This page contains a map of all the routines, variables and macros in the original source files for the 6502 Second Processor version of Elite, in the order in which they appear in the original source. The source files are structured like this:
- The two loader sources, Loader 1 and Loader 2, which display the loading screen, implement the copy protection and set things up for the main game
- The main game source, which consists of Workspaces, Text tokens, Elite A, Elite B, Elite C, Elite D, Elite E, Elite F, Elite G, Elite H, Elite I, Elite J and Ship blueprints
- The I/O processor source, which runs on the BBC Micro and handles the screen, keyboard etc.
- The Big Code File, which concatenates the files produced by the above (but which doesn't contain any code, so there is no entry below)
You can click on the links above to jump to the relevant part of the map.
Loader 1
--------
Category | Details |
---|---|
Workspaces | Important variables used by the loader |
Copy protection | Variable: copyright (Loader 1) A copyright notice, buried in the code |
Drawing the screen | VDU commands for setting the square mode 1 screen |
Sound | Sound envelope definitions |
Sound | Macro definition for defining a sound envelope |
Loader | Subroutine: Elite loader (Loader 1) Check for a 6502 Second Processor, perform a number of OS calls, set up sound and run the second loader |
Drawing planets | Subroutine: PLL1 (Part 1 of 3) (Loader 1) Draw Saturn on the loading screen (draw the planet) |
Drawing planets | Subroutine: PLL1 (Part 2 of 3) (Loader 1) Draw Saturn on the loading screen (draw the stars) |
Drawing planets | Subroutine: PLL1 (Part 3 of 3) (Loader 1) Draw Saturn on the loading screen (draw the rings) |
Maths (Arithmetic) | Generate random numbers |
Drawing planets | The random number seed used for drawing Saturn |
Maths (Arithmetic) | Calculate (A P) = A * A |
Drawing pixels | Draw a single pixel at a specific coordinate |
Drawing pixels | Ready-made single-pixel character row bytes for mode 1 |
Drawing planets | A counter for use in drawing Saturn's planetary body |
Drawing planets | A counter for use in drawing Saturn's background stars |
Drawing planets | A counter for use in drawing Saturn's rings |
Maths (Arithmetic) | Calculate ZP = SQRT(ZP(1 0)) |
Utility routines | A convenience routine for calling OSBYTE with Y = 0 |
Loader | The OS command string for changing the disc directory to E |
Loader | The OS command string for running the second part of the loader in file ELITEa |
Loader 2
--------
Category | Details |
---|---|
Workspaces | Important variables used by the loader |
Utility routines | Move a one-page block of memory from one location to another |
Loader | Subroutine: Elite loader (Part 1 of 2) (Loader 2) Move loading screen binaries into screen memory and load and run the main game code |
Loader | The OS command string for running the I/O processor's main game code in file I.CODE |
Loader | The OS command string for running the parasite's main game code in file P.CODE |
Utility routines | Move a multi-page block of memory from one location to another |
Loader | Subroutine: Elite loader (Part 2 of 2) (Loader 2) Include binaries for loading screen and dashboard images |
Workspaces
----------
Category | Details |
---|---|
Workspaces | Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here |
Workspaces | Temporary storage space for complex calculations |
Text tokens
-----------
Category | Details |
---|---|
Text | Macro definition for characters in the recursive token table |
Text | Macro definition for two-letter tokens in the token table |
Text | Macro definition for control codes in the recursive token table |
Text | Macro definition for recursive tokens in the recursive token table |
Text | The recursive token table for tokens 0-148 |
Maths (Geometry) | Sine/cosine table |
Maths (Geometry) | Arctan table |
Workspaces | Ship slots, variables |
Workspaces | Variables |
Workspaces
----------
Category | Details |
---|---|
Workspaces | Ship data blocks |
Demo | Variables used for displaying the scrolling text in the demo |
Elite A
-------
Category | Details |
---|---|
Workspaces | Various variables used by the parasite |
Save and load | The drive and directory number used when saving or loading a commander file |
Save and load | The data block for the last saved commander |
Save and load | Second checksum byte for the saved commander data file |
Save and load | First checksum byte for the saved commander data file |
Loader | Checksum, decrypt and unscramble the main game code, and start the game |
Copy protection | Decrypt bytes between &1300 and &9FFF by EOR'ing them with their page offset |
Flight | Dock at the space station, show the ship hangar and work out any mission progression |
Save and load | Set the standard BRKV handler for the game |
Main loop | Subroutine: Main flight loop (Part 1 of 16) Seed the random number generator |
Main loop | Subroutine: Main flight loop (Part 2 of 16) Calculate the alpha and beta angles from the current pitch and roll of our ship |
Main loop | Subroutine: Main flight loop (Part 3 of 16) Scan for flight keys and process the results |
Main loop | Subroutine: Main flight loop (Part 4 of 16) For each nearby ship: Copy the ship's data block from K% to the zero-page workspace at INWK |
Main loop | Subroutine: Main flight loop (Part 5 of 16) For each nearby ship: If an energy bomb has been set off, potentially kill this ship |
Main loop | Subroutine: Main flight loop (Part 6 of 16) For each nearby ship: Move the ship in space and copy the updated INWK data block back to K% |
Main loop | Subroutine: Main flight loop (Part 7 of 16) For each nearby ship: Check whether we are docking, scooping or colliding with it |
Main loop | Subroutine: Main flight loop (Part 8 of 16) For each nearby ship: Process us potentially scooping this item |
Main loop | Subroutine: Main flight loop (Part 9 of 16) For each nearby ship: If it is a space station, check whether we are successfully docking with it |
Main loop | Subroutine: Main flight loop (Part 10 of 16) For each nearby ship: Remove if scooped, or process collisions |
Main loop | Subroutine: Main flight loop (Part 11 of 16) For each nearby ship: Process missile lock and firing our laser |
Main loop | Subroutine: Main flight loop (Part 12 of 16) For each nearby ship: Draw the ship, remove if killed, loop back |
Main loop | Subroutine: Main flight loop (Part 13 of 16) Show energy bomb effect, charge shields and energy banks |
Main loop | Subroutine: Main flight loop (Part 14 of 16) Spawn a space station if we are close enough to the planet |
Main loop | Subroutine: Main flight loop (Part 15 of 16) Perform altitude checks with the planet and sun and process fuel scooping if appropriate |
Main loop | Subroutine: Main flight loop (Part 16 of 16) Process laser pulsing, E.C.M. energy drain, call stardust routine |
Universe | Randomly spawn cargo from a destroyed ship |
Text | Print the captain's name during mission briefings |
Text | Print the location hint during the mission 1 briefing |
Text | Print an extended recursive token from the RUTOK token table |
Text | Print an extended recursive token from the TKN1 token table |
Text | Print an extended text token (1-255) |
Copy protection | The name "Firebird", buried in the code of the Executive version |
Text | Switch to ALL CAPS when printing extended tokens |
Text | Switch to Sentence Case when printing extended tokens |
Text | Tab to column 6 and start a new word when printing extended tokens |
Text | Clear the screen and set the current view type to 1 |
Text | Switch to lower case when printing extended tokens |
Text | Switch to standard tokens in Sentence Case |
Text | Switch to extended tokens |
Text | Switch to justified text when printing extended tokens |
Text | Switch to left-aligned text when printing extended tokens |
Text | Print the selected system's adjective, e.g. Lavian for Lave |
Text | Print a random 1-8 letter word in Sentence Case |
Text | Capitalise the next letter |
Text | Test whether a character is a vowel |
Text | Switch to white text |
Text | The extended token table for jump tokens 1-32 (DETOK) |
Text | The extended two-letter token lookup table |
Text | The two-letter token lookup table |
Drawing ships | Ship colours |
Drawing ships | Ship colours on the scanner |
Drawing lines | The ball line heap for storing x-coordinates |
Drawing lines | The ball line heap for storing y-coordinates |
Elite B
-------
Category | Details |
---|---|
Universe | Table of pointers to the local universe's ship data blocks |
Drawing pixels | Ready-made single-pixel character row bytes for mode 4 |
Drawing pixels | Ready-made double-pixel character row bytes for mode 4 |
Drawing pixels | Ready-made single-pixel character row bytes for mode 5 |
Drawing lines | Draw a one-segment line by sending an OSWRCH 129 command to the I/O processor |
Drawing lines | Add a line segment to the multi-segment line buffer |
Drawing lines | Draw the lines in the multi-segment line buffer by sending an OSWRCH 129 command to the I/O processor |
Drawing lines | The multi-segment line buffer used by LOIN |
Keyboard | Flush the keyboard buffer |
Drawing lines | Print a title and draw a horizontal line at row 19 to box it in |
Drawing lines | Draw a horizontal line at pixel row 19 to box in a title |
Drawing lines | Draw a horizontal line at pixel row 23 to box in a title |
Drawing lines | Draw a screen-wide horizontal line at the pixel row in A |
Drawing lines | Remove a line from the sun line heap and draw it on-screen |
Drawing lines | Add a sun line to the horizontal line buffer |
Drawing lines | Draw the sun lines in the horizontal line buffer in orange by sending an OSWORD 247 command to the I/O processor |
Drawing lines | Reset the horizontal line buffer |
Drawing lines | The horizontal line buffer to send with the OSWORD 247 command |
Drawing lines | Ready-made character rows for the left end of a horizontal line in mode 4 |
Drawing lines | Ready-made character rows for the right end of a horizontal line in mode 4 |
Maths (Arithmetic) | Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle |
Drawing pixels | Draw a stardust particle relative to the screen centre |
Drawing pixels | Add a white dot at a specific distance to the pixel buffer (two-pixel dash or four-pixel square) |
Drawing pixels | Draw the pixel in the pixel buffer by sending an OSWORD 241 command to the I/O processor |
Drawing pixels | Reset the pixel buffer |
Drawing pixels | Add a coloured dot at a specific distance to the pixel buffer (one-pixel dot, two-pixel dash or four-pixel square) |
Drawing pixels | The pixel buffer to send with the OSWORD 241 command |
Drawing circles | Draw a circle segment and add it to the ball line heap |
Stardust | Reflect the stardust particles in the screen diagonal and redraw the stardust field |
Stardust | The main routine for processing the stardust |
Stardust | Process the stardust for the front view |
Stardust | Process the stardust for the rear view |
Maths (Geometry) | Add an orientation vector coordinate to an INWK coordinate |
Maths (Geometry) | Calculate a cap on the maximum distance to the planet or sun |
Maths (Arithmetic) | Calculate A = x_hi^2 + y_hi^2 + z_hi^2 in the K% block |
Status | Show the Status Mode screen (red key f8) |
Text | Print text followed by a newline and indent of 6 characters |
Moving | Calculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1) |
Moving | Apply a 3.6 degree pitch or roll to an orientation vector |
Text | A constant used when printing large numbers in BPRNT |
Text | Print an 8-bit number, left-padded to 3 digits, and optional point |
Text | Print a 16-bit number, left-padded to n digits, and optional point |
Text | Print a 32-bit number, left-padded to a specific number of digits, with an optional decimal point |
Text | A mask for applying the lower case part of Sentence Case to extended text tokens |
Text | A flag that indicates whether we are currently printing a word |
Text | A flag for switching between standard and extended text tokens |
Text | Flags that govern how justified extended text tokens are printed |
Text | The size of the justified text buffer at BUF |
Text | A flag to denote whether printing in lower case is enabled for extended text tokens |
Text | A mask for capitalising the next letter in an extended text token |
Text | Print a newline |
Text | Print the character in variable DTW7 |
Text | Print a character at the text cursor, with support for verified text in extended tokens |
Sound | Make a standard system beep |
Text | Send a character to the I/O processor for printing or processing |
Text | A flag that determines whether to send text output to the printer as well as the screen |
Dashboard | Update the dashboard indicators and flight variables by sending a #RDPARAMS command to the I/O processor |
Flight | Launch our escape pod |
Charts | Search the galaxy for a system |
Elite C
-------
Category | Details |
---|---|
Ship hangar | Ship hangar group table |
Ship hangar | Draw the ships in the ship hangar, then draw the hangar by sending an OSWORD 248 command to the I/O processor |
Ship hangar | Draw a ship in the ship hangar |
Ship hangar | Switch the main line-drawing routine between EOR and OR logic |
Tactics | Subroutine: TACTICS (Part 1 of 7) Apply tactics: Process missiles, both enemy missiles and our own |
Tactics | Subroutine: TACTICS (Part 2 of 7) Apply tactics: Escape pod, station, lone Thargon, safe-zone pirate |
Tactics | Subroutine: TACTICS (Part 3 of 7) Apply tactics: Calculate dot product to determine ship's aim |
Tactics | Subroutine: TACTICS (Part 4 of 7) Apply tactics: Check energy levels, maybe launch escape pod if low |
Tactics | Subroutine: TACTICS (Part 5 of 7) Apply tactics: Consider whether to launch a missile at us |
Tactics | Subroutine: TACTICS (Part 6 of 7) Apply tactics: Consider firing a laser at us, if aim is true |
Tactics | Subroutine: TACTICS (Part 7 of 7) Apply tactics: Set pitch, roll, and acceleration |
Flight | Apply docking manoeuvres to the ship in INWK |
Maths (Arithmetic) | Calculate vector K3(8 0) = [x y z] - coordinates of the sun or space station |
Maths (Arithmetic) | Calculate vector K3(8 0) = [x y z] - coordinates in (A V) |
Maths (Arithmetic) | Calculate K3 = (x_sign x_hi x_lo) - V(1 0) |
Maths (Geometry) | Calculate the dot product of XX15 and one of the space station's orientation vectors |
Maths (Geometry) | Negate the vector in XX15 so it points in the opposite direction |
Flight | Calculate the vector from the ideal docking position to the ship |
Tactics | Work out if the ship in INWK is in our crosshairs |
Tactics | Launch a ship straight ahead of us, below the laser sights |
Tactics | Fire a missile from our ship |
Tactics | Make a ship hostile |
Tactics | Display the "missile jammed" message |
Flight | Spawn an escape pod from the current (parent) ship |
Universe | Spawn a child ship from the current (parent) ship |
Moving | Move a ship in space along one of the coordinate axes |
Drawing circles | Make the hyperspace sound and draw the hyperspace tunnel |
Drawing circles | Make the launch sound and draw the launch tunnel |
Drawing circles | Draw the launch or hyperspace tunnel |
Stardust | Process the stardust for the left or right view |
Maths (Arithmetic) | Set K(3 2 1 0) = (A A A A) and clear the C flag |
Maths (Arithmetic) | Calculate K(3 2 1 0) = (A P+1 P) * Q |
Maths (Arithmetic) | Calculate (S R) = XX(1 0) and (A P) = A * ALP1 |
Maths (Arithmetic) | Calculate (A P) = ALP1 * A |
Maths (Arithmetic) | Set P(1 0) = (A A) |
Maths (Arithmetic) | Clear bit 7 of A and calculate (A P) = A * A |
Maths (Arithmetic) | Calculate (A P) = A * A |
Maths (Arithmetic) | Copy X into P and A, and clear the C flag |
Maths (Arithmetic) | Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust |
Maths (Arithmetic) | Calculate (A P) = |A| * Q |
Maths (Arithmetic) | Calculate (A P) = P * Q |
Maths (Arithmetic) | Calculate (A P) = P * X |
Maths (Arithmetic) | Calculate A = K * sin(A) |
Maths (Arithmetic) | Calculate A = A * Q / 256 |
Maths (Arithmetic) | Calculate (A P+1 P) = (A ~P) * Q |
Maths (Arithmetic) | An unused routine that does the same as MUT2 |
Maths (Arithmetic) | Calculate (S R) = XX(1 0) and (A P) = Q * A |
Maths (Arithmetic) | Calculate R = XX and (A P) = Q * A |
Maths (Arithmetic) | Calculate (A P) = Q * A |
Maths (Arithmetic) | Calculate (S R) = Q * A |
Maths (Geometry) | Calculate the dot product of XX15 and an orientation vector |
Maths (Arithmetic) | Calculate (A X) = Q * A + (S R) |
Maths (Arithmetic) | Calculate (A X) = (A P) + (S R) |
Maths (Arithmetic) | Calculate (A ?) = (-X * A + (S R)) / 96 |
Maths (Arithmetic) | Calculate (P R) = 256 * DELTA / z_hi |
Maths (Arithmetic) | Calculate (P R) = 256 * DELTA / A |
Maths (Arithmetic) | Calculate (P R) = 256 * A / Q |
Maths (Arithmetic) | Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo) |
Dashboard | Apply damping to the pitch or roll dashboard indicator |
Dashboard | Bump up the value of the pitch or roll dashboard indicator |
Dashboard | Reduce the value of the pitch or roll dashboard indicator |
Maths (Geometry) | Calculate A = arctan(P / Q) |
Drawing lines | Draw the laser lines for when we fire our lasers |
Universe | Print the system's extended description or a mission 1 directive |
Missions | Start mission 2 |
Missions | Print an extended token and show the Status Mode screen |
Missions | Receive the briefing and plans for mission 2 |
Missions | Finish mission 2 |
Missions | Finish mission 1 |
Missions | Start mission 1 and show the mission briefing |
Missions | Clear the screen, display "INCOMING MESSAGE" and wait for 2 seconds |
Missions | Display a rotating ship, waiting until a key is pressed, then remove the ship from the screen |
Text | Move to row 10, switch to white text, and switch to lower case when printing extended tokens |
Text | Move to row 6, switch to white text, and switch to lower case when printing extended tokens |
Missions | Display a rotating ship at space coordinates (0, 112, 256) and scan the keyboard |
Keyboard | Wait until a key is pressed, ignoring any existing key press |
Elite D
-------
Category | Details |
---|---|
Market | Work out if we have space for one tonne of cargo |
Market | Work out if we have space for a specific amount of cargo |
Text | Move the text cursor to a specified column by sending a #SETXC command to the I/O processor |
Text | Move the text cursor to a specified row by sending a #SETYC command to the I/O processor |
Text | Send a two-byte OSWRCH command to the I/O processor |
Text | Move the text cursor to the next row |
Text | Set the text colour by sending a #SETCOL command to the I/O processor |
Drawing the screen | Change the mode 1 palette by sending a #SETVDU19 command to the I/O processor |
Drawing the screen | Clear the screen and set up a printable trading screen |
Universe | Twist the selected system's seeds four times |
Universe | Twist the selected system's seeds |
Universe | Print the distance to the selected system in light years |
Text | Print a text token and a paragraph break |
Text | Print a paragraph break |
Text | Set Sentence Case and print a newline |
Text | Print a newline |
Universe | Display "MAINLY " and jump to TT72 |
Text | Print a text token followed by a space |
Universe | Show the Data on System screen (red key f6) |
Universe | Calculate system data from the system seeds |
Charts | Show the Long-range Chart (red key f4) |
Drawing lines | Draw a set of crosshairs |
Drawing circles | Draw a circle with crosshairs on a chart |
Drawing circles | Draw a circle on a chart |
Market | Show the Buy Cargo screen (red key f1) |
Market | Get a number from the keyboard |
Market | Print an "ITEM?" error, make a beep and rejoin the TT210 routine |
Market | Show the Sell Cargo screen (red key f2) |
Market | Show a list of current cargo in our hold, optionally to sell |
Market | Show the Inventory screen (red key f9) |
Keyboard | Ask a question with a "Y/N?" prompt and return the response |
Charts | Move the crosshairs on a chart |
Charts | Draw a small set of crosshairs on a chart |
Charts | Move galactic coordinates by a signed delta |
Charts | Draw crosshairs on the Short-range Chart, with clipping |
Charts | Show the Short-range Chart (red key f5) |
Universe | Set the selected system's seeds to those of system 0 |
Universe | Set the current system to the nearest system to a point |
Flight | Print a message to say there is no hyperspacing allowed inside the station |
Flight | Start the hyperspace process |
Flight | Start a hyperspace countdown |
Flight | Set the current system to the nearest system and return to hyp |
Flight | Perform a galactic hyperspace jump |
Universe | Set the current system to the selected system |
Flight | Print the hyperspace countdown in the top-left of the screen |
Text | Print 16-bit number, left-padded to 5 digits, no point |
Text | Print a 16-bit number, left-padded to 5 digits, and optional point |
Flight | Print an error when a system is out of hyperspace range |
Text | Print a text token followed by a question mark |
Market | Print the name, price and availability of a market item |
Market | Print the unit ("t", "kg" or "g") for a market item |
Text | Print a space |
Market | Print "t" (for tonne) and a space |
Market | Print "kg" (for kilograms) |
Market | Print "g" (for grams) |
Market | Print the headers for the table of market prices |
Market | Show the Market Price screen (red key f7) |
Market | Calculate QQ19+3 = economy * |economic_factor| |
Universe | Process a jump to the system closest to (QQ9, QQ10) |
Universe | Calculate the availability of market items |
Universe | Spawn a Thargoid ship and a Thargon companion |
Flight | Process a mis-jump into witchspace |
Flight | Try to initiate a jump into hyperspace |
Flight | Launch from a station or show the front space view |
Charts | Display either the Long-range or Short-range Chart |
Maths (Arithmetic) | Subtract an amount of cash from the cash pot |
Maths (Arithmetic) | Add an amount of cash to the cash pot |
Maths (Arithmetic) | Calculate (Y X) = P * Q * 4 |
Maths (Arithmetic) | Calculate (Y X) = (A P) * 4 |
Loader | The OS command string for running the flight code in file D.CODE in the disc version of Elite |
Equipment | Show the Equip Ship screen (red key f3) |
Market | Print the amount of money we have left in the cash pot, then make a short, high beep and delay for 1 second |
Text | Make a short, high beep and delay for 1 second |
Equipment | Subtract the price of equipment from the cash pot |
Equipment | Return the price of a piece of equipment |
Equipment | Print a menu of the four space views, for buying lasers |
Charts | Select the closest system and redraw the chart crosshairs |
Equipment | Install a new laser, processing a refund if applicable |
Equipment | Equipment prices |
Elite E
-------
Category | Details |
---|---|
Universe | Print the selected system name |
Status | Print the commander's name |
Universe | Print the current system name |
Universe | Print the current galaxy number |
Status | Print fuel and cash levels |
Status | Print the current amount of cash |
Text | Print a text token followed by a newline |
Text | Print a text token followed by a colon |
Text | Print a colon |
Text | Print a text token |
Text | Print a letter in lower case |
Text | Print a letter according to Sentence Case |
Text | Print a recursive token in the range 128-145 |
Text | Tab to column 21 and print a colon |
Text | Print a letter in lower case |
Text | Print a character and switch to capitals |
Text | Print a character |
Text | Print a two-letter token or recursive token 0-95 |
Text | Print a recursive token |
Drawing ships | Draw an exploding ship |
Universe | Update the missile indicators, set up the planet data block |
Universe | Set up various aspects of arriving in a new system |
Stardust | Initialise the stardust field |
Stardust | Create a random cloud of stardust |
Dashboard | Clear the scanner, reset the ball line and sun line heaps |
Drawing suns | Reset the sun line heap |
Drawing the screen | Show or hide the dashboard (for when we die) by sending a #DODIALS command to the I/O processor |
Flight | Charge a shield and drain some energy from the energy banks |
Flight | Drain some energy from the energy banks |
Dashboard | Update the compass |
Maths (Arithmetic) | Calculate (Y X) = A / 10 |
Maths (Geometry) | Calculate the vector to the space station |
Dashboard | Draw the space station on the compass |
Dashboard | Draw a dot on the compass, given the planet/station vector |
Drawing pixels | Draw a dash on the compass by sending a #DOdot command to the I/O processor |
Flight | Take some damage |
Maths (Geometry) | Copy a space coordinate from the K% block into K3 |
Universe | Fetch the address of a ship's data block into INF |
Universe | Add a new space station to our local bubble of universe |
Universe | Add a new ship to our local bubble of universe |
Universe | Flip the sign and double an INWK byte |
Dashboard | Disarm missiles and update the dashboard indicators |
Dashboard | Set/unset the lock target for a missile and update the dashboard |
Dashboard | Start up the E.C.M. (light up the indicator, start the countdown and make the E.C.M. sound) |
Dashboard | Light up the E.C.M. indicator bulb ("E") on the dashboard by sending a #DOBULB 255 command to the I/O processor |
Dashboard | Light up the space station indicator ("S") on the dashboard by sending a #DOBULB 0 command to the I/O processor |
Dashboard | Draw a specific indicator in the dashboard's missile bar by sending a #DOmsbar command to the I/O processor |
Maths (Geometry) | Project the current ship or planet onto the screen |
Drawing planets | Remove the planet or sun from the screen |
Drawing planets | Draw the planet or sun |
Drawing planets | Draw the planet, with either an equator and meridian, or a crater |
Drawing planets | Draw the planet's equator and meridian |
Drawing planets | Draw the planet's crater |
Drawing planets | Calculate (Y A) = nosev_x / z |
Drawing planets | Draw a half-ellipse |
Drawing planets | Draw an ellipse or half-ellipse |
Drawing suns | Draw the sun: Set up all the variables needed to draw the sun |
Drawing suns | Draw the sun: Start from the bottom of the screen and erase the old sun line by line |
Drawing suns | Draw the sun: Continue to move up the screen, drawing the new sun line by line |
Drawing suns | Draw the sun: Continue to the top of the screen, erasing the old sun line by line |
Drawing circles | Draw a circle for the planet |
Drawing circles | Draw a circle (for the planet or chart) |
Drawing circles | Draw the contents of the ball line heap by sending an OSWRCH 129 command to the I/O processor |
Drawing suns | Remove the sun from the screen |
Drawing lines | Draw a horizontal line given a centre and a half-width |
Drawing circles | Check whether any part of a circle appears on the extended screen |
Drawing planets | Return from a planet/sun-drawing routine with a failure flag |
Drawing planets | Calculate (Y A P) = 222 * roofv_x / z |
Drawing planets | Calculate CNT2 = arctan(P / A) / 4 |
Drawing planets | Calculate roofv_x / z and roofv_y / z |
Drawing planets | Calculate (X K) = (A P+1 P) / (z_sign z_hi z_lo) |
Keyboard | Scan the keyboard for cursor key or joystick movement |
Universe | Set the selected system to the current system |
Elite F
-------
Category | Details |
---|---|
Universe | Set the SLSP ship line heap pointer after shuffling ship slots |
Universe | Remove the current ship from our local bubble of universe |
Universe | Remove the space station and replace it with the sun |
Universe | Check the local bubble for missiles with target lock |
Universe | Remove a ship from our local bubble of universe |
Sound | Sound data |
Missions | Check whether we are in the Constrictor's system in mission 1 |
Start and end | Reset most variables |
Start and end | Reset a number of flight variables and workspaces |
Universe | Reset the INWK workspace and orientation vectors |
Dashboard | Display the dashboard's missile indicators in green |
Flight | Remove an in-flight message from the space view |
Universe | Initialise the INWK workspace to a hostile ship |
Maths (Arithmetic) | Generate random numbers |
Main loop | Subroutine: Main game loop (Part 1 of 6) Spawn a trader (a Cobra Mk III, Python, Boa or Anaconda) |
Main loop | Subroutine: Main game loop (Part 2 of 6) Call the main flight loop, and potentially spawn a trader, an asteroid, or a cargo canister |
Main loop | Subroutine: Main game loop (Part 3 of 6) Potentially spawn a cop, particularly if we've been bad |
Main loop | Subroutine: Main game loop (Part 4 of 6) Potentially spawn a lone bounty hunter, a Thargoid, or up to four pirates |
Main loop | Subroutine: Main game loop (Part 5 of 6) Cool down lasers, make calls to update the dashboard |
Main loop | Subroutine: Main game loop (Part 6 of 6) Process non-flight key presses (red function keys, docked keys) |
Keyboard | Process function key, save key, hyperspace and chart key presses and update the hyperspace counter |
Status | Calculate how bad we have been |
Maths (Geometry) | Compare x_hi, y_hi and z_hi with 224 |
Maths (Geometry) | Compare x_hi, y_hi and z_hi with A |
Maths (Geometry) | Calculate a cap on the maximum distance to a ship |
Utility routines | A flag that indicates whether a system error has occured |
Utility routines | The standard BRKV handler for the game |
Start and end | Display the death screen |
Universe | Contains the address of the Coriolis space station's ship blueprint |
Loader | Initialise the configuration variables and start the game |
Start and end | Main entry point for the Elite game code |
Start and end | Reset most of the game and restart from the title screen |
Start and end | Show the "Load New Commander (Y/N)?" screen and start the game |
Start and end | Show the "Press Fire or Space, Commander" screen and start the game |
Status | Go to the docking bay (i.e. show the Status Mode screen) |
Start and end | Reset the current commander data block to the last saved commander |
Start and end | Display a title screen with a rotating ship and prompt |
Save and load | Calculate the checksum for the last saved commander data block |
Save and load | Copy the last saved commander's name from INWK to NA% |
Save and load | Copy the last saved commander's name from NA% to INWK |
Save and load | Fetch the name of a commander file to save or load |
Text | Fetch a line of text from the keyboard |
Text | The OSWORD configuration block used to fetch a line of text from the keyboard |
Utility routines | Reset the local bubble of universe and ship status |
Utility routines | Zero-fill pages &B and &C |
Utility routines | Zero-fill the page whose number is in X |
Utility routines | Zero-fill a specific page |
Save and load | The OS command string for cataloguing a disc |
Save and load | The OS command string for deleting a file |
Save and load | Ask for a disc drive number and print a catalogue of that drive |
Save and load | Catalogue a disc, ask for a filename to delete, and delete the file |
Save and load | Temporary storage for the stack pointer when switching the BRKV handler between BRBR and MEBRK |
Save and load | The BRKV handler for disc access operations |
Save and load | Catalogue a disc, wait for a key press and display the disc access menu |
Save and load | Scan the keyboard until a key is pressed and display the disc access menu |
Save and load | Display the disc access menu and process saving of commander files |
Save and load | Save or load the commander file |
Save and load | Get an ASCII disc drive number from the keyboard |
Save and load | Load a commander file |
Utility routines | Set the behaviour of the ESCAPE and BREAK keys |
Utility routines | Disable the keyboard, set the SVN flag to 0, and return with A = 0 |
Utility routines | Execute an OS command, setting the SVN flag while it's running |
Save and load | Set the SVN ("save in progress") flag by sending a #DOsvn command to the I/O processor |
Utility routines | Delay by iterating through 5 * 256 (1280) empty loops |
Keyboard | Reset the key logger buffer at KTRAN |
Maths (Geometry) | Calculate the vector to the planet and store it in XX15 |
Maths (Geometry) | Normalise the three-coordinate vector in K3 |
Maths (Geometry) | Normalise the three-coordinate vector in XX15 |
Keyboard | Scan the keyboard for key presses by sending an OSWORD 240 command to the I/O processor |
Flight | Perform an in-system jump |
Sound | Switch off the E.C.M. |
Sound | Make an explosion sound |
Sound | Make a short, high beep |
Tactics | Add an enemy missile to our local bubble of universe |
Status | Process us making a kill |
Sound | Make the sound of a laser strike or ship explosion |
Sound | Make the sound whose number is in A |
Sound | Make a sound from a prepared sound block |
Sound | Prepare a sound block |
Keyboard | Lookup table for in-flight keyboard controls |
Keyboard | Scan the keyboard to see if CTRL is currently pressed |
Keyboard | Scan for a particular key press by sending a #DODKS4 command to the I/O processor |
Keyboard | Read the joystick position |
Keyboard | Toggle a configuration setting and emit a beep |
Keyboard | Read joystick and flight controls |
Keyboard | Clear the key logger |
Keyboard | Scan for the seven primary flight controls and apply the docking computer manoeuvring code |
Keyboard | Scan for pause, configuration and secondary flight keys |
Save and load | Save a screenshot if CTRL-D is pressed when the game is paused |
Keyboard | Scan the keyboard until a key is pressed |
Flight | Erase an old in-flight message and display a new one |
Flight | Display an in-flight message |
Flight | Print a text token, possibly followed by " DESTROYED" |
Flight | Potentially lose cargo or equipment following damage |
Flight | Display "E.C.M.SYSTEM DESTROYED" as an in-flight message |
Flight | Display "FUEL SCOOPS DESTROYED" as an in-flight message |
Market | Macro definition for the market prices table |
Market | Market prices table |
Save and load | OSFILE configuration block for saving a screenshot |
Save and load | Filename to be used when saving a screenshot |
Save and load | Master OSFILE configuration block for saving a screenshot |
Maths (Geometry) | Orthonormalise the orientation vectors for a ship |
Maths (Arithmetic) | Calculate A = A / Q |
Maths (Arithmetic) | Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3 |
Maths (Arithmetic) | Calculate (P+1 A) = (A P) / Q |
Keyboard | The key logger buffer that gets updated by the OSWORD 240 command |
Keyboard | Translation table from internal key number to ASCII |
Elite G
-------
Category | Details |
---|---|
Maths (Arithmetic) | Binary logarithm table (high byte) |
Maths (Arithmetic) | Binary logarithm table (low byte) |
Maths (Arithmetic) | Binary antilogarithm table |
Maths (Arithmetic) | Binary antilogarithm table |
Drawing ships | Draw a distant ship as a point rather than a full wireframe |
Maths (Arithmetic) | Calculate Q = SQRT(R Q) |
Maths (Arithmetic) | Calculate R = 256 * A / Q |
Maths (Arithmetic) | Calculate (S A) = (S R) + (A Q) |
Maths (Geometry) | Calculate the dot product of XX15 and XX16 |
Drawing ships | Subroutine: LL9 (Part 1 of 12) Draw ship: Check if ship is exploding, check if ship is in front |
Drawing ships | Subroutine: LL9 (Part 2 of 12) Draw ship: Check if ship is in field of view, close enough to draw |
Drawing ships | Subroutine: LL9 (Part 3 of 12) Draw ship: Set up orientation vector, ship coordinate variables |
Drawing ships | Subroutine: LL9 (Part 4 of 12) Draw ship: Set visibility for exploding ship (all faces visible) |
Drawing ships | Subroutine: LL9 (Part 5 of 12) Draw ship: Calculate the visibility of each of the ship's faces |
Drawing ships | Subroutine: LL9 (Part 6 of 12) Draw ship: Calculate the visibility of each of the ship's vertices |
Maths (Arithmetic) | Calculate (U R) = 256 * A / Q |
Maths (Arithmetic) | Calculate 128 - (U R) |
Drawing ships | Subroutine: LL9 (Part 7 of 12) Draw ship: Calculate the visibility of each of the ship's vertices |
Drawing ships | Subroutine: LL9 (Part 8 of 12) Draw ship: Calculate the screen coordinates of visible vertices |
Drawing ships | Subroutine: LL9 (Part 9 of 12) Draw ship: Draw laser beams if the ship is firing its laser at us |
Drawing ships | Subroutine: LL9 (Part 10 of 12) Draw ship: Calculate the visibility of each of the ship's edges |
Drawing ships | Subroutine: LL9 (Part 11 of 12) Draw ship: Add all visible edges to the ship line heap |
Drawing ships | Subroutine: LL9 (Part 12 of 12) Draw ship: Draw all the visible edges from the ship line heap |
Drawing lines | Move a point along a line until it is on-screen |
Maths (Arithmetic) | Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2 |
Maths (Arithmetic) | Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2 |
Maths (Arithmetic) | Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R| |
Drawing lines | Subroutine: LL145 (Part 1 of 4) Clip line: Work out which end-points are on-screen, if any |
Drawing lines | Subroutine: LL145 (Part 2 of 4) Clip line: Work out if any part of the line is on-screen |
Drawing lines | Subroutine: LL145 (Part 3 of 4) Clip line: Calculate the line's gradient |
Drawing lines | Subroutine: LL145 (Part 4 of 4) Clip line: Call the routine in LL188 to do the actual clipping |
Elite H
-------
Category | Details |
---|---|
Save and load | This routine is commented out in the original source |
Moving | Subroutine: MVEIT (Part 1 of 9) Move current ship: Tidy the orientation vectors |
Moving | Subroutine: MVEIT (Part 2 of 9) Move current ship: Call tactics routine, remove ship from scanner |
Moving | Subroutine: MVEIT (Part 3 of 9) Move current ship: Move ship forward according to its speed |
Moving | Subroutine: MVEIT (Part 4 of 9) Move current ship: Apply acceleration to ship's speed as a one-off |
Moving | Subroutine: MVEIT (Part 5 of 9) Move current ship: Rotate ship's location by our pitch and roll |
Moving | Subroutine: MVEIT (Part 6 of 9) Move current ship: Move the ship in space according to our speed |
Moving | Subroutine: MVEIT (Part 7 of 9) Move current ship: Rotate ship's orientation vectors by pitch/roll |
Moving | Subroutine: MVEIT (Part 8 of 9) Move current ship: Rotate ship about itself by its own pitch/roll |
Moving | Subroutine: MVEIT (Part 9 of 9) Move current ship: Redraw on scanner, if it hasn't been destroyed |
Moving | Calculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R) |
Moving | Apply pitch and roll to an orientation vector |
Moving | Calculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1) |
Moving | Rotate the planet or sun's location in space by the amount of pitch and roll of our ship |
Copy protection | Checksum the code from &1000 to &9FFF and check against S%-1 |
Flight | Flip the coordinate axes for the four different views |
Flight | Initialise the space view |
Flight | Draw the laser crosshairs |
Drawing the screen | Clear the screen and set the current view type |
Drawing the screen | Send control code 11 to the I/O processor to clear the top part of the screen, draw a border box and configure the specified view |
Utility routines | Wait for a specified time, in 1/50s of a second |
Drawing the screen | Clear the bottom three text rows of the mode 1 screen by sending a #clyns command to the I/O processor |
Dashboard | The scanner buffer to send with the #onescan command |
Dashboard | Display the current ship on the scanner |
Drawing the screen | Ask the I/O processor to wait for the vertical sync by sending a #wscn command to the I/O processor |
Elite I
-------
Category | Details |
---|---|
Demo | Used as a loop counter for the Cobra's slow approach in the demo |
Universe | Reset the INWK workspace and orientation vectors |
Demo | Pitch the current ship by a small angle in a positive direction |
Universe | Copy the ship data block at INWK back to the K% workspace |
Demo | Show the demo |
Demo | Display a Star Wars scroll text |
Utility routines | Zero-fill the Y1VB variable |
Demo | Populate the line coordinate tables with the lines for the scroll text |
Demo | Populate the line coordinate tables with the lines for a single scroll text character |
Demo | Draw a vertical red laser line from (128, 67) to (128, 160) |
Demo | Line definitions for characters in the Star Wars scroll text |
Demo | The x-coordinates of the scroll text letter grid |
Demo | The y-coordinates of the scroll text letter grid |
Demo | The text for the demo's opening scroll text |
Demo | The text for the demo's middle scroll text |
Demo | Extra text for the demo in the Executive version |
Demo | The text for the demo's final scroll text |
Sound | Speak using the Watford Electronics Beeb Speech Synthesiser |
Sound | Phrases for the Watford Electronics Beeb Speech Synthesiser |
Elite J
-------
Category | Details |
---|---|
Text | Macro definition for jump tokens in the extended token table |
Text | Macro definition for characters in the extended token table |
Text | Macro definition for recursive tokens in the extended token table |
Text | Macro definition for two-letter tokens in the extended token table |
Text | Macro definition for random tokens in the extended token table |
Text | Macro definition for standard tokens in the extended token table |
Text | The first extended token table for recursive tokens 0-255 (DETOK) |
Text | System numbers that have extended description overrides |
Text | The criteria for systems with extended description overrides |
Text | The second extended token table for recursive tokens 0-26 (DETOK3) |
Text | Lookup table for random tokens in the extended token table (0-37) |
Loader | Copy the recursive tokens and ship blueprints to their correct locations |
Utility routines | Denotes the end of the main game code, from ELITE A to ELITE J |
Ship blueprints
---------------
Category | Details |
---|---|
Drawing ships | Ship blueprints lookup table |
Drawing ships | Ship blueprints default NEWB flags |
Drawing ships | Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro definition for adding edges to ship blueprints |
Drawing ships | Macro definition for adding faces to ship blueprints |
Drawing ships | Ship blueprint for a missile |
Drawing ships | Ship blueprint for a Coriolis space station |
Drawing ships | Ship blueprint for an escape pod |
Drawing ships | Ship blueprint for an alloy plate |
Drawing ships | Ship blueprint for a cargo canister |
Drawing ships | Ship blueprint for a boulder |
Drawing ships | Ship blueprint for an asteroid |
Drawing ships | Ship blueprint for a splinter |
Drawing ships | Ship blueprint for a Shuttle |
Drawing ships | Ship blueprint for a Transporter |
Drawing ships | Ship blueprint for a Cobra Mk III |
Drawing ships | Ship blueprint for a Python |
Drawing ships | Ship blueprint for a Boa |
Drawing ships | Ship blueprint for an Anaconda |
Drawing ships | Ship blueprint for a rock hermit (asteroid) |
Drawing ships | Ship blueprint for a Viper |
Drawing ships | Ship blueprint for a Sidewinder |
Drawing ships | Ship blueprint for a Mamba |
Drawing ships | Ship blueprint for a Krait |
Drawing ships | Ship blueprint for an Adder |
Drawing ships | Ship blueprint for a Gecko |
Drawing ships | Ship blueprint for a Cobra Mk I |
Drawing ships | Ship blueprint for a Worm |
Drawing ships | Ship blueprint for a Cobra Mk III (pirate) |
Drawing ships | Ship blueprint for an Asp Mk II |
Drawing ships | Ship blueprint for a Python (pirate) |
Drawing ships | Ship blueprint for a Fer-de-Lance |
Drawing ships | Ship blueprint for a Moray |
Drawing ships | Ship blueprint for a Thargoid mothership |
Drawing ships | Ship blueprint for a Thargon |
Drawing ships | Ship blueprint for a Constrictor |
Drawing ships | Ship blueprint for the Elite logo |
Drawing ships | Ship blueprint for a Cougar |
Drawing ships | Ship blueprint for a Dodecahedron ("Dodo") space station |
I/O processor
-------------
Category | Details |
---|---|
Workspaces | Important variables used by the I/O processor |
Workspaces | Workspace: TINA (I/O processor) The code block for the TINA hook |
Drawing lines | Variable: TABLE (I/O processor) The line buffer for line data transmitted from the parasite |
Text | Variable: FONT% (I/O processor) A copy of the character definition bitmap table from the MOS ROM |
Maths (Arithmetic) | Binary logarithm table (high byte) |
Maths (Arithmetic) | Variable: logL (I/O processor) Binary logarithm table (low byte) |
Maths (Arithmetic) | Variable: antilog (I/O processor) Binary antilogarithm table |
Maths (Arithmetic) | Variable: antilogODD (I/O processor) Binary antilogarithm table |
Drawing pixels | Variable: ylookup (I/O processor) Lookup table for converting pixel y-coordinate to page number of screen address |
Drawing the screen | Variable: TVT3 (I/O processor) Palette data for the mode 1 part of the screen (the top part) |
Workspaces | Workspace: I/O variables (I/O processor) Various variables used by the I/O processor |
Tube | Variable: JMPTAB (I/O processor) The lookup table for OSWRCH jump commands (128-147) |
Loader | Subroutine: STARTUP (I/O processor) Set the various vectors, interrupts and timers, and terminate the loading process so the vector handlers can take over |
Tube | Subroutine: PUTBACK (I/O processor) Reset the OSWRCH vector in WRCHV to point to USOSWRCH |
Tube | Subroutine: USOSWRCH (I/O processor) The custom OSWRCH routine for writing characters and implementing jump table commands |
Drawing the screen | Subroutine: DODIALS (I/O processor) Implement the #DODIALS |
Flight | Subroutine: DOFE21 (I/O processor) Implement the #DOFE21 |
Drawing circles | Subroutine: DOHFX (I/O processor) Implement the #DOHFX |
Keyboard | Subroutine: DOVIAE (I/O processor) Implement the #VIAE |
Save and load | Subroutine: DOCATF (I/O processor) Implement the #DOCATF |
Text | Subroutine: DOCOL (I/O processor) Implement the #SETCOL |
Save and load | Subroutine: DOSVN (I/O processor) Implement the #DOSVN |
Utility routines | Subroutine: DOBRK (I/O processor) Implement the OSWRCH 145 command (execute a BRK instruction) |
Text | Subroutine: printer (I/O processor) Implement the #printcode |
Text | Subroutine: POSWRCH (I/O processor) Print a character on the printer only |
Text | Subroutine: tosend (I/O processor) Print a printable character and return to the printer routine |
Text | Subroutine: prilf (I/O processor) Implement the #prilf command (print a blank line on the printer) |
Dashboard | Subroutine: DOBULB (I/O processor) Implement the #DOBULB 0 command (draw the space station indicator bulb) |
Dashboard | Subroutine: ECBLB (I/O processor) Implement the #DOBULB 255 command (draw the E.C.M. indicator bulb) |
Dashboard | Variable: SPBT (I/O processor) The bitmap definition for the space station indicator bulb |
Dashboard | Variable: ECBT (I/O processor) The character bitmap for the E.C.M. indicator bulb |
Dashboard | Subroutine: DOT (I/O processor) Implement the #DOdot command (draw a dash on the compass) |
Drawing pixels | Subroutine: CPIX4 (I/O processor) Draw a double-height dot on the dashboard |
Drawing pixels | Subroutine: CPIX2 (I/O processor) Draw a single-height dash on the dashboard |
Dashboard | Subroutine: SC48 (I/O processor) Implement the #onescan command (draw a ship on the 3D scanner) |
Drawing lines | Subroutine: BEGINLIN (I/O processor) Implement the OSWRCH 129 |
Drawing lines | Subroutine: ADDBYT (I/O processor) Implement the OSWRCH 130 |
Drawing pixels | Variable: TWOS (I/O processor) Ready-made single-pixel character row bytes for mode 1 |
Drawing pixels | Variable: TWOS2 (I/O processor) Ready-made double-pixel character row bytes for mode 1 |
Drawing pixels | Variable: CTWOS (I/O processor) Ready-made single-pixel character row bytes for mode 2 |
Drawing lines | Subroutine: HLOIN2 (I/O processor) Draw a horizontal line in a specific colour |
Drawing lines | Subroutine: LOIN (Part 1 of 7) (I/O processor) Draw a line: Calculate the line gradient in the form of deltas |
Drawing lines | Subroutine: LOIN (Part 2 of 7) (I/O processor) Draw a line: Line has a shallow gradient, step right along x-axis |
Drawing lines | Subroutine: LOIN (Part 3 of 7) (I/O processor) Draw a shallow line going right and up or left and down |
Drawing lines | Subroutine: LOIN (Part 4 of 7) (I/O processor) Draw a shallow line going right and down or left and up |
Drawing lines | Subroutine: LOIN (Part 5 of 7) (I/O processor) Draw a line: Line has a steep gradient, step up along y-axis |
Drawing lines | Subroutine: LOIN (Part 6 of 7) (I/O processor) Draw a steep line going up and left or down and right |
Drawing lines | Subroutine: LOIN (Part 7 of 7) (I/O processor) Draw a steep line going up and right or down and left |
Drawing lines | Subroutine: HLOIN (I/O processor) Implement the OSWORD 247 command (draw the sun lines in the horizontal line buffer in orange) |
Drawing pixels | Variable: TWFL (I/O processor) Ready-made character rows for the left end of a horizontal line |
Drawing pixels | Variable: TWFR (I/O processor) Ready-made character rows for the right end of a horizontal line |
Drawing pixels | Variable: orange (I/O processor) Lookup table for two-pixel mode 1 orange pixels for the sun |
Drawing pixels | Subroutine: PIXEL (I/O processor) Implement the OSWORD 241 command (draw space view pixels) |
Drawing pixels | Variable: PXCL (I/O processor) A four-colour mode 1 pixel byte that represents a dot's distance |
Tube | Subroutine: newosrdch (I/O processor) The custom OSRDCH routine for reading characters |
Maths (Arithmetic) | Subroutine: ADD (I/O processor) Calculate (A X) = (A P) + (S R) |
Ship hangar | Subroutine: HANGER (I/O processor) Implement the OSWORD 248 command (display the ship hangar) |
Ship hangar | Subroutine: HAS2 (I/O processor) Draw a hangar background line from left to right |
Ship hangar | Subroutine: HAL3 (I/O processor) Draw a hangar background line from left to right, stopping when it bumps into existing on-screen content |
Ship hangar | Subroutine: HAS3 (I/O processor) Draw a hangar background line from right to left |
Maths (Arithmetic) | Subroutine: DVID4 (I/O processor) Calculate (P R) = 256 * A / Q |
Dashboard | Subroutine: ADPARAMS (I/O processor) Implement the OSWRCH 137 command (add a dashboard parameter and update the dashboard when all are received) |
Dashboard | Subroutine: RDPARAMS (I/O processor) Implement the #RDPARAMS command (start receiving a new set of parameters for updating the dashboard) |
Keyboard | Scan the keyboard to see if a specific key is being pressed |
Keyboard | Variable: KYTB (I/O processor) Lookup table for in-flight keyboard controls |
Keyboard | Subroutine: KEYBOARD (I/O processor) Implement the OSWORD 240 command (scan the keyboard and joystick and log the results) |
Tube | Variable: OSWVECS (I/O processor) The lookup table for OSWORD jump commands (240-255) |
Tube | Subroutine: NWOSWD (I/O processor) The custom OSWORD routine |
Dashboard | Subroutine: MSBAR (I/O processor) Implement the #DOmsbar command (draw a specific indicator in the dashboard's missile bar) |
Drawing the screen | Subroutine: WSCAN (I/O processor) Implement the #wscn command (wait for the vertical sync) |
Keyboard | Subroutine: DODKS4 (I/O processor) Implement the #DODKS4 command (scan the keyboard to see if a specific key is being pressed) |
Drawing the screen | Subroutine: cls (I/O processor) Clear the top part of the screen and draw a border box |
Text | Subroutine: TT67 (I/O processor) Print a newline |
Text | Subroutine: TT26 (I/O processor) Print a character at the text cursor by poking into screen memory |
Drawing the screen | Subroutine: TTX66 (I/O processor) Clear the top part of the screen and draw a border box |
Utility routines | Subroutine: ZES1 (I/O processor) Zero-fill the page whose number is in X |
Utility routines | Subroutine: ZES2 (I/O processor) Zero-fill a specific page |
Text | Subroutine: SETXC (I/O processor) Implement the #SETXC |
Text | Subroutine: SETYC (I/O processor) Implement the #SETYC |
Copy protection | Subroutine: SOMEPROT (I/O processor) Implement the OSWORD 249 command (some copy protection) |
Drawing the screen | Subroutine: CLYNS (I/O processor) Implement the #clyns command (clear the bottom of the screen) |
Dashboard | Subroutine: DIALS (Part 1 of 4) (I/O processor) Update the dashboard: speed indicator |
Dashboard | Subroutine: DIALS (Part 2 of 4) (I/O processor) Update the dashboard: pitch and roll indicators |
Dashboard | Subroutine: DIALS (Part 3 of 4) (I/O processor) Update the dashboard: four energy banks |
Dashboard | Subroutine: DIALS (Part 4 of 4) (I/O processor) Update the dashboard: shields, fuel, laser & cabin temp, altitude |
Dashboard | Subroutine: PZW2 (I/O processor) Fetch the current dashboard colours for non-striped indicators, to support flashing |
Dashboard | Subroutine: PZW (I/O processor) Fetch the current dashboard colours, to support flashing |
Dashboard | Subroutine: DILX (I/O processor) Update a bar-based indicator on the dashboard |
Dashboard | Subroutine: DIL2 (I/O processor) Update the roll or pitch indicator on the dashboard |
Drawing the screen | Variable: TVT1 (I/O processor) Palette data for the mode 2 part of the screen (the dashboard) |
Copy protection | Subroutine: do65C02 (I/O processor) Reverse the order of all bytes between the addresses in (1 0) and (3 2) and start the game |
Drawing the screen | Subroutine: IRQ1 (I/O processor) The main screen-mode interrupt handler (IRQ1V points here) |
Drawing the screen | Subroutine: SETVDU19 (I/O processor) Implement the #SETVDU19 |