INCLUDE "1-source-files/main-sources/elite-build-options.asm" _IB_DISK = (_VARIANT = 1) _SOURCE_DISK_BUILD = (_VARIANT = 2) _SOURCE_DISK_CODE_FILES = (_VARIANT = 3) _SOURCE_DISK_ELT_FILES = (_VARIANT = 4) _4AM_CRACK = (_VARIANT = 5) _SOURCE_DISK = (_VARIANT = 2) OR (_VARIANT = 3) OR (_VARIANT = 4)APPLE II ELITE MAIN GAME SOURCE Apple II Elite was written by Ian Bell and David Braben and is copyright D. Braben and I. Bell 1986 The RWTS code from Apple DOS was written by Randy Wigginton and Steve Wozniak and is copyright 1978 Apple Computer Inc. The code in this file is identical to the source disks released on Ian Bell's personal website at http://www.elitehomepage.org/ (it's just been reformatted to be more readable) 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://elite.bbcelite.com/terminology The deep dive articles referred to in this commentary can be found at https://elite.bbcelite.com/deep_dives
This source file contains the main game code for Apple II Elite.
This source file produces the following binary files: * ELTA.bin * ELTB.bin * ELTC.bin * ELTD.bin * ELTE.bin * ELTF.bin * ELTG.bin * ELTH.bin * ELTI.bin * ELTJ.bin * ELTK.binCODE% = $4000 ; The address where the code will be run LOAD% = $4000 ; The address where the code will be loaded IF _IB_DISK OR _4AM_CRACK STORE = $0200 ; The address where the SCRN file is stored during the ; load proces, so it can be used to repair the loading ; screen (including the dashboard) that gets corrupted ; by the loading process in elite-loader.asm ; ; [Show more]Configuration variables; ; This variable is used by the following: ; ; * S% ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveCODE2 = $2000 ; The address where the loading screen in SCRN is copied ; to when the game starts to repair the loading screen ; and leave an intact dashboard in screen memory for the ; duration of the game ; ; This variable name comes from the original source, but ; in the relased variants of the game it has nothing to ; do with the CODE2.bin file or its load address, so it ; is a bit confusing (its name is left over from the ; source code variant, where the copying code that ; repairs the screen is used to copy the CODE2.bin file ; as part of the transfer process) ; ; [Show more]; ; This variable is used by the following: ; ; * S% ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveELIF _SOURCE_DISK STORE = $D000 ; The address where the second block of the main game ; code is loaded as part of the transfer process from a ; BBC Micro to an Apple II (the transfer utility loads ; it into bank-switched RAM at $D000) ; ; [Show more]; ; This variable is used by the following: ; ; * S% ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveCODE2 = $9000 ; The address where the second block of the main game ; code in CODE2.bin is copied to before the game is run ; ; [Show more]; ; This variable is used by the following: ; ; * S% ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveENDIF 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 aboveNOST = 12 ; 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 ; * 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 aboveNOSH = 8 ; The maximum number of ships in our local bubble of ; universe ; ; [Show more]; ; This variable is used by the following: ; ; * K% ; * NWSHP ; * UP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveNTY = 32 ; The number of different ship types ; ; [Show more]; ; This variable is used by the following: ; ; * UP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveMSL = 1 ; Ship type for a missile ; ; [Show more]; ; This variable is used by the following: ; ; * FRMIS ; * KS2 ; * 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 aboveSST = 2 ; Ship type for a Coriolis space station ; ; [Show more]; ; This variable is used by the following: ; ; * ANGRY ; * BEGIN ; * KILLSHP ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 7 of 16) ; * Main flight loop (Part 11 of 16) ; * NWSHP ; * NWSPS ; * SFS1 ; * TACTICS (Part 2 of 7) ; * UP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveESC = 3 ; Ship type for an escape pod ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovePLT = 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 aboveOIL = 5 ; Ship type for a cargo canister ; ; [Show more]; ; This variable is used by the following: ; ; * DEATH ; * 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 aboveAST = 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 aboveSPL = 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 aboveSHU = 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 aboveCYL = 11 ; Ship type for a Cobra Mk III ; ; [Show more]; ; This variable is used by the following: ; ; * ANGRY ; * BR1 (Part 1 of 2) ; * 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 aboveANA = 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 aboveHER = 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 aboveCOPS = 16 ; Ship type for a Viper ; ; [Show more]; ; This variable is used by the following: ; ; * 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 aboveSH3 = 17 ; Ship type for a Sidewinder ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * 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 aboveKRA = 19 ; Ship type for a Krait 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 aboveCYL2 = 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 aboveASP = 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) ; * MJP ; * 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 aboveTGL = 30 ; Ship type for a Thargon ; ; [Show more]; ; This variable is used by the following: ; ; * GTHG ; * 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 aboveCON = 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 aboveDOD = 32 ; 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 aboveJL = 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 aboveJH = 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 abovePACK = 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 abovePOW = 15 ; Pulse laser power ; ; [Show more]; ; This variable is used by the following: ; ; * EQSHP ; * 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 aboveMlas = 50 ; Mining laser power ; ; [Show more]; ; This variable is used by the following: ; ; * EQSHP ; * 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 aboveArmlas = INT(128.5 + 1.5*POW) ; Military laser power ; ; [Show more]; ; This variable is used by the following: ; ; * EQSHP ; * 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 aboveNI% = 37 ; 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: ; ; * ANGRY ; * DCS1 ; * K% ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 6 of 16) ; * Main flight loop (Part 9 of 16) ; * Main flight loop (Part 15 of 16) ; * NWSHP ; * SFS1 ; * SPS4 ; * TAS4 ; * UNIV ; * VCSU1 ; * WARP ; * ZINF ; * ZP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveX = 128 ; The centre x-coordinate of the 256 x 136 space view ; ; [Show more]; ; This variable is used by the following: ; ; * HFS2 ; * 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 aboveY = 68 ; The centre y-coordinate of the 256 x 136 space view ; ; [Show more]; ; This variable is used by the following: ; ; * DOEXP ; * HFS2 ; * LASLI ; * LL118 ; * LL145 (Part 1 of 4) ; * LL145 (Part 2 of 4) ; * LL145 (Part 4 of 4) ; * LL9 (Part 8 of 12) ; * PIXEL2 ; * PROJ ; * RES2 ; * SHPPT ; * SIGHT ; * WPLS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveconhieght = 80 ; The size of the gap left for the rotating Constrictor ; at the top of the briefing for mission 1 ; ; [Show more]; ; This variable is used by the following: ; ; * BRIEF ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveGCYT = 19 ; The y-coordinate of the top of the Long-range Chart ; ; [Show more]; ; This variable is used by the following: ; ; * DVLOIN ; * TT14 ; * TT15 ; * 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 aboveGCYB = GCYT + 0.75*128 ; The y-coordinate of the bottom of the Long-range chart ; ; [Show more]; ; This variable is used by the following: ; ; * DVLOIN ; * TT15 ; * 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 abovef0 = $31 ; ASCII number for key "1" (Launch, Front) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef1 = $32 ; ASCII number for key "1" (Buy Cargo) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef2 = $33 ; ASCII number for key "2" (Sell Cargo) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef3 = $34 ; ASCII number for key "3" (Equip Ship) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef4 = $35 ; ASCII number for key "4" (Long-range Chart) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef5 = $36 ; ASCII number for key "5" (Short-range Chart) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef6 = $37 ; ASCII number for key "6" (Data on System) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef7 = $38 ; ASCII number for key "7" (Market Price) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef8 = $39 ; ASCII number for key "8" (Status Mode) ; ; [Show more]; ; This variable is used by the following: ; ; * BAY ; * 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 abovef9 = $30 ; ASCII number for key "9" (Inventory) ; ; [Show more]; ; This variable is used by the following: ; ; * TT102 ; * TT219 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovef12 = $32 ; ASCII number for key "2" (Rear) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef22 = $33 ; ASCII number for key "3" (Left) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovef32 = $34 ; ASCII number for key "4" (Right) ; ; [Show more]; ; This variable is used by the following: ; ; * 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 aboveBLACK = 0 ; Offset into the MASKT table for black ; ; [Show more]; ; This variable is used by the following: ; ; * FRMIS ; * msblob ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveVIOLET = 4 ; Offset into the MASKT table for violet ; ; [Show more]; ; This variable is used by the following: ; ; * beamcol ; * dialc1 ; * dialc2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveGREEN = 8 ; Offset into the MASKT table for green ; ; [Show more]; ; This variable is used by the following: ; ; * beamcol ; * dialc1 ; * dialc2 ; * KILLSHP ; * Main flight loop (Part 3 of 16) ; * msblob ; * TT103 ; * TT105 ; * TT14 ; * 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 aboveWHITE = 12 ; Offset into the MASKT table for white ; ; [Show more]; ; This variable is used by the following: ; ; * beamcol ; * dialc1 ; * dialc2 ; * DIALS (Part 1 of 4) ; * DIALS (Part 2 of 4) ; * Main flight loop (Part 3 of 16) ; * sightcol ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveBLUE = 16 ; Offset into the MASKT table for blue ; ; [Show more]; ; This variable is used by the following: ; ; * dialc1 ; * NLIN2 ; * scacol ; * sightcol ; * TTX66K ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveRED = 20 ; Offset into the MASKT table for red ; ; [Show more]; ; This variable is used by the following: ; ; * beamcol ; * DIALS (Part 1 of 4) ; * Main flight loop (Part 11 of 16) ; * scacol ; * sightcol ; * SUN (Part 1 of 4) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveFUZZY = 24 ; Offset into the MASKT table for the colour we use to ; show Thargoids on the scanner ; ; [Show more]; ; This variable is used by the following: ; ; * scacol ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveCYAN = WHITE ; Ships that are set to a scanner colour of CYAN in the ; scacol table will actually be shown in white ; ; [Show more]; ; This variable is used by the following: ; ; * scacol ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveMAG = WHITE ; Ships that are set to a scanner colour of MAG in the ; scacol table will actually be shown in white ; ; [Show more]; ; This variable is used by the following: ; ; * scacol ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveNRU% = 0 ; The number of planetary systems with extended system ; description overrides in the RUTOK table ; ; NRU% is set to 0 in the original source, but this is a ; bug, as it should match the number of entries in the ; RUGAL table ; ; This bug causes the Data on System screen to crash the ; game for a small number of systems - for example, the ; game will freeze if you bring up the Data on System ; screen after docking at Biarge in the first galaxy ; during the Constrictor mission ; ; [Show more]; ; This variable is used by the following: ; ; * PDESC ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveRE = $23 ; 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: ; ; * ex ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveVE = $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 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveKEY1 = $15 ; The seed for encrypting CODE1 and CODE2 from G% to R%, ; where CODE1 is the portion of ELTA-ELTK up to memory ; location $9000, and CODE2 is the portion from $9000 ; onwards ; ; [Show more]; ; This variable is used by the following: ; ; * DEEOR ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveKEY2 = $69 ; The seed for encrypting DATA from WORDS to $2000, ; which is the whole data file ; ; [Show more]; ; This variable is used by the following: ; ; * DEEOR ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveLL = 30 ; 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 aboveBUF = $0100 ; The line buffer used by DASC to print justified text ; ; [Show more]; ; This variable is used by the following: ; ; * HME2 ; * MT17 ; * 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 aboveBRKV = $03F0 ; The break vector that we intercept to enable us to ; handle and display system errors ; ; [Show more]; ; This variable is used by the following: ; ; * BRKBK ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveCHRV = $0036 ; The CSW vector that we intercept with our custom ; text printing routine (CSW is short for Character ; Switch) ; ; CHRV is the name of the same vector on the BBC Micro, ; so this variable name comes from that version ; ; [Show more]; ; This variable is used by the following: ; ; * COLD ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveNMIV = $03FC ; The NMI vector that we intercept with our custom NMI ; handler, which just acknowledges NMI interrupts and ; ignores them ; ; [Show more]; ; This variable is used by the following: ; ; * COLD ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveLS% = $0B5F ; The start of the descending ship line heap ; ; [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 aboveTAP% = LS% - 111 ; The staging area where we copy files after loading and ; before saving ; ; [Show more]; ; This variable is used by the following: ; ; * LOD ; * 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 abovecomsiz = 110 ; The size of the commander file structure that is saved ; to disk (must be no more than 252 bytes so the file ; fits into a 256-byte sector, along with the four seeds ; used to encrypt and decrypt the file) ; ; [Show more]; ; This variable is used by the following: ; ; * MUTILATE ; * rfile ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovecomfil = TAP%-20 ; The address of the commander file structure that is ; encrypted by MUTLIATE and decrypted by UNMUTILATE ; ; [Show more]; ; This variable is used by the following: ; ; * MUTILATE ; * rfile ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovecomfil2 = comfil + comsiz - 4 ; The address of the four seeds that are used to ; encrypt and decrypt the commander file, which ; are at the end of the commander file structure ; that is saved to disk ; ; [Show more]; ; This variable is used by the following: ; ; * MUTILATE ; * UNMUTILATE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveQQ18 = $0B60 ; The address of the text token table, as set in ; elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * DEEOR ; * ex ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveSNE = $0F20 ; The address of the sine lookup table, as set in ; elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * FMLTU2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveTKN1 = $0F40 ; The address of the extended token table, as set in ; elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * DETOK ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveRUPLA = TKN1 + $B1E ; The address of the extended system description system ; number table, as set in elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * PDESC ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveRUGAL = TKN1 + $B38 ; The address of the extended system description galaxy ; number table, as set in elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * PDESC ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveRUTOK = TKN1 + $B52 ; The address of the extended system description token ; table, as set in elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * DETOK3 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveFONT = $1D00 ; The address of the game's text font ; ; [Show more]; ; This variable is used by the following: ; ; * letter ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveSCBASE = $2000 ; The address of screen memory ; ; [Show more]; ; This variable is used by the following: ; ; * TTX66K ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveXX21 = $A300 ; The address of the ship blueprints lookup table, as ; set in elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * BEGIN ; * DEATH ; * KILLSHP ; * Main flight loop (Part 4 of 16) ; * NWSHP ; * 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 aboveE% = $A340 ; The address of the default NEWB ship bytes, as set in ; elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * NWSHP ; * 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 aboveKWL% = $A360 ; The address of the kill tally fraction table, as set ; in elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * EXNO2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveKWH% = $A380 ; The address of the kill tally integer table, as set in ; elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * EXNO2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveSHIP_CORIOLIS = $A49E ; The address of the ship blueprint for the Coriolis ; station, as set in elite-data.asm ; ; [Show more]; ; This variable is used by the following: ; ; * spasto ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveR% = $BFFF ; The address of the last byte of game code ; ; [Show more]; ; This variable is used by the following: ; ; * DEEOR ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovephsoff = $C080 ; Disk controller I/O soft switch for turning the ; stepper motor phase 0 off (PHASEOFF) ; ; [Show more]; ; This variable is used by the following: ; ; * seek ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovemtroff = $C088 ; Disk controller I/O soft switch for turning the motor ; off (MOTOROFF) ; ; [Show more]; ; This variable is used by the following: ; ; * prterr ; * rttrk3 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovemtron = $C089 ; Disk controller I/O soft switch for turning the motor ; on (MOTORON) ; ; [Show more]; ; This variable is used by the following: ; ; * rwts ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovedrv1en = $C08A ; Disk controller I/O soft switch for enabling drive 1 ; (DRV0EN) ; ; [Show more]; ; This variable is used by the following: ; ; * rwts ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovedrv2en = $C08B ; Disk controller I/O soft switch for enabling drive 2 ; (DRV1EN) Q6L = $C08C ; Disk controller I/O soft switch for strobing the data ; latch for I/O (Q6L) ; ; [Show more]; ; This variable is used by the following: ; ; * rdaddr ; * read ; * rwts ; * wbyte ; * write ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveQ6H = $C08D ; Disk controller I/O soft switch for loading the data ; latch (Q6H) ; ; [Show more]; ; This variable is used by the following: ; ; * wbyte ; * write ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveQ7L = $C08E ; Disk controller I/O soft switch for preparing the ; latch for input (Q7L) ; ; [Show more]; ; This variable is used by the following: ; ; * rwts ; * write ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveQ7H = $C08F ; Disk controller I/O soft switch for preparing the ; latch for output (Q7H) ; ; [Show more]; ; This variable is used by the following: ; ; * write ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveORG $0000 .ZP SKIP 2 ; These bytes appear to be unused ; ; [Show more]Name: ZP [Show more] Type: Workspace Address: $0000 to $00E2 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 hereContext: See this workspace on its own page References: This workspace is used as follows: * SWAPPZERO uses ZP; ; This variable is used by the following: ; ; * SWAPPZERO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.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 ; * Main flight loop (Part 1 of 16) ; * MUTILATE ; * PDESC ; * UNMUTILATE ; ; This list only includes code that refers to the ; variable 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 ; * CPIX ; * gnum ; * HLOIN ; * LCASH ; * letter2 ; * 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 ; * MULT1 ; * NWSHP ; * PIXEL ; * refund ; * SFS1 ; * TIS1 ; * TT102 ; * TT219 ; * VLOIN ; * 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.T2 SKIP 1 ; This byte appears to be unused ; ; [Show more]; ; This variable is used by the following: ; ; * clearrow ; * CPIX ; * HLOIN ; * letter2 ; * LL164 ; * 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) ; * PIXEL ; * VLOIN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.T3 SKIP 1 ; This byte appears to be unused ; ; [Show more]; ; This variable is used by the following: ; ; * BEEP ; * CPIX ; * LASNOISE ; * letter2 ; * PIXEL ; * SCALEY2 ; * SOBLIP ; * SOEXPL ; * VLOIN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.T4 SKIP 1 ; This byte appears to be unused ; ; [Show more]; ; This variable is used by the following: ; ; * HLOIN ; ; This list only includes code that refers to the ; variable 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 ; we want to draw ; ; [Show more]; ; This variable is used by the following: ; ; * clearrow ; * COLD ; * CPIX ; * DEEORS ; * DETOK2 ; * HLOIN ; * KILLSHP ; * KS2 ; * letter2 ; * 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) ; * mvblockK ; * PIXEL ; * RR5 ; * S% ; * TT26 ; * TTX66K ; * VLOIN ; * ZES1 ; * ZES1k ; * ZES2 ; * ZES2k ; * ZESNEW ; ; This list only includes code that refers to the ; variable 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 33 ; 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) ; ; [Show more]; ; This variable is used by the following: ; ; * BRIEF ; * COPYNAME ; * DEATH ; * DOCKIT ; * DOEXP ; * DOKEY ; * DVID3B2 ; * ESCAPE ; * FAROF2 ; * FRS1 ; * GTHG ; * GTNMEW ; * HITCH ; * HME2 ; * 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 ; * MT26 ; * 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 ; * PLANET ; * PLUT ; * PROJ ; * RLINE ; * SCAN ; * 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 ; * TR1 ; * TRNME ; * TT110 ; * TT23 ; * WPSHPS ; * Ze ; * ZINF ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.XX19 SKIP NI% - 34 ; XX19(1 0) shares its location with INWK(34 33), which ; contains the address of the ship line heap ; ; [Show more]; ; This variable is used by the following: ; ; * DOEXP ; * LL9 (Part 1 of 12) ; * LL9 (Part 12 of 12) ; * LSPUT ; ; This list only includes code that refers to the ; variable 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% ; ; [Show more]; ; This variable is used by the following: ; ; * DOCKIT ; * LL9 (Part 1 of 12) ; * Main flight loop (Part 8 of 16) ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 12 of 16) ; * Main game loop (Part 1 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.P SKIP 3 ; Temporary storage, used in a number of places ; ; [Show more]; ; This variable is used by the following: ; ; * ADD ; * BULB ; * CHKON ; * DOEXP ; * DVID3B2 ; * DVID4 ; * DVIDT ; * FMLTU ; * GC2 ; * HITCH ; * KILLSHP ; * KS3 ; * letter ; * letter2 ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 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 ; * PLANET ; * PROJ ; * S% ; * SPS2 ; * SQUA2 ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 1 of 4) ; * SUN (Part 3 of 4) ; * TIS3 ; * TT111 ; * TT151 ; * TT210 ; * TT219 ; * TT24 ; * 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.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 border box that ; clashes with columns 0 and 32, text is only shown ; in columns 1-31 ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 1 of 2) ; * BRIEF ; * CHPR ; * cleargrap ; * CLYNS ; * crlf ; * DEATH ; * DOXC ; * EQSHP ; * hyp ; * MESS ; * MT8 ; * MT9 ; * plf2 ; * qv ; * SETXC ; * STATUS ; * TITLE ; * TT151 ; * TT163 ; * TT167 ; * TT22 ; * TT23 ; * TTX66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.COL SKIP 1 ; Temporary storage, used to store colour information ; when drawing pixels in the dashboard ; ; [Show more]; ; This variable is used by the following: ; ; * CPIX ; * DIALS (Part 2 of 4) ; * DIS1 ; * DOEXP ; * HLOIN ; * MSBAR ; * NLIN2 ; * SCAN ; * SIGHT ; * SUN (Part 1 of 4) ; * TT103 ; * TT105 ; * TT14 ; * TT22 ; * TTX66K ; ; This list only includes code that refers to the ; variable 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 border box that clashes ; with row 0, text is always shown at row 1 or greater ; ; [Show more]; ; This variable is used by the following: ; ; * BULB ; * CHPR ; * cleargrap ; * CLYNS ; * DEATH ; * DOYC ; * EQSHP ; * hyp ; * INCYC ; * letter2 ; * MESS ; * MT29 ; * qv ; * SETYC ; * TITLE ; * TT146 ; * TT167 ; * TT23 ; * TTX66 ; * 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 ; * CLYNS ; * EQSHP ; * hyp ; * MESS ; * MT17 ; * MT6 ; * TITLE ; * TT102 ; * TT167 ; * TT210 ; * TT219 ; * TT23 ; * TT25 ; * TT27 ; * TT41 ; * TT46 ; * TT69 ; * TTX66 ; ; This list only includes code that refers to the ; variable 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 ; * CIRCLE2 ; * clss ; * DCS1 ; * DOCKIT ; * DOEXP ; * HFS2 ; * PROJ ; * SHPPT ; * SPS3 ; * SPS4 ; * SUN (Part 3 of 4) ; * SUN (Part 4 of 4) ; * SWAPPZERO ; * 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: ; ; * 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 ; * HFS2 ; * PROJ ; * SHPPT ; * SUN (Part 1 of 4) ; * 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) ; ; This list only includes code that refers to the ; variable 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: ; ; * HITCH ; * KILLSHP ; * 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 9 of 12) ; * LL9 (Part 10 of 12) ; * Main flight loop (Part 4 of 16) ; * Main flight loop (Part 8 of 16) ; * Main flight loop (Part 12 of 16) ; * MVEIT (Part 4 of 9) ; * NWSHP ; * SFS1 ; * SPIN ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 4 of 7) ; * TACTICS (Part 6 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.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 ; * DEATH ; * GINF ; * 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 ; * 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: ; ; * DETOK ; * DETOK2 ; * DETOK3 ; * ex ; * LL9 (Part 5 of 12) ; * LL9 (Part 6 of 12) ; * LL9 (Part 10 of 12) ; * LL9 (Part 11 of 12) ; * mvblockK ; * SUN (Part 1 of 4) ; * SUN (Part 3 of 4) ; * TACTICS (Part 1 of 7) ; * TAS1 ; * 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 ; * SUN (Part 3 of 4) ; ; This list only includes code that refers to the ; variable 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: ; ; * EDGES ; * PIX1 ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 2 of 4) ; * SUN (Part 3 of 4) ; * SUN (Part 4 of 4) ; * WPLS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.SUNX SKIP 2 ; The 16-bit x-coordinate of the vertical centre axis ; of the sun (which might be off-screen) ; ; [Show more]; ; This variable is used by the following: ; ; * SUN (Part 2 of 4) ; * SUN (Part 3 of 4) ; * SUN (Part 4 of 4) ; * WPLS ; ; This list only includes code that refers to the ; variable 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: ; ; * DIALS (Part 2 of 4) ; * 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: ; ; * DOENTRY ; * hyp ; * TT102 ; * TTX66 ; * 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 ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 16 of 16) ; * RES2 ; * TACTICS (Part 1 of 7) ; * TACTICS (Part 5 of 7) ; * TACTICS (Part 6 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: ; ; * DIALS (Part 2 of 4) ; * Main flight loop (Part 2 of 16) ; * MLS1 ; * MUT3 ; * MVEIT (Part 5 of 9) ; * RES2 ; * 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: ; ; * DIALS (Part 2 of 4) ; * 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 ; * diskerror ; * DOCKIT ; * 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) ; * LL9 (Part 12 of 12) ; * Main flight loop (Part 9 of 16) ; * NORM ; * SHPPT ; * SP2 ; * TAS2 ; * TAS3 ; * TAS4 ; * TAS6 ; * TIDY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.ztemp0 SKIP 0 ; Temporary storage used by the disk routines ; ; This variable shares its address with the coordinate ; variables, which are unused during disk access ; ; [Show more]; ; This variable is used by the following: ; ; * getsct ; * rdaddr ; * read ; * seek ; * write ; ; This list only includes code that refers to the ; variable 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 ; the line-drawing routines ; ; [Show more]; ; This variable is used by the following: ; ; * BLINE ; * BOMBOFF ; * DIS1 ; * DIS5 ; * DVLOIN ; * EDGES ; * FLIP ; * HLOIN ; * LASLI ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * LSPUT ; * MSBAR ; * NLIN2 ; * nWq ; * PIXEL2 ; * SCAN ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 3 of 4) ; * TT15 ; * TT22 ; * TTX66K ; * VLOIN ; * WPLS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.ztemp1 SKIP 0 ; Temporary storage used by the disk routines ; ; This variable shares its address with the coordinate ; variables, which are unused during disk access ; ; [Show more]; ; This variable is used by the following: ; ; * rdaddr ; * seek ; * write ; ; This list only includes code that refers to the ; variable 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 ; * BOMBOFF ; * CPIX ; * DIS1 ; * DIS5 ; * DOEXP ; * DVLOIN ; * FLIP ; * HLOIN ; * HLOIN2 ; * LASLI ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * LSPUT ; * MLU1 ; * MSBAR ; * MSBARS ; * NLIN2 ; * nWq ; * PIXEL2 ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 3 of 4) ; * TT15 ; * TT22 ; * TTX66K ; * VLOIN ; * WPLS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.ztemp2 SKIP 0 ; Temporary storage used by the disk routines ; ; This variable shares its address with the coordinate ; variables, which are unused during disk access ; ; [Show more]; ; This variable is used by the following: ; ; * seek ; * trytrk ; ; This list only includes code that refers to the ; variable 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 ; the line-drawing routines ; ; [Show more]; ; This variable is used by the following: ; ; * BLINE ; * BOMBOFF ; * DIS1 ; * EDGES ; * HLOIN ; * LASLI ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * LSPUT ; * MSBAR ; * NLIN2 ; * SUN (Part 3 of 4) ; * TT15 ; * TT22 ; * TTX66K ; * WPLS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.ztemp3 SKIP 0 ; Temporary storage used by the disk routines ; ; This variable shares its address with the coordinate ; variables, which are unused during disk access ; ; [Show more]; ; This variable is used by the following: ; ; * seek ; ; This list only includes code that refers to the ; variable 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 ; * BOMBOFF ; * DIS5 ; * DVLOIN ; * LASLI ; * LOIN (Part 1 of 7) ; * LOIN (Part 2 of 7) ; * LOIN (Part 5 of 7) ; * LSPUT ; * SCAN ; * TT15 ; * VLOIN ; * WPLS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveSKIP 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 ; * BOMBOFF ; * 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) ; * LSPUT ; * 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 ; * CHKON ; * CIRCLE ; * csh ; * DIALS (Part 1 of 4) ; * DIALS (Part 3 of 4) ; * DIALS (Part 4 of 4) ; * DIS1 ; * DOCKIT ; * DVID3B2 ; * EQSHP ; * FMLTU2 ; * HFS2 ; * KILLSHP ; * MAS1 ; * MU5 ; * MULT3 ; * MV40 ; * MVS5 ; * MVT3 ; * PLANET ; * PLS6 ; * PROJ ; * SUN (Part 1 of 4) ; * SUN (Part 3 of 4) ; * SVE ; * TAS1 ; * TT11 ; * 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.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) ; ; This list only includes code that refers to the ; variable 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 ; ; ; [Show more]; ; This variable is used by the following: ; ; * ABORT2 ; * FRMIS ; * FRS1 ; * KILLSHP ; * Main flight loop (Part 3 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.KEYLOOK SKIP 0 ; KEYLOOK, KLO, KL and thiskey all share the same ; address ; ; [Show more]; ; This variable is used by the following: ; ; * RDKEY ; * ZEKTRAN ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KLO SKIP 0 ; KEYLOOK, KLO, KL and thiskey all share the same ; address ; ; [Show more]; ; This variable is used by the following: ; ; * DOKEY ; * 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.thiskey SKIP 0 ; The following bytes implement a key logger that ; enables Elite to scan for concurrent key presses of ; the primary flight keys, plus a secondary flight key ; ; If a key is being pressed that is not in the keyboard ; table at KYTB, it can be stored here (as seen in ; routine DK4, for example) ; ; [Show more]; ; This variable is used by the following: ; ; * DK4 ; * RDKEY ; * TT17 ; ; This list only includes code that refers to the ; variable 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 1 ; The following bytes implement a key logger that ; enables Elite to scan for concurrent key presses of ; the primary flight keys, plus a secondary flight key ; ; If a key is being pressed that is not in the keyboard ; table at KYTB, it can be stored here (as seen in ; routine DK4, for example) ; ; [Show more]; ; This variable is used by the following: ; ; * DK4 ; * hyp ; * 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.KY1 SKIP 1 ; "?" is being pressed (slow down) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 3 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable 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 ; Space is being pressed (speed up) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 3 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable 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 ; "<" is being pressed (roll left) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * DOKEY ; * TT17 ; ; This list only includes code that refers to the ; variable 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 ; ">" is being pressed (roll right) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * DOKEY ; * TT17 ; ; This list only includes code that refers to the ; variable 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 ; "X" is being pressed (pull up) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * DOKEY ; * TT17 ; ; This list only includes code that refers to the ; variable 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 ; "S" is being pressed (pitch down) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * DOKEY ; * TT17 ; ; This list only includes code that refers to the ; variable 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 ; "A" is being pressed (fire lasers) ; ; * 0 = no ; ; * Non-zero = yes ; ; This is also set when the joystick fire button has ; been pressed ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; * TT17 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KY12 SKIP 1 ; "B" is being pressed (energy bomb) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KY13 SKIP 1 ; ESCAPE is being pressed (launch escape pod) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KY14 SKIP 1 ; "T" is being pressed (target missile) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KY15 SKIP 1 ; "U" is being pressed (unarm missile) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KY16 SKIP 1 ; "M" is being pressed (fire missile) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; * TT17 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KY17 SKIP 1 ; "E" is being pressed (activate E.C.M.) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KY18 SKIP 1 ; "J" is being pressed (in-system jump) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; * TT17 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KY19 SKIP 1 ; "C" is being pressed (activate docking computer) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.KY20 SKIP 1 ; "P" is being pressed (deactivate docking computer) ; ; * 0 = no ; ; * Non-zero = yes ; ; [Show more]; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.LSP SKIP 1 ; The ball line heap pointer, which contains the number ; of the first free byte after the end of the LSX2 and ; LSY2 heaps ; ; [Show more]; ; This variable is used by the following: ; ; * BLINE ; * HFS2 ; * TT128 ; * TTX66 ; * WP1 ; * WPLS2 ; * 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.QQ15 SKIP 6 ; The three 16-bit seeds for the selected system, i.e. ; the one in the crosshairs in the Short-range Chart ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * cpl ; * Ghy ; * HME2 ; * hyp ; * PDESC ; * 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 ; ; This list only includes code that refers to the ; variable 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 ; ; This list only includes code that refers to the ; variable 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 ; * GVL ; * SIGHT ; * 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.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: ; ; * DIALS (Part 2 of 4) ; * 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 (Part 1 of 4) ; * DOENTRY ; * 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) ; * RES2 ; * 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 ; * LL61 ; * LL62 ; * LL9 (Part 6 of 12) ; * LL9 (Part 7 of 12) ; * LL9 (Part 8 of 12) ; * 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: ; ; * DOCKIT ; * DOEXP ; * DV41 ; * DVID3B2 ; * DVID4 ; * DVIDT ; * EQSHP ; * FMLTU ; * FMLTU2 ; * gnum ; * LL120 ; * LL123 ; * LL129 ; * LL145 (Part 3 of 4) ; * LL28 ; * LL38 ; * LL5 ; * LL51 ; * LL61 ; * LL9 (Part 3 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 8 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) ; * Main flight loop (Part 15 of 16) ; * MLTU2 ; * MULT1 ; * MULT3 ; * MULTU ; * MV40 ; * MVEIT (Part 3 of 9) ; * MVS4 ; * MVS5 ; * NORM ; * SPS2 ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 3 of 4) ; * TAS3 ; * TAS4 ; * TIDY ; * TIS1 ; * TIS2 ; * TIS3 ; * TT111 ; * TT210 ; * TT219 ; * 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 ; * CPIX ; * DCS1 ; * DOEXP ; * DVID3B2 ; * DVID4 ; * gnum ; * HITCH ; * HLOIN ; * LL118 ; * LL120 ; * LL123 ; * LL129 ; * LL145 (Part 4 of 4) ; * LL28 ; * LL38 ; * LL5 ; * LL51 ; * LL61 ; * LL62 ; * LL9 (Part 3 of 12) ; * LL9 (Part 5 of 12) ; * LL9 (Part 8 of 12) ; * 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) ; * Main flight loop (Part 15 of 16) ; * MAS3 ; * MLS2 ; * MULT12 ; * MULT3 ; * MUT1 ; * MVEIT (Part 3 of 9) ; * MVEIT (Part 6 of 9) ; * MVS4 ; * MVS5 ; * MVT1 ; * NORM ; * SFS2 ; * STARS1 ; * STARS2 ; * STARS6 ; * SUN (Part 3 of 4) ; * TAS3 ; * TAS4 ; * TT111 ; * TT210 ; * TT219 ; * VLOIN ; * 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.S SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]; ; This variable is used by the following: ; ; * ADD ; * BPRNT ; * DOEXP ; * DVID3B2 ; * gnum ; * HITCH ; * 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 ; * STARS1 ; * STARS2 ; * STARS6 ; * TAS3 ; * TAS4 ; * TT111 ; * 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.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: ; ; * 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 ; * 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.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: ; ; * HLOIN ; * 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) ; * TT217 ; * VLOIN ; ; This list only includes code that refers to the ; variable 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 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 ; The type of the current view: ; ; 0 = Space view ; Death screen ; 1 = Data on System screen (key "7") ; Get commander name ("@", save/load commander) ; In-system jump just arrived ("J") ; Mission 1 briefing screen ; 2 = Buy Cargo screen (key "2") ; 3 = Mis-jump just arrived (witchspace) ; 4 = Sell Cargo screen (key "3") ; 8 = Status Mode screen (key "9") ; Inventory screen (key "0") ; 13 = Rotating ship view (title or mission screen) ; 16 = Market Price screen (key "8") ; 32 = Equip Ship screen (key "4") ; 64 = Long-range Chart (key "5") ; 128 = Short-range Chart (key "6") ; 255 = Launch view ; ; This value is typically set by calling routine TT66 ; ; [Show more]; ; This variable is used by the following: ; ; * BOMBOFF ; * DFAULT ; * HFS2 ; * hyp ; * LASLI ; * LOOK1 ; * Main flight loop (Part 11 of 16) ; * Main flight loop (Part 16 of 16) ; * Main game loop (Part 5 of 6) ; * me2 ; * MESS ; * NWSTARS ; * RDKEY ; * TITLE ; * TT102 ; * TT103 ; * TT110 ; * TT14 ; * TT15 ; * TT17 ; * TT18 ; * TT210 ; * TT66 ; * TTX66 ; * TTX66K ; * 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.ZZ SKIP 1 ; Temporary storage, typically used for distance values ; ; [Show more]; ; This variable is used by the following: ; ; * DOT ; * FLIP ; * nWq ; * PDESC ; * PIXEL ; * refund ; * STARS1 ; * STARS2 ; * STARS6 ; * TT111 ; * 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: ; ; * BLINE ; * EQSHP ; * LL145 (Part 1 of 4) ; * LL145 (Part 2 of 4) ; * LL145 (Part 4 of 4) ; * 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.MCNT SKIP 1 ; The main loop counter ; ; This counter determines how often certain actions are ; performed within the main loop ; ; [Show more]; ; This variable is used by the following: ; ; * BRIEF ; * DEATH ; * DIALS (Part 1 of 4) ; * 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) ; * 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.DL SKIP 1 ; This byte is unused in this version of Elite (it is ; used to store the vertical sync flag in the BBC Micro ; versions) .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) ; * PL2 ; * 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: ; ; * Main flight loop (Part 2 of 16) ; * MV40 ; * MVS4 ; * RES2 ; * 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;.PBUP ; These instructions are commented out in the original ; ; source ;SKIP 1 ;.HBUP ; These instructions are commented out in the original ; ; source ;SKIP 1 ;.LBUP ; These instructions are commented out in the original ; ; source ;SKIP 1 .QQ12 SKIP 1 ; Our "docked" status ; ; * 0 = we are not docked ; ; * $FF = we are docked ; ; [Show more]; ; This variable is used by the following: ; ; * BAY ; * hyp ; * Main game loop (Part 6 of 6) ; * PDESC ; * RESET ; * STATUS ; * TT102 ; * 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.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 ; * SUN (Part 1 of 4) ; * SUN (Part 2 of 4) ; ; This list only includes code that refers to the ; variable 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 ; ; This list only includes code that refers to the ; variable 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 ; * LL9 (Part 6 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 10 of 12) ; * LL9 (Part 11 of 12) ; * SPIN ; * STATUS ; * SUN (Part 1 of 4) ; * SUN (Part 3 of 4) ; * 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 ; * DOEXP ; * 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 ; * HFS2 ; * 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 ; * HFS2 ; * 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.LSNUM SKIP 1 ; The pointer to the current position in the ship line ; heap as we work our way through the new ship's edges ; (and the corresponding old ship's edges) when drawing ; the ship in the main ship-drawing routine at LL9 ; ; [Show more]; ; This variable is used by the following: ; ; * LL9 (Part 1 of 12) ; * LL9 (Part 11 of 12) ; * LL9 (Part 12 of 12) ; * LSPUT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.LSNUM2 SKIP 1 ; The size of the existing ship line heap for the ship ; we are drawing in LL9, i.e. the number of lines in the ; old ship that is currently shown on-screen and which ; we need to erase ; ; [Show more]; ; This variable is used by the following: ; ; * LL9 (Part 1 of 12) ; * LL9 (Part 12 of 12) ; * LSPUT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.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 ; * 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.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) ; * SUN (Part 1 of 4) ; * SUN (Part 3 of 4) ; ; This list only includes code that refers to the ; variable 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.dontclip SKIP 1 ; This is set to 0 in the RES2 routine, but the value is ; never actually read (this is left over from the ; Commodore 64 version of Elite) ; ; [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.Yx2M1 SKIP 1 ; This is used to store the number of pixel rows in the ; space view minus 1, which is also the y-coordinate of ; the bottom pixel row of the space view (it is set to ; 191 in the RES2 routine) ; ; [Show more]; ; This variable is used by the following: ; ; * CHKON ; * RES2 ; * SUN (Part 1 of 4) ; * SUN (Part 2 of 4) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.text SKIP 1 ; A flag to record the type of screen mode that's ; currently being used: ; ; * Bit 7 clear = high-resolution screen mode ; ; * Bit 7 set = text screen mode ; ; [Show more]; ; This variable is used by the following: ; ; * CHPR ; * clss ; * CLYNS ; * HGR ; * hyp ; * NLIN4 ; * TEXT ; * TTX66 ; ; This list only includes code that refers to the ; variable 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: ; ; * MESS ; ; This list only includes code that refers to the ; variable 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.T SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]; ; This variable is used by the following: ; ; * ADD ; * BLINE ; * BPRNT ; * BUMP2 ; * CHECK2 ; * CIRCLE2 ; * cpl ; * DEEORS ; * DOEXP ; * DVID3B2 ; * DVIDT ; * EDGES ; * gnum ; * KILLSHP ; * 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) ; * LOIN (Part 3 of 7) ; * LOIN (Part 4 of 7) ; * LOIN (Part 6 of 7) ; * LOIN (Part 7 of 7) ; * Main game loop (Part 3 of 6) ; * Main game loop (Part 4 of 6) ; * MLS1 ; * MU11 ; * MULT1 ; * MULT3 ; * MV40 ; * MVS5 ; * MVT1 ; * MVT3 ; * NORM ; * NWSHP ; * OOPS ; * PIXEL2 ; * REDU2 ; * SP2 ; * STARS1 ; * STARS6 ; * SUN (Part 3 of 4) ; * TACTICS (Part 5 of 7) ; * TIS1 ; * TIS2 ; * TT111 ; * VLOIN ; ; This list only includes code that refers to the ; variable 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 ; ; This value is updated by "<" and ">" key presses, or ; if joysticks are enabled, from the joystick. If ; keyboard damping is enabled (which it is by default), ; the value is slowly moved towards the centre value of ; 128 (no roll) if there are no key presses or joystick ; movement ; ; [Show more]; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * RDKEY ; * TT17 ; ; This list only includes code that refers to the ; variable 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 ; ; This value is updated by "S" and "X" key presses, or ; if joysticks are enabled, from the joystick. If ; keyboard damping is enabled (which it is by default), ; the value is slowly moved towards the centre value of ; 128 (no pitch) if there are no key presses or joystick ; movement ; ; [Show more]; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * RDKEY ; * RES2 ; * TT17 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.LSX SKIP 1 ; LSX contains the status of the sun line heap at LSO ; ; * $FF indicates the sun line heap is empty ; ; * Otherwise the LSO heap contains the line data for ; the sun ; ; [Show more]; ; This variable is used by the following: ; ; * FLFLLS ; * SUN (Part 1 of 4) ; * WPLS ; ; This list only includes code that refers to the ; variable 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: ; ; * DIALS (Part 4 of 4) ; * DOENTRY ; * Main flight loop (Part 13 of 16) ; * OOPS ; * RESET ; ; This list only includes code that refers to the ; variable 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: ; ; * DIALS (Part 4 of 4) ; * DOENTRY ; * Main flight loop (Part 13 of 16) ; * OOPS ; ; This list only includes code that refers to the ; variable 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: ; ; * DENGY ; * DIALS (Part 3 of 4) ; * DOENTRY ; * Main flight loop (Part 13 of 16) ; * Main flight loop (Part 15 of 16) ; * OOPS ; * 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.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 ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * 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) ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * 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) ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * 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 ; ; [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) ; ; [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 ; * hyp ; * PDESC ; * TT111 ; * TT146 ; * TT18 ; * 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.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.NOSTM SKIP 1 ; The number of stardust particles shown on screen, ; which is 12 (#NOST) for normal space, and 3 for ; witchspace ; ; [Show more]; ; This variable is used by the following: ; ; * FLIP ; * MJP ; * nWq ; * 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 abovePRINT "ZP workspace from ", ~ZP, "to ", ~P%-1, "inclusive"ORG $0100 .XX3 SKIP 256 ; Temporary storage, typically used for storing tables ; of values such as screen coordinates or ship data ; ; [Show more]Name: XX3 [Show more] Type: Workspace Address: $0100 to the top of the descending stack Category: Workspaces Summary: Temporary storage space for complex calculationsContext: See this workspace on its own page References: This workspace is used as follows: * DOEXP 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 * SFS1 uses XX3
Used as heap space for storing temporary data during calculations. Shared with the descending 6502 stack, which works down from $01FF.; ; This variable is used by the following: ; ; * DOEXP ; * LL62 ; * LL9 (Part 2 of 12) ; * LL9 (Part 8 of 12) ; * LL9 (Part 9 of 12) ; * LL9 (Part 10 of 12) ; * 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 aboveORG $0800 .K% SKIP NOSH * NI% ; Ship data blocks and ship line heap ; ; [Show more]Name: K% [Show more] Type: Workspace Address: $0800 to $0927 Category: Workspaces Summary: Ship data blocks and ship line heaps Deep dive: Ship data blocks The local bubble of universeContext: See this workspace on its own page References: This workspace is used as follows: * ANGRY uses K% * DCS1 uses K% * DOEXP uses K% * Main flight loop (Part 1 of 16) uses K% * Main flight loop (Part 9 of 16) uses K% * Main flight loop (Part 14 of 16) uses K% * MAS2 uses K% * MAS3 uses K% * SPS3 uses K% * SPS4 uses K% * TAS4 uses K% * UNIV uses K% * VCSU1 uses K% * WARP uses K%
Contains ship data for all the ships, planets, suns and space stations in our local bubble of universe. The blocks are pointed to by the lookup table at location UNIV. The first 296 bytes of the K% workspace hold ship data on up to 8 ships, with 37 (NI%) bytes per ship.; ; This variable is used by the following: ; ; * ANGRY ; * DCS1 ; * DOEXP ; * Main flight loop (Part 1 of 16) ; * Main flight loop (Part 9 of 16) ; * Main flight loop (Part 14 of 16) ; * MAS2 ; * MAS3 ; * SPS3 ; * SPS4 ; * TAS4 ; * UNIV ; * VCSU1 ; * 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 abovePRINT "K% workspace from ", ~K%, "to ", ~P%-1, "inclusive"ORG $0800 CLEAR $0800, $0A6E ; The disk operations workspace shares memory with the ; ship data blocks at K%, so we need to clear this block ; of memory to prevent BeebAsm from complaining .buffer SKIP 48 ; A 256-byte sector buffer, where we can load sectors ; from the disk, such as the track/sector list, or the ; commander file contents ; ; For file data, this is where we store the data that ; we want to save, before it is pre-nibblized into ; 6-bit nibbles in buff2 by the prenib routine ; ; It is also where file data is stored after being ; post-nibblized, in which case the 6-bit nibbles in ; buffr2 are converted into 8-bit bytes and stored here ; ; [Show more]Name: Disk operations workspace [Show more] Type: Workspace Address: $0800 to $0A6F Category: Workspaces Summary: Variables used by the disk operations and DOS 3.3 RWTS routinesContext: See this workspace on its own page References: No direct references to this workspace in this source file; ; This variable is used by the following: ; ; * gettsl ; * prenib ; * pstnib ; * rentry ; * rfile ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.fretrk SKIP 1 ; The number of the last track that we checked for a ; free sector in the getsct routine ; ; [Show more]; ; This variable is used by the following: ; ; * getsct ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.dirtrk SKIP 3 ; The direction in which we are searching tracks for ; free sectors in the getsct routine (+1 or -1) ; ; [Show more]; ; This variable is used by the following: ; ; * getsct ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.tracks SKIP 1 ; The number of tracks per disk ; ; [Show more]; ; This variable is used by the following: ; ; * getsct ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned aboveSKIP 3 ; Padding to ensure the bitmap variable lines up with ; byte #56 ($38) for the bitmap of free sectors .bitmap SKIP 200 ; Bit map of free sectors in track 0, at byte #56 ($38) ; in the buffer ; ; [Show more]; ; This variable is used by the following: ; ; * getsct ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.buffr2 SKIP 350 ; A 342-byte buffer for storing data in the 6-bit nibble ; format ; ; This is where we load file data from the disk in the ; 6-bit nibble format, so it can be post-nibblized into ; 8-bit bytes and stored in buffer ; ; It is also where we store nibblized data that is ready ; to be saved to the disk ; ; [Show more]; ; This variable is used by the following: ; ; * prenib ; * pstnib ; * read ; * write ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.track SKIP 1 ; Storage for a track number in the RWTS code ; ; [Show more]; ; This variable is used by the following: ; ; * gettsl ; * rdrght ; * rentry ; * rvtoc ; * rwts ; * trytrk ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.sector SKIP 1 ; Storage for a sector number in the RWTS code ; ; [Show more]; ; This variable is used by the following: ; ; * gettsl ; * rentry ; * rttrk ; * rvtoc ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.curtrk SKIP 1 ; The current track before performing a seek in the RWTS ; code ; ; [Show more]; ; This variable is used by the following: ; ; * seek ; * trytrk ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.tsltrk SKIP 1 ; The track for the commander file's track/sector list ; ; [Show more]; ; This variable is used by the following: ; ; * isfull ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.tslsct SKIP 1 ; The sector for the commander file's track/sector list ; ; [Show more]; ; This variable is used by the following: ; ; * isfull ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.filtrk SKIP 1 ; The track for the commander file's contents ; ; [Show more]; ; This variable is used by the following: ; ; * isfull ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.filsct SKIP 1 ; The sector for the commander file's contents ; ; [Show more]; ; This variable is used by the following: ; ; * isfull ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.mtimel SKIP 1 ; The motor on time (low byte) ; ; [Show more]; ; This variable is used by the following: ; ; * armwat ; * rwts ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.mtimeh SKIP 1 ; The motor on time (high byte) ; ; [Show more]; ; This variable is used by the following: ; ; * armwat ; * rwts ; * wsect ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.seeks SKIP 1 ; The maximum number of seeks ; ; [Show more]; ; This variable is used by the following: ; ; * rdrght ; * trytrk ; * wsect ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.recals SKIP 1 ; The maximum number of arm recalibrations to 2 ; ; [Show more]; ; This variable is used by the following: ; ; * trytrk ; * wsect ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.slot16 SKIP 1 ; The slot number containing the disk controller card, ; multiplied by 16 to move the slot number into the top ; nibble (so the value is $x0 for slot x) ; ; This can then be used as an offset to add to the soft ; switch addresses for the disk controller, to ensure we ; access the addresses for the correct slot ; ; [Show more]; ; This variable is used by the following: ; ; * prterr ; * rttrk3 ; * rwts ; * trytrk ; * write ; * wsect ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.atemp0 SKIP 1 ; Temporary storage for the read/write status bit ; ; [Show more]; ; This variable is used by the following: ; ; * rentry ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.stkptr SKIP 1 ; Temporary storage for the stack pointer when running ; the RWTS low-level disk access routines ; ; [Show more]; ; This variable is used by the following: ; ; * drverr ; * prterr ; * rfile ; * wfile ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.idfld SKIP 4 ; Storage for four bytes used in the RDADR16 routine: ; ; * Checksum ; * Sector ; * Track ; * Volume ; ; [Show more]; ; This variable is used by the following: ; ; * rdaddr ; * rdrght ; * rttrk ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovePRINT "Disk operations workspace from ", ~buffer, "to ", ~P%-1, "inclusive"ORG $0200 .UP SKIP 0 ; The start of the UP workspace ;.QQ16 ; This QQ16 label is present in the original source, but ; it is overridden by the QQ16 label in the ELITE A ; section, so this declaration has no effect. BeebAsm ; does not allow labels to be defined twice, so this one ; is commented out SKIP 65 ; These bytes appear 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 ; (the last slot is effectively used as a null ; terminator when shuffling the slots down in the ; KILLSHP routine) ; ; [Show more]Name: UP [Show more] Type: Workspace Address: $0200 to $0301 Category: Workspaces Summary: Configuration variablesContext: See this workspace on its own page References: No direct references to this workspace in this source file; ; This variable is used by the following: ; ; * DEATH ; * DEEOR ; * DEEORS ; * FRMIS ; * KILLSHP ; * KS2 ; * KS4 ; * Main flight loop (Part 4 of 16) ; * NWSHP ; * NWSPS ; * STATUS ; * WARP ; * 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.MANY SKIP SST ; The number of ships of each type in the local bubble ; of universe ; ; The number of ships of type X in the local bubble is ; stored at MANY+X ; ; [Show more]; ; This variable is used by the following: ; ; * KILLSHP ; * Main game loop (Part 3 of 6) ; * Main game loop (Part 4 of 6) ; * MJP ; * NWSHP ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 3 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.SSPR SKIP NTY + 1 - SST ; "Space station present" flag ; ; * Non-zero if we are inside the space station's safe ; zone ; ; ; This flag is at MANY+SST, which is no coincidence, as ; MANY+SST is a count of how many space stations there ; are in our local bubble, which is the same as saying ; "space station present" ; ; [Show more]; ; This variable is used by the following: ; ; * COMPAS ; * DOCKIT ; * KS4 ; * Main flight loop (Part 14 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * Main game loop (Part 3 of 6) ; * RES2 ; * TACTICS (Part 3 of 7) ; * 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.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: ; ; * KILLSHP ; * Main game loop (Part 2 of 6) ; * NWSHP ; * STATUS ; * 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.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 3 of 16) ; * Main flight loop (Part 15 of 16) ; * RDKEY ; ; This list only includes code that refers to the ; variable 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 ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 16 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: ; ; * 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 ; * TT151 ; * WARP ; * 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 ; ; CABTMP shares a location with MANY, but that's OK as ; MANY+0 would contain the number of ships of type 0, ; and as there is no ship type 0 (they start at 1), the ; byte at MANY+0 is not used for storing a ship type ; and can be used for the cabin temperature instead ; ; [Show more]; ; This variable is used by the following: ; ; * DIALS (Part 4 of 4) ; * Main flight loop (Part 15 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.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) ; * Main flight loop (Part 16 of 16) ; * TTX66 ; ; This list only includes code that refers to the ; variable 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 ; yellow/white) ; ; * Non-zero = missile is currently looking for a ; target (indicator is yellow/white) ; ; [Show more]; ; This variable is used by the following: ; ; * ABORT2 ; * 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 ; ; [Show more]; ; This variable is used by the following: ; ; * LOOK1 ; * Main flight loop (Part 3 of 16) ; * PLUT ; * SIGHT ; * STARS ; * TTX66 ; * 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 ; ; ; In comparison, beam lasers fire continuously as the ; value of LASCT is always 0 ; ; [Show more]; ; This variable is used by the following: ; ; * DEATH ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 16 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.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 (Part 4 of 4) ; * DOENTRY ; * LASLI ; * Main flight loop (Part 3 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.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 that effect ; is not used in this version .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 (Part 2 of 2) ; * hyp1 ; * Main game loop (Part 4 of 6) ; * 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 ; * Main flight loop (Part 12 of 16) ; * Main game loop (Part 2 of 6) ; * me1 ; * me2 ; * MESS ; * OUCH ; * TTX66 ; ; This list only includes code that refers to the ; variable 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 ; * MESS ; * OUCH ; * TTX66 ; * 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.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.XX24 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: ; ; * DIALS (Part 4 of 4) ; * Main flight loop (Part 15 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.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 ; * LL145 (Part 1 of 4) ; * LL145 (Part 4 of 4) ; * 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) ; * WPLS2 ; ; This list only includes code that refers to the ; variable 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 .YP SKIP 1 ; The y-coordinate of the current character as we ; construct the lines for the Star Wars scroll text .YS SKIP 1 ; Temporary storage for saving the index into the TB ; tables in the SLIDE routine .BALI SKIP 1 ; The progress of the Star Wars scroll text as it ; scrolls, from 254 (off the bottom of the screen) to 2 ; (fully scrolled). Can also be thought of as a measure ; of how much of the scroll text has yet to appear ; on-screen .UPO SKIP 1 ; Used as an index into the UB tables when projecting ; the scroll text lines onto the Star Wars perspective ; view and then onto the screen .boxsize SKIP 1 ; This byte appears to be unused .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 ; This byte appears to be unused ; ; [Show more]; ; This variable is used by the following: ; ; * CHPR ; ; This list only includes code that refers to the ; variable 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 ; This byte appears to be unused ; ; [Show more]; ; This variable is used by the following: ; ; * CHPR ; ; This list only includes code that refers to the ; variable 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 8 ; The current commander name ; ; The commander name can be up to 7 characters (the DFS ; limit for filenames), and is terminated by a carriage ; return ; ; [Show more]; ; This variable is used by the following: ; ; * cmn ; * DFAULT ; ; This list only includes code that refers to the ; variable 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 ; ; [Show more]; ; This variable is used by the following: ; ; * BRIEF ; * BRIEF2 ; * BRIEF3 ; * DEBRIEF ; * DEBRIEF2 ; * DOENTRY ; * KILLSHP ; * Main game loop (Part 4 of 6) ; * PDESC ; * 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.QQ0 SKIP 1 ; The current system's galactic x-coordinate (0-256) ; ; [Show more]; ; This variable is used by the following: ; ; * DOENTRY ; * 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.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 ; ; [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.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: ; ; * csh ; * LCASH ; * MCASH ; * 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.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 (Part 4 of 4) ; * EQSHP ; * ESCAPE ; * fwl ; * hyp ; * Main flight loop (Part 15 of 16) ; * 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 ; Flags used to generate the competition code ; ; [Show more]; ; This variable is used by the following: ; ; * DFAULT ; * MJP ; * 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.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: ; ; * Main flight loop (Part 3 of 16) ; * 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 aboveSKIP 2 ; These bytes appear to be unused (they were originally ; used for up/down lasers, but they were dropped) .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: ; ; * 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 ; * ESCAPE ; * Main flight loop (Part 8 of 16) ; * OUCH ; * SOLAR ; * tnpr ; * TT210 ; * TT219 ; ; This list only includes code that refers to the ; variable 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: ; ; * EQSHP ; * Main flight loop (Part 3 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.BST SKIP 1 ; Fuel scoops (BST stands for "barrel status") ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]; ; This variable is used by the following: ; ; * 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: ; ; * EQSHP ; * LOOK1 ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 13 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.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: ; ; * DEBRIEF2 ; * EQSHP ; * Main flight loop (Part 13 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.DKCMP SKIP 1 ; Docking computer ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]; ; This variable is used by the following: ; ; * EQSHP ; * 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.GHYP SKIP 1 ; Galactic hyperdrive ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]; ; This variable is used by the following: ; ; * EQSHP ; * Ghy ; ; This list only includes code that refers to the ; variable 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: ; ; * EQSHP ; * ESCAPE ; * Main flight loop (Part 3 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 aboveSKIP 1 ; This byte appears to be unused .TRIBBLE SKIP 2 ; The number of Trumbles in the cargo hold ; ; [Show more]; ; This variable is used by the following: ; ; * 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.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: ; ; * EXNO2 ; ; This list only includes code that refers to the ; variable 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 ; * EQSHP ; * FRMIS ; * Main flight loop (Part 3 of 16) ; * msblob ; ; This list only includes code that refers to the ; variable 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: ; ; * ESCAPE ; * Ghy ; * Main flight loop (Part 12 of 16) ; * Main game loop (Part 3 of 6) ; * SOLAR ; * STATUS ; * 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 ; ; [Show more]; ; This variable is used by the following: ; ; * GVL ; * TT151 ; * TT219 ; * 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 ; ; [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 ; ; If the high byte in TALLY+1 is 0 then we have between ; 0 and 255 kills, so our rank is Harmless, Mostly ; Harmless, Poor, Average Above Average or Competent, ; according to the value of the low byte in TALLY: ; ; Harmless %00000000 to %00000111 = 0 to 7 ; Mostly Harmless %00001000 to %00001111 = 8 to 15 ; Poor %00010000 to %00011111 = 16 to 31 ; Average %00100000 to %00111111 = 32 to 63 ; Above Average %01000000 to %01111111 = 64 to 127 ; Competent %10000000 to %11111111 = 128 to 255 ; ; Note that the Competent range also covers kill counts ; from 256 to 511, as follows ; ; If the high byte in TALLY+1 is non-zero then we are ; Competent, Dangerous, Deadly or Elite, according to ; the value of TALLY(1 0): ; ; Competent (1 0) to (1 255) = 256 to 511 kills ; Dangerous (2 0) to (9 255) = 512 to 2559 kills ; Deadly (10 0) to (24 255) = 2560 to 6399 kills ; Elite (25 0) and up = 6400 kills and up ; ; You can see the rating calculation in the STATUS ; subroutine ; ; [Show more]; ; This variable is used by the following: ; ; * DEBRIEF2 ; * DOENTRY ; * EXNO2 ; * KILLSHP ; * STATUS ; * 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.SVC SKIP 1 ; The save count ; ; When a new commander is created, the save count gets ; set to 128. This value gets halved each time the ; commander file is saved, but it is otherwise unused. ; It is presumably part of the security system for the ; competition, possibly another flag to catch out ; entries with manually altered commander files ; ; [Show more]; ; This variable is used by the following: ; ; * 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 aboveSKIP 2 ; The commander file checksum ; ; These two bytes are reserved for the commander file ; checksum, so when the current commander block is ; copied from here to the last saved commander block at ; NA%, CHK and CHK2 get overwritten SKIP 1 ; The second commander file checksum ; ; This byte is reserved for the second commander file ; checksum in CHK3 NT% = SVC + 3 - TP ; This sets the variable NT% to the size of the current ; commander data block, which starts at TP and ends at ; SVC+3 (inclusive), i.e. with the last checksum byte .MCH SKIP 1 ; The text token number of the in-flight message that is ; currently being shown, and which will be removed by ; the me2 routine when the counter in DLY reaches zero ; ; [Show more]; ; This variable is used by the following: ; ; * me1 ; * me2 ; * MESS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.COMX SKIP 1 ; The x-coordinate of the compass dot ; ; [Show more]; ; This variable is used by the following: ; ; * DOT ; * 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.COMY SKIP 1 ; The y-coordinate of the compass dot ; ; [Show more]; ; This variable is used by the following: ; ; * DOT ; * 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.dialc SKIP 14 ; Current dashboard indicator colours ; ; The current colour of each of the indicators on the ; dashboard, so we can check whether an indicator's ; colour has changed when updating it ; ; [Show more]; ; This variable is used by the following: ; ; * DIS1 ; ; This list only includes code that refers to the ; variable 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: ; ; * TT151 ; * TT210 ; * TT219 ; ; This list only includes code that refers to the ; variable 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 ; * gnum ; * TT151 ; * TT210 ; * TT219 ; ; This list only includes code that refers to the ; variable 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 ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * 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: ; ; * Main flight loop (Part 8 of 16) ; * NWDAV4 ; * tnpr ; * tnpr1 ; * TT167 ; * TT210 ; * TT219 ; ; This list only includes code that refers to the ; variable 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) ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * 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.tek SKIP 1 ; The current system's tech level (0-14) ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * EQSHP ; * hyp1 ; * NWSPS ; * qv ; * 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.SLSP SKIP 2 ; The address of the bottom of the ship line heap ; ; The ship line heap is a descending block of memory ; extended downwards by the NWSHP routine when adding ; new ships (and their associated ship line heaps), in ; which case SLSP is lowered to provide more heap space, ; assuming there is enough free memory to do so ; ; [Show more]; ; This variable is used by the following: ; ; * KS3 ; * NWSHP ; * 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.QQ2 SKIP 6 ; The three 16-bit seeds for the current system, i.e. ; the one we are currently in ; ; [Show more]; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * 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.safehouse SKIP 6 ; Backup storage for the seeds for the selected system ; ; The seeds for the current system get stored here as ; soon as a hyperspace is initiated, so we can fetch ; them in the hyp1 routine. This fixes a bug in an ; earlier version where you could hyperspace while ; docking and magically appear in your destination ; station ; ; [Show more]; ; This variable is used by the following: ; ; * Ghy ; * hyp ; * hyp1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.frump SKIP 1 ; Used to store the number of particles in the explosion ; cloud, though the number is never actually used ; ; [Show more]; ; This variable is used by the following: ; ; * DOEXP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned abovePRINT "UP workspace from ", ~UP, "to ", ~P%-1, "inclusive"ORG $0400 .WP SKIP 0 ; The start of the WP workspace .LSX2 SKIP 256 ; The ball line heap for storing x-coordinates ; ; [Show more]Name: WP [Show more] Type: Workspace Address: $0400 to $0715 Category: Workspaces Summary: VariablesContext: See this workspace on its own page References: No direct references to this workspace in this source file; ; This variable is used by the following: ; ; * BLINE ; * CIRCLE ; * RES2 ; * WP1 ; * WPLS2 ; * 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.LSY2 SKIP 256 ; The ball line heap for storing y-coordinates ; ; [Show more]; ; This variable is used by the following: ; ; * BLINE ; * RES2 ; * WPLS2 ; * 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.LSO SKIP 200 ; The ship line heap for the space station (see NWSPS) ; and the sun line heap (see SUN) ; ; The spaces can be shared as our local bubble of ; universe can support either the sun or a space ; station, but not both ; ; [Show more]; ; This variable is used by the following: ; ; * EDGES ; * FLFLLS ; * HLOIN2 ; * NWSPS ; * SUN (Part 2 of 4) ; * SUN (Part 3 of 4) ; * SUN (Part 4 of 4) ; * WPLS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above.SX SKIP NOST + 1 ; This is where we store the x_hi coordinates for all ; the stardust particles ; ; [Show more]; ; This variable is used by the following: ; ; * FLIP ; * nWq ; * 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.SXL SKIP NOST + 1 ; This is where we store the x_lo coordinates for all ; the stardust particles ; ; [Show more]; ; This variable is used by the following: ; ; * 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.SY SKIP NOST + 1 ; This is where we store the y_hi coordinates for all ; the stardust particles ; ; [Show more]; ; This variable is used by the following: ; ; * FLIP ; * MLU1 ; * nWq ; * 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.SYL SKIP NOST + 1 ; This is where we store the y_lo coordinates for all ; the stardust particles ; ; [Show more]; ; This variable is used by the following: ; ; * PIX1 ; * 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.SZ SKIP NOST + 1 ; This is where we store the z_hi coordinates for all ; the stardust particles ; ; [Show more]; ; This variable is used by the following: ; ; * DV42 ; * FLIP ; * nWq ; * 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.SZL SKIP NOST + 1 ; This is where we store the z_lo coordinates for all ; the stardust particles ; ; [Show more]; ; This variable is used by the following: ; ; * 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 abovePRINT "WP workspace from ", ~WP, "to ", ~P%-1, "inclusive"
[X]
Configuration variable NI%
The number of bytes in each ship's data block (as stored in INWK and K%)
[X]
Configuration variable NOSH
The maximum number of ships in our local bubble of universe
[X]
Configuration variable NOST
The number of stardust particles in normal space (this goes down to 3 in witchspace)
[X]
Configuration variable NTY
The number of different ship types
[X]
Configuration variable SST
Ship type for a Coriolis space station