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Workspaces: Option variables

[Apple II version]

Name: Option variables [Show more] Type: Workspace Address: $4543 to $4562 Category: Workspaces Summary: Variables that are predominantly used to store the game options
Context: See this workspace in context in the source code References: No direct references to this workspace in this source file
.COMC SKIP 1 ; The shape (i.e. thickness) of the dot on the compass ; ; ; * 0 = do not draw a dot on the compass ; ; * $30 = the object in the compass is in front of us, ; so the dot is two pixels high and white ; ; * $60 = the object in the compass is behind us, so ; the dot is one pixel high and white ; ; [Show more]
; ; This variable is used by the following: ; ; * BEGIN ; * DOT ; * SP2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.dials SKIP 14 ; Current dashboard indicator values ; ; The current value of each of the indicators on the ; dashboard, so we can check whether an indicator's ; value has changed when updating it ; ; [Show more]
; ; This variable is used by the following: ; ; * DIS1 ; * DIS5 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.mscol SKIP 4 ; Current missile indicator colours ; ; The current colour of each of the missile indicators ; on the dashboard, so we can check whether an ; indicator's colour has changed when updating it ; ; [Show more]
; ; This variable is used by the following: ; ; * MSBAR ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DFLAG SKIP 1 ; This byte appears to be unused .DNOIZ SKIP 1 ; Sound on/off configuration setting ; ; * 0 = sound is on (default) ; ; * Non-zero = sound is off ; ; Toggled by pressing "S" when paused, see the DK4 ; routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * BEEP ; * CLICK ; * DK4 ; * LASNOISE ; * SOBLIP ; * SOBOMB ; * SOEXPL ; * SOHISS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DAMP SKIP 1 ; Keyboard damping configuration setting ; ; * 0 = damping is enabled (default) ; ; * $FF = damping is disabled ; ; Toggled by pressing "D" when paused, see the DKS3 ; routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * cntr ; * DK4 ; * DKS3 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DJD SKIP 1 ; Keyboard auto-recentre configuration setting ; ; * 0 = auto-recentre is enabled (default) ; ; * $FF = auto-recentre is disabled ; ; Toggled by pressing "A" when paused, see the DKS3 ; routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * REDU2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.PATG SKIP 1 ; Configuration setting to show the author names on the ; start-up screen and enable manual hyperspace mis-jumps ; ; * 0 = no author names or manual mis-jumps (default) ; ; * $FF = show author names and allow manual mis-jumps ; ; Toggled by pressing "X" when paused, see the DKS3 ; routine for details ; ; This needs to be turned on for manual mis-jumps to be ; possible. To do a manual mis-jump, first toggle the ; author display by pausing the game and pressing "X", ; and during the next hyperspace, hold down TAB to ; force a mis-jump. See routine ee5 for the "AND PATG" ; instruction that implements this logic ; ; [Show more]
; ; This variable is used by the following: ; ; * Main game loop (Part 5 of 6) ; * TITLE ; * TT18 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.FLH SKIP 1 ; Flashing console bars configuration setting ; ; * 0 = static bars (default) ; ; * $FF = flashing bars ; ; Toggled by pressing "F" when paused, see the DKS3 ; routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS (Part 1 of 4) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTGY IF _IB_DISK EQUB $FF ; Reverse joystick Y-channel configuration setting ; ; * 0 = reversed Y-channel ; ; * $FF = standard Y-channel (default) ; ; Toggled by pressing "Y" when paused, see the DKS3 ; routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * RDKEY ; * RESET ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
ELIF _SOURCE_DISK OR _4AM_CRACK SKIP 1 ; Reverse joystick Y-channel configuration setting ; ; * 0 = reversed Y-channel ; ; * $FF = standard Y-channel (default) ; ; Toggled by pressing "Y" when paused, see the DKS3 ; routine for details ENDIF .JSTE SKIP 1 ; Reverse both joystick channels configuration setting ; ; * 0 = standard channels (default) ; ; * $FF = reversed channels ; ; Toggled by pressing "J" when paused, see the DKS3 ; routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * RDS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTK SKIP 1 ; Keyboard or joystick configuration setting ; ; * 0 = keyboard (default) ; ; * $FF = joystick ; ; Toggled by pressing "K" when paused, see the DKS3 ; routine for details ; ; [Show more]
; ; This variable is used by the following: ; ; * RDKEY ; * TITLE ; * TT17 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.UPTOG SKIP 1 ; Upper case configuration setting ; ; * 0 = only display upper case letters (default) ; ; * $FF = display upper and lower case letters ; ; Toggled by pressing "U" when paused, see the DK4 ; routine for details ; ; Note that in the source disk variants, the two values ; are the other way around: ; ; * 0 = display upper and lower case letters (default) ; ; * $FF = only display upper case letters ; ; [Show more]
; ; This variable is used by the following: ; ; * RR5 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DISK SKIP 1 ; 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 ; ; [Show more]
; ; This variable is used by the following: ; ; * BEGIN ; * DK4 ; * FILEPR ; * OTHERFILEPR ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MULIE SKIP 1 ; 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 ; ; * 0 = the RESET routine is not currently being run ; from the call in the TITLE routine, so the ; RESET, RES2 and stopbd routines should stop ; any music that is playing ; ; * $FF = the RESET routine is currently being run ; from the call in the TITLE routine, so ; prevent it from stopping the title music ; ; [Show more]
; ; This variable is used by the following: ; ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
IF _IB_DISK OR _4AM_CRACK .fireButtonMask EQUB %00001011 ; 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 ; ; There is some code in the game loader that changes ; this value, but that code is never called so this ; value is never changed ; ; This means the joystick fire button does not select ; joysticks from the title screen - it's all a bit odd ; ; [Show more]
; ; This variable is used by the following: ; ; * TITLE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
ENDIF