ARCTAN ; * CheckAltitude ; * DCS1 ; * DOEXP ; * DrawExplosionBurst ; * DrawVerticalLine (Part 1 of 3) ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * DVID3B2 ; * DVID4 ; * GetScrollDivisions ; * GRS1 ; * HAL3 ; * HAS1 ; * HAS3 ; * HITCH ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * InSystemJump ; * LAUN ; * LL118 ; * LL120 ; * LL123 ; * LL129 ; * LL164 ; * LL28 ; * LL38 ; * LL5 ; * LL51 ; * LL61 ; * LL62 ; * LL9 (Part 3 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 8 of 12) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * MAS3 ; * MLS2 ; * MULT12 ; * MULT3 ; * MUT1 ; * MVEIT (Part 3 of 9) ; * MVEIT (Part 6 of 9) ; * MVS4 ; * MVS5 ; * MVT1 ; * NORM ; * PLFL ; * PLS22 ; * ProjectScrollText ; * SFS2 ; * STARS1 ; * STARS2 ; * STARS6 ; * TAS3 ; * TAS4 ; * TT111 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.S SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * BPRNT ; * ChooseLanguage ; * CopyCommanderToBuf ; * DOEXP ; * DrawHangarWallLine ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawVerticalLine (Part 1 of 3) ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * DVID3B2 ; * GetHeadshotType ; * GetSaveAddresses ; * GetScrollDivisions ; * GRIDSET ; * HITCH ; * InSystemJump ; * LL118 ; * LL120 ; * LL123 ; * LL129 ; * LL145 (Part 3 of 4) ; * LL145 (Part 4 of 4) ; * LL38 ; * LL5 ; * LL51 ; * LL61 ; * LL9 (Part 5 of 12) ; * LOIN (Part 1 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * MLS2 ; * MULT12 ; * MUT2 ; * MVS4 ; * MVS5 ; * MVT1 ; * MVT3 ; * PLS22 ; * ResetSaveSlots ; * SaveLoadCommander ; * STARS1 ; * STARS2 ; * STARS6 ; * STATUS ; * TAS3 ; * TAS4 ; * TT111 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.T SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD ; * ARCTAN ; * BLINE ; * BPRNT ; * BUMP2 ; * CheckJumpSafety ; * ChooseLanguage ; * CIRCLE2 ; * cntr ; * cpl ; * DOEXP ; * Draw2OptionTiles ; * DrawHangarWallLine ; * DrawSmallLogo ; * DrawSpriteImage ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * DVID3B2 ; * DVIDT ; * EDGES ; * FAROF2 ; * GetScrollDivisions ; * HAL3 ; * HALL ; * HAS3 ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * LL120 ; * LL123 ; * LL145 (Part 3 of 4) ; * LL5 ; * LL51 ; * LL9 (Part 2 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 8 of 12) ; * LoadNormalFont ; * Main game loop (Part 3 of 6) ; * Main game loop (Part 4 of 6) ; * Main game loop (Part 5 of 6) ; * MLS1 ; * MU11 ; * MULT1 ; * MULT3 ; * MV40 ; * MVS5 ; * MVT1 ; * MVT3 ; * NORM ; * NWSHP ; * OOPS ; * PIXEL2 ; * PLFL ; * PLS22 ; * REDU2 ; * SetLaserSprite ; * SP2 ; * STARS1 ; * STARS6 ; * SVE ; * TACTICS (Part 5 of 7) ; * TIS1 ; * TIS2 ; * TT111 ; * UnpackToRAM ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XSAV SKIP 1 ; Temporary storage for saving the value of the X ; register, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * HAS1 ; * InSystemJump ; * KS1 ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 12 of 16) ; * MVEIT (Part 1 of 9) ; * MVEIT (Part 2 of 9) ; * TT22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.YSAV SKIP 1 ; Temporary storage for saving the value of the Y ; register, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeLetter ; * DrawHangarWallLine ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 1 of 3) ; * DrawVerticalLine (Part 2 of 3) ; * HAL3 ; * HAS3 ; * HLOIN (Part 1 of 5) ; * HLOIN (Part 5 of 5) ; * LOIN (Part 1 of 7) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX17 SKIP 1 ; Temporary storage, used in BPRNT to store the number ; of characters to print, and as the edge counter in the ; main ship-drawing routine ; ; [Show more]
; ; This variable is used by the following: ; ; * BPRNT ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * LL9 (Part 11 of 12) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ11 SKIP 1 ; This contains the type of the current view (or, if ; we are changing views, the type of the view we are ; changing to) ; ; The low nibble determines the view, as follows: ; ; 0 = $x0 = Space view ; 1 = $x1 = Title screen ; 2 = $x2 = Mission 1 briefing: rotating ship ; 3 = $x3 = Mission 1 briefing: ship and text ; 4 = $x4 = Game Over screen ; 5 = $x5 = Text-based mission briefing ; 6 = $x6 = Data on System ; 7 = $x7 = Inventory ; 8 = $x8 = Status Mode ; 9 = $x9 = Equip Ship ; 10 = $xA = Market Price ; 11 = $xB = Save and Load ; 12 = $xC = Short-range Chart ; 13 = $xD = Long-range Chart ; 14 = $xE = Unused ; 15 = $xF = Start screen ; ; The high nibble contains four configuration bits, as ; follows: ; ; * Bit 4 clear = do not load the normal font ; Bit 4 set = load the normal font into patterns ; 66 to 160 (or 68 to 162 for views ; $9D and $DF) ; ; * Bit 5 clear = do not load the highlight font ; Bit 5 set = load the highlight font into ; patterns 161 to 255 ; ; * Bit 6 clear = icon bar ; Bit 6 set = no icon bar (rows 27-28 are blank) ; ; * Bit 7 clear = dashboard (icon bar on row 20) ; Bit 7 set = no dashboard (icon bar on row 27) ; ; The normal font is colour 1 on background colour 0 ; (typically white or cyan on black) ; ; The highlight font is colour 3 on background colour 1 ; (typically green on white) ; ; Most views have the same configuration every time ; the view is shown, but $x0 (space view), $xB (Save and ; load), $xD (Long-range Chart) and $xF (Start screen) ; can have different configurations at different times ; ; Note that view $FF is an exception, as no fonts are ; loaded for this view, despite bits 4 and 5 being set ; (this view represents the blank screen between the end ; of the Title screen and the start of the demo scroll ; text) ; ; Also, view $BB (Save and load with the normal and ; highlight fonts loaded) displays the normal font as ; colour 1 on background colour 2 (white on red) ; ; Finally, views $9D (Long-range Chart) and $DF (Start ; screen) load the normal font into patterns 68 to 162, ; rather than 66 to 160 ; ; The complete list of view types is therefore: ; ; $00 = Space view ; No fonts loaded, dashboard ; ; $10 = Space view ; Normal font loaded, dashboard ; ; $01 = Title screen ; No fonts loaded, dashboard ; ; $92 = Mission 1 briefing: rotating ship ; Normal font loaded, no dashboard ; ; $93 = Mission 1 briefing: ship and text ; Normal font loaded, no dashboard ; ; $C4 = Game Over screen ; No fonts loaded, no dashboard or icon bar ; ; $95 = Text-based mission briefing ; Normal font loaded, no dashboard ; ; $96 = Data on System ; Normal font loaded, no dashboard ; ; $97 = Inventory ; Normal font loaded, no dashboard ; ; $98 = Status Mode ; Normal font loaded, no dashboard ; ; $B9 = Equip Ship ; Normal and highlight fonts loaded, no ; dashboard ; ; $BA = Market Price ; Normal and highlight fonts loaded, no ; dashboard ; ; $8B = Save and Load ; No fonts loaded, no dashboard ; ; $BB = Save and Load ; Normal and highlight fonts loaded, special ; colours for the normal font, no dashboard ; ; $9C = Short-range Chart ; Normal font loaded, no dashboard ; ; $8D = Long-range Chart ; No fonts loaded, no dashboard ; ; $9D = Long-range Chart ; Normal font loaded, no dashboard ; ; $CF = Start screen ; No fonts loaded, no dashboard or icon bar ; ; $DF = Start screen ; Normal font loaded, no dashboard or icon bar ; ; $FF = Segue screen from Title screen to Demo ; No fonts loaded, no dashboard or icon bar ; ; In terms of fonts, then, these are the only options: ; ; * No font is loaded ; ; * The normal font is loaded ; ; * The normal and highlight fonts are loaded ; ; * The normal and highlight fonts are loaded, with ; special colours for the normal font ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeLetter ; * ChangeToView ; * ChooseLanguage ; * CHPR (Part 2 of 6) ; * CHPR (Part 3 of 6) ; * CHPR (Part 5 of 6) ; * CLYNS ; * DEATH ; * DEATH2 ; * DrawIconBar ; * DrawSpaceViewInNMI ; * ESCAPE ; * FlightLoop4To16 ; * HideFromScanner ; * LASLI ; * LoadHighFont ; * LoadNormalFont ; * LOOK1 ; * Main flight loop (Part 1 of 16) ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 16 of 16) ; * Main game loop (Part 5 of 6) ; * NWSTARS ; * PrintFlightMessage ; * RedrawCurrentView ; * SCAN ; * SendBitplaneToPPU ; * SendViewToPPU ; * SetIconBarRow ; * SetLinePatterns ; * SetScreenForUpdate ; * SetSelectedSystem ; * SetupIconBarDocked ; * SetupIconBarFlight ; * SetupSprite0 ; * SetupViewInNMI ; * SetViewAttrs ; * ShowIconBar ; * ShowScrollText ; * SVE ; * TT102 ; * TT103 ; * TT14 ; * TT15 ; * TT16 ; * TT167 ; * TT17 ; * TT18 ; * TT22 ; * TT66 ; * UpdateIconBar ; * UpdateView ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ11a SKIP 1 ; Contains the old view type when changing views ; ; When we change view, QQ11 gets set to the new view ; number straight away while QQ11a stays set to the old ; view type, only updating to the new view type once ; the new view has appeared ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * DEATH ; * DrawTitleScreen ; * FadeToBlack ; * GetViewPalettes ; * RES2 ; * ResetScreen ; * SendViewToPPU ; * SetPaletteColours ; * SetPaletteForView ; * SetScreenForUpdate ; * SetupViewInNMI ; * ShowStartScreen ; * TT66 ; * UpdateJoystick ; * UpdateView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ZZ SKIP 1 ; Temporary storage, typically used for distance values ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DrawExplosionBurst ; * DrawImageNames ; * DrawSmallLogo ; * FLIP ; * nWq ; * PIXEL2 ; * refund ; * ShowScrollText ; * STARS1 ; * STARS2 ; * STARS6 ; * TT22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX13 SKIP 1 ; Temporary storage, typically used in the line-drawing ; routines ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * HighlightEquipment ; * LL145 (Part 1 of 4) ; * LL145 (Part 2 of 4) ; * LL145 (Part 4 of 4) ; * Main game loop (Part 4 of 6) ; * MoveEquipmentDown ; * MoveEquipmentUp ; * PrintEquipment ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MCNT SKIP 1 ; The main loop counter ; ; This counter determines how often certain actions are ; performed within the main loop. See the deep dive on ; "Scheduling tasks with the main loop counter" for more ; details ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * DEATH ; * DIALS ; * DILX ; * Main flight loop (Part 13 of 16) ; * Main flight loop (Part 14 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * MVEIT (Part 1 of 9) ; * MVEIT (Part 2 of 9) ; * PAS1 ; * RES2 ; * TITLE ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TYPE SKIP 1 ; The current ship type ; ; This is where we store the current ship type for when ; we are iterating through the ships in the local bubble ; as part of the main flight loop. See the table at XX21 ; for information about ship types ; ; [Show more]
; ; This variable is used by the following: ; ; * ANGRY ; * BRIEF ; * DOCKIT ; * DOKEY ; * ESCAPE ; * HITCH ; * LL9 (Part 1 of 12) ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 7 of 16) ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 12 of 16) ; * MVEIT (Part 2 of 9) ; * MVEIT (Part 6 of 9) ; * PL9 (Part 1 of 3) ; * PLANET ; * SCAN ; * SFS1 ; * TACTICS (Part 4 of 7) ; * TACTICS (Part 5 of 7) ; * TACTICS (Part 7 of 7) ; * TITLE ; * WPSHPS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ALPHA SKIP 1 ; The current roll angle alpha, which is reduced from ; JSTX to a sign-magnitude value between -31 and +31 ; ; This describes how fast we are rolling our ship, and ; determines how fast the universe rolls around us ; ; The sign bit is also stored in ALP2, while the ; opposite sign is stored in ALP2+1 ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * Main flight loop (Part 2 of 16) ; * MV40 ; * MVS4 ; * PlayDemo ; * RES2 ; * ShowScrollText ; * STARS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ12 SKIP 1 ; Our "docked" status ; ; * 0 = we are not docked ; ; * $FF = we are docked ; ; [Show more]
; ; This variable is used by the following: ; ; * autoPlayKeys2 ; * BAY ; * BuyAndSellCargo ; * DIALS ; * GalacticHyperdrive ; * GetStatusCondition ; * hyp ; * Main game loop (Part 2 of 6) ; * PDESC ; * PlayDemo ; * RESET ; * SetupIconBarCharts ; * ShowScrollText ; * TT102 ; * TT110 ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TGT SKIP 1 ; Temporary storage, typically used as a target value ; for counters when drawing explosion clouds and partial ; circles ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DrawExplosionBurst ; * HANGER ; * PL9 (Part 3 of 3) ; * PLS2 ; * PLS22 ; * SUN (Part 1 of 2) ; * SUN (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.FLAG SKIP 1 ; 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 ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CIRCLE2 ; * PLS22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CNT SKIP 1 ; Temporary storage, typically used for storing the ; number of iterations required when looping ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CIRCLE2 ; * DOEXP ; * DrawExplosionBurst ; * DrawSaveSlotMark ; * DrawSmallLogo ; * GRIDSET ; * LL9 (Part 6 of 12) ; * LL9 (Part 8 of 12) ; * PLFL ; * PLS22 ; * SPIN ; * STATUS ; * SUN (Part 1 of 2) ; * SVE ; * TACTICS (Part 3 of 7) ; * TACTICS (Part 6 of 7) ; * TACTICS (Part 7 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CNT2 SKIP 1 ; Temporary storage, used in the planet-drawing routine ; to store the segment number where the arc of a partial ; circle should start ; ; [Show more]
; ; This variable is used by the following: ; ; * DOCKIT ; * HALL ; * PL9 (Part 3 of 3) ; * PLS22 ; * PLS4 ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 7 of 7) ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.STP SKIP 1 ; The step size for drawing circles ; ; Circles in Elite are split up into 64 points, and the ; step size determines how many points to skip with each ; straight-line segment, so the smaller the step size, ; the smoother the circle. The values used are: ; ; * 2 for big planets and the circles on the charts ; * 4 for medium planets and the launch tunnel ; * 8 for small planets and the hyperspace tunnel ; ; As the step size increases we move from smoother ; circles at the top to more polygonal at the bottom. ; See the CIRCLE2 routine for more details ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * CIRCLE ; * DrawLightning ; * LAUN ; * LL164 ; * PLS22 ; * TT128 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX4 SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * GVL ; * KILLSHP ; * KS2 ; * LL9 (Part 1 of 12) ; * LL9 (Part 2 of 12) ; * LL9 (Part 4 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX20 SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * HME2 ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 11 of 12) ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XX14 SKIP 1 ; This byte appears to be unused .RAT SKIP 1 ; Used to store different signs depending on the current ; space view, for use in calculating stardust movement ; ; [Show more]
; ; This variable is used by the following: ; ; * DOCKIT ; * PLUT ; * STARS2 ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 7 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.RAT2 SKIP 1 ; Temporary storage, used to store the pitch and roll ; signs when moving objects and stardust ; ; [Show more]
; ; This variable is used by the following: ; ; * DOCKIT ; * HAS1 ; * MVEIT (Part 8 of 9) ; * MVS5 ; * PLUT ; * STARS2 ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 7 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.widget SKIP 1 ; Temporary storage, used to store the original argument ; in A in the logarithmic FMLTU and LL28 routines ; ; [Show more]
; ; This variable is used by the following: ; ; * DVID4 ; * FMLTU ; * LL28 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.halfScreenHeight SKIP 1 ; Half the height of the drawable part of the screen in ; pixels (can be 72, 77 or 104 pixels) ; ; [Show more]
; ; This variable is used by the following: ; ; * FlightLoop4To16 ; * LASLI ; * LAUN ; * LL164 ; * LL9 (Part 8 of 12) ; * PIXEL2 ; * PROJ ; * SetScreenHeight ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.screenHeight SKIP 1 ; The height of the drawable part of the screen in ; pixels (can be 144, 154 or 208 pixels) ; ; [Show more]
; ; This variable is used by the following: ; ; * LL118 ; * LL145 (Part 2 of 4) ; * LL145 (Part 4 of 4) ; * SetScreenHeight ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.Yx2M1 SKIP 1 ; The height of the drawable part of the screen in ; pixels minus 1, often used when calculating the ; y-coordinate of the bottom pixel row of the space view ; ; [Show more]
; ; This variable is used by the following: ; ; * CHKON ; * DOEXP ; * DrawExplosionBurst ; * DrawLaunchBox ; * LASLI ; * LL118 ; * LL145 (Part 1 of 4) ; * LL145 (Part 4 of 4) ; * SetScreenHeight ; * SUN (Part 1 of 2) ; * TT22 ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.messXC SKIP 1 ; 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 ; ; [Show more]
; ; This variable is used by the following: ; ; * PrintFlightMessage ; * StoreMessage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.messYC SKIP 1 ; Used to specify the text row of the in-flight message ; in MESS, so it can be shown at a different positions ; in different views ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * PrintFlightMessage ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.newzp SKIP 1 ; This is used by the STARS2 routine for storing the ; stardust particle's delta_x value ; ; [Show more]
; ; This variable is used by the following: ; ; * STARS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.storeA SKIP 1 ; Temporary storage for saving the value of the A ; register, used in the bank-switching routines in ; bank 7 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView_b0 ; * CheckForPause_b0 ; * ChooseMusic_b6 ; * CHPR_b2 ; * DASC_b2 ; * DETOK_b2 ; * DrawSystemImage_b3 ; * DTS_b2 ; * ex_b2 ; * LoadNormalFont_b3 ; * MVS5_b0 ; * ResetBankA ; * SetupIconBar_b3 ; * SetupViewInNMI_b3 ; * ShowIconBar_b3 ; * ShowScrollText_b6 ; * StartEffect_b6 ; * TT27_b2 ; * TT66_b0 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.firstFreePattern SKIP 1 ; Contains the number of the first free pattern in the ; pattern buffer that we can draw into next (or 0 if ; there are no free patterns) ; ; This variable is typically used to control the drawing ; process - when we need to draw into a new tile when ; drawing the space view, this is the number of the next ; pattern to use for that tile ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * CHPR (Part 3 of 6) ; * CHPR (Part 6 of 6) ; * ClearDrawingPlane (Part 1 of 3) ; * CLYNS ; * CopyNameBuffer0To1 ; * DEATH ; * DrawBigLogo ; * DrawCmdrImage ; * DrawDash ; * DrawMessageInNMI ; * DrawScreenInNMI ; * DrawScrollInNMI ; * DrawSystemImage ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * LoadHighFont ; * LoadNormalFont ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * PAUSE ; * PIXEL ; * SendBitplaneToPPU ; * SetDrawingBitplane ; * SetDrawPlaneFlags ; * SetLinePatterns ; * SetupSpaceView ; * SetupViewInNMI ; * ShowScrollText ; * UpdateView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattBufferHiDiv8 SKIP 1 ; High byte of the address of the current pattern ; buffer ($60 or $68) divided by 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 6 of 6) ; * DrawHangarWallLine ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * HAL3 ; * HAS3 ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * PIXEL ; * SetPatternBuffer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SC2 SKIP 2 ; Temporary storage, typically used to store an address ; when writing data to the PPU or into the buffers ; ; [Show more] .SC3 SKIP 2 ; Temporary storage, used to store an address in the ; pattern buffers when drawing horizontal lines ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawVerticalLine (Part 2 of 3) ; * DrawVerticalLine (Part 3 of 3) ; * HLOIN (Part 2 of 5) ; * HLOIN (Part 3 of 5) ; * HLOIN (Part 4 of 5) ; * HLOIN (Part 5 of 5) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.barButtons SKIP 2 ; The address of the list of button numbers in the ; iconBarButtons table for the current icon bar ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarButtons ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.drawingBitplane SKIP 1 ; Flipped manually by calling FlipDrawingPlane, ; controls whether we are showing nametable/palette ; buffer 0 or 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawBoxEdges ; * DrawSpaceViewInNMI ; * FlipDrawingPlane ; * ResetScreen ; * SendBitplaneToPPU ; * SetDrawingBitplane ; * SetDrawPlaneFlags ; * SetupDemoUniverse ; * SetupViewInNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.lastPattern SKIP 1 ; The number of the last pattern entry to send from ; pattern buffer 0 to bitplane 0 of the PPU pattern ; table in the NMI handler ; ; [Show more]
; ; This variable is used by the following: ; ; * CopyNameBuffer0To1 ; * DrawMessageInNMI ; * SendBitplaneToPPU ; * SendBuffersToPPU (Part 2 of 3) ; * SendPatternsToPPU (Part 1 of 6) ; * SetDrawingBitplane ; * SetDrawPlaneFlags ; * SetupViewInNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; The number of the last pattern entry to send from ; pattern buffer 1 to bitplane 1 of the PPU pattern ; table in the NMI handler .clearingPattern SKIP 1 ; The number of the first pattern to clear in pattern ; buffer 0 when the NMI handler clears patterns ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearDrawingPlane (Part 3 of 3) ; * ClearPlaneBuffers (Part 2 of 2) ; * ResetScreen ; * SendBitplaneToPPU ; * SendTilesToPPU ; * SetupViewInNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; The number of the first pattern to clear in pattern ; buffer 1 when the NMI handler clears patterns ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .clearingNameTile SKIP 1 ; The number of the first tile to clear in nametable ; buffer 0 when the NMI handler clears tiles, divided ; by 8 ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearDrawingPlane (Part 2 of 3) ; * ClearPlaneBuffers (Part 1 of 2) ; * ResetScreen ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; The number of the first tile to clear in nametable ; buffer 1 when the NMI handler clears tiles, divided ; by 8 ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .sendingNameTile SKIP 1 ; The number of the most recent tile that was sent to ; the PPU nametable by the NMI handler for bitplane ; 0 (or the number of the first tile to send if none ; have been sent), divided by 8 ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearDrawingPlane (Part 2 of 3) ; * ClearPlaneBuffers (Part 1 of 2) ; * ResetScreen ; * SendBuffersToPPU (Part 2 of 3) ; * SendNametableToPPU ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; The number of the most recent tile that was sent to ; the PPU nametable by the NMI handler for bitplane ; 1 (or the number of the first tile to send if none ; have been sent), divided by 8 ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .patternCounter SKIP 1 ; Counts patterns as they are written to the PPU pattern ; table in the NMI handler ; ; This variable is used internally by the ; SendPatternsToPPU routine ; ; [Show more]
; ; This variable is used by the following: ; ; * SendPatternsToPPU (Part 1 of 6) ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 4 of 6) ; * SendPatternsToPPU (Part 5 of 6) ; * SendPatternsToPPU (Part 6 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sendingPattern SKIP 1 ; The number of the most recent pattern that was sent to ; the PPU pattern table by the NMI handler for bitplane ; 0 (or the number of the first pattern to send if none ; have been sent) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearDrawingPlane (Part 3 of 3) ; * ClearPlaneBuffers (Part 2 of 2) ; * ResetScreen ; * SendBuffersToPPU (Part 2 of 3) ; * SendPatternsToPPU (Part 1 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 6 of 6) ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; The number of the most recent pattern that was sent to ; the PPU pattern table by the NMI handler for bitplane ; 1 (or the number of the first pattern to send if none ; have been sent) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .firstNameTile SKIP 1 ; The number of the first tile for which we send ; nametable data to the PPU in the NMI handler ; (potentially for both bitplanes, if both are ; configured to be sent) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * DEATH ; * DrawMessageInNMI ; * DrawScreenInNMI ; * DrawScrollText ; * PAUSE ; * SendBitplaneToPPU ; * SendTilesToPPU ; * SetupSpaceView ; * SetupViewInNMI ; * UpdateView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.lastNameTile SKIP 1 ; The number of the last nametable buffer entry to send ; to the PPU nametable table in the NMI handler for ; bitplane 0, divided by 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawMessageInNMI ; * RES2 ; * SendBuffersToPPU (Part 2 of 3) ; * SendNametableToPPU ; * SetSpaceViewInNMI ; * SetupFullViewInNMI ; * SetupSpaceView ; * SetupViewInNMI ; * UpdateView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; The number of the last nametable buffer entry to send ; to the PPU nametable table in the NMI handler for ; bitplane 1, divided by 8 .nameTileCounter SKIP 1 ; Counts tiles as they are written to the PPU nametable ; in the NMI handler ; ; Contains the tile number divided by 8, so it counts up ; 4 for every 32 tiles sent ; ; We divide by 8 because there are 1024 entries in each ; nametable, which doesn't fit into one byte, so we ; divide by 8 so the maximum counter value is 128 ; ; This variable is used internally by the ; SendNametableToPPU routine ; ; [Show more]
; ; This variable is used by the following: ; ; * SendNametableToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.cycleCount SKIP 2 ; Counts the number of CPU cycles left in the current ; VBlank in the NMI handler ; ; [Show more]
; ; This variable is used by the following: ; ; * ADD_CYCLES ; * ADD_CYCLES_CLC ; * ClearBuffers ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * ClearMemory ; * ClearPlaneBuffers (Part 1 of 2) ; * NMI ; * SendDataNowToPPU ; * SendScreenToPPU ; * SUBTRACT_CYCLES ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.firstPattern SKIP 1 ; The number of the first pattern for which we send data ; to the PPU in the NMI handler (potentially for both ; bitplanes, if both are configured to be sent) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * ClearDrawingPlane (Part 1 of 3) ; * CLYNS ; * DEATH ; * DrawScreenInNMI ; * HALL ; * PAUSE ; * SendBitplaneToPPU ; * SendTilesToPPU ; * SetupSpaceView ; * SetupViewInNMI ; * ShowScrollText ; * UpdateView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.barPatternCounter SKIP 1 ; The number of icon bar nametable and pattern entries ; that need to be sent to the PPU in the NMI handler ; ; * 0 = send the nametable entries and the first four ; patterns in the next NMI call (and update ; barPatternCounter to 4 when done) ; ; * 1-127 = counts the number of pattern bytes already ; sent to the PPU, which get sent in batches ; of four patterns (32 bytes), split across ; multiple NMI calls, until we have send all ; 32 patterns and the value is 128 ; ; * 128 = do not send any tiles ; ; [Show more]
; ; This variable is used by the following: ; ; * SendBarNamesToPPU ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SendBuffersToPPU (Part 1 of 3) ; * SetupSprite0 ; * ShowIconBar ; * UpdateIconBar ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.iconBarRow SKIP 2 ; The row on which the icon bar appears ; ; This is stored as an offset from the start of the ; nametable buffer, so it's the number of the nametable ; entry for the top-left tile of the icon bar ; ; This can have two values: ; ; * 20*32 = icon bar is on row 20 (just above the ; dashboard) ; ; * 27*32 = icon bar is on tow 27 (at the bottom of ; the screen, where there is no dashboard) ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendBarNamesToPPU ; * SetIconBarRow ; * ShowIconBar ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.iconBarImageHi SKIP 1 ; Contains the high byte of the address of the image ; data for the current icon bar, i.e. HI(iconBarImage0) ; through to HI(iconBarImage4) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SetupSprite0 ; * ShowIconBar ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.skipBarPatternsPPU SKIP 1 ; A flag to control whether to send the icon bar's ; patterns to the PPU, after sending the nametable ; entries (this only applies if barPatternCounter = 0) ; ; * Bit 7 set = do not send patterns ; ; * Bit 7 clear = send patterns ; ; This means that if barPatternCounter is set to zero ; and bit 7 of skipBarPatternsPPU is set, then only the ; nametable entries for the icon bar will be sent to the ; PPU, but if barPatternCounter is set to zero and bit 7 ; of skipBarPatternsPPU is clear, both the nametable ; entries and patterns will be sent ; ; [Show more]
; ; This variable is used by the following: ; ; * SendBarNamesToPPU ; * UpdateIconBar ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.maxNameTileToClear SKIP 1 ; The tile number at which the NMI handler should stop ; clearing tiles in the nametable buffers during its ; clearing cycle ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * ClearDrawingPlane (Part 2 of 3) ; * ClearPlaneBuffers (Part 1 of 2) ; * DEATH ; * DrawScreenInNMI ; * HALL ; * PAUSE ; * SetupSpaceView ; * UpdateView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.asciiToPattern SKIP 1 ; The number to add to an ASCII code to get the pattern ; number in the PPU of the corresponding character image ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * CHPR (Part 5 of 6) ; * LoadNormalFont ; * SendViewToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.updatePaletteInNMI SKIP 1 ; A flag that controls whether to send the palette data ; from XX3 to the PPU during NMI: ; ; * 0 = do not send palette data ; ; * Non-zero = do send palette data ; ; [Show more]
; ; This variable is used by the following: ; ; * FadeToBlack ; * FadeToColour ; * ResetScreen ; * SendScreenToPPU ; * SetupViewInNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.patternBufferLo SKIP 1 ; (patternBufferHi patternBufferLo) contains the address ; of the pattern buffer for the pattern we are sending ; to the PPU from bitplane 0 (i.e. for pattern number ; sendingPattern in bitplane 0) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks ; ; [Show more]
; ; This variable is used by the following: ; ; * SendPatternsToPPU (Part 1 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 6 of 6) ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; (patternBufferHi patternBufferLo) contains the address ; of the pattern buffer for the pattern we are sending ; to the PPU from bitplane 1 (i.e. for pattern number ; sendingPattern in bitplane 1) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .nameTileBuffLo SKIP 1 ; (nameTileBuffHi nameTileBuffLo) contains the address ; of the nametable buffer for the tile we are sending to ; the PPU from bitplane 0 (i.e. for tile number ; sendingNameTile in bitplane 0) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks ; ; [Show more]
; ; This variable is used by the following: ; ; * SendNametableToPPU ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; (nameTileBuffHi nameTileBuffLo) contains the address ; of the nametable buffer for the tile we are sending to ; the PPU from bitplane 1 (i.e. for tile number ; sendingNameTile in bitplane 1) ; ; This variable is saved by the NMI handler so the ; buffers can be cleared across multiple VBlanks .nmiBitplane8 SKIP 1 ; Used when sending patterns to the PPU to calculate the ; address offset of bitplanes 0 and 1 ; ; Gets set to nmiBitplane * 8 to given an offset of 0 ; for bitplane 0 and an offset of 8 for bitplane 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 4 of 6) ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ppuPatternTableHi SKIP 1 ; High byte of the address of the PPU pattern table to ; which we send patterns ; ; This is set to HI(PPU_PATT_1) in ResetScreen and ; doesn't change again, so it always points to pattern ; table 1 in the PPU, as that's the only pattern table ; we use for storing patterns ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 4 of 6) ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattBufferAddr SKIP 2 ; Address of the current pattern buffer: ; ; * pattBuffer0 ($6000) when drawingBitplane = 0 ; * pattBuffer1 ($6800) when drawingBitplane = 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * SetDrawingBitplane ; * SetPatternBuffer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ppuNametableAddr SKIP 2 ; Address of the current PPU nametable: ; ; * PPU_NAME_0 ($2000) when drawingBitplane = 0 ; * PPU_NAME_1 ($2400) when drawingBitplane = 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SendPatternsToPPU (Part 1 of 6) ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.drawingPlaneDebug SKIP 1 ; This variable is set to 0 whenever the drawing ; bitplane changes, but it is never read, so maybe this ; is part of some debug code that was left behind? ; ; [Show more]
; ; This variable is used by the following: ; ; * SetDrawingBitplane ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nameBufferHi SKIP 1 ; High byte of the address of the current nametable ; buffer ($70 or $74) ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 6 of 6) ; * DrawDash ; * DrawHangarWallLine ; * DrawSunRowOfBlocks ; * DrawVerticalLine (Part 1 of 3) ; * HAL3 ; * HAS3 ; * HLOIN (Part 1 of 5) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 5 of 7) ; * PIXEL ; * SetDrawingBitplane ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.startupDebug SKIP 1 ; This variable is set to 0 in the game's entry routine ; at S%, but it is never read, so maybe this is part of ; some debug code that was left behind? ; ; [Show more]
; ; This variable is used by the following: ; ; * BEGIN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.lastToSend SKIP 1 ; The last tile or pattern number to send to the PPU, ; potentially potentially overwritten by the flags ; ; This variable is used internally by the NMI handler, ; and is set according to bit 3 of the bitplane flags ; ; [Show more]
; ; This variable is used by the following: ; ; * SendNametableToPPU ; * SendPatternsToPPU (Part 1 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.setupPPUForIconBar SKIP 1 ; Controls whether we force the nametable and pattern ; table to 0 when the PPU starts drawing the icon bar ; ; * Bit 7 clear = do nothing when the PPU starts ; drawing the icon bar ; ; * Bit 7 set = configure the PPU to display nametable ; 0 and pattern table 0 when the PPU ; starts drawing the icon bar ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * ResetVariables ; * SendViewToPPU ; * SetPPUTablesTo0 ; * SETUP_PPU_FOR_ICON_BAR ; * WaitForIconBarPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.showUserInterface SKIP 1 ; Bit 7 set means display the user interface (so we only ; clear it for the game over screen) ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SendViewToPPU ; * SetupViewInNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.joystickDelta SKIP 0 ; Used to store the amount to change the pitch and roll ; rates when converting controller button presses into ; joystick values ; ; [Show more]
; ; This variable is used by the following: ; ; * DecreaseJoystick ; * IncreaseJoystick ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.addr SKIP 2 ; Temporary storage, used in a number of places to hold ; an address ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 4 of 6) ; * SendPatternsToPPU (Part 5 of 6) ; * SendTilesToPPU ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.dataForPPU SKIP 2 ; An address pointing to data that we send to the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * SEND_DATA_TO_PPU ; * SendBarNamesToPPU ; * SendBarPatts2ToPPU ; * SendBarPattsToPPU ; * SendNametableToPPU ; * SendPatternsToPPU (Part 1 of 6) ; * SendPatternsToPPU (Part 2 of 6) ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 4 of 6) ; * SendPatternsToPPU (Part 5 of 6) ; * SendPatternsToPPU (Part 6 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.clearBlockSize SKIP 2 ; The size of the block of memory to clear, for example ; when clearing the buffers ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearBuffers ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * ClearMemory ; * ClearPlaneBuffers (Part 1 of 2) ; * ClearPlaneBuffers (Part 2 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.clearAddress SKIP 2 ; The address of a block of memory to clear, for example ; when clearing the buffers ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearBuffers ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * ClearMemory ; * ClearPlaneBuffers (Part 1 of 2) ; * ClearPlaneBuffers (Part 2 of 2) ; * FILL_MEMORY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.hiddenBitplane SKIP 1 ; The bitplane that is currently hidden from view in the ; space view ; ; * 0 = bitplane 0 is hidden, so: ; * Colour %01 (1) is the hidden colour (black) ; * Colour %10 (2) is the visible colour (cyan) ; ; * 1 = bitplane 1 is hidden, so: ; * Colour %01 (1) is the visible colour (cyan) ; * Colour %10 (2) is the hidden colour (black) ; ; Note that bitplane 0 corresponds to bit 0 of the ; colour number, while bitplane 1 corresponds to bit 1 ; of the colour number (as this is how the NES stores ; pattern data - the first block of eight bytes in each ; pattern controls bit 0 of the colour, while the second ; block controls bit 1) ; ; In other words: ; ; * Bitplane 0 = bit 0 = colour %01 = colour 1 ; ; * Bitplane 1 = bit 1 = colour %10 = colour 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * GetViewPalettes ; * ResetScreen ; * SendBitplaneToPPU ; * SendBuffersToPPU (Part 2 of 3) ; * SendBuffersToPPU (Part 3 of 3) ; * SendOtherBitplane ; * SendViewToPPU ; * SetPaletteForView ; * SetPPURegisters ; * SetupDemoUniverse ; * SetupViewInNMI ; * UpdateHangarView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiBitplane SKIP 1 ; The number of the bitplane (0 or 1) that is currently ; being processed in the NMI handler during VBlank ; ; [Show more]
; ; This variable is used by the following: ; ; * ConsiderSendTiles ; * ResetScreen ; * SendBitplaneToPPU ; * SendBuffersToPPU (Part 2 of 3) ; * SendBuffersToPPU (Part 3 of 3) ; * SendNametableToPPU ; * SendOtherBitplane ; * SendPatternsToPPU (Part 3 of 6) ; * SendPatternsToPPU (Part 6 of 6) ; * SendViewToPPU ; * SetupDemoUniverse ; * SetupViewInNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ppuCtrlCopy SKIP 1 ; Contains a copy of PPU_CTRL, so we can check the PPU ; configuration without having to access the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * BEGIN ; * ResetScreen ; * ResetVariables ; * SendBuffersToPPU (Part 2 of 3) ; * SendPatternsToPPU (Part 1 of 6) ; * SendViewToPPU ; * SetPPURegisters ; * SetPPUTablesTo0 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.enableBitplanes SKIP 1 ; A flag to control whether two different bitplanes are ; implemented when drawing the screen, so smooth vector ; graphics can be shown ; ; * 0 = bitplanes are disabled (for the Start screen) ; ; * 1 = bitplanes are enabled (for the main game) ; ; [Show more]
; ; This variable is used by the following: ; ; * RES2 ; * SendBuffersToPPU (Part 2 of 3) ; * SendBuffersToPPU (Part 3 of 3) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.currentBank SKIP 1 ; Contains the number of the ROM bank (0 to 6) that is ; currently paged into memory at $8000 ; ; [Show more]
; ; This variable is used by the following: ; ; * BEEP_b7 ; * ChangeCmdrName_b6 ; * ChangeToView_b0 ; * CheckForPause_b0 ; * CheckSaveSlots_b6 ; * ChooseLanguage_b6 ; * ChooseMusic_b6 ; * CHPR_b2 ; * CIRCLE2_b1 ; * ClearDashEdge_b6 ; * ClearScreen_b3 ; * CLIP_b1 ; * DASC_b2 ; * DETOK_b2 ; * DIALS_b6 ; * DrawBackground_b3 ; * DrawBigLogo_b4 ; * DrawCmdrImage_b6 ; * DrawDashNames_b3 ; * DrawEquipment_b6 ; * DrawImageFrame_b3 ; * DrawImageNames_b4 ; * DrawLaunchBox_b6 ; * DrawLightning_b6 ; * DrawScreenInNMI_b0 ; * DrawSmallBox_b3 ; * DrawSmallLogo_b4 ; * DrawSpriteImage_b6 ; * DrawSystemImage_b3 ; * DTS_b2 ; * ex_b2 ; * FadeToBlack_b3 ; * FadeToColour_b3 ; * GetCmdrImage_b4 ; * GetDefaultNEWB ; * GetHeadshot_b4 ; * GetHeadshotType_b4 ; * GetShipBlueprint ; * GetSystemBack_b5 ; * GetSystemImage_b5 ; * HALL_b1 ; * HideFromScanner_b1 ; * IncreaseTally ; * InputName_b6 ; * JAMESON_b6 ; * LL164_b6 ; * LL9_b1 ; * LoadHighFont_b3 ; * LoadNormalFont_b3 ; * MakeSounds_b6 ; * MVS5_b0 ; * PAS1_b0 ; * PauseGame_b6 ; * PDESC_b2 ; * PrintCtrlCode_b0 ; * ResetCommander_b6 ; * ResetScanner_b3 ; * ResetScreen_b3 ; * SCAN_b1 ; * SendBitplaneToPPU_b3 ; * SendViewToPPU_b3 ; * SetBank ; * SetDemoAutoPlay_b5 ; * SetKeyLogger_b6 ; * SetLinePatterns_b3 ; * SetNonZeroBank ; * SetupAfterLoad_b0 ; * SetupIconBar_b3 ; * SetupViewInNMI_b3 ; * SetViewAttrs_b3 ; * ShowIconBar_b3 ; * ShowScrollText_b6 ; * SIGHT_b3 ; * STARS_b1 ; * StartEffect_b6 ; * StopSounds_b6 ; * SUN_b1 ; * SVE_b6 ; * TIDY_b1 ; * TT24_b6 ; * TT27_b2 ; * TT66_b0 ; * UpdateIconBar_b3 ; * UpdateView_b0 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.runningSetBank SKIP 1 ; A flag that records whether we are in the process of ; switching ROM banks in the SetBank routine when the ; NMI handler is called ; ; * 0 = we are not in the process of switching ROM ; banks ; ; * Non-zero = we are not in the process of switching ; ROM banks ; ; This is used to control whether the NMI handler calls ; the MakeSounds routine to make the current sounds ; (music and sound effects), as this can only happen if ; we are not in the middle of switching ROM banks (if ; we are, then MakeSounds is only called once the ; bank-switching is done - see the SetBank routine for ; details) ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SetBank ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.characterEnd SKIP 1 ; The number of the character beyond the end of the ; printable character set for the chosen language ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK2 ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.autoPlayKeys SKIP 2 ; The address of the table containing the key presses to ; apply when auto-playing the demo ; ; The address is either that of the chosen language's ; autoPlayKeys1 table (for the first part of the ; auto-play demo, or the autoPlayKeys2 table (for the ; second part) ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * SetDemoAutoPlay ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .soundAddr SKIP 2 ; Temporary storage, used in a number of places in the ; sound routines to hold an address ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * ApplyEnvelopeSQ1 ; * ApplyEnvelopeSQ2 ; * ApplyEnvelopeTRI ; * ChooseMusic ; * MakeMusicOnNOISE ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; * MakeSoundOnNOISE ; * MakeSoundOnSQ1 ; * MakeSoundOnSQ2 ; * StartEffectOnNOISE ; * StartEffectOnSQ1 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PRINT "Zero page variables from ", ~ZP, " to ", ~P%
Name: XX3 [Show more] Type: Workspace Address: $0100 to the top of the descending stack Category: Workspaces Summary: Temporary storage space for complex calculations
Context: See this workspace on its own page References: This workspace is used as follows: * DOEXP uses XX3 * DrawExplosionBurst uses XX3 * FadeColours uses XX3 * GetViewPalettes uses XX3 * LL62 uses XX3 * LL9 (Part 2 of 12) uses XX3 * LL9 (Part 8 of 12) uses XX3 * LL9 (Part 9 of 12) uses XX3 * LL9 (Part 10 of 12) uses XX3 * SendPalettesToPPU uses XX3 * SetPaletteColours uses XX3 * SFS1 uses XX3

Used as heap space for storing temporary data during calculations. Shared with the descending 6502 stack, which works down from $01FF.
ORG $0100 .XX3 SKIP 256 ; Temporary storage, typically used for storing tables ; of values such as screen coordinates or ship data ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DrawExplosionBurst ; * FadeColours ; * GetViewPalettes ; * LL62 ; * LL9 (Part 2 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * SendPalettesToPPU ; * SetPaletteColours ; * SFS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
Name: Sprite buffer [Show more] Type: Workspace Address: $0200 to $02FF Category: Workspaces Summary: Configuration data for sprites 0 to 63, which gets copied to the PPU to update the screen
Context: See this workspace on its own page References: No direct references to this workspace in this source file

Each sprite has the following data associated with it: * The sprite's screen coordinates in (x, y) * The number of the pattern that is drawn on-screen for this sprite * The sprite's attributes, which are: * Bit 0-1: Palette to use when drawing the sprite (from sprite palettes 0 to 3 at PPU addresses $3F11, $3F15, $3F19 and $3F1D) * Bit 5: Priority (0 = in front of background, 1 = behind background) * Bit 6: Flip horizontally (0 = no flip, 1 = flip) * Bit 7: Flip vertically (0 = no flip, 1 = flip)
ORG $0200 .ySprite0 SKIP 1 ; Screen y-coordinate for sprite 0 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawCrosshairs ; * DrawPitchRollBars ; * DrawSaveSlotMark ; * DrawSmallLogo ; * DrawSpriteImage ; * HideMoreSprites ; * HideSprites ; * ResetScreen ; * ResetStardust ; * SCAN ; * SetLaserSprite ; * SetupSprite0 ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite0 SKIP 1 ; Pattern number for sprite 0 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSaveSlotMark ; * DrawSmallLogo ; * DrawSpriteImage ; * ResetScanner ; * ResetScreen ; * ResetStardust ; * SetLaserSprite ; * ShowScrollText ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite0 SKIP 1 ; Attributes for sprite 0 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSaveSlotMark ; * DrawSmallLogo ; * DrawSpriteImage ; * ResetScanner ; * ResetScreen ; * ResetStardust ; * SCAN ; * SetLaserSprite ; * ShowScrollText ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite0 SKIP 1 ; Screen x-coordinate for sprite 0 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawCrosshairs ; * DrawPitchRollBars ; * DrawSaveSlotMark ; * DrawSmallLogo ; * DrawSpriteImage ; * ResetScreen ; * SCAN ; * SetLaserSprite ; * SetupSprite0 ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite1 SKIP 1 ; Screen y-coordinate for sprite 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * HideIconBarPointer ; * MoveIconBarPointer ; * SCAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite1 SKIP 1 ; Pattern number for sprite 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * ResetScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite1 SKIP 1 ; Attributes for sprite 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SCAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite1 SKIP 1 ; Screen x-coordinate for sprite 1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SCAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite2 SKIP 1 ; Screen y-coordinate for sprite 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * HideIconBarPointer ; * MoveIconBarPointer ; * SCAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite2 SKIP 1 ; Pattern number for sprite 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * ResetScreen ; * SCAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite2 SKIP 1 ; Attributes for sprite 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SCAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite2 SKIP 1 ; Screen x-coordinate for sprite 2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SCAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite3 SKIP 1 ; Screen y-coordinate for sprite 3 ; ; [Show more]
; ; This variable is used by the following: ; ; * HideIconBarPointer ; * MoveIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite3 SKIP 1 ; Pattern number for sprite 3 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite3 SKIP 1 ; Attributes for sprite 3 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite3 SKIP 1 ; Screen x-coordinate for sprite 3 ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite4 SKIP 1 ; Screen y-coordinate for sprite 4 ; ; [Show more]
; ; This variable is used by the following: ; ; * HideIconBarPointer ; * MoveIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite4 SKIP 1 ; Pattern number for sprite 4 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite4 SKIP 1 ; Attributes for sprite 4 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite4 SKIP 1 ; Screen x-coordinate for sprite 4 ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite5 SKIP 1 ; Screen y-coordinate for sprite 5 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * HideSightSprites ; * ShowScrollText ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite5 SKIP 1 ; Pattern number for sprite 5 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite5 SKIP 1 ; Attributes for sprite 5 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite5 SKIP 1 ; Screen x-coordinate for sprite 5 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite6 SKIP 1 ; Screen y-coordinate for sprite 6 ; ; [Show more]
; ; This variable is used by the following: ; ; * HideSightSprites ; * ShowScrollText ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite6 SKIP 1 ; Pattern number for sprite 6 ; ; [Show more]
; ; This variable is used by the following: ; ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite6 SKIP 1 ; Attributes for sprite 6 ; ; [Show more]
; ; This variable is used by the following: ; ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite6 SKIP 1 ; Screen x-coordinate for sprite 6 ; ; [Show more]
; ; This variable is used by the following: ; ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite7 SKIP 1 ; Screen y-coordinate for sprite 7 ; ; [Show more]
; ; This variable is used by the following: ; ; * HideSightSprites ; * ShowScrollText ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite7 SKIP 1 ; Pattern number for sprite 7 ; ; [Show more]
; ; This variable is used by the following: ; ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite7 SKIP 1 ; Attributes for sprite 7 ; ; [Show more]
; ; This variable is used by the following: ; ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite7 SKIP 1 ; Screen x-coordinate for sprite 7 ; ; [Show more]
; ; This variable is used by the following: ; ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite8 SKIP 1 ; Screen y-coordinate for sprite 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawGlasses ; * HideSightSprites ; * SetIconBarRow ; * ShowScrollText ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite8 SKIP 1 ; Pattern number for sprite 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawGlasses ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite8 SKIP 1 ; Attributes for sprite 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawGlasses ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite8 SKIP 1 ; Screen x-coordinate for sprite 8 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawGlasses ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite9 SKIP 1 ; Screen y-coordinate for sprite 9 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawGlasses ; * HideSightSprites ; * SetIconBarRow ; * ShowScrollText ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite9 SKIP 1 ; Pattern number for sprite 9 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawGlasses ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite9 SKIP 1 ; Attributes for sprite 9 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawGlasses ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite9 SKIP 1 ; Screen x-coordinate for sprite 9 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawGlasses ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite10 SKIP 1 ; Screen y-coordinate for sprite 10 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawGlasses ; * SetIconBarRow ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite10 SKIP 1 ; Pattern number for sprite 10 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawGlasses ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite10 SKIP 1 ; Attributes for sprite 10 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawGlasses ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite10 SKIP 1 ; Screen x-coordinate for sprite 10 ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * DrawGlasses ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite11 SKIP 1 ; Screen y-coordinate for sprite 11 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawRightEarring ; * HideFromScanner ; * SetIconBarRow ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite11 SKIP 1 ; Pattern number for sprite 11 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawRightEarring ; * ResetScanner ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite11 SKIP 1 ; Attributes for sprite 11 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawRightEarring ; * ResetScanner ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite11 SKIP 1 ; Screen x-coordinate for sprite 11 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawRightEarring ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite12 SKIP 1 ; Screen y-coordinate for sprite 12 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawLeftEarring ; * HideFromScanner ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite12 SKIP 1 ; Pattern number for sprite 12 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawLeftEarring ; * ResetScanner ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite12 SKIP 1 ; Attributes for sprite 12 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawLeftEarring ; * ResetScanner ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite12 SKIP 1 ; Screen x-coordinate for sprite 12 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawLeftEarring ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite13 SKIP 1 ; Screen y-coordinate for sprite 13 ; ; [Show more]
; ; This variable is used by the following: ; ; * COMPAS ; * HideFromScanner ; * SP2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite13 SKIP 1 ; Pattern number for sprite 13 ; ; [Show more]
; ; This variable is used by the following: ; ; * SP2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite13 SKIP 1 ; Attributes for sprite 13 ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScanner ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite13 SKIP 1 ; Screen x-coordinate for sprite 13 ; ; [Show more]
; ; This variable is used by the following: ; ; * SP2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite14 SKIP 1 ; Screen y-coordinate for sprite 14 .pattSprite14 SKIP 1 ; Pattern number for sprite 14 .attrSprite14 SKIP 1 ; Attributes for sprite 14 .xSprite14 SKIP 1 ; Screen x-coordinate for sprite 14 .ySprite15 SKIP 1 ; Screen y-coordinate for sprite 15 ; ; [Show more]
; ; This variable is used by the following: ; ; * HideCrosshairs ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite15 SKIP 1 ; Pattern number for sprite 15 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawCrosshairs ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite15 SKIP 1 ; Attributes for sprite 15 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawCrosshairs ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite15 SKIP 1 ; Screen x-coordinate for sprite 15 .ySprite16 SKIP 1 ; Screen y-coordinate for sprite 16 .pattSprite16 SKIP 1 ; Pattern number for sprite 16 .attrSprite16 SKIP 1 ; Attributes for sprite 16 .xSprite16 SKIP 1 ; Screen x-coordinate for sprite 16 .ySprite17 SKIP 1 ; Screen y-coordinate for sprite 17 .pattSprite17 SKIP 1 ; Pattern number for sprite 17 .attrSprite17 SKIP 1 ; Attributes for sprite 17 .xSprite17 SKIP 1 ; Screen x-coordinate for sprite 17 .ySprite18 SKIP 1 ; Screen y-coordinate for sprite 18 .pattSprite18 SKIP 1 ; Pattern number for sprite 18 .attrSprite18 SKIP 1 ; Attributes for sprite 18 .xSprite18 SKIP 1 ; Screen x-coordinate for sprite 18 .ySprite19 SKIP 1 ; Screen y-coordinate for sprite 19 .pattSprite19 SKIP 1 ; Pattern number for sprite 19 .attrSprite19 SKIP 1 ; Attributes for sprite 19 .xSprite19 SKIP 1 ; Screen x-coordinate for sprite 19 .ySprite20 SKIP 1 ; Screen y-coordinate for sprite 20 .pattSprite20 SKIP 1 ; Pattern number for sprite 20 .attrSprite20 SKIP 1 ; Attributes for sprite 20 .xSprite20 SKIP 1 ; Screen x-coordinate for sprite 20 .ySprite21 SKIP 1 ; Screen y-coordinate for sprite 21 .pattSprite21 SKIP 1 ; Pattern number for sprite 21 .attrSprite21 SKIP 1 ; Attributes for sprite 21 .xSprite21 SKIP 1 ; Screen x-coordinate for sprite 21 .ySprite22 SKIP 1 ; Screen y-coordinate for sprite 22 .pattSprite22 SKIP 1 ; Pattern number for sprite 22 .attrSprite22 SKIP 1 ; Attributes for sprite 22 .xSprite22 SKIP 1 ; Screen x-coordinate for sprite 22 .ySprite23 SKIP 1 ; Screen y-coordinate for sprite 23 .pattSprite23 SKIP 1 ; Pattern number for sprite 23 .attrSprite23 SKIP 1 ; Attributes for sprite 23 .xSprite23 SKIP 1 ; Screen x-coordinate for sprite 23 .ySprite24 SKIP 1 ; Screen y-coordinate for sprite 24 .pattSprite24 SKIP 1 ; Pattern number for sprite 24 .attrSprite24 SKIP 1 ; Attributes for sprite 24 .xSprite24 SKIP 1 ; Screen x-coordinate for sprite 24 .ySprite25 SKIP 1 ; Screen y-coordinate for sprite 25 .pattSprite25 SKIP 1 ; Pattern number for sprite 25 .attrSprite25 SKIP 1 ; Attributes for sprite 25 .xSprite25 SKIP 1 ; Screen x-coordinate for sprite 25 .ySprite26 SKIP 1 ; Screen y-coordinate for sprite 26 .pattSprite26 SKIP 1 ; Pattern number for sprite 26 .attrSprite26 SKIP 1 ; Attributes for sprite 26 .xSprite26 SKIP 1 ; Screen x-coordinate for sprite 26 .ySprite27 SKIP 1 ; Screen y-coordinate for sprite 27 .pattSprite27 SKIP 1 ; Pattern number for sprite 27 .attrSprite27 SKIP 1 ; Attributes for sprite 27 .xSprite27 SKIP 1 ; Screen x-coordinate for sprite 27 .ySprite28 SKIP 1 ; Screen y-coordinate for sprite 28 .pattSprite28 SKIP 1 ; Pattern number for sprite 28 .attrSprite28 SKIP 1 ; Attributes for sprite 28 .xSprite28 SKIP 1 ; Screen x-coordinate for sprite 28 .ySprite29 SKIP 1 ; Screen y-coordinate for sprite 29 .pattSprite29 SKIP 1 ; Pattern number for sprite 29 .attrSprite29 SKIP 1 ; Attributes for sprite 29 .xSprite29 SKIP 1 ; Screen x-coordinate for sprite 29 .ySprite30 SKIP 1 ; Screen y-coordinate for sprite 30 .pattSprite30 SKIP 1 ; Pattern number for sprite 30 .attrSprite30 SKIP 1 ; Attributes for sprite 30 .xSprite30 SKIP 1 ; Screen x-coordinate for sprite 30 .ySprite31 SKIP 1 ; Screen y-coordinate for sprite 31 .pattSprite31 SKIP 1 ; Pattern number for sprite 31 .attrSprite31 SKIP 1 ; Attributes for sprite 31 .xSprite31 SKIP 1 ; Screen x-coordinate for sprite 31 .ySprite32 SKIP 1 ; Screen y-coordinate for sprite 32 .pattSprite32 SKIP 1 ; Pattern number for sprite 32 .attrSprite32 SKIP 1 ; Attributes for sprite 32 .xSprite32 SKIP 1 ; Screen x-coordinate for sprite 32 .ySprite33 SKIP 1 ; Screen y-coordinate for sprite 33 .pattSprite33 SKIP 1 ; Pattern number for sprite 33 .attrSprite33 SKIP 1 ; Attributes for sprite 33 .xSprite33 SKIP 1 ; Screen x-coordinate for sprite 33 .ySprite34 SKIP 1 ; Screen y-coordinate for sprite 34 .pattSprite34 SKIP 1 ; Pattern number for sprite 34 .attrSprite34 SKIP 1 ; Attributes for sprite 34 .xSprite34 SKIP 1 ; Screen x-coordinate for sprite 34 .ySprite35 SKIP 1 ; Screen y-coordinate for sprite 35 .pattSprite35 SKIP 1 ; Pattern number for sprite 35 .attrSprite35 SKIP 1 ; Attributes for sprite 35 .xSprite35 SKIP 1 ; Screen x-coordinate for sprite 35 .ySprite36 SKIP 1 ; Screen y-coordinate for sprite 36 .pattSprite36 SKIP 1 ; Pattern number for sprite 36 .attrSprite36 SKIP 1 ; Attributes for sprite 36 .xSprite36 SKIP 1 ; Screen x-coordinate for sprite 36 .ySprite37 SKIP 1 ; Screen y-coordinate for sprite 37 ; ; [Show more]
; ; This variable is used by the following: ; ; * PIXEL2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite37 SKIP 1 ; Pattern number for sprite 37 ; ; [Show more]
; ; This variable is used by the following: ; ; * PIXEL2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite37 SKIP 1 ; Attributes for sprite 37 .xSprite37 SKIP 1 ; Screen x-coordinate for sprite 37 ; ; [Show more]
; ; This variable is used by the following: ; ; * PIXEL2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite38 SKIP 1 ; Screen y-coordinate for sprite 38 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawChartSystem ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite38 SKIP 1 ; Pattern number for sprite 38 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawChartSystem ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite38 SKIP 1 ; Attributes for sprite 38 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawChartSystem ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite38 SKIP 1 ; Screen x-coordinate for sprite 38 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawChartSystem ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite39 SKIP 1 ; Screen y-coordinate for sprite 39 .pattSprite39 SKIP 1 ; Pattern number for sprite 39 .attrSprite39 SKIP 1 ; Attributes for sprite 39 .xSprite39 SKIP 1 ; Screen x-coordinate for sprite 39 .ySprite40 SKIP 1 ; Screen y-coordinate for sprite 40 .pattSprite40 SKIP 1 ; Pattern number for sprite 40 .attrSprite40 SKIP 1 ; Attributes for sprite 40 .xSprite40 SKIP 1 ; Screen x-coordinate for sprite 40 .ySprite41 SKIP 1 ; Screen y-coordinate for sprite 41 .pattSprite41 SKIP 1 ; Pattern number for sprite 41 .attrSprite41 SKIP 1 ; Attributes for sprite 41 .xSprite41 SKIP 1 ; Screen x-coordinate for sprite 41 .ySprite42 SKIP 1 ; Screen y-coordinate for sprite 42 .pattSprite42 SKIP 1 ; Pattern number for sprite 42 .attrSprite42 SKIP 1 ; Attributes for sprite 42 .xSprite42 SKIP 1 ; Screen x-coordinate for sprite 42 .ySprite43 SKIP 1 ; Screen y-coordinate for sprite 43 .pattSprite43 SKIP 1 ; Pattern number for sprite 43 .attrSprite43 SKIP 1 ; Attributes for sprite 43 .xSprite43 SKIP 1 ; Screen x-coordinate for sprite 43 .ySprite44 SKIP 1 ; Screen y-coordinate for sprite 44 .pattSprite44 SKIP 1 ; Pattern number for sprite 44 .attrSprite44 SKIP 1 ; Attributes for sprite 44 .xSprite44 SKIP 1 ; Screen x-coordinate for sprite 44 .ySprite45 SKIP 1 ; Screen y-coordinate for sprite 45 .pattSprite45 SKIP 1 ; Pattern number for sprite 45 .attrSprite45 SKIP 1 ; Attributes for sprite 45 .xSprite45 SKIP 1 ; Screen x-coordinate for sprite 45 .ySprite46 SKIP 1 ; Screen y-coordinate for sprite 46 .pattSprite46 SKIP 1 ; Pattern number for sprite 46 .attrSprite46 SKIP 1 ; Attributes for sprite 46 .xSprite46 SKIP 1 ; Screen x-coordinate for sprite 46 .ySprite47 SKIP 1 ; Screen y-coordinate for sprite 47 .pattSprite47 SKIP 1 ; Pattern number for sprite 47 .attrSprite47 SKIP 1 ; Attributes for sprite 47 .xSprite47 SKIP 1 ; Screen x-coordinate for sprite 47 .ySprite48 SKIP 1 ; Screen y-coordinate for sprite 48 .pattSprite48 SKIP 1 ; Pattern number for sprite 48 .attrSprite48 SKIP 1 ; Attributes for sprite 48 .xSprite48 SKIP 1 ; Screen x-coordinate for sprite 48 .ySprite49 SKIP 1 ; Screen y-coordinate for sprite 49 .pattSprite49 SKIP 1 ; Pattern number for sprite 49 .attrSprite49 SKIP 1 ; Attributes for sprite 49 .xSprite49 SKIP 1 ; Screen x-coordinate for sprite 49 .ySprite50 SKIP 1 ; Screen y-coordinate for sprite 50 .pattSprite50 SKIP 1 ; Pattern number for sprite 50 .attrSprite50 SKIP 1 ; Attributes for sprite 50 .xSprite50 SKIP 1 ; Screen x-coordinate for sprite 50 .ySprite51 SKIP 1 ; Screen y-coordinate for sprite 51 .pattSprite51 SKIP 1 ; Pattern number for sprite 51 .attrSprite51 SKIP 1 ; Attributes for sprite 51 .xSprite51 SKIP 1 ; Screen x-coordinate for sprite 51 .ySprite52 SKIP 1 ; Screen y-coordinate for sprite 52 .pattSprite52 SKIP 1 ; Pattern number for sprite 52 .attrSprite52 SKIP 1 ; Attributes for sprite 52 .xSprite52 SKIP 1 ; Screen x-coordinate for sprite 52 .ySprite53 SKIP 1 ; Screen y-coordinate for sprite 53 .pattSprite53 SKIP 1 ; Pattern number for sprite 53 .attrSprite53 SKIP 1 ; Attributes for sprite 53 .xSprite53 SKIP 1 ; Screen x-coordinate for sprite 53 .ySprite54 SKIP 1 ; Screen y-coordinate for sprite 54 .pattSprite54 SKIP 1 ; Pattern number for sprite 54 .attrSprite54 SKIP 1 ; Attributes for sprite 54 .xSprite54 SKIP 1 ; Screen x-coordinate for sprite 54 .ySprite55 SKIP 1 ; Screen y-coordinate for sprite 55 .pattSprite55 SKIP 1 ; Pattern number for sprite 55 .attrSprite55 SKIP 1 ; Attributes for sprite 55 .xSprite55 SKIP 1 ; Screen x-coordinate for sprite 55 .ySprite56 SKIP 1 ; Screen y-coordinate for sprite 56 .pattSprite56 SKIP 1 ; Pattern number for sprite 56 .attrSprite56 SKIP 1 ; Attributes for sprite 56 .xSprite56 SKIP 1 ; Screen x-coordinate for sprite 56 .ySprite57 SKIP 1 ; Screen y-coordinate for sprite 57 .pattSprite57 SKIP 1 ; Pattern number for sprite 57 .attrSprite57 SKIP 1 ; Attributes for sprite 57 .xSprite57 SKIP 1 ; Screen x-coordinate for sprite 57 .ySprite58 SKIP 1 ; Screen y-coordinate for sprite 58 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawExplosionBurst ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pattSprite58 SKIP 1 ; Pattern number for sprite 58 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawExplosionBurst ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.attrSprite58 SKIP 1 ; Attributes for sprite 58 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawExplosionBurst ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xSprite58 SKIP 1 ; Screen x-coordinate for sprite 58 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawExplosionBurst ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ySprite59 SKIP 1 ; Screen y-coordinate for sprite 59 .pattSprite59 SKIP 1 ; Pattern number for sprite 59 .attrSprite59 SKIP 1 ; Attributes for sprite 59 .xSprite59 SKIP 1 ; Screen x-coordinate for sprite 59 .ySprite60 SKIP 1 ; Screen y-coordinate for sprite 60 .pattSprite60 SKIP 1 ; Pattern number for sprite 60 .attrSprite60 SKIP 1 ; Attributes for sprite 60 .xSprite60 SKIP 1 ; Screen x-coordinate for sprite 60 .ySprite61 SKIP 1 ; Screen y-coordinate for sprite 61 .pattSprite61 SKIP 1 ; Pattern number for sprite 61 .attrSprite61 SKIP 1 ; Attributes for sprite 61 .xSprite61 SKIP 1 ; Screen x-coordinate for sprite 61 .ySprite62 SKIP 1 ; Screen y-coordinate for sprite 62 .pattSprite62 SKIP 1 ; Pattern number for sprite 62 .attrSprite62 SKIP 1 ; Attributes for sprite 62 .xSprite62 SKIP 1 ; Screen x-coordinate for sprite 62 .ySprite63 SKIP 1 ; Screen y-coordinate for sprite 63 .pattSprite63 SKIP 1 ; Pattern number for sprite 63 .attrSprite63 SKIP 1 ; Attributes for sprite 63 .xSprite63 SKIP 1 ; Screen x-coordinate for sprite 63
Name: WP [Show more] Type: Workspace Address: $0300 to $05FF Category: Workspaces Summary: Ship slots, variables
Context: See this workspace on its own page References: No direct references to this workspace in this source file
ORG $0300 .WP SKIP 0 ; The start of the WP workspace .allowInSystemJump SKIP 1 ; Bits 6 and 7 record whether it is safe to perform an ; in-system jump ; ; Bits are set if, for example, hostile ships are in the ; vicinity, or we are too near a station, the planet or ; the sun ; ; We can only do a jump if both bits are clear ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollText ; * Main flight loop (Part 2 of 16) ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 4 of 16) ; * Main game loop (Part 5 of 6) ; * NWSHP ; * PlayDemo ; * RES2 ; * SetupIconBarFlight ; * TT110 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.enableSound SKIP 1 ; Controls sound effects and music in David Whittaker's ; sound module ; ; * 0 = sound is disabled ; ; * Non-zero = sound is enabled ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * EnableSound ; * MakeMusic ; * MakeSoundOnNOISE ; * MakeSoundOnSQ1 ; * MakeSoundOnSQ2 ; * MakeSounds ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.effectOnSQ1 SKIP 1 ; Records whether a sound effect is being made on the ; SQ1 channel ; ; * 0 = no sound effect is being made on SQ1 ; ; * Non-zero = a sound effect is being made on SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; * MakeSounds ; * NOISE ; * StartEffectOnSQ1 ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.effectOnSQ2 SKIP 1 ; Records whether a sound effect is being made on the ; SQ2 channel ; ; * 0 = no sound effect is being made on SQ2 ; ; * Non-zero = a sound effect is being made on SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; * MakeSounds ; * StartEffectOnSQ2 ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.effectOnNOISE SKIP 1 ; Records whether a sound effect is being made on the ; NOISE channel ; ; * 0 = no sound effect is being made on NOISE ; ; * Non-zero = a sound effect is being made on NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnNOISE ; * MakeSoundOnNOISE ; * MakeSounds ; * StartEffectOnNOISE ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuneSpeed SKIP 1 ; The speed of the current tune, which can vary as the ; tune plays ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * DEATH2 ; * MakeMusic ; * MakeMusicOnNOISE ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; * PlayDemo ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuneSpeedCopy SKIP 1 ; The starting speed of the current tune, as stored in ; the tune's data ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; * PlayDemo ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVibrato SKIP 4 ; The four-byte seeds for adding randomised vibrato to ; the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * Main game loop (Part 2 of 6) ; * MakeSoundOnNOISE ; * MakeSoundOnSQ1 ; * MakeSoundOnSQ2 ; * SetupDemoUniverse ; * ShowStartScreen ; * UpdateVibratoSeeds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuneProgress SKIP 1 ; A variable for keeping track of progress while playing ; the current tune, so we send data to the APU at the ; correct time over multiple iterations of the MakeMusic ; routine, according to the tune speed in tuneSpeed ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusic ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuningAll SKIP 1 ; The tuning value for all channels ; ; Gets added to each note's pitch in the SQ1, SQ2 and ; TRI channels ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.playMusic SKIP 1 ; Controls whether to keep playing the current tune: ; ; * 0 = do not keep playing the current tune ; ; * $FF do keep playing the current tune ; ; The $FE note command stops the current tune and zeroes ; this flag, and the only way to restart the music is ; via the ChooseMusic routine ; ; A value of zero in this flag also prevents the ; EnableSound routine from having any effect ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * EnableSound ; * MakeMusicOnNOISE ; * MakeMusicOnSQ1 ; * MakeMusicOnSQ2 ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionDataSQ1 SKIP 2 ; The address of the note data for channel SQ1 of the ; the current section of the current tune ; ; So if the current tune is tune 0 and we're playing ; section 0, this would point to tune0Data_SQ1_0 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionListSQ1 SKIP 2 ; The address of the section list for channel SQ1 of ; the current tune ; ; So if the current tune is tune 0, this would point to ; tune0Data_SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nextSectionSQ1 SKIP 2 ; The next section for the SQ1 channel of the current ; tune ; ; This is stored as the offset of the address of the ; next section in the current tune for the SQ1 channel ; (so this would be the offset within the tuneData0_SQ1 ; table for tune 0, for example) ; ; Adding 2 moves it on to the next section of the tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuningSQ1 SKIP 1 ; The tuning value for the SQ1 channel ; ; Gets added to each note's pitch in the SQ1 channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.startPauseSQ1 SKIP 1 ; Pause for this many iterations before starting to ; process each batch of note data on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pauseCountSQ1 SKIP 1 ; Pause for this many iterations before continuing to ; process note data on channel SQ1, decrementing the ; value for each paused iteration ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.dutyLoopEnvSQ1 SKIP 1 ; The high nibble to use for SQ1_VOL, when setting the ; following for the SQ1 channel: ; ; * Bits 6-7 = duty pulse length ; ; * Bit 5 set = infinite play ; * Bit 5 clear = one-shot play ; ; * Bit 4 set = constant volume ; * Bit 4 clear = envelope volume ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq1Sweep SKIP 1 ; The value that we are going to send to the APU via ; SQ1_SWEEP for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchIndexSQ1 SKIP 1 ; The index of the entry within the pitch envelope to ; be applied to the current tune on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchEnvelopeSQ1 SKIP 1 ; The number of the pitch envelope to be applied to the ; current tune on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq1LoCopy SKIP 1 ; A copy of the value that we are going to send to the ; APU via SQ1_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeIndexSQ1 SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeRepeatSQ1 SKIP 1 ; The number of repeats to be applied to each byte in ; the volume envelope on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeCounterSQ1 SKIP 1 ; A counter for keeping track of repeated bytes from ; the volume envelope on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeEnvelopeSQ1 SKIP 1 ; The number of the volume envelope to be applied to the ; current tune on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.applyVolumeSQ1 SKIP 1 ; A flag that determines whether to apply the volume ; envelope to the SQ1 channel ; ; * 0 = do not apply volume envelope ; ; * $FF = apply volume envelope ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionDataSQ2 SKIP 2 ; The address of the note data for channel SQ2 of the ; the current section of the current tune ; ; So if the current tune is tune 0 and we're playing ; section 0, this would point to tune0Data_SQ2_0 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionListSQ2 SKIP 2 ; The address of the section list for channel SQ2 of ; the current tune ; ; So if the current tune is tune 0, this would point to ; tune0Data_SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nextSectionSQ2 SKIP 2 ; The next section for the SQ2 channel of the current ; tune ; ; This is stored as the offset of the address of the ; next section in the current tune for the SQ2 channel ; (so this would be the offset within the tuneData0_SQ2 ; table for tune 0, for example) ; ; Adding 2 moves it on to the next section of the tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuningSQ2 SKIP 1 ; The tuning value for the SQ2 channel ; ; Gets added to each note's pitch in the SQ2 channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.startPauseSQ2 SKIP 1 ; Pause for this many iterations before starting to ; process each batch of note data on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pauseCountSQ2 SKIP 1 ; Pause for this many iterations before continuing to ; process note data on channel SQ2, decrementing the ; value for each paused iteration ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.dutyLoopEnvSQ2 SKIP 1 ; The high nibble to use for SQ2_VOL, when setting the ; following for the SQ2 channel: ; ; * Bits 6-7 = duty pulse length ; ; * Bit 5 set = infinite play ; * Bit 5 clear = one-shot play ; ; * Bit 4 set = constant volume ; * Bit 4 clear = envelope volume ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq2Sweep SKIP 1 ; The value that we are going to send to the APU via ; SQ2_SWEEP for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchIndexSQ2 SKIP 1 ; The index of the entry within the pitch envelope to ; be applied to the current tune on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchEnvelopeSQ2 SKIP 1 ; The number of the pitch envelope to be applied to the ; current tune on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq2LoCopy SKIP 1 ; A copy of the value that we are going to send to the ; APU via SQ2_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeIndexSQ2 SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeRepeatSQ2 SKIP 1 ; The number of repeats to be applied to each byte in ; the volume envelope on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeCounterSQ2 SKIP 1 ; A counter for keeping track of repeated bytes from ; the volume envelope on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeEnvelopeSQ2 SKIP 1 ; The number of the volume envelope to be applied to the ; current tune on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.applyVolumeSQ2 SKIP 1 ; A flag that determines whether to apply the volume ; envelope to the SQ2 channel ; ; * 0 = do not apply volume envelope ; ; * $FF = apply volume envelope ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionDataTRI SKIP 2 ; The address of the note data for channel TRI of the ; the current section of the current tune ; ; So if the current tune is tune 0 and we're playing ; section 0, this would point to tune0Data_TRI_0 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionListTRI SKIP 2 ; The address of the section list for channel TRI of ; the current tune ; ; So if the current tune is tune 0, this would point to ; tune0Data_TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nextSectionTRI SKIP 2 ; The next section for the TRI channel of the current ; tune ; ; This is stored as the offset of the address of the ; next section in the current tune for the TRI channel ; (so this would be the offset within the tuneData0_TRI ; table for tune 0, for example) ; ; Adding 2 moves it on to the next section of the tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tuningTRI SKIP 1 ; The tuning value for the TRI channel ; ; Gets added to each note's pitch in the TRI channel ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.startPauseTRI SKIP 1 ; Pause for this many iterations before starting to ; process each batch of note data on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pauseCountTRI SKIP 1 ; Pause for this many iterations before continuing to ; process note data on channel TRI, decrementing the ; value for each paused iteration ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .pitchIndexTRI SKIP 1 ; The index of the entry within the pitch envelope to ; be applied to the current tune on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchEnvelopeTRI SKIP 1 ; The number of the pitch envelope to be applied to the ; current tune on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.triLoCopy SKIP 1 ; A copy of the value that we are going to send to the ; APU via TRI_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeCounterTRI SKIP 1 ; A counter for keeping track of repeated bytes from ; the volume envelope on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .volumeEnvelopeTRI SKIP 1 ; The number of the volume envelope to be applied to the ; current tune on channel TRI ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .sectionDataNOISE SKIP 2 ; The address of the note data for channel NOISE of the ; the current section of the current tune ; ; So if the current tune is tune 0 and we're playing ; section 0, this would point to tune0Data_NOISE_0 ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sectionListNOISE SKIP 2 ; The address of the section list for channel NOISE of ; the current tune ; ; So if the current tune is tune 0, this would point to ; tune0Data_NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nextSectionNOISE SKIP 2 ; The next section for the NOISE channel of the current ; tune ; ; This is stored as the offset of the address of the ; next section in the current tune for the NOISE channel ; (so this would be the offset within the ; tuneData0_NOISE table for tune 0, for example) ; ; Adding 2 moves it on to the next section of the tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .startPauseNOISE SKIP 1 ; Pause for this many iterations before starting to ; process each batch of note data on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pauseCountNOISE SKIP 1 ; Pause for this many iterations before continuing to ; process note data on channel NOISE, decrementing the ; value for each paused iteration ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .pitchIndexNOISE SKIP 1 ; The index of the entry within the pitch envelope to ; be applied to the current tune on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pitchEnvelopeNOISE SKIP 1 ; The number of the pitch envelope to be applied to the ; current tune on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.noiseLoCopy SKIP 1 ; A copy of the value that we are going to send to the ; APU via NOISE_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeIndexNOISE SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeRepeatNOISE SKIP 1 ; The number of repeats to be applied to each byte in ; the volume envelope on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeCounterNOISE SKIP 1 ; A counter for keeping track of repeated bytes from ; the volume envelope on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.volumeEnvelopeNOISE SKIP 1 ; The number of the volume envelope to be applied to the ; current tune on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.applyVolumeNOISE SKIP 1 ; A flag that determines whether to apply the volume ; envelope to the NOISE channel ; ; * 0 = do not apply volume envelope ; ; * $FF = apply volume envelope ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq1Volume SKIP 1 ; The value that we are going to send to the APU via ; SQ1_VOL for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; * MakeSounds ; * StopSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .sq1Lo SKIP 1 ; The value that we are going to send to the APU via ; SQ1_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ1 ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq1Hi SKIP 1 ; The value that we are going to send to the APU via ; SQ1_HI for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ1 ; * MakeSoundOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq2Volume SKIP 1 ; The value that we are going to send to the APU via ; SQ2_VOL for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .sq2Lo SKIP 1 ; The value that we are going to send to the APU via ; SQ2_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeSQ2 ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sq2Hi SKIP 1 ; The value that we are going to send to the APU via ; SQ2_HI for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnSQ2 ; * MakeSoundOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .triLo SKIP 1 ; The value that we are going to send to the APU via ; TRI_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeTRI ; * MakeMusicOnTRI ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.triHi SKIP 1 ; The value that we are going to send to the APU via ; TRI_HI for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeMusicOnTRI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.noiseVolume SKIP 1 ; The value that we are going to send to the APU via ; NOISE_VOL for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; * MakeSoundOnNOISE ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .noiseLo SKIP 1 ; The value that we are going to send to the APU via ; NOISE_LO for the current tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ApplyEnvelopeNOISE ; * MakeMusicOnNOISE ; * MakeSoundOnNOISE ; * MakeSounds ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .FRIN SKIP NOSH + 1 ; Slots for the ships in the local bubble of universe ; ; There are #NOSH + 1 slots, but the ship-spawning ; routine at NWSHP only populates #NOSH of them, so ; there are 9 slots but only 8 are used for ships ; (the last slot is effectively used as a null ; terminator when shuffling the slots down in the ; KILLSHP routine) ; ; See the deep dive on "The local bubble of universe" ; for details of how Elite stores the local universe in ; FRIN, UNIV and K% ; ; [Show more]
; ; This variable is used by the following: ; ; * autoPlayKeys1_DE ; * autoPlayKeys1_EN ; * autoPlayKeys1_FR ; * autoPlayKeys2 ; * ClearScanner ; * DEATH ; * FlightLoop4To16 ; * FRMIS ; * GetStatusCondition ; * InSystemJump ; * KILLSHP ; * KS2 ; * KS4 ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 4 of 6) ; * NWSHP ; * NWSPS ; * SOLAR ; * WPSHPS ; * ZERO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JUNK SKIP 1 ; The amount of junk in the local bubble ; ; "Junk" is defined as being one of these: ; ; * Escape pod ; * Alloy plate ; * Cargo canister ; * Asteroid ; * Splinter ; * Shuttle ; * Transporter ; ; [Show more]
; ; This variable is used by the following: ; ; * GetStatusCondition ; * KILLSHP ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * Main game loop (Part 4 of 6) ; * NWSHP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.scannerNumber SKIP 10 ; Details of which scanner numbers are allocated to ; ships on the scanner ; ; Bytes 1 to 8 contain the following: ; ; * $FF indicates that this scanner number (1 to 8) ; is allocated to a ship so that is it shown on ; the scanner (the scanner number is stored in byte ; #33 of the ship's data block) ; ; * 0 indicates that this scanner number (1 to 8) is ; not yet allocated to a ship ; ; Bytes 0 and 9 in the table are unused ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * HideFromScanner ; * NWSHP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.scannerColour SKIP 10 ; The colour of each ship number on the scanner, stored ; as the sprite palette number for that ship's three ; scanner sprites ; ; Bytes 1 to 8 contain palettes for ships with non-zero ; entries in the scannerNumber table (i.e. for ships on ; the scanner) ; ; Bytes 0 and 9 are unused ; ; [Show more]
; ; This variable is used by the following: ; ; * NWSHP ; * SCAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.auto SKIP 1 ; Docking computer activation status ; ; * 0 = Docking computer is off ; ; * Non-zero = Docking computer is running ; ; [Show more]
; ; This variable is used by the following: ; ; * cntr ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * Main flight loop (Part 9 of 16) ; * Main flight loop (Part 15 of 16) ; * TACTICS (Part 2 of 7) ; * TT102 ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ECMP SKIP 1 ; Our E.C.M. status ; ; * 0 = E.C.M. is off ; ; * Non-zero = E.C.M. is on ; ; [Show more]
; ; This variable is used by the following: ; ; * ECMOF ; * FlightLoop4To16 ; * Main flight loop (Part 3 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MJ SKIP 1 ; Are we in witchspace (i.e. have we mis-jumped)? ; ; * 0 = no, we are in normal space ; ; * $FF = yes, we are in witchspace ; ; [Show more]
; ; This variable is used by the following: ; ; * COMPAS ; * Main flight loop (Part 2 of 16) ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 12 of 16) ; * Main flight loop (Part 14 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * MJP ; * SetSelectionFlags ; * SetupIconBarFlight ; * TACTICS (Part 1 of 7) ; * TT146 ; * TT151 ; * ypl ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CABTMP SKIP 1 ; Cabin temperature ; ; The ambient cabin temperature in deep space is 30, ; which is displayed as one notch on the dashboard bar ; ; We get higher temperatures closer to the sun ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 5 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LAS2 SKIP 1 ; Laser power for the current laser ; ; * Bits 0-6 contain the laser power of the current ; space view ; ; * Bit 7 denotes whether or not the laser pulses: ; ; * 0 = pulsing laser ; ; * 1 = beam laser (i.e. always on) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MSAR SKIP 1 ; The targeting state of our leftmost missile ; ; * 0 = missile is not looking for a target, or it ; already has a target lock (indicator is not ; flashing red) ; ; * Non-zero = missile is currently looking for a ; target (indicator is flashing red) ; ; [Show more]
; ; This variable is used by the following: ; ; * ABORT ; * DIALS ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.VIEW SKIP 1 ; The number of the current space view ; ; * 0 = front ; * 1 = rear ; * 2 = left ; * 3 = right ; * 4 = generating a new space view ; ; [Show more]
; ; This variable is used by the following: ; ; * LOOK1 ; * Main flight loop (Part 3 of 16) ; * PlayDemo ; * PLUT ; * PrintSpaceViewName ; * RedrawCurrentView ; * SendSpaceViewToPPU ; * SetSpaceViewInNMI ; * SIGHT ; * STARS ; * TT102 ; * TT110 ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASCT SKIP 1 ; The laser pulse count for the current laser ; ; This is a counter that defines the gap between the ; pulses of a pulse laser. It is set as follows: ; ; * 0 for a beam laser ; ; * 10 for a pulse laser ; ; It gets decremented by 2 on each iteration round the ; main game loop and is set to a non-zero value for ; pulse lasers only ; ; The laser only fires when the value of LASCT hits ; zero, so for pulse lasers with a value of 10, that ; means the laser fires once every four iterations ; round the main game loop (LASCT = 10, 6, 2, 0) ; ; In comparison, beam lasers fire continuously as the ; value of LASCT is always 0 ; ; [Show more]
; ; This variable is used by the following: ; ; * CalculateGridLines ; * ChooseLanguage ; * DEATH ; * DrawScrollText ; * Main flight loop (Part 3 of 16) ; * Main game loop (Part 5 of 6) ; * RunDemoFlightLoop ; * SetChosenLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.GNTMP SKIP 1 ; Laser temperature (or "gun temperature") ; ; If the laser temperature exceeds 242 then the laser ; overheats and cannot be fired again until it has ; cooled down ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * InSystemJump ; * LASLI ; * Main flight loop (Part 3 of 16) ; * Main game loop (Part 5 of 6) ; * ResetShipStatus ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.HFX SKIP 1 ; This flag is unused in this version of Elite. In the ; other versions, setting HFX to a non-zero value makes ; the hyperspace rings multi-coloured, but the NES ; has a different hyperspace effect, so this variable is ; not used .EV SKIP 1 ; The "extra vessels" spawning counter ; ; This counter is set to 0 on arrival in a system and ; following an in-system jump, and is bumped up when we ; spawn bounty hunters or pirates (i.e. "extra vessels") ; ; It decreases by 1 each time we consider spawning more ; "extra vessels" in part 4 of the main game loop, so ; increasing the value of EV has the effect of delaying ; the spawning of more vessels ; ; In other words, this counter stops bounty hunters and ; pirates from continually appearing, and ensures that ; there's a delay between spawnings ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * Main game loop (Part 4 of 6) ; * SetupAfterLoad ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DLY SKIP 1 ; In-flight message delay ; ; This counter is used to keep an in-flight message up ; for a specified time before it gets removed. The value ; in DLY is decremented each time we start another ; iteration of the main game loop at TT100 ; ; [Show more]
; ; This variable is used by the following: ; ; * CLYNS ; * FlightLoop4To16 ; * MESS ; * OUCH ; * PrintMessage ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.de SKIP 1 ; Equipment destruction flag ; ; * Bit 1 denotes whether or not the in-flight message ; about to be shown by the MESS routine is about ; destroyed equipment: ; ; * 0 = the message is shown normally ; ; * 1 = the string " DESTROYED" gets added to the ; end of the message ; ; [Show more]
; ; This variable is used by the following: ; ; * CLYNS ; * mes9 ; * OUCH ; * StoreMessage ; * TT66 ; * ZERO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.selectedSystemFlag SKIP 1 ; Flags for the currently selected system ; ; * Bit 6 is set when we can hyperspace to the ; currently selected system, clear otherwise ; ; * Bit 7 is set when there is a currently selected ; system, clear otherwise (such as when we are ; moving the crosshairs between systems) ; ; [Show more]
; ; This variable is used by the following: ; ; * hyp ; * hyp1 ; * RESET ; * SetSelectedSystem ; * SetSelectionFlags ; * SetupIconBarCharts ; * SetupIconBarFlight ; * TT102 ; * TT16 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NAME SKIP 7 ; The current commander name ; ; The commander name can be up to 7 characters long ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * cmn ; * CopyCommanderToBuf ; * ResetCommander ; * SaveLoadCommander ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SVC SKIP 1 ; The save count ; ; * Bits 0-6 contains the save count, which gets ; incremented when buying or selling equipment or ; cargo, or launching from a station (at which point ; bit 7 also gets set, so we only increment once ; between each save) ; ; * Bit 7: ; ; * 0 = The save counter can be incremented ; ; * 1 = We have already incremented the save ; counter for this commander but have not ; saved it yet, so do not increment it again ; until the file is saved (at which point we ; clear bit 7 again) ; ; [Show more]
; ; This variable is used by the following: ; ; * CopyCommanderToBuf ; * UpdateSaveCount ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TP SKIP 1 ; The current mission status ; ; * Bits 0-1 = Mission 1 status ; ; * %00 = Mission not started ; * %01 = Mission in progress, hunting for ship ; * %11 = Constrictor killed, not debriefed yet ; * %10 = Mission and debrief complete ; ; * Bits 2-3 = Mission 2 status ; ; * %00 = Mission not started ; * %01 = Mission in progress, plans not picked up ; * %10 = Mission in progress, plans picked up ; * %11 = Mission complete ; ; * Bit 4 = Trumble mission status ; ; * %0 = Trumbles not yet offered ; * %1 = Trumbles accepted or declined ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * BRIEF2 ; * BRIEF3 ; * DEBRIEF ; * DEBRIEF2 ; * DOENTRY ; * KILLSHP ; * Main game loop (Part 4 of 6) ; * PDESC ; * TBRIEF ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ0 SKIP 1 ; The current system's galactic x-coordinate (0-256) ; ; [Show more]
; ; This variable is used by the following: ; ; * DOENTRY ; * HALL ; * jmp ; * ping ; * THERE ; * TT105 ; * TT111 ; * TT14 ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ1 SKIP 1 ; The current system's galactic y-coordinate (0-256) ; ; [Show more]
; ; This variable is used by the following: ; ; * DOENTRY ; * jmp ; * MJP ; * THERE ; * TT105 ; * TT111 ; * TT14 ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CASH SKIP 4 ; Our current cash pot ; ; The cash stash is stored as a 32-bit unsigned integer, ; with the most significant byte in CASH and the least ; significant in CASH+3. This is big-endian, which is ; the opposite way round to most of the numbers used in ; Elite - to use our notation for multi-byte numbers, ; the amount of cash is CASH(0 1 2 3) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * csh ; * DOENTRY ; * DrawCmdrImage ; * LCASH ; * MCASH ; * PlayDemo ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ14 SKIP 1 ; Our current fuel level (0-70) ; ; The fuel level is stored as the number of light years ; multiplied by 10, so QQ14 = 1 represents 0.1 light ; years, and the maximum possible value is 70, for 7.0 ; light years ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS ; * EQSHP ; * ESCAPE ; * fwl ; * Main flight loop (Part 15 of 16) ; * PlayDemo ; * PrintEquipment ; * SetSelectionFlags ; * TT14 ; * TT18 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.COK SKIP 1 ; A flag to record whether cheat mode has been applied ; (by renaming the commander file to CHEATER, BETRUG or ; TRICHER) ; ; * Bit 7 clear = cheat mode has not been applied ; ; * Bit 7 set = cheat mode has been applied ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * CheckSaveLoadBar ; * DOENTRY ; * SetupIconBarDocked ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.GCNT SKIP 1 ; The number of the current galaxy (0-7) ; ; When this is displayed in-game, 1 is added to the ; number, so we start in galaxy 1 in-game, but it's ; stored as galaxy 0 internally ; ; The galaxy number increases by one every time a ; galactic hyperdrive is used, and wraps back around to ; the start after eight galaxies ; ; [Show more]
; ; This variable is used by the following: ; ; * DOENTRY ; * Ghy ; * MT28 ; * PDESC ; * tal ; * THERE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASER SKIP 4 ; The specifications of the lasers fitted to each of the ; four space views: ; ; * Byte #0 = front view ; * Byte #1 = rear view ; * Byte #2 = left view ; * Byte #3 = right view ; ; For each of the views: ; ; * 0 = no laser is fitted to this view ; ; * Non-zero = a laser is fitted to this view, with ; the following specification: ; ; * Bits 0-6 contain the laser's power ; ; * Bit 7 determines whether or not the laser pulses ; (0 = pulse or mining laser) or is always on ; (1 = beam or military laser) ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * Main flight loop (Part 3 of 16) ; * PlayDemo ; * refund ; * ShowScrollText ; * SIGHT ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CRGO SKIP 1 ; Our ship's cargo capacity ; ; * 22 = standard cargo bay of 20 tonnes ; ; * 37 = large cargo bay of 35 tonnes ; ; The value is two greater than the actual capacity to ; make the maths in tnpr slightly more efficient ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * tnpr ; * TT213 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ20 SKIP 17 ; The contents of our cargo hold ; ; The amount of market item X that we have in our hold ; can be found in the X-th byte of QQ20. For example: ; ; * QQ20 contains the amount of food (item 0) ; ; * QQ20+7 contains the amount of computers (item 7) ; ; See QQ23 for a list of market item numbers and their ; storage units ; ; [Show more]
; ; This variable is used by the following: ; ; * BAD ; * BuyAndSellCargo ; * ESCAPE ; * Main flight loop (Part 8 of 16) ; * OUCH ; * PrintNumberInHold ; * SOLAR ; * tnpr ; * TT210 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ECM SKIP 1 ; E.C.M. system ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * Main flight loop (Part 3 of 16) ; * PlayDemo ; * SetupIconBarCharts ; * SetupIconBarFlight ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BST SKIP 1 ; Fuel scoops (BST stands for "barrel status") ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * Main flight loop (Part 7 of 16) ; * Main flight loop (Part 15 of 16) ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BOMB SKIP 1 ; Energy bomb ; ; * 0 = not fitted ; ; * $7F = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 13 of 16) ; * RES2 ; * SetupIconBarFlight ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ENGY SKIP 1 ; Energy unit ; ; * 0 = not fitted ; ; * Non-zero = fitted ; ; The actual value determines the refresh rate of our ; energy banks, as they refresh by ENGY+1 each time (so ; our ship's energy level goes up by 2 each time if we ; have an energy unit fitted, otherwise it goes up by 1) ; ; [Show more]
; ; This variable is used by the following: ; ; * ChargeShields ; * DEBRIEF2 ; * DrawEquipment ; * EQSHP ; * PlayDemo ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DKCMP SKIP 1 ; Docking computer ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * TT102 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.GHYP SKIP 1 ; Galactic hyperdrive ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * Ghy ; * SetupIconBarCharts ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ESCP SKIP 1 ; Escape pod ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawEquipment ; * EQSHP ; * ESCAPE ; * Main flight loop (Part 3 of 16) ; * SetupIconBarFlight ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TRIBBLE SKIP 2 ; The number of Trumbles in the cargo hold ; ; [Show more]
; ; This variable is used by the following: ; ; * ESCAPE ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 5 of 6) ; * SOLAR ; * TBRIEF ; * tnpr ; * TT210 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TALLYL SKIP 1 ; Combat rank fraction ; ; Contains the fraction part of the kill count, which ; together with the integer in TALLY(1 0) determines our ; combat rank. The fraction is stored as the numerator ; of a fraction with a denominator of 256, so a TALLYL ; of 128 would represent 0.5 (i.e. 128 / 256) ; ; [Show more]
; ; This variable is used by the following: ; ; * IncreaseTally ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NOMSL SKIP 1 ; The number of missiles we have fitted (0-4) ; ; [Show more]
; ; This variable is used by the following: ; ; * ABORT2 ; * DIALS ; * DrawEquipment ; * EQSHP ; * FRMIS ; * Main flight loop (Part 3 of 16) ; * msblob ; * SetupIconBarFlight ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.FIST SKIP 1 ; Our legal status (FIST stands for "fugitive/innocent ; status"): ; ; * 0 = Clean ; ; * 1-49 = Offender ; ; * 50+ = Fugitive ; ; You get 64 points if you kill a cop, so that's a fast ; ticket to fugitive status ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawCmdrImage ; * ESCAPE ; * Ghy ; * Main flight loop (Part 12 of 16) ; * Main game loop (Part 3 of 6) ; * PrintLegalStatus ; * SOLAR ; * TACTICS (Part 3 of 7) ; * TT110 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.AVL SKIP 17 ; Market availability in the current system ; ; The available amount of market item X is stored in ; the X-th byte of AVL, so for example: ; ; * AVL contains the amount of food (item 0) ; ; * AVL+7 contains the amount of computers (item 7) ; ; See QQ23 for a list of market item numbers and their ; storage units, and the deep dive on "Market item ; prices and availability" for details of the algorithm ; used for calculating each item's availability ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * GVL ; * TT151 ; * var ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ26 SKIP 1 ; A random value used to randomise market data ; ; This value is set to a new random number for each ; change of system, so we can add a random factor into ; the calculations for market prices (for details of how ; this is used, see the deep dive on "Market prices") ; ; [Show more]
; ; This variable is used by the following: ; ; * GVL ; * TT151 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TALLY SKIP 2 ; Our combat rank ; ; The combat rank is stored as the number of kills, in a ; 16-bit number TALLY(1 0) - so the high byte is in ; TALLY+1 and the low byte in TALLY ; ; There is also a fractional part of the kill count, ; which is stored in TALLYL ; ; The NES version calculates the combat rank differently ; to the other versions of Elite. The combat status is ; given by the number of kills in TALLY(1 0), as ; follows: ; ; * Harmless when TALLY(1 0) = 0 or 1 ; * Mostly Harmless when TALLY(1 0) = 2 to 7 ; * Poor when TALLY(1 0) = 8 to 23 ; * Average when TALLY(1 0) = 24 to 43 ; * Above Average when TALLY(1 0) = 44 to 129 ; * Competent when TALLY(1 0) = 130 to 511 ; * Dangerous when TALLY(1 0) = 512 to 2559 ; * Deadly when TALLY(1 0) = 2560 to 6399 ; * Elite when TALLY(1 0) = 6400 or more ; ; You can see the rating calculation in the ; PrintCombatRank subroutine ; ; [Show more]
; ; This variable is used by the following: ; ; * DEBRIEF2 ; * DOENTRY ; * EXNO2 ; * GetHeadshotType ; * HALL ; * IncreaseTally ; * KILLSHP ; * PrintCombatRank ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .QQ21 SKIP 6 ; The three 16-bit seeds for the current galaxy ; ; These seeds define system 0 in the current galaxy, so ; they can be used as a starting point to generate all ; 256 systems in the galaxy ; ; Using a galactic hyperdrive rotates each byte to the ; left (rolling each byte within itself) to get the ; seeds for the next galaxy, so after eight galactic ; jumps, the seeds roll around to the first galaxy again ; ; See the deep dives on "Galaxy and system seeds" and ; "Twisting the system seeds" for more details ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * TT81 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NOSTM SKIP 1 ; The number of stardust particles shown on screen, ; which is 20 (#NOST) for normal space, and 3 for ; witchspace ; ; [Show more]
; ; This variable is used by the following: ; ; * FLIP ; * HideStardust ; * MJP ; * nWq ; * RES2 ; * ShowScrollText ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.burstSpriteIndex SKIP 1 ; The index into the sprite buffer of the explosion ; burst sprite that is set up in DrawExplosionBurst ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawExplosionBurst ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.unusedVariable SKIP 1 ; This variable is zeroed in RES2 but is never read ; ; [Show more]
; ; This variable is used by the following: ; ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.chargeDockingFee SKIP 1 ; Records whether we have been charged a docking fee, so ; we don't get charged twice: ; ; * 0 = we have not been charged a docking fee ; ; * Non-zero = we have been charged a docking fee ; ; The docking fee is 5.0 credits ; ; [Show more]
; ; This variable is used by the following: ; ; * RES2 ; * TT102 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.priceDebug SKIP 1 ; This is only referenced by some disabled test code in ; the prx routine, where it was presumably used for ; testing different equipment prices ; ; [Show more]
; ; This variable is used by the following: ; ; * prx ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DAMP SKIP 1 ; Controller damping configuration setting ; ; * 0 = damping is disabled ; ; * $FF = damping is enabled (default) ; ; [Show more]
; ; This variable is used by the following: ; ; * cntr ; * PauseGame ; * ResetOptions ; * SetupIconBarPause ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTGY SKIP 1 ; Reverse controller y-axis configuration setting ; ; * 0 = standard Y-axis (default) ; ; * $FF = reversed Y-axis ; ; [Show more]
; ; This variable is used by the following: ; ; * PauseGame ; * ResetOptions ; * SetupIconBarPause ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DNOIZ SKIP 1 ; Sound on/off configuration setting ; ; * 0 = sound is off ; ; * $FF = sound is on (default) ; ; [Show more]
; ; This variable is used by the following: ; ; * NOISE ; * PauseGame ; * ResetOptions ; * SetupIconBarPause ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.disableMusic SKIP 1 ; Music on/off configuration setting ; ; * 0 = music is on (default) ; ; * Non-zero = sound is off ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic_b6 ; * PauseGame ; * ResetOptions ; * SetupIconBarPause ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.autoPlayDemo SKIP 1 ; Controls whether to play the demo automatically (which ; happens after it is left idle for a while) ; ; * Bit 7 clear = do not play the demo automatically ; ; * Bit 7 set = play the demo automatically using ; the controller key presses in the ; autoPlayKeys table ; ; [Show more]
; ; This variable is used by the following: ; ; * AutoPlayDemo ; * ChooseLanguage ; * DEATH ; * DEATH2 ; * NMI ; * SetDemoAutoPlay ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.bitplaneFlags SKIP 1 ; Flags for bitplane 0 that control the sending of data ; for this bitplane to the PPU during VBlank in the NMI ; handler: ; ; * Bit 0 is ignored and is always clear ; ; * Bit 1 is ignored and is always clear ; ; * Bit 2 controls whether to override the number of ; the last tile or pattern to send to the PPU: ; ; * 0 = set the last tile number to lastNameTile or ; the last pattern to lastPattern for this ; bitplane (when sending nametable and pattern ; entries respectively) ; ; * 1 = set the last tile number to 128 (which means ; tile 8 * 128 = 1024) ; ; * Bit 3 controls the clearing of this bitplane's ; buffer in the NMI handler, once it has been sent ; to the PPU: ; ; * 0 = do not clear this bitplane's buffer ; ; * 1 = clear this bitplane's buffer once it has ; been sent to the PPU ; ; * Bit 4 lets us query whether a tile data transfer ; is already in progress for this bitplane: ; ; * 0 = we are not currently in the process of ; sending tile data to the PPU for this ; bitplane ; ; * 1 = we are in the process of sending tile data ; to the PPU for the this bitplane, possibly ; spread across multiple VBlanks ; ; * Bit 5 lets us query whether we have already sent ; all the data to the PPU for this bitplane: ; ; * 0 = we have not already sent all the data to the ; PPU for this bitplane ; ; * 1 = we have already sent all the data to the PPU ; for this bitplane ; ; * Bit 6 determines whether to send nametable data as ; well as pattern data: ; ; * 0 = only send pattern data for this bitplane, ; and stop sending it if the other bitplane is ; ready to be sent ; ; * 1 = send both pattern and nametable data for ; this bitplane ; ; * Bit 7 determines whether we should send data to ; the PPU for this bitplane: ; ; * 0 = do not send data to the PPU ; ; * 1 = send data to the PPU ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearDrawingPlane (Part 1 of 3) ; * ClearPlaneBuffers (Part 1 of 2) ; * ConsiderSendTiles ; * DrawMessageInNMI ; * DrawScreenInNMI ; * DrawScrollInNMI ; * DrawSpaceViewInNMI ; * ResetScreen ; * SendBuffersToPPU (Part 2 of 3) ; * SendBuffersToPPU (Part 3 of 3) ; * SendDataNowToPPU ; * SendNametableToPPU ; * SendOtherBitplane ; * SendTilesToPPU ; * SetDrawPlaneFlags ; * WaitForPPUToFinish ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; Flags for bitplane 1 (see above) .nmiCounter SKIP 1 ; A counter that increments every VBlank at the start of ; the NMI handler ; ; [Show more]
; ; This variable is used by the following: ; ; * ClearDrawingPlane (Part 2 of 3) ; * ClearDrawingPlane (Part 3 of 3) ; * DrawSpaceViewInNMI ; * HALL ; * nWq ; * SendPaletteSprites ; * SetupDemoUniverse ; * ShowScrollText ; * SUN (Part 1 of 2) ; * WaitForNextNMI ; * WaitForNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.screenReset SKIP 1 ; Gets set to 245 when the screen is reset, but this ; value is only read once (in SetupViewInNMI) and the ; value is ignored, so this doesn't have any effect ; ; [Show more]
; ; This variable is used by the following: ; ; * ResetScreen ; * SetupViewInNMI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW6 SKIP 1 ; A flag to denote whether printing in lower case is ; enabled for extended text tokens ; ; * %10000000 = lower case is enabled ; ; * %00000000 = lower case is not enabled ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK2 ; * MT13 ; * MT2 ; * ResetVariables ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW2 SKIP 1 ; A flag that indicates whether we are currently ; printing a word ; ; * 0 = we are currently printing a word ; ; * Non-zero = we are not currently printing a word ; ; [Show more]
; ; This variable is used by the following: ; ; * CLYNS ; * DETOK2 ; * MT8 ; * ResetVariables ; * TT26 ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW3 SKIP 1 ; A flag for switching between standard and extended ; text tokens ; ; * %00000000 = print extended tokens (i.e. those in ; TKN1 and RUTOK) ; ; * %11111111 = print standard tokens (i.e. those in ; QQ18) ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK2 ; * MT5 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW4 SKIP 1 ; Flags that govern how justified extended text tokens ; are printed ; ; * Bit 7: 1 = justify text ; 0 = do not justify text ; ; * Bit 6: 1 = buffer the entire token before ; printing, including carriage returns ; (used for in-flight messages only) ; 0 = print the contents of the buffer ; whenever a carriage return appears ; in the token ; ; [Show more]
; ; This variable is used by the following: ; ; * DisableJustifyText ; * HME2 ; * MESS ; * MT15 ; * PrintMessage ; * TT26 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW5 SKIP 1 ; The size of the justified text buffer at BUF ; ; [Show more]
; ; This variable is used by the following: ; ; * DisableJustifyText ; * HME2 ; * MESS ; * MT15 ; * MT17 ; * PrintMessage ; * StoreMessage ; * TT26 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW1 SKIP 1 ; A mask for applying the lower case part of Sentence ; Case to extended text tokens ; ; * %10000000 = apply lower case to the second letter ; of a word onwards ; ; * %00000000 = do not change case to lower case ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK2 ; * MT13 ; * MT2 ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DTW8 SKIP 1 ; A mask for capitalising the next letter in an extended ; text token ; ; * %00000000 = capitalise the next letter ; ; * %11111111 = do not change case ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * DETOK2 ; * HME2 ; * MT19 ; * ResetVariables ; * TT26 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XP SKIP 1 ; The x-coordinate of the current character as we ; construct the lines for the Star Wars scroll text ; ; [Show more]
; ; This variable is used by the following: ; ; * CalculateGridLines ; * GRIDSET ; * GRS1 ; * LAUN ; * LL164 ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.YP SKIP 1 ; The y-coordinate of the current character as we ; construct the lines for the Star Wars scroll text ; ; [Show more]
; ; This variable is used by the following: ; ; * CalculateGridLines ; * DrawScrollFrame ; * GRIDSET ; * GRS1 ; * LAUN ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.titleShip SKIP 0 ; Used to store the current ship number in the title ; screen ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.firstBox SKIP 0 ; Used to detect the first iteration of the box-drawing ; loop when drawing the launch tunnel ; ; [Show more]
; ; This variable is used by the following: ; ; * LAUN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.scrollProgress SKIP 1 ; Keeps track of the progress of the demo scroll text, ; starting from zero and increasing as the text scrolls ; up the screen ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollFrame ; * DrawScrollFrames ; * DrawScrollText ; * GetScrollDivisions ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.decimalPoint SKIP 1 ; The decimal point character for the chosen language ; ; [Show more]
; ; This variable is used by the following: ; ; * BPRNT ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused .LAS SKIP 1 ; 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) ; ; This gets set to bits 0-6 of the laser power byte from ; the commander data block, which contains the laser's ; power (bit 7 doesn't denote laser power, just whether ; or not the laser pulses, so that is not stored here) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MSTG SKIP 1 ; The current missile lock target ; ; * $FF = no target ; ; * 1-8 = the slot number of the ship that our ; missile is locked onto ; ; [Show more]
; ; This variable is used by the following: ; ; * ABORT2 ; * autoPlayKeys1_DE ; * autoPlayKeys1_EN ; * autoPlayKeys1_FR ; * autoPlayKeys2 ; * DIALS ; * FRMIS ; * FRS1 ; * KILLSHP ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; * RES2 ; * SetupIconBarFlight ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.scrollTextSpeed SKIP 1 ; Controls the speed of the scroll text in the demo ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawScrollFrames ; * DrawScrollText ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KL SKIP 0 ; The following bytes implement a key logger that gets ; updated according to the controller button presses ; ; This enables code from the BBC Micro version to be ; reused without rewriting the key press logic to work ; with the NES controllers, as it's easier just to ; populate the BBC's key logger table, so the code ; thinks that keys are being pressed when they are ; actually controller buttons ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * SetKeyLogger ; * U% ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY1 SKIP 1 ; One pilot is configured and the down and B buttons are ; both being pressed on controller 1 ; ; Or two pilots are configured and the B button is being ; pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSpaceViewInNMI ; * Main flight loop (Part 3 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY2 SKIP 1 ; One pilot is configured and the up and B buttons are ; both being pressed on controller 1 ; ; Or two pilots are configured and the A button is being ; pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSpaceViewInNMI ; * Main flight loop (Part 3 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY3 SKIP 1 ; One pilot is configured and the left button is being ; pressed on controller 1 (and the B button is not being ; pressed) ; ; Or two pilots are configured and the left button is ; being pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY4 SKIP 1 ; One pilot is configured and the right button is being ; pressed on controller 1 (and the B button is not being ; pressed) ; ; Or two pilots are configured and the right button is ; being pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY5 SKIP 1 ; One pilot is configured and the down button is being ; pressed on controller 1 (and the B button is not being ; pressed) ; ; Or two pilots are configured and the down button is ; being pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY6 SKIP 1 ; One pilot is configured and the up button is being ; pressed on controller 1 (and the B button is not being ; pressed) ; ; Or two pilots are configured and the up button is ; being pressed on controller 2 ; ; * 0 = no ; ; * $FF = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.KY7 SKIP 1 ; The A button is being pressed on controller 1 ; ; * 0 = no ; ; * Bit 7 set = yes ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.cloudSize SKIP 1 ; Used to store the explosion cloud size in PTCLS ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; * DrawExplosionBurst ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundByteSQ1 SKIP 14 ; The 14 sound bytes for the sound effect being made ; on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundLoSQ1 SKIP 1 ; The value that we are going to send to the APU via ; SQ1_LO for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundHiSQ1 SKIP 1 ; The value that we are going to send to the APU via ; SQ1_HI for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitCountSQ1 SKIP 1 ; Controls how often we send pitch data to the APU for ; the sound effect on channel SQ1 ; ; Specifically, pitch data is sent every ; soundPitCountSQ1 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitchEnvSQ1 SKIP 1 ; Controls how often we apply the pitch envelope to the ; sound effect on channel SQ1 ; ; Specifically, we apply the changes in the pitch ; envelope every soundPitchEnvSQ1 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolIndexSQ1 SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to the sound effect on channel ; SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolCountSQ1 SKIP 1 ; Controls how often we apply the volume envelope to the ; sound effect on channel SQ1 ; ; Specifically, one entry from the volume envelope is ; applied every soundVolCountSQ1 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundByteSQ2 SKIP 14 ; The 14 sound bytes for the sound effect being made ; on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundLoSQ2 SKIP 1 ; The value that we are going to send to the APU via ; SQ2_LO for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundHiSQ2 SKIP 1 ; The value that we are going to send to the APU via ; SQ2_HI for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitCountSQ2 SKIP 1 ; Controls how often we send pitch data to the APU for ; the sound effect on channel SQ2 ; ; Specifically, pitch data is sent every ; soundPitCountSQ2 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitchEnvSQ2 SKIP 1 ; Controls how often we apply the pitch envelope to the ; sound effect on channel SQ2 ; ; Specifically, we apply the changes in the pitch ; envelope every soundPitchEnvSQ2 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolIndexSQ2 SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to the sound effect on channel ; SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolCountSQ2 SKIP 1 ; Controls how often we apply the volume envelope to the ; sound effect on channel SQ2 ; ; Specifically, one entry from the volume envelope is ; applied every soundVolCountSQ2 iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundByteNOISE SKIP 14 ; The 14 sound bytes for the sound effect being made ; on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundLoNOISE SKIP 1 ; The value that we are going to send to the APU via ; NOISE_LO for the current sound effect ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundHiNOISE SKIP 1 ; The value that we are going to send to the APU via ; NOISE_HI for the current sound effect .soundPitCountNOISE SKIP 1 ; Controls how often we send pitch data to the APU for ; the sound effect on channel NOISE ; ; Specifically, pitch data is sent every ; soundPitCountNOISE iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundPitchEnvNOISE SKIP 1 ; Controls how often we apply the pitch envelope to the ; sound effect on channel NOISE ; ; Specifically, we apply the changes in the pitch ; envelope every soundPitchEnvNOISE iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolIndexNOISE SKIP 1 ; The index into the volume envelope data of the next ; volume byte to apply to the sound effect on channel ; NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolCountNOISE SKIP 1 ; Controls how often we apply the volume envelope to the ; sound effect on channel NOISE ; ; Specifically, one entry from the volume envelope is ; applied every soundVolCountNOISE iterations ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolumeSQ1 SKIP 2 ; The address of the volume envelope data for the sound ; effect currently being made on channel SQ1 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ1 ; * StartEffectOnSQ1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolumeSQ2 SKIP 2 ; The address of the volume envelope data for the sound ; effect currently being made on channel SQ2 ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnSQ2 ; * StartEffectOnSQ2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.soundVolumeNOISE SKIP 2 ; The address of the volume envelope data for the sound ; effect currently being made on channel NOISE ; ; [Show more]
; ; This variable is used by the following: ; ; * MakeSoundOnNOISE ; * StartEffectOnNOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ19 SKIP 6 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * cpl ; * DrawCrosshairs ; * GVL ; * TT103 ; * TT105 ; * TT111 ; * TT123 ; * TT128 ; * TT14 ; * TT15 ; * TT151 ; * TT152 ; * TT16 ; * TT210 ; * TT22 ; * TT25 ; * var ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.selectedSystem SKIP 6 ; The three 16-bit seeds for the selected system, i.e. ; the one we most recently snapped the crosshairs to ; in a chart view ; ; [Show more]
; ; This variable is used by the following: ; ; * SetCurrentSystem ; * TT111 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.K2 SKIP 4 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * MV40 ; * MVEIT (Part 5 of 9) ; * PL9 (Part 2 of 3) ; * PL9 (Part 3 of 3) ; * PLFL ; * PLS22 ; * PLS5 ; * SUN (Part 1 of 2) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.demoInProgress SKIP 1 ; A flag to determine whether we are playing the demo: ; ; * 0 = we are not playing the demo ; ; * Non-zero = we are initialising or playing the demo ; ; * Bit 7 set = we are initialising the demo ; ; [Show more]
; ; This variable is used by the following: ; ; * FRMIS ; * Main flight loop (Part 12 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * Main game loop (Part 5 of 6) ; * NWSTARS ; * PlayDemo ; * RES2 ; * TT66 ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.newTune SKIP 1 ; The number of the new tune when choosing the ; background music ; ; * Bits 0-6 = the tune number (1-4) ; 0 indicates no tune is selected ; ; * Bit 7 set = we are still in the process of ; changing to this tune ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseMusic_b6 ; * PauseGame ; * ResetMusic ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
IF _PAL .pointerTimerB SKIP 1 ; A timer used in the PAL version to detect the B button ; being pressed twice in quick succession (a double-tap) ; ; The MoveIconBarPointer routine sets pointerTimerB to 1 ; and pointerTimer to 40 when it detects a tap on the B ; button ; ; In successive calls to MoveIconBarPointer, while ; pointerTimerB is non-zero, the MoveIconBarPointer ; routine keeps a look-out for a second tap of the B ; button, and if it detects one, it's a double-tap ; ; When the timer in pointerTimer runs down to zero, ; pointerTimerB is also zeroed, so if a second tap is ; detected within 40 VBlanks, it is deemed to be a ; double-tap ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
ENDIF .showIconBarPointer SKIP 1 ; Controls whether to show the icon bar pointer ; ; * 0 = do not show the icon bar pointer ; ; * $FF = show the icon bar pointer ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeToView ; * DEATH ; * MoveIconBarPointer ; * PauseGame ; * SetupSpaceView ; * ShowScrollText ; * UpdateView ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xIconBarPointer SKIP 1 ; The x-coordinate of the icon bar pointer ; ; Each of the 12 buttons on the bar is positioned at an ; interval of 4, so the buttons have x-coordinates of ; of 0, 4, 8 and so on, up to 44 for the rightmost ; button ; ; This value is multiplied by 5 to get the button's ; pixel coordinate ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.yIconBarPointer SKIP 1 ; The y-coordinate of the icon bar pointer ; ; This is either 148 (when the dashboard is visible) or ; 204 (when there is no dashboard and the icon bar is ; along the bottom of the screen) ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetupSprite0 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.xPointerDelta SKIP 1 ; The direction in which the icon bar pointer is moving, ; expressed as a delta to add to the x-coordinate of the ; pointer sprites ; ; * 0 = pointer is not moving ; ; * 1 = pointer is moving to the right ; ; * -1 = pointer is moving to the left ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pointerMoveCounter SKIP 1 ; The position of the icon bar pointer as it moves ; between icons, counting down from 12 (at the start of ; the move) to 0 (at the end of the move) ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.iconBarType SKIP 1 ; The type of the current icon bar: ; ; * 0 = Docked ; ; * 1 = Flight ; ; * 2 = Charts ; ; * 3 = Pause ; ; * 4 = Title screen copyright message ; ; * $FF = Hide the icon bar on row 27 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawIconBar ; * PauseGame ; * RESET ; * SetIconBarButtons ; * SetIconBarRow ; * SetupIconBar ; * SetupSprite0 ; * ShowIconBar ; * UpdateIconBar ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.iconBarChoice SKIP 1 ; The number of the icon bar button that's just been ; selected ; ; * 0 means no button has been selected ; ; * A button number from the iconBarButtons table ; means that button has been selected by pressing ; Select on that button (or the B button has been ; tapped twice) ; ; * 80 means the Start has been pressed to pause the ; game ; ; This variable is set in the NMI handler, so the ; selection is recorded in the background ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * ChangeLetter ; * CheckForPause ; * CheckPauseButton ; * CheckSaveLoadBar ; * DrawScrollFrames ; * EQSHP ; * HideIconBarPointer ; * MoveIconBarPointer ; * qv ; * RunDemoFlightLoop ; * SetKeyLogger ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .pointerTimer SKIP 1 ; A timer that counts down by 1 on each call to the ; MoveIconBarPointer routine, so that a double-tap ; on the B button can be interpreted as such ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.pointerPressedB SKIP 1 ; Controls whether the MoveIconBarPointer routine looks ; for a second tap of the B button when trying to detect ; a double-tap on the B button ; ; * 0 = do not look for a second tap ; ; * Non-zero = do look for a second tap ; ; [Show more]
; ; This variable is used by the following: ; ; * MoveIconBarPointer ; * SetIconBarPointer ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiStoreA SKIP 1 ; Temporary storage for the A register during NMI ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SendPaletteSprites ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiStoreX SKIP 1 ; Temporary storage for the X register during NMI ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SendPaletteSprites ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.nmiStoreY SKIP 1 ; Temporary storage for the Y register during NMI ; ; [Show more]
; ; This variable is used by the following: ; ; * NMI ; * SendPaletteSprites ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.picturePattern SKIP 1 ; The number of the first free pattern where commander ; and system images can be stored in the buffers ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawCmdrImage ; * DrawSystemImage ; * GetHeadshot ; * GetSystemBack ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sendDashboardToPPU SKIP 1 ; A flag that controls whether we send the dashboard to ; the PPU during the main loop ; ; * 0 = do not send the dashboard ; ; * $FF = do send the dashboard ; ; Flips between 0 or $FF after the screen has been drawn ; in the main loop, but only if drawingBitplane = 0 ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSpaceViewInNMI ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.boxEdge1 SKIP 1 ; The tile number for drawing the left edge of a box ; ; * 0 = no box, for use in the Game Over screen ; ; * 1 = standard box, for use in all other screens ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * DrawBoxEdges ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.boxEdge2 SKIP 1 ; The tile number for drawing the right edge of a box ; ; * 0 = no box, for use in the Game Over screen ; ; * 2 = standard box, for use in all other screens ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * DrawBoxEdges ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.chartToShow SKIP 1 ; Controls which chart is shown when choosing the chart ; button on the icon bar (as the Long-range and ; Short-range Charts share the same button) ; ; * Bit 7 clear = show Short-range Chart ; ; * Bit 7 clear = show Long-range Chart ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH2 ; * TT102 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.previousCondition SKIP 1 ; Used to store the ship's previous status condition ; (i.e. docked, green, yellow or red), so we can tell ; how the situation is changing ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawSpaceViewInNMI ; * GetHeadshotType ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.statusCondition SKIP 1 ; Used to store the ship's current status condition ; (i.e. docked, green, yellow or red) ; ; [Show more]
; ; This variable is used by the following: ; ; * GetStatusCondition ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.screenFadedToBlack SKIP 1 ; Records whether the screen has been faded to black ; ; * Bit 7 clear = screen is full colour ; ; * Bit 7 set = screen has been faded to black ; ; [Show more]
; ; This variable is used by the following: ; ; * FadeToBlack ; * FadeToColour ; * MoveIconBarPointer ; * ResetScreen ; * SetupViewInNMI ; * UpdateScreen ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .numberOfPilots SKIP 1 ; A flag to determine whether the game is configured for ; one or two pilots ; ; * 0 = one pilot (using controller 1) ; ; * 1 = two pilots (where controller 1 controls the ; weaponry and controller 2 steers the ship) ; ; This value is toggled between 0 and 1 by the "one or ; two pilots" configuration icon in the pause menu ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawTitleScreen ; * Main flight loop (Part 2 of 16) ; * MoveIconBarPointer ; * PauseGame ; * ReadControllers ; * SetKeyLogger ; * SetupIconBarPause ; * TITLE ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTX SKIP 1 ; Our current roll rate ; ; This value is shown in the dashboard's RL indicator, ; and determines the rate at which we are rolling ; ; The value ranges from 1 to 255 with 128 as the centre ; point, so 1 means roll is decreasing at the maximum ; rate, 128 means roll is not changing, and 255 means ; roll is increasing at the maximum rate ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * DrawPitchRollBars ; * Main flight loop (Part 2 of 16) ; * RES2 ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTY SKIP 1 ; Our current pitch rate ; ; This value is shown in the dashboard's DC indicator, ; and determines the rate at which we are pitching ; ; The value ranges from 1 to 255 with 128 as the centre ; point, so 1 means pitch is decreasing at the maximum ; rate, 128 means pitch is not changing, and 255 means ; pitch is increasing at the maximum rate ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * DrawPitchRollBars ; * Main flight loop (Part 2 of 16) ; * RES2 ; * UpdateJoystick ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.channelPriority SKIP 3 ; The priority of the sound on the current channel ; (0 to 2) ; ; [Show more]
; ; This variable is used by the following: ; ; * FlushSoundChannel ; * NOISE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASX SKIP 1 ; The x-coordinate of the tip of the laser line ; ; [Show more]
; ; This variable is used by the following: ; ; * LASLI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASY SKIP 1 ; The y-coordinate of the tip of the laser line ; ; [Show more]
; ; This variable is used by the following: ; ; * LASLI ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .ALTIT SKIP 1 ; Our altitude above the surface of the planet or sun ; ; * 255 = we are a long way above the surface ; ; * 1-254 = our altitude as the square root of: ; ; x_hi^2 + y_hi^2 + z_hi^2 - 6^2 ; ; where our ship is at the origin, the centre of the ; planet/sun is at (x_hi, y_hi, z_hi), and the ; radius of the planet/sun is 6 ; ; * 0 = we have crashed into the surface ; ; [Show more]
; ; This variable is used by the following: ; ; * CheckAltitude ; * DIALS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SWAP SKIP 1 ; 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) ; ; [Show more]
; ; This variable is used by the following: ; ; * BLINE ; * DrawLightning ; * LL145 (Part 1 of 4) ; * LL145 (Part 4 of 4) ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.distaway SKIP 1 ; Used to store the nearest distance of the rotating ; ship on the title screen ; ; [Show more]
; ; This variable is used by the following: ; ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XSAV2 SKIP 1 ; Temporary storage, used for storing the value of the X ; register in the CHPR routine ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 1 of 6) ; * CHPR (Part 3 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.YSAV2 SKIP 1 ; Temporary storage, used for storing the value of the Y ; register in the CHPR routine ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR (Part 1 of 6) ; * CHPR (Part 3 of 6) ; * DrawSaveSlotMark ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.inputNameSize SKIP 1 ; The maximum size of the name to be fetched by the ; InputName routine ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * HME2 ; * InputName ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.FSH SKIP 1 ; Forward shield status ; ; * 0 = empty ; ; * $FF = full ; ; [Show more]
; ; This variable is used by the following: ; ; * ChargeShields ; * DIALS ; * OOPS ; * RESET ; * ResetShipStatus ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ASH SKIP 1 ; Aft shield status ; ; * 0 = empty ; ; * $FF = full ; ; [Show more]
; ; This variable is used by the following: ; ; * ChargeShields ; * DIALS ; * OOPS ; * ResetShipStatus ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ENERGY SKIP 1 ; Energy bank status ; ; * 0 = empty ; ; * $FF = full ; ; [Show more]
; ; This variable is used by the following: ; ; * autoPlayKeys2 ; * ChargeShields ; * DENGY ; * DIALS ; * GetStatusCondition ; * Main flight loop (Part 15 of 16) ; * OOPS ; * ResetShipStatus ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ24 SKIP 1 ; Temporary storage, used to store the current market ; item's price in routine TT151 ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * TT151 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ25 SKIP 1 ; Temporary storage, used to store the current market ; item's availability in routine TT151 ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * TT151 ; * TT210 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ28 SKIP 1 ; The current system's economy (0-7) ; ; * 0 = Rich Industrial ; * 1 = Average Industrial ; * 2 = Poor Industrial ; * 3 = Mainly Industrial ; * 4 = Mainly Agricultural ; * 5 = Rich Agricultural ; * 6 = Average Agricultural ; * 7 = Poor Agricultural ; ; See the deep dive on "Generating system data" for more ; information on economies ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * var ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ29 SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * BuyAndSellCargo ; * Main flight loop (Part 8 of 16) ; * PrintNumberInHold ; * tnpr ; * tnpr1 ; * TT167 ; * TT210 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.imageSentToPPU SKIP 1 ; Records when images have been sent to the PPU or ; unpacked into the buffers, so we don't repeat the ; process unnecessarily ; ; * 0 = dashboard image has been sent to the PPU ; ; * 1 = font image has been sent to the PPU ; ; * 2 = Cobra Mk III image has been sent to the PPU ; for the Equip Ship screen ; ; * 3 = the small Elite logo has been sent to the PPU ; for the Save and Load screen ; ; * 245 = the inventory icon image has been sent to ; the PPU for the Market Price screen ; ; * %1000xxxx = the headshot image has been sent to ; the PPU for the Status Mode screen, ; where %xxxx is the headshot number ; (0-13) ; ; * %1100xxxx = the system background image has been ; unpacked into the buffers for the Data ; on System screen, where %xxxx is the ; system image number (0-14) ; ; [Show more]
; ; This variable is used by the following: ; ; * GetCmdrImage ; * GetHeadshot ; * GetSystemBack ; * ResetScreen ; * SendViewToPPU ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.gov SKIP 1 ; The current system's government type (0-7) ; ; See the deep dive on "Generating system data" for ; details of the various government types ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * Main game loop (Part 4 of 6) ; * SetupAfterLoad ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tek SKIP 1 ; The current system's tech level (0-14) ; ; See the deep dive on "Generating system data" for more ; information on tech levels ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * EQSHP ; * hyp1 ; * NWSPS ; * SetupAfterLoad ; * SOS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ2 SKIP 6 ; The three 16-bit seeds for the current system, i.e. ; the one we are currently in ; ; See the deep dives on "Galaxy and system seeds" and ; "Twisting the system seeds" for more details ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * ypl ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ3 SKIP 1 ; The selected system's economy (0-7) ; ; * 0 = Rich Industrial ; * 1 = Average Industrial ; * 2 = Poor Industrial ; * 3 = Mainly Industrial ; * 4 = Mainly Agricultural ; * 5 = Rich Agricultural ; * 6 = Average Agricultural ; * 7 = Poor Agricultural ; ; See the deep dive on "Generating system data" for more ; information on economies ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ4 SKIP 1 ; The selected system's government (0-7) ; ; See the deep dive on "Generating system data" for more ; details of the various government types ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ5 SKIP 1 ; The selected system's tech level (0-14) ; ; See the deep dive on "Generating system data" for more ; information on tech levels ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 ; * hyp1 ; * SetupAfterLoad ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ6 SKIP 2 ; The selected system's population in billions * 10 ; (1-71), so the maximum population is 7.1 billion ; ; See the deep dive on "Generating system data" for more ; details on population levels ; ; [Show more]
; ; This variable is used by the following: ; ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ7 SKIP 2 ; The selected system's productivity in M CR (96-62480) ; ; See the deep dive on "Generating system data" for more ; details about productivity levels ; ; [Show more]
; ; This variable is used by the following: ; ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ8 SKIP 2 ; The distance from the current system to the selected ; system in light years * 10, stored as a 16-bit number ; ; The distance will be 0 if the selected system is the ; current system ; ; The galaxy chart is 102.4 light years wide and 51.2 ; light years tall (see the intra-system distance ; calculations in routine TT111 for details), which ; equates to 1024 x 512 in terms of QQ8 ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * PDESC ; * SetSelectionFlags ; * TT111 ; * TT146 ; * TT18 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ9 SKIP 1 ; The galactic x-coordinate of the crosshairs in the ; galaxy chart (and, most of the time, the selected ; system's galactic x-coordinate) ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * HME2 ; * jmp ; * ping ; * TT103 ; * TT105 ; * TT111 ; * TT16 ; * TT22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ10 SKIP 1 ; The galactic y-coordinate of the crosshairs in the ; galaxy chart (and, most of the time, the selected ; system's galactic y-coordinate) ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * HME2 ; * jmp ; * TT103 ; * TT105 ; * TT111 ; * TT16 ; * TT22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.systemNumber SKIP 1 ; The current system number, as calculated in TT111 when ; finding the nearest system in the galaxy ; ; [Show more]
; ; This variable is used by the following: ; ; * ChooseLanguage ; * PDESC ; * TT111 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .systemsOnChart SKIP 1 ; A counter for the number of systems drawn on the ; Short-range Chart, so it gets limited to 24 systems ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawChartSystem ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.spasto SKIP 2 ; Contains the address of the ship blueprint of the ; space station (which can be a Coriolis or Dodo) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 4 of 16) ; * NWSPS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ18Lo SKIP 1 ; Gets set to the low byte of the address of the text ; token table used by the ex routine (QQ18) ; ; [Show more]
; ; This variable is used by the following: ; ; * ex ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ18Hi SKIP 1 ; Gets set to the high byte of the address of the text ; token table used by the ex routine (QQ18) ; ; [Show more]
; ; This variable is used by the following: ; ; * ex ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TKN1Lo SKIP 1 ; Gets set to the low byte of the address of the text ; token table used by the DETOK routine (TKN1) ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TKN1Hi SKIP 1 ; Gets set to the high byte of the address of the text ; token table used by the DETOK routine (TKN1) ; ; [Show more]
; ; This variable is used by the following: ; ; * DETOK ; * SetLanguage ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.languageIndex SKIP 1 ; The language that was chosen on the Start screen as an ; index into the various lookup tables: ; ; * 0 = English ; ; * 1 = German ; ; * 2 = French ; ; [Show more]
; ; This variable is used by the following: ; ; * ChangeCmdrName ; * DETOK3 ; * DrawTitleScreen ; * EQSHP ; * HighlightSaleItem ; * PDESC ; * PrintCash ; * PrintCrTab ; * PrintLaserView ; * PrintMarketItem ; * qv ; * SetDemoAutoPlay ; * SetLanguage ; * SetViewAttrs ; * ShowScrollText ; * STATUS ; * SVE ; * TT167 ; * TT23 ; * TT25 ; * TT66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.languageNumber SKIP 1 ; The language that was chosen on the Start screen as a ; number: ; ; * 1 = Bit 0 set = English ; ; * 2 = Bit 1 set = German ; ; * 4 = Bit 2 set = French ; ; [Show more]
; ; This variable is used by the following: ; ; * DrawGlasses ; * DrawLeftEarring ; * DrawRightEarring ; * fwl ; * PrintCombatRank ; * PrintCtrlCode ; * PrintEquipment ; * PrintLaserView ; * SetLanguage ; * STATUS ; * TT210 ; * TT25 ; * TT66