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List of all variables

[Apple II version]

This index contains every variable that appears in the source code for the Apple II version of Elite, grouped by category. A variable is defined as a labelled memory location that is used for storing data, and this list includes both variables that are defined in workspaces, and variables that are declared within the body of the source code.

Dashboard
---------

dialc1The colour for each indicator for values that are below the threshold in dialle
dialc2The colour for each indicator for values that are on or above the threshold in dialle
dialleThe threshold value for each indicator that defines low and high values, and therefore the low and high colours for the indicator
dialYThe screen y-coordinate of the top-left corner of each indicator
ECBTThe character bitmap for the E.C.M. indicator bulb
mslocThe screen x-coordinates of the four missile indicators on the dashboard
SPBTThe bitmap definition for the space station indicator bulb

Drawing lines
-------------

beamcolAn unused table of laser colours
BOMBPOSA set of x-coordinates that are used as the basis for the energy bomb's zig-zag lightning bolt
BOMBTBXThis is where we store the x-coordinates for the energy bomb's zig-zag lightning bolt
BOMBTBYThis is where we store the y-coordinates for the energy bomb's zig-zag lightning bolt
MASKTHigh-resolution pixel bytes for drawing continuous lines of solid colour
sightcolColours for the crosshair sights on the different laser types
TWFLReady-made pixel bytes for the left end of a horizontal line
TWFRReady-made character rows for the right end of a horizontal line in the space view

Drawing pixels
--------------

TWOSReady-made bytes for drawing one-pixel dots in the space view
TWOS2Ready-made two-bit pixel bytes for plotting colour pixels
TWOS3Ready-made two-pixel and three-pixel bytes in white, with an extra byte to cater for overflow into the next pixel byte

Drawing ships
-------------

E% (Game data)Ship blueprints default NEWB flags
exlookA table to shift X left by one place when X is 0 or 1
scacolShip colours on the scanner
SHIP_ADDER (Game data)Ship blueprint for an Adder
SHIP_ANACONDA (Game data)Ship blueprint for an Anaconda
SHIP_ASP_MK_2 (Game data)Ship blueprint for an Asp Mk II
SHIP_ASTEROID (Game data)Ship blueprint for an asteroid
SHIP_BOA (Game data)Ship blueprint for a Boa
SHIP_BOULDER (Game data)Ship blueprint for a boulder
SHIP_CANISTER (Game data)Ship blueprint for a cargo canister
SHIP_COBRA_MK_1 (Game data)Ship blueprint for a Cobra Mk I
SHIP_COBRA_MK_3 (Game data)Ship blueprint for a Cobra Mk III
SHIP_COBRA_MK_3_P (Game data)Ship blueprint for a Cobra Mk III (pirate)
SHIP_CONSTRICTOR (Game data)Ship blueprint for a Constrictor
SHIP_CORIOLIS (Game data)Ship blueprint for a Coriolis space station
SHIP_DODO (Game data)Ship blueprint for a Dodecahedron ("Dodo") space station
SHIP_ESCAPE_POD (Game data)Ship blueprint for an escape pod
SHIP_FER_DE_LANCE (Game data)Ship blueprint for a Fer-de-Lance
SHIP_GECKO (Game data)Ship blueprint for a Gecko
SHIP_KRAIT (Game data)Ship blueprint for a Krait
SHIP_MAMBA (Game data)Ship blueprint for a Mamba
SHIP_MISSILE (Game data)Ship blueprint for a missile
SHIP_MORAY (Game data)Ship blueprint for a Moray
SHIP_PLATE (Game data)Ship blueprint for an alloy plate
SHIP_PYTHON (Game data)Ship blueprint for a Python
SHIP_PYTHON_P (Game data)Ship blueprint for a Python (pirate)
SHIP_ROCK_HERMIT (Game data)Ship blueprint for a rock hermit (asteroid)
SHIP_SHUTTLE (Game data)Ship blueprint for a Shuttle
SHIP_SIDEWINDER (Game data)Ship blueprint for a Sidewinder
SHIP_SPLINTER (Game data)Ship blueprint for a splinter
SHIP_THARGOID (Game data)Ship blueprint for a Thargoid mothership
SHIP_THARGON (Game data)Ship blueprint for a Thargon
SHIP_TRANSPORTER (Game data)Ship blueprint for a Transporter
SHIP_VIPER (Game data)Ship blueprint for a Viper
SHIP_WORM (Game data)Ship blueprint for a Worm
XX21 (Game data)Ship blueprints lookup table

Drawing the screen
------------------

celloclLookup table for converting a text row number to the address of that row in text screen memory (low byte)
SCTBHLookup table for converting a character row number to the address of the top pixel line in that character row (high byte)
SCTBH2Lookup table for converting a character row number to the address of the bottom pixel line in that character row (high byte)
SCTBLLookup table for converting a character row number to the address of the top or bottom pixel line in that character row (low byte)
SCTBX1Lookup table for converting a pixel x-coordinate to the bit number within the pixel row byte that corresponds to this pixel
SCTBX2Lookup table for converting a pixel x-coordinate to the byte number in the pixel row that corresponds to this pixel

Equipment
---------

PRXSEquipment prices

Keyboard
--------

KTRANAn unused key logger buffer that's left over from the 6502 Second Processor version of Elite
KYTBLookup table for in-flight keyboard controls
TGINTThe keys used to toggle configuration settings when the game is paused

Loader
------

fileSize (Loader)The file size of the file we are loading
skipBytes (Loader)The number of bytes to skip at the start of the file that we are loading
trackSector (Loader)The track/sector list for the file we are loading
tslIndex (Loader)The index of the current entry in the track/sector list, as we work our way through the list

Market
------

QQ23Market prices table

Maths (Arithmetic)
------------------

aloghBinary antilogarithm table
logBinary logarithm table (high byte)
logLBinary logarithm table (low byte)

Maths (Geometry)
----------------

SNE (Game data)Sine/cosine table

Missions
--------

SPMASKMasks for updating sprite bits in VIC+$10 for the top bit of the 9-bit x-coordinates of the Trumble sprites
TRIBDIRThe low byte of the four 16-bit directions in which Trumble sprites can move
TRIBDIRHThe high byte of the four 16-bit directions in which Trumble sprites can move
TRIBMAA table for converting the number of Trumbles in the hold into a sprite-enable flag to use with VIC register $15
TRIBTAA table for converting the number of Trumbles in the hold into a number of sprites in the range 0 to 6

Save and load
-------------

armtabPhase-on time table in 100-usec intervals
armtab (Loader)Phase-on time table in 100-usec intervals
armtb2Phase-off time table in 100-usec intervals
armtb2 (Loader)Phase-off time table in 100-usec intervals
CHKFirst checksum byte for the saved commander data file
CHK2Second checksum byte for the saved commander data file
CHK3Third checksum byte for the saved commander data file
comnamStorage for the commander filename, padded out with spaces to a fixed size of 30 characters, for the rfile and wfile routines
comnam (Loader)The filename of the first file to load, padded out with spaces to a fixed size of 30 characters for the rfile routine
DERR1The error message for when a disk is write protected
DERR2The error message for when a disk is full
DERR3The error message for when a disk catalog is full
DERR4The error message for when there is a disk I/O error
DERR5The error message for when a file is not found
ERTABA lookup table for the five disk error messages
filename (Loader)The filename of the second file to load
NA%The data block for the last saved commander
NA2%The data block for the default commander
oldlongContains the length of the last saved commander name
rtable64 disk nibbles of "6-and-2" Read Translate Table
rtable (Loader)64 disk nibbles of "6-and-2" Read Translate Table
S1%The drive and directory number used when saving or loading a commander file
scttabLookup table to translate logical (requested) sector number to physical sector number
scttab (Loader)Lookup table to translate logical (requested) sector number to physical sector number
thislongContains the length of the most recently entered commander name
wtable6-bit to 7-bit nibble conversion table

Status
------

KWH% (Game data)Integer number of kills awarded for destroying each type of ship
KWL% (Game data)Fractional number of kills awarded for destroying each type of ship

Text
----

DTW1A mask for applying the lower case part of Sentence Case to extended text tokens
DTW2A flag that indicates whether we are currently printing a word
DTW3A flag for switching between standard and extended text tokens
DTW4Flags that govern how justified extended text tokens are printed
DTW5The size of the justified text buffer at BUF
DTW6A flag to denote whether printing in lower case is enabled for extended text tokens
DTW8A mask for capitalising the next letter in an extended text token
JMTBThe extended token table for jump tokens 1-32 (DETOK)
MTINLookup table for random tokens in the extended token table (0-37)
QQ16The two-letter token lookup table
QQ18 (Game data)The recursive token table for tokens 0-148
RLINEThe OSWORD configuration block used to fetch a line of text from the keyboard
RUGAL (Game data)The criteria for systems with extended description overrides
RUPLA (Game data)System numbers that have extended description overrides
RUTOK (Game data)The second extended token table for recursive tokens 0-26 (DETOK3)
TENSA constant used when printing large numbers in BPRNT
TKN1 (Game data)The first extended token table for recursive tokens 0-255 (DETOK)
TKN2The extended two-letter token lookup table

Universe
--------

spastoContains the address of the Coriolis space station's ship blueprint
UNIVTable of pointers to the local universe's ship data blocks

Utility routines
----------------

brkdA flag that indicates whether a system error has occurred
F%Denotes the end of the main game code, from ELITE A to ELITE K
G%Denotes the start of the main game code, from ELITE A to ELITE K

Workspace variables
-------------------

ALP1 Magnitude of the roll angle alpha, i.e. |alpha|, which is a positive value between 0 and 31
ALP2 Bit 7 of ALP2 = sign of the roll angle in ALPHA
ALPHA The current roll angle alpha, which is reduced from JSTX to a sign-magnitude value between -31 and +31
ALTIT Our altitude above the surface of the planet or sun
ASH Aft shield status
atemp0 Temporary storage for the read/write status bit
atemp0 (Loader) Temporary storage for the read/write status bit
auto Docking computer activation status
AVL Market availability in the current system
BALI 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
BET1 The magnitude of the pitch angle beta, i.e. |beta|, which is a positive value between 0 and 8
BET2 Bit 7 of BET2 = sign of the pitch angle in BETA
BETA The current pitch angle beta, which is reduced from JSTY to a sign-magnitude value between -8 and +8
bitmap Bit map of free sectors in track 0, at byte #56 ($38) in the buffer
bitmap (Loader) Bit map of free sectors in track 0, at byte #56 ($38) in the buffer
BOMB Energy bomb
boxsize This byte appears to be unused
BST Fuel scoops (BST stands for "barrel status")
buffer 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) 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 A 342-byte buffer for storing data in the 6-bit nibble format
buffr2 (Loader) A 342-byte buffer for storing data in the 6-bit nibble format
CABTMP Cabin temperature
CASH Our current cash pot
CNT Temporary storage, typically used for storing the number of iterations required when looping
CNT2 Temporary storage, used in the planet-drawing routine to store the segment number where the arc of a partial circle should start
COK Flags used to generate the competition code
COL Temporary storage, used to store colour information when drawing pixels in the dashboard
COMC The shape (i.e. thickness) of the dot on the compass
COMX The x-coordinate of the compass dot
COMY The y-coordinate of the compass dot
CRGO Our ship's cargo capacity
curtrk The current track before performing a seek in the RWTS code
curtrk (Loader) The current track before performing a seek in the RWTS code
DAMP Keyboard damping configuration setting
de Equipment destruction flag
DELT4 Our current speed * 64 as a 16-bit value
DELTA Our current speed, in the range 1-40
DFLAG This byte appears to be unused
dialc Current dashboard indicator colours
dials Current dashboard indicator values
dirtrk The direction in which we are searching tracks for free sectors in the getsct routine (+1 or -1)
dirtrk (Loader) The direction in which we are searching tracks for free sectors in the getsct routine (+1 or -1)
DISK 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
distaway Used to store the nearest distance of the rotating ship on the title screen
DJD Keyboard auto-recentre configuration setting
DKCMP Docking computer
DL This byte is unused in this version of Elite (it is used to store the vertical sync flag in the BBC Micro versions)
DLY In-flight message delay
DNOIZ Sound on/off configuration setting
dontclip 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)
ECM E.C.M. system
ECMA The E.C.M. countdown timer, which determines whether an E.C.M. system is currently operating:
ECMP Our E.C.M. status
ENERGY Energy bank status
ENGY Energy unit
ESCP Escape pod
EV The "extra vessels" spawning counter
filsct The sector for the commander file's contents
filsct (Loader) The sector for the commander file's contents
filtrk The track for the commander file's contents
filtrk (Loader) The track for the commander file's contents
fireButtonMask 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 Our legal status (FIST stands for "fugitive/innocent status"):
FLAG 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
FLH Flashing console bars configuration setting
fretrk The number of the last track that we checked for a free sector in the getsct routine
fretrk (Loader) The number of the last track that we checked for a free sector in the getsct routine
FRIN Slots for the ships in the local bubble of universe
fromAddr (Loader) The address to copy from in the CopyMemory routine
frump Used to store the number of particles in the explosion cloud, though the number is never actually used
FSH Forward shield status
GCNT The number of the current galaxy (0-7)
GHYP Galactic hyperdrive
GNTMP Laser temperature (or "gun temperature")
gov The current system's government type (0-7)
HFX 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
idfld Storage for four bytes used in the RDADR16 routine:
idfld (Loader) Storage for four bytes used in the RDADR16 routine:
INF 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 The zero-page internal workspace for the current ship data block
JSTE Reverse both joystick channels configuration setting
JSTK Keyboard or joystick configuration setting
JSTX Our current roll rate
JSTY Our current pitch rate
JUNK The amount of junk in the local bubble
K Temporary storage, used in a number of places
K2 Temporary storage, used in a number of places
K3 Temporary storage, used in a number of places
K4 Temporary storage, used in a number of places
K5 Temporary storage used to store segment coordinates across successive calls to BLINE, the ball line routine
K6 Temporary storage, typically used for storing coordinates during vector calculations
KEYLOOK KEYLOOK, KLO, KL and thiskey all share the same address
KL 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 KEYLOOK, KLO, KL and thiskey all share the same address
KY1 "?" is being pressed (slow down)
KY12 "B" is being pressed (energy bomb)
KY13 ESCAPE is being pressed (launch escape pod)
KY14 "T" is being pressed (target missile)
KY15 "U" is being pressed (unarm missile)
KY16 "M" is being pressed (fire missile)
KY17 "E" is being pressed (activate E.C.M.)
KY18 "J" is being pressed (in-system jump)
KY19 "C" is being pressed (activate docking computer)
KY2 Space is being pressed (speed up)
KY20 "P" is being pressed (deactivate docking computer)
KY3 "<" is being pressed (roll left)
KY4 ">" is being pressed (roll right)
KY5 "X" is being pressed (pull up)
KY6 "S" is being pressed (pitch down)
KY7 "A" is being pressed (fire lasers)
LAS 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 Laser power for the current laser
LASCT The laser pulse count for the current laser
LASER The specifications of the lasers fitted to each of the four space views:
LASX The x-coordinate of the tip of the laser line
LASY The y-coordinate of the tip of the laser line
LSNUM 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 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 The ship line heap for the space station (see NWSPS) and the sun line heap (see SUN)
LSP The ball line heap pointer, which contains the number of the first free byte after the end of the LSX2 and LSY2 heaps
LSX LSX contains the status of the sun line heap at LSO
LSX2 The ball line heap for storing x-coordinates
LSY2 The ball line heap for storing y-coordinates
MANY The number of ships of each type in the local bubble of universe
MCH 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 The main loop counter
messXC 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 Are we in witchspace (i.e. have we mis-jumped)?
MSAR The targeting state of our leftmost missile
mscol Current missile indicator colours
MSTG The current missile lock target
mtimeh The motor on time (high byte)
mtimeh (Loader) The motor on time (high byte)
mtimel The motor on time (low byte)
mtimel (Loader) The motor on time (low byte)
MULIE 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
NAME The current commander name
NEWB The ship's "new byte flags" (or NEWB flags)
newzp This is used by the STARS2 routine for storing the stardust particle's delta_x value
NOMSL The number of missiles we have fitted (0-4)
NOSTM The number of stardust particles shown on screen, which is 12 (#NOST) for normal space, and 3 for witchspace
P Temporary storage, used in a number of places
PATG Configuration setting to show the author names on the start-up screen and enable manual hyperspace mis-jumps
Q Temporary storage, used in a number of places
QQ0 The current system's galactic x-coordinate (0-256)
QQ1 The current system's galactic y-coordinate (0-256)
QQ10 The galactic y-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic y-coordinate)
QQ11 The type of the current view:
QQ12 Our "docked" status
QQ14 Our current fuel level (0-70)
QQ15 The three 16-bit seeds for the selected system, i.e. the one in the crosshairs in the Short-range Chart
QQ17 Contains a number of flags that affect how text tokens are printed, particularly capitalisation:
QQ19 Temporary storage, used in a number of places
QQ2 The three 16-bit seeds for the current system, i.e. the one we are currently in
QQ20 The contents of our cargo hold
QQ21 The three 16-bit seeds for the current galaxy
QQ22 The two hyperspace countdown counters
QQ24 Temporary storage, used to store the current market item's price in routine TT151
QQ25 Temporary storage, used to store the current market item's availability in routine TT151
QQ26 A random value used to randomise market data
QQ28 The current system's economy (0-7)
QQ29 Temporary storage, used in a number of places
QQ3 The selected system's economy (0-7)
QQ4 The selected system's government (0-7)
QQ5 The selected system's tech level (0-14)
QQ6 The selected system's population in billions * 10 (1-71), so the maximum population is 7.1 billion
QQ7 The selected system's productivity in M CR (96-62480)
QQ8 The distance from the current system to the selected system in light years * 10, stored as a 16-bit number
QQ9 The galactic x-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic x-coordinate)
R Temporary storage, used in a number of places
RAND Four 8-bit seeds for the random number generation system implemented in the DORND routine
RAT Used to store different signs depending on the current space view, for use in calculating stardust movement
RAT2 Temporary storage, used to store the pitch and roll signs when moving objects and stardust
recals The maximum number of arm recalibrations to 2
recals (Loader) The maximum number of arm recalibrations to 2
S Temporary storage, used in a number of places
safehouse Backup storage for the seeds for the selected system
SC Screen address (low byte)
SCH Screen address (high byte)
sector Storage for a sector number in the RWTS code
sector (Loader) Storage for a sector number in the RWTS code
seeks The maximum number of seeks
seeks (Loader) The maximum number of seeks
slot16 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) 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 The address of the bottom of the ship line heap
SSPR "Space station present" flag
stkptr Temporary storage for the stack pointer when running the RWTS low-level disk access routines
STP The step size for drawing circles
SUNX The 16-bit x-coordinate of the vertical centre axis of the sun (which might be off-screen)
SVC The save count
SWAP 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)
SX This is where we store the x_hi coordinates for all the stardust particles
SXL This is where we store the x_lo coordinates for all the stardust particles
SY This is where we store the y_hi coordinates for all the stardust particles
SYL This is where we store the y_lo coordinates for all the stardust particles
SZ This is where we store the z_hi coordinates for all the stardust particles
SZL This is where we store the z_lo coordinates for all the stardust particles
T Temporary storage, used in a number of places
T1 Temporary storage, used in a number of places
T2 This byte appears to be unused
T3 This byte appears to be unused
T4 This byte appears to be unused
TALLY Our combat rank
TALLYL Combat rank fraction
tek The current system's tech level (0-14)
text A flag to record the type of screen mode that's currently being used:
TGT Temporary storage, typically used as a target value for counters when drawing explosion clouds and partial circles
thiskey 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
toAddr (Loader) The address to copy to in the CopyMemory routine
TP The current mission status
track Storage for a track number in the RWTS code
track (Loader) Storage for a track number in the RWTS code
tracks The number of tracks per disk
tracks (Loader) The number of tracks per disk
TRIBBLE The number of Trumbles in the cargo hold
tslsct The sector for the commander file's track/sector list
tslsct (Loader) The sector for the commander file's track/sector list
tsltrk The track for the commander file's track/sector list
tsltrk (Loader) The track for the commander file's track/sector list
TYPE The current ship type
U Temporary storage, used in a number of places
UPO 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 Upper case configuration setting
V Temporary storage, typically used for storing an address pointer
VIEW The number of the current space view
widget Temporary storage, used to store the original argument in A in the logarithmic FMLTU and LL28 routines
X1 Temporary storage, typically used for x-coordinates in the line-drawing routines
X2 Temporary storage, typically used for x-coordinates in the line-drawing routines
XC The x-coordinate of the text cursor (i.e. the text column), which can be from 0 to 32
XP The x-coordinate of the current character as we construct the lines for the Star Wars scroll text
XSAV Temporary storage for saving the value of the X register, used in a number of places
XSAV2 This byte appears to be unused
XX Temporary storage, typically used for storing a 16-bit x-coordinate
XX0 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 This is an alias for INWK that is used in the main ship-drawing routine at LL9
XX12 Temporary storage for a block of values, used in a number of places
XX13 Temporary storage, typically used in the line-drawing routines
XX15 Temporary storage, typically used for storing screen coordinates in line-drawing routines
XX16 Temporary storage for a block of values, used in a number of places
XX17 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 Temporary storage used to store coordinates in the LL9 ship-drawing routine
XX19 XX19(1 0) shares its location with INWK(34 33), which contains the address of the ship line heap
XX2 Temporary storage, used to store the visibility of the ship's faces during the ship-drawing routine at LL9
XX20 Temporary storage, used in a number of places
XX24 This byte appears to be unused
XX4 Temporary storage, used in a number of places
Y1 Temporary storage, typically used for y-coordinates in line-drawing routines
Y2 Temporary storage, typically used for y-coordinates in line-drawing routines
YC The y-coordinate of the text cursor (i.e. the text row), which can be from 0 to 23
YP The y-coordinate of the current character as we construct the lines for the Star Wars scroll text
YS Temporary storage for saving the index into the TB tables in the SLIDE routine
YSAV Temporary storage for saving the value of the Y register, used in a number of places
YSAV2 This byte appears to be unused
Yx2M1 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 Temporary storage, typically used for storing a 16-bit y-coordinate
ZP1 (Transfer program) Stores addresses used for moving content around
ZP2 (Transfer program) Stores addresses used for moving content around
ztemp0 Temporary storage used by the disk routines
ztemp0 (Loader) Temporary storage used by the disk routines
ztemp1 Temporary storage used by the disk routines
ztemp1 (Loader) Temporary storage used by the disk routines
ztemp2 Temporary storage used by the disk routines
ztemp2 (Loader) Temporary storage used by the disk routines
ztemp3 Temporary storage used by the disk routines
ztemp3 (Loader) Temporary storage used by the disk routines
ZZ Temporary storage, typically used for distance values