This index contains every subroutine, entry point, variable, workspace and macro that appears in the source code for the Apple II version of Elite, sorted alphabetically.
Name | Category | Description |
---|---|---|
ABORT | Dashboard | Disarm missiles and update the dashboard indicators |
ABORT2 | Dashboard | Set/unset the lock target for a missile and update the dashboard |
ADD | Maths (Arithmetic) | Calculate (A X) = (A P) + (S R) |
AllowJoystick (Loader) | Loader | An unused routine to check the joysticks and configure the title screen to check for the joystick fire button |
alogh | Maths (Arithmetic) | Binary antilogarithm table |
ALP1 | Workspace variable | Magnitude of the roll angle alpha, i.e. |alpha|, which is a positive value between 0 and 31 |
ALP2 | Workspace variable | Bit 7 of ALP2 = sign of the roll angle in ALPHA |
ALPHA | Workspace variable | The current roll angle alpha, which is reduced from JSTX to a sign-magnitude value between -31 and +31 |
ALTIT | Workspace variable | Our altitude above the surface of the planet or sun |
ANGRY | Tactics | Make a ship hostile |
armtab | Save and load | Phase-on time table in 100-usec intervals |
armtab (Loader) | Save and load | Phase-on time table in 100-usec intervals |
armtb2 | Save and load | Phase-off time table in 100-usec intervals |
armtb2 (Loader) | Save and load | Phase-off time table in 100-usec intervals |
armwat | Save and load | Implement the arm move delay |
armwat (Loader) | Save and load | Implement the arm move delay |
ASH | Workspace variable | Aft shield status |
atemp0 | Workspace variable | Temporary storage for the read/write status bit |
atemp0 (Loader) | Workspace variable | Temporary storage for the read/write status bit |
auto | Workspace variable | Docking computer activation status |
AVL | Workspace variable | Market availability in the current system |
backtonormal | Utility routines | Disable the keyboard, set the SVN flag to 0, and return with A = 0 |
BAD | Status | Calculate how bad we have been |
BALI | Workspace variable | 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 |
BAY | Status | Go to the docking bay (i.e. show the Status Mode screen) |
BAY2 | Market | Jump into the main loop at FRCE, setting the key "pressed" to the Inventory key |
BAYSTEP | Missions | Go to the docking bay (i.e. show the Status Mode screen) |
beamcol | Drawing lines | An unused table of laser colours |
BEEP | Sound | Make a short, high beep |
BEGIN | Loader | Initialise the configuration variables and start the game |
BELL | Sound | Make a standard system beep |
BET1 | Workspace variable | The magnitude of the pitch angle beta, i.e. |beta|, which is a positive value between 0 and 8 |
BET2 | Workspace variable | Bit 7 of BET2 = sign of the pitch angle in BETA |
BETA | Workspace variable | The current pitch angle beta, which is reduced from JSTY to a sign-magnitude value between -8 and +8 |
bitmap | Workspace variable | Bit map of free sectors in track 0, at byte #56 ($38) in the buffer |
bitmap (Loader) | Workspace variable | Bit map of free sectors in track 0, at byte #56 ($38) in the buffer |
BLINE | Drawing circles | Draw a circle segment and add it to the ball line heap |
BOMB | Workspace variable | Energy bomb |
BOMBEFF2 | Drawing lines | Erase the energy bomb zig-zag lightning bolt, make the sound of the energy bomb going off, draw a new bolt and repeat four times |
BOMBOFF | Drawing lines | Draw the zig-zag lightning bolt for the energy bomb |
BOMBON | Drawing lines | Randomise and draw the energy bomb's zig-zag lightning bolt lines |
BOMBPOS | Drawing lines | A set of x-coordinates that are used as the basis for the energy bomb's zig-zag lightning bolt |
BOMBTBX | Drawing lines | This is where we store the x-coordinates for the energy bomb's zig-zag lightning bolt |
BOMBTBY | Drawing lines | This is where we store the y-coordinates for the energy bomb's zig-zag lightning bolt |
BOOP | Sound | Make a long, low beep |
BOX | Drawing the screen | Just draw the border box along the top of the screen (the sides are retained from the loading screen, along with the dashboard) |
boxsize | Workspace variable | This byte appears to be unused |
BPRNT | Text | Print a 32-bit number, left-padded to a specific number of digits, with an optional decimal point |
BR1 (Part 1 of 2) | Start and end | Show the "Load New Commander (Y/N)?" screen and start the game |
BR1 (Part 2 of 2) | Start and end | Show the "Press Fire or Space, Commander" screen and start the game |
BRBR | Utility routines | The standard BRKV handler for the game |
BRIEF | Missions | Start mission 1 and show the mission briefing |
BRIEF2 | Missions | Start mission 2 |
BRIEF3 | Missions | Receive the briefing and plans for mission 2 |
BRIS | Missions | Clear the screen, display "INCOMING MESSAGE" and wait for 2 seconds |
BRKBK | Save and load | Set the standard BRKV handler for the game |
brkd | Utility routines | A flag that indicates whether a system error has occurred |
BRP | Missions | Print an extended token and show the Status Mode screen |
BRPS | Missions | Print the extended token in A, show the Status Mode screen and return from the subroutine |
BST | Workspace variable | Fuel scoops (BST stands for "barrel status") |
buffer | Workspace variable | A 256-byte sector buffer, where we can load sectors from the disk, such as the track/sector list, or the commander file contents |
buffer (Loader) | Workspace variable | A 256-byte sector buffer, where we can load sectors from the disk, such as the track/sector list, or the commander file contents |
buffr2 | Workspace variable | A 342-byte buffer for storing data in the 6-bit nibble format |
buffr2 (Loader) | Workspace variable | A 342-byte buffer for storing data in the 6-bit nibble format |
BULB | Dashboard | Draw an indicator bulb on the dashboard |
BUMP2 | Dashboard | Bump up the value of the pitch or roll dashboard indicator |
c | Equipment | Contains an RTS |
CABTMP | Workspace variable | Cabin temperature |
CASH | Workspace variable | Our current cash pot |
cellocl | Drawing the screen | Lookup table for converting a text row number to the address of that row in text screen memory (low byte) |
CHAR (Game data) | Text | Macro definition for characters in the recursive token table |
CHECK | Save and load | Calculate the checksum for the last saved commander data block |
CHECK2 | Save and load | Calculate the third checksum for the last saved commander data block (Commodore 64 and Apple II versions only) |
CHK | Save and load | First checksum byte for the saved commander data file |
CHK2 | Save and load | Second checksum byte for the saved commander data file |
CHK3 | Save and load | Third checksum byte for the saved commander data file |
CHKON | Drawing circles | Check whether any part of a circle appears on the extended screen |
CHPR | Text | Print a character at the text cursor by poking into screen memory |
CHPR2 | Text | Character print vector handler |
CIRCLE | Drawing circles | Draw a circle for the planet |
CIRCLE2 | Drawing circles | Draw a circle (for the planet or chart) |
CLDELAY | Utility routines | Delay by iterating through 5 * 256 (1280) empty loops |
cleargrap | Drawing the screen | Clear screen memory for the top part of the graphics screen mode (the space view), drawing blue borders along the sides as we do so |
clearrow | Drawing the screen | Clear a character row of screen memory, drawing blue borders along the left and right edges as we do so |
cleartext | Drawing the screen | Clear screen memory for the text screen mode |
CLICK | Sound | Toggle the state of the speaker (i.e. move it in or out) to make a single click |
CLIP | Drawing lines | Another name for LL145 CLIP2 Don't initialise the values in SWAP or A |
CLIP2 | Drawing lines | Don't initialise the values in SWAP or A |
clss | Drawing the screen | Clear the screen, move the text cursor to the top-left corner and jump back into the CHPR routine to print the next character |
CLYNS | Drawing the screen | Clear two character rows near the bottom of the screen |
cmn | Status | Print the commander's name |
cmn-1 | Status | Contains an RTS |
CNT | Workspace variable | Temporary storage, typically used for storing the number of iterations required when looping |
CNT2 | Workspace variable | Temporary storage, used in the planet-drawing routine to store the segment number where the arc of a partial circle should start |
cntr | Dashboard | Apply damping to the pitch or roll dashboard indicator |
COK | Workspace variable | Flags used to generate the competition code |
COL | Workspace variable | Temporary storage, used to store colour information when drawing pixels in the dashboard |
COLD | Loader | Initialise the screen mode, clear memory and set up interrupt handlers |
COMC | Workspace variable | The shape (i.e. thickness) of the dot on the compass |
comnam | Save and load | Storage for the commander filename, padded out with spaces to a fixed size of 30 characters, for the rfile and wfile routines |
comnam (Loader) | Save and load | The filename of the first file to load, padded out with spaces to a fixed size of 30 characters for the rfile routine |
COMPAS | Dashboard | Update the compass |
COMX | Workspace variable | The x-coordinate of the compass dot |
COMY | Workspace variable | The y-coordinate of the compass dot |
CONT (Game data) | Text | Macro definition for control codes in the recursive token table |
coolkey | Tube | Clear the C flag and return from the subroutine |
CopyCode2 (Loader) | Loader | Copy CODE2 from $4000-$6FFF to $9000-$BFFF |
COPYNAME | Save and load | Copy the last saved commander's name from INWK+5 to comnam and pad out the rest of comnam with spaces, so we can use it as a filename |
CopyTrackSector (Loader) | Loader | Copy the track/sector list from the disk buffer to trackSector |
COR1 | Maths (Arithmetic) | Contains an RTS |
CPIX | Drawing pixels | Draw a colour pixel |
cpl | Universe | Print the selected system name |
CRGO | Workspace variable | Our ship's cargo capacity |
crlf | Text | Tab to column 21 and print a colon |
csh | Status | Print the current amount of cash |
curtrk | Workspace variable | The current track before performing a seek in the RWTS code |
curtrk (Loader) | Workspace variable | The current track before performing a seek in the RWTS code |
DAMP | Workspace variable | Keyboard damping configuration setting |
DASC | Text | DASC does exactly the same as TT26 and prints a character at the text cursor, with support for verified text in extended tokens |
DCS1 | Flight | Calculate the vector from the ideal docking position to the ship |
de | Workspace variable | Equipment destruction flag |
DEATH | Start and end | Display the death screen |
DEATH2 | Start and end | Reset most of the game and restart from the title screen |
DEBRIEF | Missions | Finish mission 1 |
DEBRIEF2 | Missions | Finish mission 2 |
DecrementFileSize (Loader) | Loader | Decrement the file size in fileSize(1 0) by 1 |
DEEOR | Utility routines | Unscramble the main code |
DEEORS | Utility routines | Decrypt a multi-page block of memory |
DELAY | Utility routines | Wait for a specified time, measured in loop iterations |
DELT4 | Workspace variable | Our current speed * 64 as a 16-bit value |
DELTA | Workspace variable | Our current speed, in the range 1-40 |
DENGY | Flight | Drain some energy from the energy banks |
DERR1 | Save and load | The error message for when a disk is write protected |
DERR2 | Save and load | The error message for when a disk is full |
DERR3 | Save and load | The error message for when a disk catalog is full |
DERR4 | Save and load | The error message for when there is a disk I/O error |
DERR5 | Save and load | The error message for when a file is not found |
DET1 | Drawing the screen | Show or hide the dashboard (for when we die) |
DETOK | Text | Print an extended recursive token from the TKN1 token table |
DETOK2 | Text | Print an extended text token (1-255) |
DETOK3 | Text | Print an extended recursive token from the RUTOK token table |
DFAULT | Start and end | Reset the current commander data block to the last saved commander |
DFLAG | Workspace variable | This byte appears to be unused |
dialc | Workspace variable | Current dashboard indicator colours |
dialc1 | Dashboard | The colour for each indicator for values that are below the threshold in dialle |
dialc2 | Dashboard | The colour for each indicator for values that are on or above the threshold in dialle |
dialle | Dashboard | The threshold value for each indicator that defines low and high values, and therefore the low and high colours for the indicator |
dials | Workspace variable | Current dashboard indicator values |
DIALS (Part 1 of 4) | Dashboard | Update the dashboard: speed indicator |
DIALS (Part 2 of 4) | Dashboard | Update the dashboard: pitch and roll indicators |
DIALS (Part 3 of 4) | Dashboard | Update the dashboard: four energy banks |
DIALS (Part 4 of 4) | Dashboard | Update the dashboard: shields, fuel, laser & cabin temp, altitude |
dialY | Dashboard | The screen y-coordinate of the top-left corner of each indicator |
DIR1 | Dashboard | Contains an RTS |
dirtrk | Workspace variable | The direction in which we are searching tracks for free sectors in the getsct routine (+1 or -1) |
dirtrk (Loader) | Workspace variable | The direction in which we are searching tracks for free sectors in the getsct routine (+1 or -1) |
DIS1 | Dashboard | Update a bar-based indicator on the dashboard |
DIS1+2 | Dashboard | The range of the indicator is 0-63 (for the fuel indicator) |
DIS2 | Dashboard | The range of the indicator is 0-31 (for the fuel and energy bank indicators) |
DIS5 | Dashboard | Update the roll or pitch indicator on the dashboard |
DISK | Workspace variable | The configuration setting for toggle key "T", which isn't actually used but is still updated by pressing "T" while the game is paused. This is a configuration option from the Commodore 64 version of Elite that lets you switch between tape and disk |
Disk operations workspace | Workspaces | Variables used by the disk operations and DOS 3.3 RWTS routines |
Disk operations workspace 1 (Loader) | Workspaces | Variables used by the disk operations and DOS 3.3 RWTS routines |
Disk operations workspace 2 (Loader) | Workspaces | Variables used by the disk operations and DOS 3.3 RWTS routines |
diskerror | Save and load | Print a disk error, make a beep and wait for a key press |
distaway | Workspace variable | Used to store the nearest distance of the rotating ship on the title screen |
DJD | Workspace variable | Keyboard auto-recentre configuration setting |
djd1 | Dashboard | Auto-recentre the value in X, if keyboard auto-recentre is configured |
DK4 | Keyboard | Scan for pause, configuration and secondary flight keys |
DKCMP | Workspace variable | Docking computer |
DKS2 | Keyboard | Read the joystick position |
DKS3 | Keyboard | Toggle a configuration setting and emit a beep |
DKSANYKEY | Keyboard | Scan the keyboard to detect whether any key is being pressed |
DL | Workspace variable | This byte is unused in this version of Elite (it is used to store the vertical sync flag in the BBC Micro versions) |
DLY | Workspace variable | In-flight message delay |
dn | Market | Print the amount of money we have left in the cash pot, then make a short, high beep and delay for 1 second |
dn2 | Text | Make a low, long beep and delay for 0.5 seconds |
DNOIZ | Workspace variable | Sound on/off configuration setting |
dockEd | Flight | Print a message to say there is no hyperspacing allowed inside the station |
DOCKIT | Flight | Apply docking manoeuvres to the ship in INWK |
DOENTRY | Flight | Dock at the space station and work out any mission progression |
DOEXP | Drawing ships | Draw an exploding ship |
DOKEY | Keyboard | Scan for the seven primary flight controls and apply the docking computer manoeuvring code |
dontclip | Workspace variable | 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) |
DORND | Maths (Arithmetic) | Generate random numbers |
DORND2 | Maths (Arithmetic) | Make sure the C flag doesn't affect the outcome |
DOT | Dashboard | Draw a dash on the compass |
DOXC | Text | Move the text cursor to a specific column |
DOYC | Text | Move the text cursor to a specific row |
drver2 | Save and load | Restore the stack pointer and return from the RWTS code with the error number in A and the C flag set to indicate an error |
drver2K | Save and load | Restore the stack pointer and return from the RWTS code with the error number in A and the C flag set to indicate an error |
drverr | Save and load | Return from the RWTS code with a "Disk I/O error" |
drverr (Loader) | Save and load | Return from the RWTS code with a "Disk I/O error" |
DTEN | Text | Print recursive token number X from the token table pointed to by (A V), used to print tokens from the RUTOK table via calls to DETOK3 |
DTS | Text | Print a single letter in the correct case |
DTW1 | Text | A mask for applying the lower case part of Sentence Case to extended text tokens |
DTW2 | Text | A flag that indicates whether we are currently printing a word |
DTW3 | Text | A flag for switching between standard and extended text tokens |
DTW4 | Text | Flags that govern how justified extended text tokens are printed |
DTW5 | Text | The size of the justified text buffer at BUF |
DTW6 | Text | A flag to denote whether printing in lower case is enabled for extended text tokens |
DTW8 | Text | A mask for capitalising the next letter in an extended text token |
DV41 | Maths (Arithmetic) | Calculate (P R) = 256 * DELTA / A |
DV42 | Maths (Arithmetic) | Calculate (P R) = 256 * DELTA / z_hi |
DVID3B2 | Maths (Arithmetic) | Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo) |
DVID4 | Maths (Arithmetic) | Calculate (P R) = 256 * A / Q |
DVIDT | Maths (Arithmetic) | Calculate (P+1 A) = (A P) / Q |
DVLOIN | Drawing lines | Draw a vertical line from (A, GCYT) to (A, GCYB) |
E% (Game data) | Drawing ships | Ship blueprints default NEWB flags |
ECBLB | Dashboard | Light up the E.C.M. indicator bulb ("E") on the dashboard |
ECBLB2 | Dashboard | Start up the E.C.M. (light up the indicator, start the countdown and make the E.C.M. sound) |
ECBT | Dashboard | The character bitmap for the E.C.M. indicator bulb |
ECHR (Game data) | Text | Macro definition for characters in the extended token table |
ECM | Workspace variable | E.C.M. system |
ECMA | Workspace variable | The E.C.M. countdown timer, which determines whether an E.C.M. system is currently operating: |
ECMOF | Sound | Switch off the E.C.M. |
ECMP | Workspace variable | Our E.C.M. status |
EDGE (Game data) | Drawing ships | Macro definition for adding edges to ship blueprints |
EDGES | Drawing lines | Draw a horizontal line given a centre and a half-width |
ee3 | Flight | Print the hyperspace countdown in the top-left of the screen |
EE51 | Drawing ships | Remove the current ship from the screen, called from SHPPT before drawing the ship as a point |
EJMP (Game data) | Text | Macro definition for jump tokens in the extended token table |
Elite loader (Loader) | Loader | Load the SCRN and ELB1 binaries and run the game |
ENERGY | Workspace variable | Energy bank status |
ENGY | Workspace variable | Energy unit |
ENTRY | Loader | An entry point at the start of the game binary |
ENTRY (Transfer program) | Utility routines | Copy the second block of the game code, between CODE2 and STORE, into bank-switched RAM at $D000 |
eq | Equipment | Subtract the price of equipment from the cash pot |
EQSHP | Equipment | Show the Equip Ship screen |
ERND (Game data) | Text | Macro definition for random tokens in the extended token table |
err | Equipment | Beep, pause and go to the docking bay (i.e. show the Status Mode screen) |
ERTAB | Save and load | A lookup table for the five disk error messages |
ESCAPE | Flight | Launch our escape pod |
ESCP | Workspace variable | Escape pod |
ETOK (Game data) | Text | Macro definition for recursive tokens in the extended token table |
ETWO (Game data) | Text | Macro definition for two-letter tokens in the extended token table |
EV | Workspace variable | The "extra vessels" spawning counter |
ex | Text | Print a recursive token |
exlook | Drawing ships | A table to shift X left by one place when X is 0 or 1 |
EXNO | Sound | Make the sound of a laser strike or ship explosion |
EXNO2 | Status | Process us making a kill |
EXNO3 | Sound | Make the sound of a collision, or an exploding cargo canister or missile |
F% | Utility routines | Denotes the end of the main game code, from ELITE A to ELITE K |
FACE (Game data) | Drawing ships | Macro definition for adding faces to ship blueprints |
FAROF | Maths (Geometry) | Compare x_hi, y_hi and z_hi with 224 |
FAROF2 | Maths (Geometry) | Compare x_hi, y_hi and z_hi with A |
FEED | Text | Print a newline |
filename (Loader) | Save and load | The filename of the second file to load |
FILEPR | Save and load | Display the currently selected media (disk or tape) |
fileSize (Loader) | Loader | The file size of the file we are loading |
filsct | Workspace variable | The sector for the commander file's contents |
filsct (Loader) | Workspace variable | The sector for the commander file's contents |
filtrk | Workspace variable | The track for the commander file's contents |
filtrk (Loader) | Workspace variable | The track for the commander file's contents |
finde | Save and load | Search the disk catalog for an empty file entry |
findf | Save and load | Search the disk catalog for an existing file |
findf (Loader) | Save and load | Search the disk catalog for an existing file |
fireButtonMask | Workspace variable | This value is applied to the joystick fire button soft switches in the TITLE routine, where it disables the ability to configure joysticks by pressing a fire button |
FIST | Workspace variable | Our legal status (FIST stands for "fugitive/innocent status"): |
FLAG | Workspace variable | 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 |
FLFLLS | Drawing suns | Reset the sun line heap |
FLH | Workspace variable | Flashing console bars configuration setting |
FLIP | Stardust | Reflect the stardust particles in the screen diagonal and redraw the stardust field |
FLKB | Keyboard | Flush the keyboard buffer |
FMLTU | Maths (Arithmetic) | Calculate A = A * Q / 256 |
FMLTU2 | Maths (Arithmetic) | Calculate A = K * sin(A) |
fq1 | Tactics | Used to add a cargo canister to the universe |
FR1 | Tactics | Display the "missile jammed" message |
FR1-2 | Tactics | Clear the C flag and return from the subroutine |
FRCE | Main loop | The entry point for the main game loop if we want to jump straight to a specific screen, by pretending to "press" a key, in which case A contains the ASCII code of the key we want to "press" |
FREEZE | Keyboard | Rejoin the pause routine after processing a screen save |
fretrk | Workspace variable | The number of the last track that we checked for a free sector in the getsct routine |
fretrk (Loader) | Workspace variable | The number of the last track that we checked for a free sector in the getsct routine |
FRIN | Workspace variable | Slots for the ships in the local bubble of universe |
FRMIS | Tactics | Fire a missile from our ship |
fromAddr (Loader) | Workspace variable | The address to copy from in the CopyMemory routine |
FRS1 | Tactics | Launch a ship straight ahead of us, below the laser sights |
frump | Workspace variable | Used to store the number of particles in the explosion cloud, though the number is never actually used |
FSH | Workspace variable | Forward shield status |
fwl | Status | Print fuel and cash levels |
G% | Utility routines | Denotes the start of the main game code, from ELITE A to ELITE K |
GC2 | Maths (Arithmetic) | Calculate (Y X) = (A P) * 4 |
GCASH | Maths (Arithmetic) | Calculate (Y X) = P * Q * 4 |
GCNT | Workspace variable | The number of the current galaxy (0-7) |
getsct | Save and load | Analyse the VTOC sector to allocate one free sector |
getsct (Loader) | Save and load | Analyse the VTOC sector to allocate one free sector |
gettsl | Save and load | Read a file's track/sector list |
gettsl (Loader) | Save and load | Read a file's track/sector list |
Ghy | Flight | Perform a galactic hyperspace jump |
GHYP | Workspace variable | Galactic hyperdrive |
GINF | Universe | Fetch the address of a ship's data block into INF |
GNTMP | Workspace variable | Laser temperature (or "gun temperature") |
gnum | Market | Get a number from the keyboard |
GOIN | Main loop | We jump here from part 3 of the main flight loop if the docking computer is activated by pressing "C" |
GOPL | Tactics | Make the ship head towards the planet |
gov | Workspace variable | The current system's government type (0-7) |
GTHG | Universe | Spawn a Thargoid ship and a Thargon companion |
GTNMEW | Save and load | Fetch the name of a commander file to save or load |
GVL | Universe | Calculate the availability of market items |
HFS1 | Drawing circles | Don't clear the screen, and draw 8 concentric rings with the step size in STP |
HFS2 | Drawing circles | Draw the launch or hyperspace tunnel |
HFX | Workspace variable | 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 |
HGR | Drawing the screen | Switch to the high-resolution graphics screen mode |
HI1 | Tactics | Contains an RTS |
HITCH | Tactics | Work out if the ship in INWK is in our crosshairs |
HL6 | Drawing lines | Contains an RTS |
HLOIN | Drawing lines | Draw a horizontal line from (X1, Y1) to (X2, Y1) |
HLOIN2 | Drawing lines | Remove a line from the sun line heap and draw it on-screen |
hm | Charts | Select the closest system and redraw the chart crosshairs |
HME2 | Charts | Search the galaxy for a system |
hy5 | Universe | Contains an RTS |
hyp | Flight | Start the hyperspace process |
hyp1 | Universe | Process a jump to the system closest to (QQ9, QQ10) |
hyp1+3 | Universe | Jump straight to the system at (QQ9, QQ10) without first calculating which system is closest. We do this if we already know that (QQ9, QQ10) points to a system |
hyR | Universe | Contains an RTS |
idfld | Workspace variable | Storage for four bytes used in the RDADR16 routine: |
idfld (Loader) | Workspace variable | Storage for four bytes used in the RDADR16 routine: |
INCYC | Text | Move the text cursor to the next row |
INF | Workspace variable | 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 |
INWK | Workspace variable | The zero-page internal workspace for the current ship data block |
isfull | Save and load | Check the disk to ensure there are least two free sectors, one for the file's track/sector list and one for the file's contents |
ITEM | Market | Macro definition for the market prices table |
JAMESON | Save and load | Restore the default JAMESON commander |
jmp | Universe | Set the current system to the selected system |
JMTB | Text | The extended token table for jump tokens 1-32 (DETOK) |
JSTE | Workspace variable | Reverse both joystick channels configuration setting |
JSTK | Workspace variable | Keyboard or joystick configuration setting |
JSTX | Workspace variable | Our current roll rate |
JSTY | Workspace variable | Our current pitch rate |
JUNK | Workspace variable | The amount of junk in the local bubble |
K | Workspace variable | Temporary storage, used in a number of places |
K% | Workspaces | Ship data blocks and ship line heaps |
K2 | Workspace variable | Temporary storage, used in a number of places |
K3 | Workspace variable | Temporary storage, used in a number of places |
K4 | Workspace variable | Temporary storage, used in a number of places |
K5 | Workspace variable | Temporary storage used to store segment coordinates across successive calls to BLINE, the ball line routine |
K6 | Workspace variable | Temporary storage, typically used for storing coordinates during vector calculations |
KEYLOOK | Workspace variable | KEYLOOK, KLO, KL and thiskey all share the same address |
KILLSHP | Universe | Remove a ship from our local bubble of universe |
KL | Workspace variable | 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 |
KLO | Workspace variable | KEYLOOK, KLO, KL and thiskey all share the same address |
KS1 | Universe | Remove the current ship from our local bubble of universe |
KS2 | Universe | Check the local bubble for missiles with target lock |
KS3 | Universe | Set the SLSP ship line heap pointer after shuffling ship slots |
KS4 | Universe | Remove the space station and replace it with the sun |
KTRAN | Keyboard | An unused key logger buffer that's left over from the 6502 Second Processor version of Elite |
KWH% (Game data) | Status | Integer number of kills awarded for destroying each type of ship |
KWL% (Game data) | Status | Fractional number of kills awarded for destroying each type of ship |
KY1 | Workspace variable | "?" is being pressed (slow down) |
KY12 | Workspace variable | "B" is being pressed (energy bomb) |
KY13 | Workspace variable | ESCAPE is being pressed (launch escape pod) |
KY14 | Workspace variable | "T" is being pressed (target missile) |
KY15 | Workspace variable | "U" is being pressed (unarm missile) |
KY16 | Workspace variable | "M" is being pressed (fire missile) |
KY17 | Workspace variable | "E" is being pressed (activate E.C.M.) |
KY18 | Workspace variable | "J" is being pressed (in-system jump) |
KY19 | Workspace variable | "C" is being pressed (activate docking computer) |
KY2 | Workspace variable | Space is being pressed (speed up) |
KY20 | Workspace variable | "P" is being pressed (deactivate docking computer) |
KY3 | Workspace variable | "<" is being pressed (roll left) |
KY4 | Workspace variable | ">" is being pressed (roll right) |
KY5 | Workspace variable | "X" is being pressed (pull up) |
KY6 | Workspace variable | "S" is being pressed (pitch down) |
KY7 | Workspace variable | "A" is being pressed (fire lasers) |
KYTB | Keyboard | Lookup table for in-flight keyboard controls |
LAS | Workspace variable | 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) |
LAS2 | Workspace variable | Laser power for the current laser |
LASCT | Workspace variable | The laser pulse count for the current laser |
LASER | Workspace variable | The specifications of the lasers fitted to each of the four space views: |
LASLI | Drawing lines | Draw the laser lines for when we fire our lasers |
LASLI-1 | Drawing lines | Contains an RTS |
LASLI2 | Drawing lines | Just draw the current laser lines without moving the centre point, draining energy or heating up. This has the effect of removing the lines from the screen |
LASNOISE | Sound | Make the sound of our laser firing or the sound of us being hit by lasers |
LASNOISE2 | Sound | An unused routine that makes the sound of the energy bomb going off |
LASX | Workspace variable | The x-coordinate of the tip of the laser line |
LASY | Workspace variable | The y-coordinate of the tip of the laser line |
LAUN | Drawing circles | Make the launch sound and draw the launch tunnel |
LCASH | Maths (Arithmetic) | Subtract an amount of cash from the cash pot |
letter | Text | Draw a character in the high-resolution screen mode using the game font |
letter2 | Text | Draw a character or indicator bulb bitmap in the high-resolution screen mode |
LL10-1 | Drawing ships | Contains an RTS |
LL118 | Drawing lines | Move a point along a line until it is on-screen |
LL118-1 | Drawing lines | Contains an RTS |
LL120 | Maths (Arithmetic) | Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2 |
LL121 | Maths (Arithmetic) | Calculate (Y X) = (S R) / Q and set the sign to the opposite of the top byte on the stack |
LL122 | Maths (Arithmetic) | Calculate (Y X) = (S R) * Q and set the sign to the opposite of the top byte on the stack |
LL123 | Maths (Arithmetic) | Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2 |
LL128 | Maths (Arithmetic) | Contains an RTS |
LL129 | Maths (Arithmetic) | Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R| |
LL133 | Maths (Arithmetic) | Negate (Y X) and return from the subroutine LL128 Contains an RTS |
LL145 (Part 1 of 4) | Drawing lines | Clip line: Work out which end-points are on-screen, if any |
LL145 (Part 2 of 4) | Drawing lines | Clip line: Work out if any part of the line is on-screen |
LL145 (Part 3 of 4) | Drawing lines | Clip line: Calculate the line's gradient |
LL145 (Part 4 of 4) | Drawing lines | Clip line: Call the routine in LL188 to do the actual clipping |
LL164 | Drawing circles | Make the hyperspace sound and draw the hyperspace tunnel |
LL28 | Maths (Arithmetic) | Calculate R = 256 * A / Q |
LL28+4 | Maths (Arithmetic) | Skips the A >= Q check and always returns with C flag cleared, so this can be called if we know the division will work |
LL30 | Drawing lines | LL30 is a synonym for LOIN and draws a line from (X1, Y1) to (X2, Y2) |
LL31 | Maths (Arithmetic) | Skips the A >= Q check and does not set the R counter, so this can be used for jumping straight into the division loop if R is already set to 254 and we know the division will work |
LL38 | Maths (Arithmetic) | Calculate (S A) = (S R) + (A Q) |
LL5 | Maths (Arithmetic) | Calculate Q = SQRT(R Q) |
LL51 | Maths (Geometry) | Calculate the dot product of XX15 and XX16 |
LL61 | Maths (Arithmetic) | Calculate (U R) = 256 * A / Q |
LL62 | Maths (Arithmetic) | Calculate 128 - (U R) |
LL66 | Drawing ships | A re-entry point into the ship-drawing routine, used by the LL62 routine to store 128 - (U R) on the XX3 heap |
LL70+1 | Drawing ships | Contains an RTS (as the first byte of an LDA instruction) |
LL81+2 | Drawing ships | Draw the contents of the ship line heap, used to draw the ship as a dot from SHPPT |
LL9 (Part 1 of 12) | Drawing ships | Draw ship: Check if ship is exploding, check if ship is in front |
LL9 (Part 2 of 12) | Drawing ships | Draw ship: Check if ship is in field of view, close enough to draw |
LL9 (Part 3 of 12) | Drawing ships | Draw ship: Set up orientation vector, ship coordinate variables |
LL9 (Part 4 of 12) | Drawing ships | Draw ship: Set visibility for exploding ship (all faces visible) |
LL9 (Part 5 of 12) | Drawing ships | Draw ship: Calculate the visibility of each of the ship's faces |
LL9 (Part 6 of 12) | Drawing ships | Draw ship: Calculate the visibility of each of the ship's vertices |
LL9 (Part 7 of 12) | Drawing ships | Draw ship: Calculate the visibility of each of the ship's vertices |
LL9 (Part 8 of 12) | Drawing ships | Draw ship: Calculate the screen coordinates of visible vertices |
LL9 (Part 9 of 12) | Drawing ships | Draw ship: Draw laser beams if the ship is firing its laser at us |
LL9 (Part 10 of 12) | Drawing ships | Draw ship: Calculate the visibility of each of the ship's edges and draw the visible ones using flicker-free animation |
LL9 (Part 11 of 12) | Drawing ships | Draw ship: Loop back for the next edge |
LL9 (Part 12 of 12) | Drawing ships | Draw ship: Draw all the visible edges from the ship line heap |
LO2 | Flight | Contains an RTS |
LoadFile (Loader) | Loader | Load a multi-sector file |
LOD | Save and load | Load a commander file |
log | Maths (Arithmetic) | Binary logarithm table (high byte) |
logL | Maths (Arithmetic) | Binary logarithm table (low byte) |
LOIN (Part 1 of 7) | Drawing lines | Draw a line: Calculate the line gradient in the form of deltas |
LOIN (Part 2 of 7) | Drawing lines | Draw a line: Line has a shallow gradient, step right along x-axis |
LOIN (Part 3 of 7) | Drawing lines | Draw a shallow line going right and up or left and down |
LOIN (Part 4 of 7) | Drawing lines | Draw a shallow line going right and down or left and up |
LOIN (Part 5 of 7) | Drawing lines | Draw a line: Line has a steep gradient, step up along y-axis |
LOIN (Part 6 of 7) | Drawing lines | Draw a steep line going up and left or down and right |
LOIN (Part 7 of 7) | Drawing lines | Draw a steep line going up and right or down and left |
LOOK1 | Flight | Initialise the space view |
LOR | Save and load | Set the C flag and return from the subroutine |
LSC3 | Drawing ships | Contains an RTS |
LSCLR | Drawing ships | Draw any remaining lines from the old ship that are still in the ship line heap |
LSNUM | Workspace variable | 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 |
LSNUM2 | Workspace variable | 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 |
LSO | Workspace variable | The ship line heap for the space station (see NWSPS) and the sun line heap (see SUN) |
LSP | Workspace variable | The ball line heap pointer, which contains the number of the first free byte after the end of the LSX2 and LSY2 heaps |
LSPUT | Drawing lines | Draw a ship line using flicker-free animation |
LSX | Workspace variable | LSX contains the status of the sun line heap at LSO |
LSX2 | Workspace variable | The ball line heap for storing x-coordinates |
LSY2 | Workspace variable | The ball line heap for storing y-coordinates |
m | Maths (Geometry) | Do not include A in the calculation |
M% | Main loop | The entry point for the main flight loop |
MA9 | Maths (Geometry) | Contains an RTS |
MAD | Maths (Arithmetic) | Calculate (A X) = Q * A + (S R) |
Main flight loop (Part 1 of 16) | Main loop | Seed the random number generator |
Main flight loop (Part 2 of 16) | Main loop | Calculate the alpha and beta angles from the current pitch and roll of our ship |
Main flight loop (Part 3 of 16) | Main loop | Scan for flight keys and process the results |
Main flight loop (Part 4 of 16) | Main loop | For each nearby ship: Copy the ship's data block from K% to the zero-page workspace at INWK |
Main flight loop (Part 5 of 16) | Main loop | For each nearby ship: If an energy bomb has been set off, potentially kill this ship |
Main flight loop (Part 6 of 16) | Main loop | For each nearby ship: Move the ship in space and copy the updated INWK data block back to K% |
Main flight loop (Part 7 of 16) | Main loop | For each nearby ship: Check whether we are docking, scooping or colliding with it |
Main flight loop (Part 8 of 16) | Main loop | For each nearby ship: Process us potentially scooping this item |
Main flight loop (Part 9 of 16) | Main loop | For each nearby ship: If it is a space station, check whether we are successfully docking with it |
Main flight loop (Part 10 of 16) | Main loop | For each nearby ship: Remove if scooped, or process collisions |
Main flight loop (Part 11 of 16) | Main loop | For each nearby ship: Process missile lock and firing our laser |
Main flight loop (Part 12 of 16) | Main loop | For each nearby ship: Draw the ship, remove if killed, loop back |
Main flight loop (Part 13 of 16) | Main loop | Show energy bomb effect, charge shields and energy banks |
Main flight loop (Part 14 of 16) | Main loop | Spawn a space station if we are close enough to the planet |
Main flight loop (Part 15 of 16) | Main loop | Perform altitude checks with the planet and sun and process fuel scooping if appropriate |
Main flight loop (Part 16 of 16) | Main loop | Process laser pulsing, E.C.M. energy drain, call stardust routine |
Main game loop (Part 1 of 6) | Main loop | Spawn a trader (a Cobra Mk III, Python, Boa or Anaconda) |
Main game loop (Part 2 of 6) | Main loop | Call the main flight loop, and potentially spawn a trader, an asteroid, or a cargo canister |
Main game loop (Part 3 of 6) | Main loop | Potentially spawn a cop, particularly if we've been bad |
Main game loop (Part 4 of 6) | Main loop | Potentially spawn a lone bounty hunter, a Thargoid, or up to four pirates |
Main game loop (Part 5 of 6) | Main loop | Cool down lasers, make calls to update the dashboard |
Main game loop (Part 6 of 6) | Main loop | Process non-flight key presses (docked keys) |
MAL1 | Main loop | Marks the beginning of the ship analysis loop, so we can jump back here from part 12 of the main flight loop to work our way through each ship in the local bubble. We also jump back here when a ship is removed from the bubble, so we can continue processing from the next ship |
MANY | Workspace variable | The number of ships of each type in the local bubble of universe |
MAS1 | Maths (Geometry) | Add an orientation vector coordinate to an INWK coordinate |
MAS2 | Maths (Geometry) | Calculate a cap on the maximum distance to the planet or sun |
MAS3 | Maths (Arithmetic) | Calculate A = x_hi^2 + y_hi^2 + z_hi^2 in the K% block |
MAS4 | Maths (Geometry) | Calculate a cap on the maximum distance to a ship |
MASKT | Drawing lines | High-resolution pixel bytes for drawing continuous lines of solid colour |
MCASH | Maths (Arithmetic) | Add an amount of cash to the cash pot |
MCH | Workspace variable | 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 |
MCNT | Workspace variable | The main loop counter |
me1 | Flight | Erase an old in-flight message and display a new one |
me2 | Flight | Remove an in-flight message from the space view |
me3 | Main loop | Used by me2 to jump back into the main game loop after printing an in-flight message |
mes9 | Flight | Print a text token, possibly followed by " DESTROYED" |
MESS | Flight | Display an in-flight message |
messXC | Workspace variable | 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 |
MJ | Workspace variable | Are we in witchspace (i.e. have we mis-jumped)? |
MJP | Flight | Process a mis-jump into witchspace |
MLOOP | Main loop | The entry point for the main game loop. This entry point comes after the call to the main flight loop and spawning routines, so it marks the start of the main game loop for when we are docked (as we don't need to call the main flight loop or spawning routines if we aren't in space) |
MLS1 | Maths (Arithmetic) | Calculate (A P) = ALP1 * A |
MLS2 | Maths (Arithmetic) | Calculate (S R) = XX(1 0) and (A P) = A * ALP1 |
MLTU2 | Maths (Arithmetic) | Calculate (A P+1 P) = (A ~P) * Q |
MLTU2-2 | Maths (Arithmetic) | Set Q to X, so this calculates (A P+1 P) = (A ~P) * X |
MLU1 | Maths (Arithmetic) | Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust |
MLU2 | Maths (Arithmetic) | Calculate (A P) = |A| * Q |
MSAR | Workspace variable | The targeting state of our leftmost missile |
MSBAR | Dashboard | Draw a specific indicator in the dashboard's missile bar |
MSBARS | Dashboard | Draw two horizontal lines as part of an indicator bar, from (X1, Y1+1) to (X2, Y1+1) and (X1, Y1+2) to (X2, Y1+2) |
msblob | Dashboard | Display the dashboard's missile indicators in green |
mscol | Workspace variable | Current missile indicator colours |
msloc | Dashboard | The screen x-coordinates of the four missile indicators on the dashboard |
MSTG | Workspace variable | The current missile lock target |
MT1 | Text | Switch to ALL CAPS when printing extended tokens |
MT13 | Text | Switch to lower case when printing extended tokens |
MT14 | Text | Switch to justified text when printing extended tokens |
MT15 | Text | Switch to left-aligned text when printing extended tokens |
MT16 | Text | Print the character in variable DTW7 |
MT17 | Text | Print the selected system's adjective, e.g. Lavian for Lave |
MT18 | Text | Print a random 1-8 letter word in Sentence Case |
MT19 | Text | Capitalise the next letter |
MT2 | Text | Switch to Sentence Case when printing extended tokens |
MT23 | Text | Move to row 9 and switch to lower case when printing extended tokens |
MT26 | Text | Fetch a line of text from the keyboard |
MT27 | Text | Print the captain's name during mission briefings |
MT28 | Text | Print the location hint during the mission 1 briefing |
MT29 | Text | Move to row 5 and switch to lower case when printing extended tokens |
MT5 | Text | Switch to extended tokens |
MT6 | Text | Switch to standard tokens in Sentence Case |
MT8 | Text | Tab to column 6 and start a new word when printing extended tokens |
MT9 | Text | Clear the screen and set the current view type to 1 |
mtimeh | Workspace variable | The motor on time (high byte) |
mtimeh (Loader) | Workspace variable | The motor on time (high byte) |
mtimel | Workspace variable | The motor on time (low byte) |
mtimel (Loader) | Workspace variable | The motor on time (low byte) |
MTIN | Text | Lookup table for random tokens in the extended token table (0-37) |
MU1 | Maths (Arithmetic) | Copy X into P and A, and clear the C flag |
MU11 | Maths (Arithmetic) | Calculate (A P) = P * X |
MU5 | Maths (Arithmetic) | Set K(3 2 1 0) = (A A A A) and clear the C flag |
MU6 | Maths (Arithmetic) | Set P(1 0) = (A A) |
MULIE | Workspace variable | A flag to record whether the RESET routine is being being called from within the TITLE routine, when the title screen is being displayed, as we don't want to stop the title music from playing when this is the case |
MULT1 | Maths (Arithmetic) | Calculate (A P) = Q * A |
MULT12 | Maths (Arithmetic) | Calculate (S R) = Q * A |
MULT3 | Maths (Arithmetic) | Calculate K(3 2 1 0) = (A P+1 P) * Q |
MULTS-2 | Maths (Arithmetic) | Calculate (A P) = X * A |
MULTU | Maths (Arithmetic) | Calculate (A P) = P * Q |
MUT1 | Maths (Arithmetic) | Calculate R = XX and (A P) = Q * A |
MUT2 | Maths (Arithmetic) | Calculate (S R) = XX(1 0) and (A P) = Q * A |
MUT3 | Maths (Arithmetic) | An unused routine that does the same as MUT2 |
MUTIL3 | Save and load | Decrypt the commander file |
MUTILATE | Save and load | Encrypt the commander file in the buffer at comfil |
MV40 | Moving | Rotate the planet or sun's location in space by the amount of pitch and roll of our ship |
MV45 | Moving | Rejoin the MVEIT routine after the rotation, tactics and scanner code |
mvbllop | Utility routines | Only copy Y bytes, rather than a whole page |
mvblockK | Utility routines | Copy a specific number of pages in memory |
MVEIT (Part 1 of 9) | Moving | Move current ship: Tidy the orientation vectors |
MVEIT (Part 2 of 9) | Moving | Move current ship: Call tactics routine, remove ship from scanner |
MVEIT (Part 3 of 9) | Moving | Move current ship: Move ship forward according to its speed |
MVEIT (Part 4 of 9) | Moving | Move current ship: Apply acceleration to ship's speed as a one-off |
MVEIT (Part 5 of 9) | Moving | Move current ship: Rotate ship's location by our pitch and roll |
MVEIT (Part 6 of 9) | Moving | Move current ship: Move the ship in space according to our speed |
MVEIT (Part 7 of 9) | Moving | Move current ship: Rotate ship's orientation vectors by pitch/roll |
MVEIT (Part 8 of 9) | Moving | Move current ship: Rotate ship about itself by its own pitch/roll |
MVEIT (Part 9 of 9) | Moving | Move current ship: Redraw on scanner, if it hasn't been destroyed |
MVS4 | Moving | Apply pitch and roll to an orientation vector |
MVS5 | Moving | Apply a 3.6 degree pitch or roll to an orientation vector |
MVT1 | Moving | Calculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R) |
MVT1-2 | Moving | Clear bits 0-6 of A before entering MVT1 |
MVT3 | Moving | Calculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1) |
MVT6 | Moving | Calculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1) |
NA% | Save and load | The data block for the last saved commander |
NA2% | Save and load | The data block for the default commander |
NAME | Workspace variable | The current commander name |
NEWB | Workspace variable | The ship's "new byte flags" (or NEWB flags) |
newosrdch | Tube | The custom OSRDCH routine for reading characters |
newzp | Workspace variable | This is used by the STARS2 routine for storing the stardust particle's delta_x value |
NLI4 | Drawing lines | Draw a line of dashes underneath a title on the text screen |
NLIN | Drawing lines | Draw a horizontal line at pixel row 23 to box in a title |
NLIN2 | Drawing lines | Draw a screen-wide horizontal line at the pixel row in A |
NLIN3 | Drawing lines | Print a title and draw a horizontal line at row 19 to box it in |
NLIN4 | Drawing lines | Draw a horizontal line at pixel row 19 to box in a title |
NLIN5 | Drawing lines | Move the text cursor down one line before drawing the line |
NMIpissoff | Loader | Acknowledge NMI interrupts and ignore them |
NO1 | Maths (Geometry) | Contains an RTS |
NOMSL | Workspace variable | The number of missiles we have fitted (0-4) |
NORM | Maths (Geometry) | Normalise the three-coordinate vector in XX15 |
NOSTM | Workspace variable | The number of stardust particles shown on screen, which is 12 (#NOST) for normal space, and 3 for witchspace |
NWDAV4 | Market | Print an "ITEM?" error, make a beep and rejoin the TT210 routine |
NWDAVxx | Market | Used to rejoin this routine from the call to NWDAV4 |
nWq | Stardust | Create a random cloud of stardust |
NwS1 | Universe | Flip the sign and double an INWK byte |
NWSHP | Universe | Add a new ship to our local bubble of universe |
NWSPS | Universe | Add a new space station to our local bubble of universe |
NWSTARS | Stardust | Initialise the stardust field |
oh | Universe | Contains an RTS SPIN2 Remove any randomness: spawn cargo of a specific type (given in X), and always spawn the number given in A |
oldlong | Save and load | Contains the length of the last saved commander name |
OOPS | Flight | Take some damage |
Option variables | Workspaces | Variables that are predominantly used to store the game options |
OTHERFILEPR | Save and load | Display the non-selected media (disk or tape) |
ou2 | Flight | Display "E.C.M.SYSTEM DESTROYED" as an in-flight message |
ou3 | Flight | Display "FUEL SCOOPS DESTROYED" as an in-flight message |
OUCH | Flight | Potentially lose cargo or equipment following damage |
out | Keyboard | Contains an RTS t As TT217 but don't preserve Y, set it to YSAV instead |
P | Workspace variable | Temporary storage, used in a number of places |
PAS1 | Missions | Change to the text view for the Constrictor mission briefing |
PATG | Workspace variable | Configuration setting to show the author names on the start-up screen and enable manual hyperspace mis-jumps |
PAUSE | Missions | Wait until a key is pressed for the Constrictor mission briefing and then clear the text view to show the briefing text |
PAUSE2 | Keyboard | Wait until a key is pressed, ignoring any existing key press |
PDESC | Universe | Print the system's extended description or a mission 1 directive |
ping | Universe | Set the selected system to the current system |
PIX1 | Maths (Arithmetic) | Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle |
PIXEL | Drawing pixels | Draw a two-pixel dash, three-pixel dash or double-height three-pixel dash |
PIXEL2 | Drawing pixels | Draw a stardust particle relative to the screen centre |
PL2 | Drawing planets | Remove the planet or sun from the screen |
PL2-1 | Drawing planets | Contains an RTS |
PL21 | Drawing planets | Return from a planet/sun-drawing routine with a failure flag |
PL44 | Drawing planets | Clear the C flag and return from the subroutine PL6 Contains an RTS |
PL6 | Drawing planets | Contains an RTS |
PL9 | Drawing planets | Draw the planet as a plain circle |
PLANET | Drawing planets | Draw the planet or sun |
plf | Text | Print a text token followed by a newline |
plf2 | Text | Print text followed by a newline and indent of 6 characters |
PLS6 | Drawing planets | Calculate (X K) = (A P+1 P) / (z_sign z_hi z_lo) |
PLUT | Flight | Flip the coordinate axes for the four different views |
pr2 | Text | Print an 8-bit number, left-padded to 3 digits, and optional point |
pr2+2 | Text | Print the 8-bit number in X to the number of digits in A |
pr5 | Text | Print a 16-bit number, left-padded to 5 digits, and optional point |
pr6 | Text | Print 16-bit number, left-padded to 5 digits, no point |
prenib | Save and load | Convert 256 8-bit bytes in buffer into 342 6-bit nibbles in buffr2 |
prenib (Loader) | Save and load | Convert 256 8-bit bytes in buffer into 342 6-bit nibbles in buffr2 |
pres | Equipment | Given an item number A with the item name in recursive token Y, show an error to say that the item is already present, refund the cost of the item, and then beep and exit to the docking bay (i.e. show the Status Mode screen) |
PROJ | Maths (Geometry) | Project the current ship or planet onto the screen |
prq | Text | Print a text token followed by a question mark |
prq+3 | Text | Print a question mark |
prterr | Save and load | Return from the RWTS code with a "Disk write protected" error |
prx | Equipment | Return the price of a piece of equipment |
prx-3 | Equipment | Return the price of the item with number A - 1 c Contains an RTS |
PRXS | Equipment | Equipment prices |
pstnib | Save and load | Convert 342 6-bit nibbles in buffr2 into 256 8-bit bytes in buffer |
pstnib (Loader) | Save and load | Convert 342 6-bit nibbles in buffr2 into 256 8-bit bytes in buffer |
ptg | Flight | Called when the user manually forces a mis-jump RTS111 Contains an RTS |
PXR1 | Drawing pixels | Contains an RTS |
Q | Workspace variable | Temporary storage, used in a number of places |
QQ0 | Workspace variable | The current system's galactic x-coordinate (0-256) |
QQ1 | Workspace variable | The current system's galactic y-coordinate (0-256) |
QQ10 | Workspace variable | The galactic y-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic y-coordinate) |
QQ11 | Workspace variable | The type of the current view: |
QQ12 | Workspace variable | Our "docked" status |
QQ14 | Workspace variable | Our current fuel level (0-70) |
QQ15 | Workspace variable | The three 16-bit seeds for the selected system, i.e. the one in the crosshairs in the Short-range Chart |
QQ16 | Text | The two-letter token lookup table |
QQ17 | Workspace variable | Contains a number of flags that affect how text tokens are printed, particularly capitalisation: |
QQ18 (Game data) | Text | The recursive token table for tokens 0-148 |
QQ19 | Workspace variable | Temporary storage, used in a number of places |
QQ2 | Workspace variable | The three 16-bit seeds for the current system, i.e. the one we are currently in |
QQ20 | Workspace variable | The contents of our cargo hold |
QQ21 | Workspace variable | The three 16-bit seeds for the current galaxy |
QQ22 | Workspace variable | The two hyperspace countdown counters |
QQ23 | Market | Market prices table |
QQ24 | Workspace variable | Temporary storage, used to store the current market item's price in routine TT151 |
QQ25 | Workspace variable | Temporary storage, used to store the current market item's availability in routine TT151 |
QQ26 | Workspace variable | A random value used to randomise market data |
QQ28 | Workspace variable | The current system's economy (0-7) |
QQ29 | Workspace variable | Temporary storage, used in a number of places |
QQ3 | Workspace variable | The selected system's economy (0-7) |
QQ4 | Workspace variable | The selected system's government (0-7) |
QQ5 | Workspace variable | The selected system's tech level (0-14) |
QQ6 | Workspace variable | The selected system's population in billions * 10 (1-71), so the maximum population is 7.1 billion |
QQ7 | Workspace variable | The selected system's productivity in M CR (96-62480) |
QQ8 | Workspace variable | The distance from the current system to the selected system in light years * 10, stored as a 16-bit number |
QQ9 | Workspace variable | The galactic x-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic x-coordinate) |
QU5 | Start and end | Restart the game using the last saved commander without asking whether to load a new commander file |
qv | Equipment | Print a menu of the four space views, for buying lasers |
qw | Text | Print a recursive token in the range 128-145 |
R | Workspace variable | Temporary storage, used in a number of places |
R5 | Text | Make a beep and jump back into the character-printing routine at CHPR |
RAND | Workspace variable | Four 8-bit seeds for the random number generation system implemented in the DORND routine |
RAT | Workspace variable | Used to store different signs depending on the current space view, for use in calculating stardust movement |
RAT2 | Workspace variable | Temporary storage, used to store the pitch and roll signs when moving objects and stardust |
rdaddr | Save and load | Read a track address field |
rdaddr (Loader) | Save and load | Read a track address field |
RDKEY | Keyboard | Scan the keyboard for key presses and the joystick, and update the key logger |
rdrght | Save and load | Check that this is the correct track |
rdrght (Loader) | Save and load | Check that this is the correct track |
RDS1 | Keyboard | Scan one axis of the joystick and return its position |
RE1 | Dashboard | Contains an RTS |
RE2+2 | Dashboard | Restore A from T and return from the subroutine |
read | Save and load | Read a sector's worth of data into the buffr2 buffer |
read (Loader) | Save and load | Read a sector's worth of data into the buffr2 buffer |
readdistnce | Universe | Calculate the distance between the system with galactic coordinates (A, QQ15+1) and the system at (QQ0, QQ1), returning the result in QQ8(1 0) |
recals | Workspace variable | The maximum number of arm recalibrations to 2 |
recals (Loader) | Workspace variable | The maximum number of arm recalibrations to 2 |
REDU2 | Dashboard | Reduce the value of the pitch or roll dashboard indicator |
refund | Equipment | Install a new laser, processing a refund if applicable |
rentry | Save and load | Search the disk catalog for an existing file or an empty file entry |
rentry (Loader) | Save and load | Search the disk catalog for an existing file or an empty file entry |
RES2 | Start and end | Reset a number of flight variables and workspaces |
RESET | Start and end | Reset most variables |
rfile | Save and load | Read a commander file from a DOS disk into the buffer |
rfile3 | Save and load | Contains an RTS |
RLINE | Text | The OSWORD configuration block used to fetch a line of text from the keyboard |
RR4 | Text | Restore the registers and return from the subroutine RR6 A re-entry point from the RR5 routine after we print the character in A in the text screen mode |
RR5 | Text | Print a character in the text screen mode |
RR6 | Text | A re-entry point from the RR5 routine after we print the character in A in the text screen mode |
RRafter | Text | A re-entry point from the clss routine to print the character in A |
rsect | Save and load | Read a specific sector from disk into the buffer |
rsect (Loader) | Save and load | Read a specific sector from disk into the buffer |
rtable | Save and load | 64 disk nibbles of "6-and-2" Read Translate Table |
rtable (Loader) | Save and load | 64 disk nibbles of "6-and-2" Read Translate Table |
RTOK (Game data) | Text | Macro definition for recursive tokens in the recursive token table |
RTS111 | Flight | Contains an RTS |
RTS2 | Drawing suns | Contains an RTS |
rttrk | Save and load | Read or write a sector on the current track |
rttrk (Loader) | Save and load | Read or write a sector on the current track |
rttrk3 | Save and load | Successfully return from the RWTS code with no error reported |
rttrk3 (Loader) | Save and load | Successfully return from the RWTS code with no error reported |
rttrk4 | Save and load | Turn off the disk motor and return from the RWTS code with the error number in A and the error status in the C flag |
rttrk4 (Loader) | Save and load | Turn off the disk motor and return from the RWTS code with the error number in A and the error status in the C flag |
RUGAL (Game data) | Text | The criteria for systems with extended description overrides |
RUPLA (Game data) | Text | System numbers that have extended description overrides |
RUTOK (Game data) | Text | The second extended token table for recursive tokens 0-26 (DETOK3) |
rvtoc | Save and load | Read the VTOC sector into the buffer |
rvtoc (Loader) | Save and load | Read the VTOC sector into the buffer |
rwts | Save and load | Read or write a specific sector |
rwts (Loader) | Save and load | Read or write a specific sector |
S | Workspace variable | Temporary storage, used in a number of places |
S% | Loader | Checksum, decrypt and unscramble the main game code, and start the game |
S1% | Save and load | The drive and directory number used when saving or loading a commander file |
safehouse | Workspace variable | Backup storage for the seeds for the selected system |
SC | Workspace variable | Screen address (low byte) |
scacol | Drawing ships | Ship colours on the scanner |
SCALEX | Maths (Geometry) | Scale the x-coordinate in A to 32 + 0.75 * A |
SCALEY | Maths (Geometry) | Scale the y-coordinate in A to 0.375 * A |
SCALEY2 | Maths (Geometry) | Scale the y-coordinate in A to 0.75 * A |
SCAN | Dashboard | Display the current ship on the scanner |
SCH | Workspace variable | Screen address (high byte) |
SCTBH | Drawing the screen | Lookup table for converting a character row number to the address of the top pixel line in that character row (high byte) |
SCTBH2 | Drawing the screen | Lookup table for converting a character row number to the address of the bottom pixel line in that character row (high byte) |
SCTBL | Drawing the screen | Lookup table for converting a character row number to the address of the top or bottom pixel line in that character row (low byte) |
SCTBX1 | Drawing the screen | Lookup table for converting a pixel x-coordinate to the bit number within the pixel row byte that corresponds to this pixel |
SCTBX2 | Drawing the screen | Lookup table for converting a pixel x-coordinate to the byte number in the pixel row that corresponds to this pixel |
scttab | Save and load | Lookup table to translate logical (requested) sector number to physical sector number |
scttab (Loader) | Save and load | Lookup table to translate logical (requested) sector number to physical sector number |
sector | Workspace variable | Storage for a sector number in the RWTS code |
sector (Loader) | Workspace variable | Storage for a sector number in the RWTS code |
seek | Save and load | Fast seek routine |
seek (Loader) | Save and load | Fast seek routine |
seeks | Workspace variable | The maximum number of seeks |
seeks (Loader) | Workspace variable | The maximum number of seeks |
SESCP | Flight | Spawn an escape pod from the current (parent) ship |
SetFilename (Loader) | Loader | Set the filename in comnam to ELB1 |
SetLoadVariables1 (Loader) | Loader | Configure the file load variables for loading the SCRN file |
SetLoadVariables2 (Loader) | Loader | Configure the file load variables for loading the ELB1 file |
SETXC | Text | Move the text cursor to a specific column |
SETYC | Text | Move the text cursor to a specific row |
SFRMIS | Tactics | Add an enemy missile to our local bubble of universe |
SFS1 | Universe | Spawn a child ship from the current (parent) ship |
SFS1-2 | Universe | Add a missile to the local bubble that has AI enabled, is hostile, but has no E.C.M. |
SFS2 | Moving | Move a ship in space along one of the coordinate axes |
SHD | Flight | Charge a shield and drain some energy from the energy banks |
SHIP_ADDER (Game data) | Drawing ships | Ship blueprint for an Adder |
SHIP_ANACONDA (Game data) | Drawing ships | Ship blueprint for an Anaconda |
SHIP_ASP_MK_2 (Game data) | Drawing ships | Ship blueprint for an Asp Mk II |
SHIP_ASTEROID (Game data) | Drawing ships | Ship blueprint for an asteroid |
SHIP_BOA (Game data) | Drawing ships | Ship blueprint for a Boa |
SHIP_BOULDER (Game data) | Drawing ships | Ship blueprint for a boulder |
SHIP_CANISTER (Game data) | Drawing ships | Ship blueprint for a cargo canister |
SHIP_COBRA_MK_1 (Game data) | Drawing ships | Ship blueprint for a Cobra Mk I |
SHIP_COBRA_MK_3 (Game data) | Drawing ships | Ship blueprint for a Cobra Mk III |
SHIP_COBRA_MK_3_P (Game data) | Drawing ships | Ship blueprint for a Cobra Mk III (pirate) |
SHIP_CONSTRICTOR (Game data) | Drawing ships | Ship blueprint for a Constrictor |
SHIP_CORIOLIS (Game data) | Drawing ships | Ship blueprint for a Coriolis space station |
SHIP_DODO (Game data) | Drawing ships | Ship blueprint for a Dodecahedron ("Dodo") space station |
SHIP_ESCAPE_POD (Game data) | Drawing ships | Ship blueprint for an escape pod |
SHIP_FER_DE_LANCE (Game data) | Drawing ships | Ship blueprint for a Fer-de-Lance |
SHIP_GECKO (Game data) | Drawing ships | Ship blueprint for a Gecko |
SHIP_KRAIT (Game data) | Drawing ships | Ship blueprint for a Krait |
SHIP_MAMBA (Game data) | Drawing ships | Ship blueprint for a Mamba |
SHIP_MISSILE (Game data) | Drawing ships | Ship blueprint for a missile |
SHIP_MORAY (Game data) | Drawing ships | Ship blueprint for a Moray |
SHIP_PLATE (Game data) | Drawing ships | Ship blueprint for an alloy plate |
SHIP_PYTHON (Game data) | Drawing ships | Ship blueprint for a Python |
SHIP_PYTHON_P (Game data) | Drawing ships | Ship blueprint for a Python (pirate) |
SHIP_ROCK_HERMIT (Game data) | Drawing ships | Ship blueprint for a rock hermit (asteroid) |
SHIP_SHUTTLE (Game data) | Drawing ships | Ship blueprint for a Shuttle |
SHIP_SIDEWINDER (Game data) | Drawing ships | Ship blueprint for a Sidewinder |
SHIP_SPLINTER (Game data) | Drawing ships | Ship blueprint for a splinter |
SHIP_THARGOID (Game data) | Drawing ships | Ship blueprint for a Thargoid mothership |
SHIP_THARGON (Game data) | Drawing ships | Ship blueprint for a Thargon |
SHIP_TRANSPORTER (Game data) | Drawing ships | Ship blueprint for a Transporter |
SHIP_VIPER (Game data) | Drawing ships | Ship blueprint for a Viper |
SHIP_WORM (Game data) | Drawing ships | Ship blueprint for a Worm |
SHPPT | Drawing ships | Draw a distant ship as a point rather than a full wireframe |
SIGHT | Flight | Draw the laser crosshairs |
sightcol | Drawing lines | Colours for the crosshair sights on the different laser types |
skipBytes (Loader) | Loader | The number of bytes to skip at the start of the file that we are loading |
slot16 | Workspace variable | 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) |
slot16 (Loader) | Workspace variable | 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) |
SLSP | Workspace variable | The address of the bottom of the ship line heap |
SNE (Game data) | Maths (Geometry) | Sine/cosine table |
SOBEEP | Sound | Make a beep as follows: * X = the period of the beep (a bigger value means a lower pitch) |
SOBLIP | Sound | Make the sound of the hyperspace drive being engaged, or the sound of the E.C.M. |
SOBOMB | Sound | Make the sound of an energy bomb going off |
SOEXPL | Sound | Make an explosion sound |
SOHISS | Sound | Make the sound of a launch from the station, hyperspace or missile launch |
SOLAR | Universe | Set up various aspects of arriving in a new system |
SOS1 | Universe | Update the missile indicators, set up the planet data block |
SOUR | Sound | Contains an RTS |
SP1 | Dashboard | Draw the space station on the compass |
SP2 | Dashboard | Draw a dot on the compass, given the planet/station vector |
spasto | Universe | Contains the address of the Coriolis space station's ship blueprint |
SPBLB | Dashboard | Light up the space station indicator ("S") on the dashboard |
SPBT | Dashboard | The bitmap definition for the space station indicator bulb |
spc | Text | Print a text token followed by a space |
SPIN | Universe | Randomly spawn cargo from a destroyed ship |
SPIN2 | Universe | Remove any randomness: spawn cargo of a specific type (given in X), and always spawn the number given in A |
SPMASK | Missions | Masks for updating sprite bits in VIC+$10 for the top bit of the 9-bit x-coordinates of the Trumble sprites |
SPS1 | Maths (Geometry) | Calculate the vector to the planet and store it in XX15 |
SPS1+1 | Maths (Geometry) | A BRK instruction |
SPS2 | Maths (Arithmetic) | Calculate (Y X) = A / 10 |
SPS3 | Maths (Geometry) | Copy a space coordinate from the K% block into K3 |
SPS4 | Maths (Geometry) | Calculate the vector to the space station |
SQUA | Maths (Arithmetic) | Clear bit 7 of A and calculate (A P) = A * A |
SQUA2 | Maths (Arithmetic) | Calculate (A P) = A * A |
SSPR | Workspace variable | "Space station present" flag |
STARS | Stardust | The main routine for processing the stardust |
STARS1 | Stardust | Process the stardust for the front view |
STARS2 | Stardust | Process the stardust for the left or right view |
STARS6 | Stardust | Process the stardust for the rear view |
STATUS | Status | Show the Status Mode screen |
stkptr | Workspace variable | Temporary storage for the stack pointer when running the RWTS low-level disk access routines |
STP | Workspace variable | The step size for drawing circles |
SUN (Part 1 of 4) | Drawing suns | Draw the sun: Set up all the variables needed to draw the sun |
SUN (Part 2 of 4) | Drawing suns | Draw the sun: Start from the bottom of the screen and erase the old sun line by line |
SUN (Part 3 of 4) | Drawing suns | Draw the sun: Continue to move up the screen, drawing the new sun line by line |
SUN (Part 4 of 4) | Drawing suns | Draw the sun: Continue to the top of the screen, erasing the old sun line by line |
SUNX | Workspace variable | The 16-bit x-coordinate of the vertical centre axis of the sun (which might be off-screen) |
SVC | Workspace variable | The save count |
SVE | Save and load | Display the disk access menu and process saving of commander files |
SWAP | Workspace variable | 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) |
SWAPPZERO | Utility routines | An unused routine that swaps bytes in and out of zero page |
SX | Workspace variable | This is where we store the x_hi coordinates for all the stardust particles |
SXL | Workspace variable | This is where we store the x_lo coordinates for all the stardust particles |
SY | Workspace variable | This is where we store the y_hi coordinates for all the stardust particles |
SYL | Workspace variable | This is where we store the y_lo coordinates for all the stardust particles |
SZ | Workspace variable | This is where we store the z_hi coordinates for all the stardust particles |
SZL | Workspace variable | This is where we store the z_lo coordinates for all the stardust particles |
t | Keyboard | As TT217 but don't preserve Y, set it to YSAV instead |
T | Workspace variable | Temporary storage, used in a number of places |
T1 | Workspace variable | Temporary storage, used in a number of places |
T2 | Workspace variable | This byte appears to be unused |
T3 | Workspace variable | This byte appears to be unused |
T4 | Workspace variable | This byte appears to be unused |
T95 | Keyboard | Print the distance to the selected system |
TA151 | Tactics | Make the ship head towards the planet TA9-1 Contains an RTS |
TA2 | Maths (Geometry) | Calculate the length of the vector in XX15 (ignoring the low coordinates), returning it in Q |
TA9-1 | Tactics | Contains an RTS |
TACTICS (Part 1 of 7) | Tactics | Apply tactics: Process missiles, both enemy missiles and our own |
TACTICS (Part 2 of 7) | Tactics | Apply tactics: Escape pod, station, lone Thargon, safe-zone pirate |
TACTICS (Part 3 of 7) | Tactics | Apply tactics: Calculate dot product to determine ship's aim |
TACTICS (Part 4 of 7) | Tactics | Apply tactics: Check energy levels, maybe launch escape pod if low |
TACTICS (Part 5 of 7) | Tactics | Apply tactics: Consider whether to launch a missile at us |
TACTICS (Part 6 of 7) | Tactics | Apply tactics: Consider firing a laser at us, if aim is true |
TACTICS (Part 7 of 7) | Tactics | Apply tactics: Set pitch, roll, and acceleration |
tal | Universe | Print the current galaxy number |
TALLY | Workspace variable | Our combat rank |
TALLYL | Workspace variable | Combat rank fraction |
TAS1 | Maths (Arithmetic) | Calculate K3 = (x_sign x_hi x_lo) - V(1 0) |
TAS2 | Maths (Geometry) | Normalise the three-coordinate vector in K3 |
TAS3 | Maths (Geometry) | Calculate the dot product of XX15 and an orientation vector |
TAS4 | Maths (Geometry) | Calculate the dot product of XX15 and one of the space station's orientation vectors |
TAS6 | Maths (Geometry) | Negate the vector in XX15 so it points in the opposite direction |
TBRIEF | Missions | Start mission 3 |
tek | Workspace variable | The current system's tech level (0-14) |
TENS | Text | A constant used when printing large numbers in BPRNT |
TEXT | Drawing the screen | Switch to the text screen mode |
text | Workspace variable | A flag to record the type of screen mode that's currently being used: |
TGINT | Keyboard | The keys used to toggle configuration settings when the game is paused |
TGT | Workspace variable | Temporary storage, typically used as a target value for counters when drawing explosion clouds and partial circles |
THERE | Missions | Check whether we are in the Constrictor's system in mission 1 |
thiskey | Workspace variable | 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 |
thislong | Save and load | Contains the length of the most recently entered commander name |
TIDY | Maths (Geometry) | Orthonormalise the orientation vectors for a ship |
TIS1 | Maths (Arithmetic) | Calculate (A ?) = (-X * A + (S R)) / 96 |
TIS2 | Maths (Arithmetic) | Calculate A = A / Q |
TIS3 | Maths (Arithmetic) | Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3 |
TITLE | Start and end | Display a title screen with a rotating ship and prompt |
TKN1 (Game data) | Text | The first extended token table for recursive tokens 0-255 (DETOK) |
TKN2 | Text | The extended two-letter token lookup table |
tnpr | Market | Work out if we have space for a specific amount of cargo |
tnpr1 | Market | Work out if we have space for one tonne of cargo |
toAddr (Loader) | Workspace variable | The address to copy to in the CopyMemory routine |
TOKN (Game data) | Text | Macro definition for standard tokens in the extended token table |
TP | Workspace variable | The current mission status |
TR1 | Save and load | Copy the last saved commander's name from NA% to INWK |
track | Workspace variable | Storage for a track number in the RWTS code |
track (Loader) | Workspace variable | Storage for a track number in the RWTS code |
tracks | Workspace variable | The number of tracks per disk |
tracks (Loader) | Workspace variable | The number of tracks per disk |
trackSector (Loader) | Loader | The track/sector list for the file we are loading |
TRADEMODE | Drawing the screen | Clear the screen and set up a trading screen |
TRIBBLE | Workspace variable | The number of Trumbles in the cargo hold |
TRIBDIR | Missions | The low byte of the four 16-bit directions in which Trumble sprites can move |
TRIBDIRH | Missions | The high byte of the four 16-bit directions in which Trumble sprites can move |
TRIBMA | Missions | A table for converting the number of Trumbles in the hold into a sprite-enable flag to use with VIC register $15 |
TRIBTA | Missions | A table for converting the number of Trumbles in the hold into a number of sprites in the range 0 to 6 |
TRNME | Save and load | Copy the last saved commander's name from INWK to NA% |
trytr4 | Save and load | Entry point for track errors, so we can try reading it again (must have the status flags on the stack with the C flag set) |
trytr4 (Loader) | Save and load | Entry point for track errors, so we can try reading it again (must have the status flags on the stack with the C flag set) |
trytr5 | Save and load | Re-entry point for the loop from the rdrght subroutine, for when we need to re-calibrate |
trytr5 (Loader) | Save and load | Re-entry point for the loop from the rdrght subroutine, for when we need to re-calibrate |
trytr6 | Save and load | Re-entry point for the loop from the rdrght subroutine, for when we need to re-seek |
trytr6 (Loader) | Save and load | Re-entry point for the loop from the rdrght subroutine, for when we need to re-seek |
trytrk | Save and load | Try finding a specific track on the disk |
trytrk (Loader) | Save and load | Try finding a specific track on the disk |
tslIndex (Loader) | Loader | The index of the current entry in the track/sector list, as we work our way through the list |
tslsct | Workspace variable | The sector for the commander file's track/sector list |
tslsct (Loader) | Workspace variable | The sector for the commander file's track/sector list |
tsltrk | Workspace variable | The track for the commander file's track/sector list |
tsltrk (Loader) | Workspace variable | The track for the commander file's track/sector list |
TT100 | Main loop | The entry point for the start of the main game loop, which calls the main flight loop and the moves into the spawning routine |
TT102 | Keyboard | Process number key, save key, hyperspace and chart key presses and update the hyperspace counter |
TT103 | Charts | Draw a small set of crosshairs on a chart |
TT105 | Charts | Draw crosshairs on the Short-range Chart, with clipping |
TT11 | Text | Print a 16-bit number, left-padded to n digits, and optional point |
TT110 | Flight | Launch from a station or show the front space view |
TT111 | Universe | Set the current system to the nearest system to a point |
TT111-1 | Universe | Contains an RTS readdistnce Calculate the distance between the system with galactic coordinates (A, QQ15+1) and the system at (QQ0, QQ1), returning the result in QQ8(1 0) |
TT113 | Maths (Arithmetic) | Contains an RTS |
TT114 | Charts | Display either the Long-range or Short-range Chart |
TT123 | Charts | Move galactic coordinates by a signed delta |
TT128 | Drawing circles | Draw a circle on a chart |
TT14 | Drawing circles | Draw a circle with crosshairs on a chart |
TT146 | Universe | Print the distance to the selected system in light years |
TT147 | Flight | Print an error when a system is out of hyperspace range |
TT15 | Drawing lines | Draw a set of crosshairs |
TT151 | Market | Print the name, price and availability of a market item |
TT152 | Market | Print the unit ("t", "kg" or "g") for a market item |
TT16 | Charts | Move the crosshairs on a chart |
TT160 | Market | Print "t" (for tonne) and a space |
TT161 | Market | Print "kg" (for kilograms) |
TT162 | Text | Print a space |
TT162+2 | Text | Jump to TT27 to print the text token in A |
TT163 | Market | Print the headers for the table of market prices |
TT167 | Market | Show the Market Price screen |
TT16a | Market | Print "g" (for grams) |
TT17 | Keyboard | Scan the keyboard for cursor key or joystick movement |
TT170 | Start and end | Main entry point for the Elite game code |
TT18 | Flight | Try to initiate a jump into hyperspace |
TT180 | Charts | Contains an RTS |
TT20 | Universe | Twist the selected system's seeds four times |
TT208 | Market | Show the Sell Cargo screen |
TT210 | Market | Show a list of current cargo in our hold, optionally to sell |
TT213 | Market | Show the Inventory screen |
TT214 | Keyboard | Ask a question with a "Y/N?" prompt and return the response |
TT217 | Keyboard | Scan the keyboard until a key is pressed |
TT219 | Market | Show the Buy Cargo screen |
TT22 | Charts | Show the Long-range Chart |
TT23 | Charts | Show the Short-range Chart |
TT24 | Universe | Calculate system data from the system seeds |
TT25 | Universe | Show the Data on System screen |
TT26 | Text | Print a character at the text cursor, with support for verified text in extended tokens |
TT27 | Text | Print a text token |
TT41 | Text | Print a letter according to Sentence Case |
TT42 | Text | Print a letter in lower case |
TT43 | Text | Print a two-letter token or recursive token 0-95 |
TT44 | Text | Jumps to TT26 to print the character in A (used to enable us to use a branch instruction to jump to TT26) |
TT45 | Text | Print a letter in lower case |
TT46 | Text | Print a character and switch to capitals |
TT48 | Text | Contains an RTS |
TT54 | Universe | Twist the selected system's seeds |
TT60 | Text | Print a text token and a paragraph break |
TT66 | Drawing the screen | Clear the screen and set the current view type |
TT67 | Text | Print a newline |
TT67K | Text | Print a newline |
TT68 | Text | Print a text token followed by a colon |
TT69 | Text | Set Sentence Case and print a newline |
TT70 | Universe | Display "MAINLY " and jump to TT72 |
TT72 | Universe | Used by TT70 to re-enter the routine after displaying "MAINLY" for the economy type |
TT73 | Text | Print a colon |
TT74 | Text | Print a character |
TT81 | Universe | Set the selected system's seeds to those of system 0 |
TTX110 | Flight | Set the current system to the nearest system and return to hyp |
TTX111 | Flight | Used to rejoin this routine from the call to TTX110 |
TTX66 | Drawing the screen | Clear the top part of the screen, draw a border box if required and configure the specified view |
TTX66K | Drawing the screen | Clear the whole screen or just the space view (as appropriate), and draw a border box if required |
TTX69 | Text | Print a paragraph break |
TWFL | Drawing lines | Ready-made pixel bytes for the left end of a horizontal line |
TWFR | Drawing lines | Ready-made character rows for the right end of a horizontal line in the space view |
TWOK (Game data) | Text | Macro definition for two-letter tokens in the token table |
TWOS | Drawing pixels | Ready-made bytes for drawing one-pixel dots in the space view |
TWOS2 | Drawing pixels | Ready-made two-bit pixel bytes for plotting colour pixels |
TWOS3 | Drawing pixels | Ready-made two-pixel and three-pixel bytes in white, with an extra byte to cater for overflow into the next pixel byte |
TYPE | Workspace variable | The current ship type |
U | Workspace variable | Temporary storage, used in a number of places |
U% | Keyboard | Clear the key logger |
UNIV | Universe | Table of pointers to the local universe's ship data blocks |
UNMUTILATE | Save and load | Decrypt the commander file in the buffer at comfil |
UP | Workspaces | Configuration variables |
UPO | Workspace variable | 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 |
UPTOG | Workspace variable | Upper case configuration setting |
V | Workspace variable | Temporary storage, typically used for storing an address pointer |
var | Market | Calculate QQ19+3 = economy * |economic_factor| |
VCSU1 | Maths (Arithmetic) | Calculate vector K3(8 0) = [x y z] - coordinates of the sun or space station |
VCSUB | Maths (Arithmetic) | Calculate vector K3(8 0) = [x y z] - coordinates in (A V) |
VERTEX (Game data) | Drawing ships | Macro definition for adding vertices to ship blueprints |
VIEW | Workspace variable | The number of the current space view |
VLOIN | Drawing lines | Draw a vertical line from (X1, Y1) to (X1, Y2) |
VOWEL | Text | Test whether a character is a vowel |
WARP | Flight | Perform an in-system jump |
wbyte | Save and load | Write one byte to disk |
wbyte (Loader) | Save and load | Write one byte to disk |
wbyte2 | Save and load | Wait for seven cycles before writing instead of nine (this is WNIBL7 in the original source) |
wbyte3 | Save and load | Write straight away without waiting (this is WNIBL in the original source) |
wfile | Save and load | Write a commander file from the buffer to a DOS disk |
WHITETEXT | Text | Switch to white text |
widget | Workspace variable | Temporary storage, used to store the original argument in A in the logarithmic FMLTU and LL28 routines |
WP | Workspaces | Variables |
WP1 | Drawing planets | Reset the ball line heap |
WPLS | Drawing suns | Remove the sun from the screen |
WPLS-1 | Drawing suns | Contains an RTS |
WPLS2 | Drawing planets | Remove the planet from the screen |
WPSHPS | Dashboard | Clear the scanner, reset the ball line and sun line heaps |
write | Save and load | Write a sector's worth of data from the buffr2 buffer to the current track and sector |
write (Loader) | Save and load | Write a sector's worth of data from the buffr2 buffer to the current track and sector |
WSCAN | Drawing the screen | Wait for 15 * 256 loop iterations |
wsect | Save and load | Write a specific sector from the buffer to disk |
wsect (Loader) | Save and load | Write a specific sector from the buffer to disk |
wsect2 | Save and load | Read or write a sector, depending on the value of the C flag (clear = read, set = write) |
wsect2 (Loader) | Save and load | Read or write a sector, depending on the value of the C flag (clear = read, set = write) |
wtable | Save and load | 6-bit to 7-bit nibble conversion table |
wW | Flight | Start a hyperspace countdown |
wW2 | Flight | Start the hyperspace countdown, starting the countdown from the value in A |
X1 | Workspace variable | Temporary storage, typically used for x-coordinates in the line-drawing routines |
X2 | Workspace variable | Temporary storage, typically used for x-coordinates in the line-drawing routines |
XC | Workspace variable | The x-coordinate of the text cursor (i.e. the text column), which can be from 0 to 32 |
XP | Workspace variable | The x-coordinate of the current character as we construct the lines for the Star Wars scroll text |
XSAV | Workspace variable | Temporary storage for saving the value of the X register, used in a number of places |
XSAV2 | Workspace variable | This byte appears to be unused |
XX | Workspace variable | Temporary storage, typically used for storing a 16-bit x-coordinate |
XX0 | Workspace variable | 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 |
XX1 | Workspace variable | This is an alias for INWK that is used in the main ship-drawing routine at LL9 |
XX12 | Workspace variable | Temporary storage for a block of values, used in a number of places |
XX13 | Workspace variable | Temporary storage, typically used in the line-drawing routines |
XX15 | Workspace variable | Temporary storage, typically used for storing screen coordinates in line-drawing routines |
XX16 | Workspace variable | Temporary storage for a block of values, used in a number of places |
XX17 | Workspace variable | Temporary storage, used in BPRNT to store the number of characters to print, and as the edge counter in the main ship-drawing routine |
XX18 | Workspace variable | Temporary storage used to store coordinates in the LL9 ship-drawing routine |
XX19 | Workspace variable | XX19(1 0) shares its location with INWK(34 33), which contains the address of the ship line heap |
XX2 | Workspace variable | Temporary storage, used to store the visibility of the ship's faces during the ship-drawing routine at LL9 |
XX20 | Workspace variable | Temporary storage, used in a number of places |
XX21 (Game data) | Drawing ships | Ship blueprints lookup table |
XX24 | Workspace variable | This byte appears to be unused |
XX3 | Workspaces | Temporary storage space for complex calculations |
XX4 | Workspace variable | Temporary storage, used in a number of places |
Y1 | Workspace variable | Temporary storage, typically used for y-coordinates in line-drawing routines |
Y2 | Workspace variable | Temporary storage, typically used for y-coordinates in line-drawing routines |
YC | Workspace variable | The y-coordinate of the text cursor (i.e. the text row), which can be from 0 to 23 |
YESNO | Keyboard | Wait until either "Y" or "N" is pressed |
yetanotherrts | Tactics | Contains an RTS |
YP | Workspace variable | The y-coordinate of the current character as we construct the lines for the Star Wars scroll text |
ypl | Universe | Print the current system name |
ypl-1 | Universe | Contains an RTS |
YS | Workspace variable | Temporary storage for saving the index into the TB tables in the SLIDE routine |
YSAV | Workspace variable | Temporary storage for saving the value of the Y register, used in a number of places |
YSAV2 | Workspace variable | This byte appears to be unused |
Yx2M1 | Workspace variable | 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) |
YY | Workspace variable | Temporary storage, typically used for storing a 16-bit y-coordinate |
Ze | Universe | Initialise the INWK workspace to a hostile ship |
ZEBC | Utility routines | Zero-fill pages $B and $C |
ZEKTRAN | Keyboard | Clear the key logger |
ZERO | Utility routines | Reset the local bubble of universe and ship status |
ZES1 | Utility routines | Zero-fill the page whose number is in X |
ZES1k | Utility routines | Zero-fill the page whose number is in X |
ZES2 | Utility routines | Zero-fill a specific page |
ZES2k | Utility routines | Zero-fill a specific page |
ZESNEW | Utility routines | Zero-fill memory from SC(1 0) to the end of the page |
ZINF | Universe | Reset the INWK workspace and orientation vectors |
ZP | Workspaces | Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here |
ZP (Loader) | Workspaces | Important variables used by the loader |
ZP (Transfer program) | Workspaces | Important variables used by the loader |
ZP1 (Transfer program) | Workspace variable | Stores addresses used for moving content around |
ZP2 (Transfer program) | Workspace variable | Stores addresses used for moving content around |
ztemp0 | Workspace variable | Temporary storage used by the disk routines |
ztemp0 (Loader) | Workspace variable | Temporary storage used by the disk routines |
ztemp1 | Workspace variable | Temporary storage used by the disk routines |
ztemp1 (Loader) | Workspace variable | Temporary storage used by the disk routines |
ztemp2 | Workspace variable | Temporary storage used by the disk routines |
ztemp2 (Loader) | Workspace variable | Temporary storage used by the disk routines |
ztemp3 | Workspace variable | Temporary storage used by the disk routines |
ztemp3 (Loader) | Workspace variable | Temporary storage used by the disk routines |
ZZ | Workspace variable | Temporary storage, typically used for distance values |
zZ+1 | Flight | Contains an RTS |