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Universe: SPIN

[6502 Second Processor version]

Name: SPIN [Show more] Type: Subroutine Category: Universe Summary: Randomly spawn cargo from a destroyed ship
Context: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * Main flight loop (Part 11 of 16) calls SPIN * Main flight loop (Part 16 of 16) calls via oh * Main flight loop (Part 11 of 16) calls via SPIN2

Arguments: Y The type of cargo to consider spawning (typically #PLT or #OIL)
Other entry points: oh Contains an RTS SPIN2 Remove any randomness: spawn cargo of a specific type (given in X), and always spawn the number given in A
.SPIN JSR DORND \ Fetch a random number, and jump to oh if it is BPL oh \ positive (50% chance) TYA \ Copy the cargo type from Y into A and X TAX LDY #0 \ Fetch the first byte of the hit ship's blueprint, AND (XX0),Y \ which determines the maximum number of bits of \ debris shown when the ship is destroyed, and AND \ with the random number we just fetched AND #15 \ Reduce the random number in A to the range 0-15 .SPIN2 STA CNT \ Store the result in CNT, so CNT contains a random \ number between 0 and the maximum number of bits of \ debris that this ship will release when destroyed \ (to a maximum of 15 bits of debris) .spl BEQ oh \ We're going to go round a loop using CNT as a counter \ so this checks whether the counter is zero and jumps \ to oh when it gets there (which might be straight \ away) LDA #0 \ Call SFS1 to spawn the specified cargo from the now JSR SFS1 \ deceased parent ship, giving the spawned canister an \ AI flag of 0 (no AI, no E.C.M., non-hostile) DEC CNT \ Decrease the loop counter BNE spl+2 \ Jump back up to the LDA &0 instruction above (this BPL \ is effectively a JMP as CNT will never be negative) .oh RTS \ Return from the subroutine