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Ship blueprints

[Commodore 64 version]

ELITE SHIP BLUEPRINTS FILE Produces the binary file SHIPS.bin that gets loaded by elite-checksum.py.
CODE_SHIPS% = D% LOAD_SHIPS% = LOAD% + D% - CODE% ORG D%
Name: XX21 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints lookup table Deep dive: Ship blueprints
Context: See this variable on its own page References: No direct references to this variable in this source file
.XX21 EQUW SHIP_MISSILE ; MSL = 1 = Missile EQUW SHIP_CORIOLIS ; SST = 2 = Coriolis space station EQUW SHIP_ESCAPE_POD ; ESC = 3 = Escape pod EQUW SHIP_PLATE ; PLT = 4 = Alloy plate EQUW SHIP_CANISTER ; OIL = 5 = Cargo canister EQUW SHIP_BOULDER ; 6 = Boulder EQUW SHIP_ASTEROID ; AST = 7 = Asteroid EQUW SHIP_SPLINTER ; SPL = 8 = Splinter EQUW SHIP_SHUTTLE ; SHU = 9 = Shuttle EQUW SHIP_TRANSPORTER ; 10 = Transporter EQUW SHIP_COBRA_MK_3 ; CYL = 11 = Cobra Mk III EQUW SHIP_PYTHON ; 12 = Python EQUW SHIP_BOA ; 13 = Boa EQUW SHIP_ANACONDA ; ANA = 14 = Anaconda EQUW SHIP_ROCK_HERMIT ; HER = 15 = Rock hermit (asteroid) EQUW SHIP_VIPER ; COPS = 16 = Viper EQUW SHIP_SIDEWINDER ; SH3 = 17 = Sidewinder EQUW SHIP_MAMBA ; 18 = Mamba EQUW SHIP_KRAIT ; KRA = 19 = Krait EQUW SHIP_ADDER ; ADA = 20 = Adder EQUW SHIP_GECKO ; 21 = Gecko EQUW SHIP_COBRA_MK_1 ; 22 = Cobra Mk I EQUW SHIP_WORM ; WRM = 23 = Worm EQUW SHIP_COBRA_MK_3_P ; CYL2 = 24 = Cobra Mk III (pirate) EQUW SHIP_ASP_MK_2 ; ASP = 25 = Asp Mk II EQUW SHIP_PYTHON_P ; 26 = Python (pirate) EQUW SHIP_FER_DE_LANCE ; 27 = Fer-de-lance EQUW SHIP_MORAY ; 28 = Moray EQUW SHIP_THARGOID ; THG = 29 = Thargoid EQUW SHIP_THARGON ; TGL = 30 = Thargon EQUW SHIP_CONSTRICTOR ; CON = 31 = Constrictor EQUW SHIP_COUGAR ; COU = 32 = Cougar EQUW SHIP_DODO ; DOD = 33 = Dodecahedron ("Dodo") space station
Name: E% [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints default NEWB flags Deep dive: Ship blueprints Advanced tactics with the NEWB flags
Context: See this variable on its own page References: No direct references to this variable in this source file

When spawning a new ship, the bits from this table are applied to the new ship's NEWB flags in byte #36 (i.e. a set bit in this table will set that bit in the NEWB flags). In other words, if a ship blueprint is set to one of the following, then all spawned ships of that type will be too: trader, bounty hunter, hostile, pirate, innocent, cop. The NEWB flags are as follows: * Bit 0: Trader flag (0 = not a trader, 1 = trader) * Bit 1: Bounty hunter flag (0 = not a bounty hunter, 1 = bounty hunter) * Bit 2: Hostile flag (0 = not hostile, 1 = hostile) * Bit 3: Pirate flag (0 = not a pirate, 1 = pirate) * Bit 4: Docking flag (0 = not docking, 1 = docking) * Bit 5: Innocent bystander (0 = normal, 1 = innocent bystander) * Bit 6: Cop flag (0 = not a cop, 1 = cop) * Bit 7: For spawned ships: ship been scooped or has docked For blueprints: this ship type has an escape pod fitted See the deep dive on "Advanced tactics with the NEWB flags" for details of how this works.
.E% EQUB %00000000 ; Missile EQUB %00000000 ; Coriolis space station EQUB %00000001 ; Escape pod Trader EQUB %00000000 ; Alloy plate EQUB %00000000 ; Cargo canister EQUB %00000000 ; Boulder EQUB %00000000 ; Asteroid EQUB %00000000 ; Splinter EQUB %00100001 ; Shuttle Trader, innocent EQUB %01100001 ; Transporter Trader, innocent, cop EQUB %10100000 ; Cobra Mk III Innocent, escape pod EQUB %10100000 ; Python Innocent, escape pod EQUB %10100000 ; Boa Innocent, escape pod EQUB %10100001 ; Anaconda Trader, innocent, escape pod EQUB %10100001 ; Rock hermit (asteroid) Trader, innocent, escape pod EQUB %11000010 ; Viper Bounty hunter, cop, escape pod EQUB %00001100 ; Sidewinder Hostile, pirate EQUB %10001100 ; Mamba Hostile, pirate, escape pod EQUB %10001100 ; Krait Hostile, pirate, escape pod EQUB %10001100 ; Adder Hostile, pirate, escape pod EQUB %00001100 ; Gecko Hostile, pirate EQUB %10001100 ; Cobra Mk I Hostile, pirate, escape pod EQUB %00000101 ; Worm Hostile, trader EQUB %10001100 ; Cobra Mk III (pirate) Hostile, pirate, escape pod EQUB %10001100 ; Asp Mk II Hostile, pirate, escape pod EQUB %10001100 ; Python (pirate) Hostile, pirate, escape pod EQUB %10000010 ; Fer-de-lance Bounty hunter, escape pod EQUB %00001100 ; Moray Hostile, pirate EQUB %00001100 ; Thargoid Hostile, pirate EQUB %00000100 ; Thargon Hostile EQUB %00000100 ; Constrictor Hostile EQUB %00100000 ; Cougar Innocent EQUB 0 ; This byte appears to be unused
Name: KWL% [Show more] Type: Variable Category: Status Summary: Fractional number of kills awarded for destroying each type of ship
Context: See this variable on its own page References: No direct references to this variable in this source file

This figure contains the fractional part of the points that are added to the combat rank in TALLY when destroying a ship of this type. This is different to the original BBC Micro versions, where you always get a single combat point for everything you kill; in the Master version, it's more sophisticated. The integral part is stored in the KWH% table. Each fraction is stored as the numerator in a fraction with a denominator of 256, so 149 represents 149 / 256 = 0.58203125 points.
.KWL% EQUB 149 ; Missile 0.58203125 EQUB 0 ; Coriolis space station 0.0 EQUB 16 ; Escape pod 0.0625 EQUB 10 ; Alloy plate 0.0390625 EQUB 10 ; Cargo canister 0.0390625 EQUB 6 ; Boulder 0.0234375 EQUB 8 ; Asteroid 0.03125 EQUB 10 ; Splinter 0.0390625 EQUB 16 ; Shuttle 0.0625 EQUB 17 ; Transporter 0.06640625 EQUB 234 ; Cobra Mk III 0.9140625 EQUB 170 ; Python 0.6640625 EQUB 213 ; Boa 0.83203125 EQUB 0 ; Anaconda 1.0 EQUB 85 ; Rock hermit (asteroid) 0.33203125 EQUB 26 ; Viper 0.1015625 EQUB 85 ; Sidewinder 0.33203125 EQUB 128 ; Mamba 0.5 EQUB 85 ; Krait 0.33203125 EQUB 90 ; Adder 0.3515625 EQUB 85 ; Gecko 0.33203125 EQUB 170 ; Cobra Mk I 0.6640625 EQUB 50 ; Worm 0.1953125 EQUB 42 ; Cobra Mk III (pirate) 1.1640625 EQUB 21 ; Asp Mk II 1.08203125 EQUB 42 ; Python (pirate) 1.1640625 EQUB 64 ; Fer-de-lance 1.25 EQUB 192 ; Moray 0.75 EQUB 170 ; Thargoid 2.6640625 EQUB 33 ; Thargon 0.12890625 EQUB 85 ; Constrictor 5.33203125 EQUB 85 ; Cougar 5.33203125 EQUB 0 ; Dodecahedron ("Dodo") space station 0.0
Name: KWH% [Show more] Type: Variable Category: Status Summary: Integer number of kills awarded for destroying each type of ship
Context: See this variable on its own page References: No direct references to this variable in this source file

This figure contains the integer part of the points that are added to the combat rank in TALLY when destroying a ship of this type. This is different to the original BBC Micro versions, where you always get a single combat point for everything you kill; in the Master version, it's more sophisticated. The fractional part is stored in the KWL% table.
.KWH% EQUB 0 ; Missile 0.58203125 EQUB 0 ; Coriolis space station 0.0 EQUB 0 ; Escape pod 0.0625 EQUB 0 ; Alloy plate 0.0390625 EQUB 0 ; Cargo canister 0.0390625 EQUB 0 ; Boulder 0.0234375 EQUB 0 ; Asteroid 0.03125 EQUB 0 ; Splinter 0.0390625 EQUB 0 ; Shuttle 0.0625 EQUB 0 ; Transporter 0.06640625 EQUB 0 ; Cobra Mk III 0.9140625 EQUB 0 ; Python 0.6640625 EQUB 0 ; Boa 0.83203125 EQUB 1 ; Anaconda 1.0 EQUB 0 ; Rock hermit (asteroid) 0.33203125 EQUB 0 ; Viper 0.1015625 EQUB 0 ; Sidewinder 0.33203125 EQUB 0 ; Mamba 0.5 EQUB 0 ; Krait 0.33203125 EQUB 0 ; Adder 0.3515625 EQUB 0 ; Gecko 0.33203125 EQUB 0 ; Cobra Mk I 0.6640625 EQUB 0 ; Worm 0.1953125 EQUB 1 ; Cobra Mk III (pirate) 1.1640625 EQUB 1 ; Asp Mk II 1.08203125 EQUB 1 ; Python (pirate) 1.1640625 EQUB 1 ; Fer-de-lance 1.25 EQUB 0 ; Moray 0.75 EQUB 2 ; Thargoid 2.6640625 EQUB 0 ; Thargon 0.12890625 EQUB 5 ; Constrictor 5.33203125 EQUB 5 ; Cougar 5.33203125 EQUB 0 ; Dodecahedron ("Dodo") space station 0.0
Name: VERTEX [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding vertices to ship blueprints Deep dive: Ship blueprints
The following macro is used to build the ship blueprints: VERTEX x, y, z, face1, face2, face3, face4, visibility See the deep dive on "Ship blueprints" for details of how vertices are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how vertices are used to draw 3D wireframe ships.
Arguments: x The vertex's x-coordinate y The vertex's y-coordinate z The vertex's z-coordinate face1 The number of face 1 associated with this vertex face2 The number of face 2 associated with this vertex face3 The number of face 3 associated with this vertex face4 The number of face 4 associated with this vertex visibility The visibility distance, beyond which the vertex is not shown
MACRO VERTEX x, y, z, face1, face2, face3, face4, visibility IF x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility f1 = face1 + (face2 << 4) f2 = face3 + (face4 << 4) ax = ABS(x) ay = ABS(y) az = ABS(z) EQUB ax, ay, az, s, f1, f2 ENDMACRO
Name: EDGE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding edges to ship blueprints Deep dive: Ship blueprints
The following macro is used to build the ship blueprints: EDGE vertex1, vertex2, face1, face2, visibility See the deep dive on "Ship blueprints" for details of how edges are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how edges are used to draw 3D wireframe ships.
Arguments: vertex1 The number of the vertex at the start of the edge vertex1 The number of the vertex at the end of the edge face1 The number of face 1 associated with this edge face2 The number of face 2 associated with this edge visibility The visibility distance, beyond which the edge is not shown
MACRO EDGE vertex1, vertex2, face1, face2, visibility f = face1 + (face2 << 4) EQUB visibility, f, vertex1 << 2, vertex2 << 2 ENDMACRO
Name: FACE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding faces to ship blueprints Deep dive: Ship blueprints
The following macro is used to build the ship blueprints: FACE normal_x, normal_y, normal_z, visibility See the deep dive on "Ship blueprints" for details of how faces are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how faces are used to draw 3D wireframe ships.
Arguments: normal_x The face normal's x-coordinate normal_y The face normal's y-coordinate normal_z The face normal's z-coordinate visibility The visibility distance, beyond which the edge is always shown
MACRO FACE normal_x, normal_y, normal_z, visibility IF normal_x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF normal_y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF normal_z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility ax = ABS(normal_x) ay = ABS(normal_y) az = ABS(normal_z) EQUB s, ax, ay, az ENDMACRO
Name: SHIP_MISSILE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a missile Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_MISSILE
.SHIP_MISSILE EQUB 0 ; Max. canisters on demise = 0 EQUW 40 * 40 ; Targetable area = 40 * 40 EQUB LO(SHIP_MISSILE_EDGES - SHIP_MISSILE) ; Edges data offset (low) EQUB LO(SHIP_MISSILE_FACES - SHIP_MISSILE) ; Faces data offset (low) EQUB 85 ; Max. edge count = (85 - 1) / 4 = 21 EQUB 0 ; Gun vertex = 0 EQUB 10 ; Explosion count = 1, as (4 * n) + 6 = 10 EQUB 102 ; Number of vertices = 102 / 6 = 17 EQUB 24 ; Number of edges = 24 EQUW 0 ; Bounty = 0 EQUB 36 ; Number of faces = 36 / 4 = 9 EQUB 14 ; Visibility distance = 14 EQUB 2 ; Max. energy = 2 EQUB 44 ; Max. speed = 44 EQUB HI(SHIP_MISSILE_EDGES - SHIP_MISSILE) ; Edges data offset (high) EQUB HI(SHIP_MISSILE_FACES - SHIP_MISSILE) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_MISSILE_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 68, 0, 1, 2, 3, 31 ; Vertex 0 VERTEX 8, -8, 36, 1, 2, 4, 5, 31 ; Vertex 1 VERTEX 8, 8, 36, 2, 3, 4, 7, 31 ; Vertex 2 VERTEX -8, 8, 36, 0, 3, 6, 7, 31 ; Vertex 3 VERTEX -8, -8, 36, 0, 1, 5, 6, 31 ; Vertex 4 VERTEX 8, 8, -44, 4, 7, 8, 8, 31 ; Vertex 5 VERTEX 8, -8, -44, 4, 5, 8, 8, 31 ; Vertex 6 VERTEX -8, -8, -44, 5, 6, 8, 8, 31 ; Vertex 7 VERTEX -8, 8, -44, 6, 7, 8, 8, 31 ; Vertex 8 VERTEX 12, 12, -44, 4, 7, 8, 8, 8 ; Vertex 9 VERTEX 12, -12, -44, 4, 5, 8, 8, 8 ; Vertex 10 VERTEX -12, -12, -44, 5, 6, 8, 8, 8 ; Vertex 11 VERTEX -12, 12, -44, 6, 7, 8, 8, 8 ; Vertex 12 VERTEX -8, 8, -12, 6, 7, 7, 7, 8 ; Vertex 13 VERTEX -8, -8, -12, 5, 6, 6, 6, 8 ; Vertex 14 VERTEX 8, 8, -12, 4, 7, 7, 7, 8 ; Vertex 15 VERTEX 8, -8, -12, 4, 5, 5, 5, 8 ; Vertex 16 .SHIP_MISSILE_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 2, 31 ; Edge 0 EDGE 0, 2, 2, 3, 31 ; Edge 1 EDGE 0, 3, 0, 3, 31 ; Edge 2 EDGE 0, 4, 0, 1, 31 ; Edge 3 EDGE 1, 2, 4, 2, 31 ; Edge 4 EDGE 1, 4, 1, 5, 31 ; Edge 5 EDGE 3, 4, 0, 6, 31 ; Edge 6 EDGE 2, 3, 3, 7, 31 ; Edge 7 EDGE 2, 5, 4, 7, 31 ; Edge 8 EDGE 1, 6, 4, 5, 31 ; Edge 9 EDGE 4, 7, 5, 6, 31 ; Edge 10 EDGE 3, 8, 6, 7, 31 ; Edge 11 EDGE 7, 8, 6, 8, 31 ; Edge 12 EDGE 5, 8, 7, 8, 31 ; Edge 13 EDGE 5, 6, 4, 8, 31 ; Edge 14 EDGE 6, 7, 5, 8, 31 ; Edge 15 EDGE 6, 10, 5, 8, 8 ; Edge 16 EDGE 5, 9, 7, 8, 8 ; Edge 17 EDGE 8, 12, 7, 8, 8 ; Edge 18 EDGE 7, 11, 5, 8, 8 ; Edge 19 EDGE 9, 15, 4, 7, 8 ; Edge 20 EDGE 10, 16, 4, 5, 8 ; Edge 21 EDGE 12, 13, 6, 7, 8 ; Edge 22 EDGE 11, 14, 5, 6, 8 ; Edge 23 .SHIP_MISSILE_FACES ; normal_x, normal_y, normal_z, visibility FACE -64, 0, 16, 31 ; Face 0 FACE 0, -64, 16, 31 ; Face 1 FACE 64, 0, 16, 31 ; Face 2 FACE 0, 64, 16, 31 ; Face 3 FACE 32, 0, 0, 31 ; Face 4 FACE 0, -32, 0, 31 ; Face 5 FACE -32, 0, 0, 31 ; Face 6 FACE 0, 32, 0, 31 ; Face 7 FACE 0, 0, -176, 31 ; Face 8
Name: SHIP_CORIOLIS [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Coriolis space station Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CORIOLIS
.SHIP_CORIOLIS EQUB 0 ; Max. canisters on demise = 0 EQUW 160 * 160 ; Targetable area = 160 * 160 EQUB LO(SHIP_CORIOLIS_EDGES - SHIP_CORIOLIS) ; Edges data offset (low) EQUB LO(SHIP_CORIOLIS_FACES - SHIP_CORIOLIS) ; Faces data offset (low) EQUB 89 ; Max. edge count = (89 - 1) / 4 = 22 EQUB 0 ; Gun vertex = 0 EQUB 54 ; Explosion count = 12, as (4 * n) + 6 = 54 EQUB 96 ; Number of vertices = 96 / 6 = 16 EQUB 28 ; Number of edges = 28 EQUW 0 ; Bounty = 0 EQUB 56 ; Number of faces = 56 / 4 = 14 EQUB 120 ; Visibility distance = 120 EQUB 240 ; Max. energy = 240 EQUB 0 ; Max. speed = 0 EQUB HI(SHIP_CORIOLIS_EDGES - SHIP_CORIOLIS) ; Edges data offset (high) EQUB HI(SHIP_CORIOLIS_FACES - SHIP_CORIOLIS) ; Faces data offset (high) EQUB 0 ; Normals are scaled by = 2^0 = 1 EQUB %00000110 ; Laser power = 0 ; Missiles = 6 .SHIP_CORIOLIS_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 160, 0, 160, 0, 1, 2, 6, 31 ; Vertex 0 VERTEX 0, 160, 160, 0, 2, 3, 8, 31 ; Vertex 1 VERTEX -160, 0, 160, 0, 3, 4, 7, 31 ; Vertex 2 VERTEX 0, -160, 160, 0, 1, 4, 5, 31 ; Vertex 3 VERTEX 160, -160, 0, 1, 5, 6, 10, 31 ; Vertex 4 VERTEX 160, 160, 0, 2, 6, 8, 11, 31 ; Vertex 5 VERTEX -160, 160, 0, 3, 7, 8, 12, 31 ; Vertex 6 VERTEX -160, -160, 0, 4, 5, 7, 9, 31 ; Vertex 7 VERTEX 160, 0, -160, 6, 10, 11, 13, 31 ; Vertex 8 VERTEX 0, 160, -160, 8, 11, 12, 13, 31 ; Vertex 9 VERTEX -160, 0, -160, 7, 9, 12, 13, 31 ; Vertex 10 VERTEX 0, -160, -160, 5, 9, 10, 13, 31 ; Vertex 11 VERTEX 10, -30, 160, 0, 0, 0, 0, 30 ; Vertex 12 VERTEX 10, 30, 160, 0, 0, 0, 0, 30 ; Vertex 13 VERTEX -10, 30, 160, 0, 0, 0, 0, 30 ; Vertex 14 VERTEX -10, -30, 160, 0, 0, 0, 0, 30 ; Vertex 15 .SHIP_CORIOLIS_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 3, 0, 1, 31 ; Edge 0 EDGE 0, 1, 0, 2, 31 ; Edge 1 EDGE 1, 2, 0, 3, 31 ; Edge 2 EDGE 2, 3, 0, 4, 31 ; Edge 3 EDGE 3, 4, 1, 5, 31 ; Edge 4 EDGE 0, 4, 1, 6, 31 ; Edge 5 EDGE 0, 5, 2, 6, 31 ; Edge 6 EDGE 5, 1, 2, 8, 31 ; Edge 7 EDGE 1, 6, 3, 8, 31 ; Edge 8 EDGE 2, 6, 3, 7, 31 ; Edge 9 EDGE 2, 7, 4, 7, 31 ; Edge 10 EDGE 3, 7, 4, 5, 31 ; Edge 11 EDGE 8, 11, 10, 13, 31 ; Edge 12 EDGE 8, 9, 11, 13, 31 ; Edge 13 EDGE 9, 10, 12, 13, 31 ; Edge 14 EDGE 10, 11, 9, 13, 31 ; Edge 15 EDGE 4, 11, 5, 10, 31 ; Edge 16 EDGE 4, 8, 6, 10, 31 ; Edge 17 EDGE 5, 8, 6, 11, 31 ; Edge 18 EDGE 5, 9, 8, 11, 31 ; Edge 19 EDGE 6, 9, 8, 12, 31 ; Edge 20 EDGE 6, 10, 7, 12, 31 ; Edge 21 EDGE 7, 10, 7, 9, 31 ; Edge 22 EDGE 7, 11, 5, 9, 31 ; Edge 23 EDGE 12, 13, 0, 0, 30 ; Edge 24 EDGE 13, 14, 0, 0, 30 ; Edge 25 EDGE 14, 15, 0, 0, 30 ; Edge 26 EDGE 15, 12, 0, 0, 30 ; Edge 27 .SHIP_CORIOLIS_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 0, 160, 31 ; Face 0 FACE 107, -107, 107, 31 ; Face 1 FACE 107, 107, 107, 31 ; Face 2 FACE -107, 107, 107, 31 ; Face 3 FACE -107, -107, 107, 31 ; Face 4 FACE 0, -160, 0, 31 ; Face 5 FACE 160, 0, 0, 31 ; Face 6 FACE -160, 0, 0, 31 ; Face 7 FACE 0, 160, 0, 31 ; Face 8 FACE -107, -107, -107, 31 ; Face 9 FACE 107, -107, -107, 31 ; Face 10 FACE 107, 107, -107, 31 ; Face 11 FACE -107, 107, -107, 31 ; Face 12 FACE 0, 0, -160, 31 ; Face 13
Name: SHIP_ESCAPE_POD [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an escape pod Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ESCAPE_POD
.SHIP_ESCAPE_POD EQUB 0 + (2 << 4) ; Max. canisters on demise = 0 ; Market item when scooped = 2 + 1 = 3 (slaves) EQUW 16 * 16 ; Targetable area = 16 * 16 EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) ; Edges data offset (low) EQUB LO(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) ; Faces data offset (low) EQUB 29 ; Max. edge count = (29 - 1) / 4 = 7 EQUB 0 ; Gun vertex = 0 EQUB 22 ; Explosion count = 4, as (4 * n) + 6 = 22 EQUB 24 ; Number of vertices = 24 / 6 = 4 EQUB 6 ; Number of edges = 6 EQUW 0 ; Bounty = 0 EQUB 16 ; Number of faces = 16 / 4 = 4 EQUB 8 ; Visibility distance = 8 EQUB 17 ; Max. energy = 17 EQUB 8 ; Max. speed = 8 EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) ; Edges data offset (high) EQUB HI(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) ; Faces data offset (high) EQUB 4 ; Normals are scaled by = 2^4 = 16 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_ESCAPE_POD_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -7, 0, 36, 2, 1, 3, 3, 31 ; Vertex 0 VERTEX -7, -14, -12, 2, 0, 3, 3, 31 ; Vertex 1 VERTEX -7, 14, -12, 1, 0, 3, 3, 31 ; Vertex 2 VERTEX 21, 0, 0, 1, 0, 2, 2, 31 ; Vertex 3 .SHIP_ESCAPE_POD_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 2, 31 ; Edge 0 EDGE 1, 2, 3, 0, 31 ; Edge 1 EDGE 2, 3, 1, 0, 31 ; Edge 2 EDGE 3, 0, 2, 1, 31 ; Edge 3 EDGE 0, 2, 3, 1, 31 ; Edge 4 EDGE 3, 1, 2, 0, 31 ; Edge 5 .SHIP_ESCAPE_POD_FACES ; normal_x, normal_y, normal_z, visibility FACE 52, 0, -122, 31 ; Face 0 FACE 39, 103, 30, 31 ; Face 1 FACE 39, -103, 30, 31 ; Face 2 FACE -112, 0, 0, 31 ; Face 3
Name: SHIP_PLATE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an alloy plate Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_PLATE
.SHIP_PLATE EQUB 0 + (8 << 4) ; Max. canisters on demise = 0 ; Market item when scooped = 8 + 1 = 9 (Alloys) EQUW 10 * 10 ; Targetable area = 10 * 10 EQUB LO(SHIP_PLATE_EDGES - SHIP_PLATE) ; Edges data offset (low) EQUB LO(SHIP_PLATE_FACES - SHIP_PLATE) ; Faces data offset (low) EQUB 21 ; Max. edge count = (21 - 1) / 4 = 5 EQUB 0 ; Gun vertex = 0 EQUB 10 ; Explosion count = 1, as (4 * n) + 6 = 10 EQUB 24 ; Number of vertices = 24 / 6 = 4 EQUB 4 ; Number of edges = 4 EQUW 0 ; Bounty = 0 EQUB 4 ; Number of faces = 4 / 4 = 1 EQUB 5 ; Visibility distance = 5 EQUB 16 ; Max. energy = 16 EQUB 16 ; Max. speed = 16 EQUB HI(SHIP_PLATE_EDGES - SHIP_PLATE) ; Edges data offset (high) EQUB HI(SHIP_PLATE_FACES - SHIP_PLATE) ; Faces data offset (high) EQUB 3 ; Normals are scaled by = 2^3 = 8 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_PLATE_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -15, -22, -9, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX -15, 38, -9, 15, 15, 15, 15, 31 ; Vertex 1 VERTEX 19, 32, 11, 15, 15, 15, 15, 20 ; Vertex 2 VERTEX 10, -46, 6, 15, 15, 15, 15, 20 ; Vertex 3 .SHIP_PLATE_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 15, 15, 31 ; Edge 0 EDGE 1, 2, 15, 15, 16 ; Edge 1 EDGE 2, 3, 15, 15, 20 ; Edge 2 EDGE 3, 0, 15, 15, 16 ; Edge 3 .SHIP_PLATE_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 0, 0, 0 ; Face 0
Name: SHIP_CANISTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a cargo canister Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CANISTER
.SHIP_CANISTER EQUB 0 ; Max. canisters on demise = 0 EQUW 20 * 20 ; Targetable area = 20 * 20 EQUB LO(SHIP_CANISTER_EDGES - SHIP_CANISTER) ; Edges data offset (low) EQUB LO(SHIP_CANISTER_FACES - SHIP_CANISTER) ; Faces data offset (low) EQUB 53 ; Max. edge count = (53 - 1) / 4 = 13 EQUB 0 ; Gun vertex = 0 EQUB 18 ; Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 ; Number of vertices = 60 / 6 = 10 EQUB 15 ; Number of edges = 15 EQUW 0 ; Bounty = 0 EQUB 28 ; Number of faces = 28 / 4 = 7 EQUB 12 ; Visibility distance = 12 EQUB 17 ; Max. energy = 17 EQUB 15 ; Max. speed = 15 EQUB HI(SHIP_CANISTER_EDGES - SHIP_CANISTER) ; Edges data offset (high) EQUB HI(SHIP_CANISTER_FACES - SHIP_CANISTER) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_CANISTER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 24, 16, 0, 0, 1, 5, 5, 31 ; Vertex 0 VERTEX 24, 5, 15, 0, 1, 2, 2, 31 ; Vertex 1 VERTEX 24, -13, 9, 0, 2, 3, 3, 31 ; Vertex 2 VERTEX 24, -13, -9, 0, 3, 4, 4, 31 ; Vertex 3 VERTEX 24, 5, -15, 0, 4, 5, 5, 31 ; Vertex 4 VERTEX -24, 16, 0, 1, 5, 6, 6, 31 ; Vertex 5 VERTEX -24, 5, 15, 1, 2, 6, 6, 31 ; Vertex 6 VERTEX -24, -13, 9, 2, 3, 6, 6, 31 ; Vertex 7 VERTEX -24, -13, -9, 3, 4, 6, 6, 31 ; Vertex 8 VERTEX -24, 5, -15, 4, 5, 6, 6, 31 ; Vertex 9 .SHIP_CANISTER_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 1, 31 ; Edge 0 EDGE 1, 2, 0, 2, 31 ; Edge 1 EDGE 2, 3, 0, 3, 31 ; Edge 2 EDGE 3, 4, 0, 4, 31 ; Edge 3 EDGE 0, 4, 0, 5, 31 ; Edge 4 EDGE 0, 5, 1, 5, 31 ; Edge 5 EDGE 1, 6, 1, 2, 31 ; Edge 6 EDGE 2, 7, 2, 3, 31 ; Edge 7 EDGE 3, 8, 3, 4, 31 ; Edge 8 EDGE 4, 9, 4, 5, 31 ; Edge 9 EDGE 5, 6, 1, 6, 31 ; Edge 10 EDGE 6, 7, 2, 6, 31 ; Edge 11 EDGE 7, 8, 3, 6, 31 ; Edge 12 EDGE 8, 9, 4, 6, 31 ; Edge 13 EDGE 9, 5, 5, 6, 31 ; Edge 14 .SHIP_CANISTER_FACES ; normal_x, normal_y, normal_z, visibility FACE 96, 0, 0, 31 ; Face 0 FACE 0, 41, 30, 31 ; Face 1 FACE 0, -18, 48, 31 ; Face 2 FACE 0, -51, 0, 31 ; Face 3 FACE 0, -18, -48, 31 ; Face 4 FACE 0, 41, -30, 31 ; Face 5 FACE -96, 0, 0, 31 ; Face 6
Name: SHIP_BOULDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a boulder Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_BOULDER
.SHIP_BOULDER EQUB 0 ; Max. canisters on demise = 0 EQUW 30 * 30 ; Targetable area = 30 * 30 EQUB LO(SHIP_BOULDER_EDGES - SHIP_BOULDER) ; Edges data offset (low) EQUB LO(SHIP_BOULDER_FACES - SHIP_BOULDER) ; Faces data offset (low) EQUB 49 ; Max. edge count = (49 - 1) / 4 = 12 EQUB 0 ; Gun vertex = 0 EQUB 14 ; Explosion count = 2, as (4 * n) + 6 = 14 EQUB 42 ; Number of vertices = 42 / 6 = 7 EQUB 15 ; Number of edges = 15 EQUW 1 ; Bounty = 1 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 20 ; Visibility distance = 20 EQUB 20 ; Max. energy = 20 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_BOULDER_EDGES - SHIP_BOULDER) ; Edges data offset (high) EQUB HI(SHIP_BOULDER_FACES - SHIP_BOULDER) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_BOULDER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -18, 37, -11, 1, 0, 9, 5, 31 ; Vertex 0 VERTEX 30, 7, 12, 2, 1, 6, 5, 31 ; Vertex 1 VERTEX 28, -7, -12, 3, 2, 7, 6, 31 ; Vertex 2 VERTEX 2, 0, -39, 4, 3, 8, 7, 31 ; Vertex 3 VERTEX -28, 34, -30, 4, 0, 9, 8, 31 ; Vertex 4 VERTEX 5, -10, 13, 15, 15, 15, 15, 31 ; Vertex 5 VERTEX 20, 17, -30, 15, 15, 15, 15, 31 ; Vertex 6 .SHIP_BOULDER_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 5, 1, 31 ; Edge 0 EDGE 1, 2, 6, 2, 31 ; Edge 1 EDGE 2, 3, 7, 3, 31 ; Edge 2 EDGE 3, 4, 8, 4, 31 ; Edge 3 EDGE 4, 0, 9, 0, 31 ; Edge 4 EDGE 0, 5, 1, 0, 31 ; Edge 5 EDGE 1, 5, 2, 1, 31 ; Edge 6 EDGE 2, 5, 3, 2, 31 ; Edge 7 EDGE 3, 5, 4, 3, 31 ; Edge 8 EDGE 4, 5, 4, 0, 31 ; Edge 9 EDGE 0, 6, 9, 5, 31 ; Edge 10 EDGE 1, 6, 6, 5, 31 ; Edge 11 EDGE 2, 6, 7, 6, 31 ; Edge 12 EDGE 3, 6, 8, 7, 31 ; Edge 13 EDGE 4, 6, 9, 8, 31 ; Edge 14 .SHIP_BOULDER_FACES ; normal_x, normal_y, normal_z, visibility FACE -15, -3, 8, 31 ; Face 0 FACE -7, 12, 30, 31 ; Face 1 FACE 32, -47, 24, 31 ; Face 2 FACE -3, -39, -7, 31 ; Face 3 FACE -5, -4, -1, 31 ; Face 4 FACE 49, 84, 8, 31 ; Face 5 FACE 112, 21, -21, 31 ; Face 6 FACE 76, -35, -82, 31 ; Face 7 FACE 22, 56, -137, 31 ; Face 8 FACE 40, 110, -38, 31 ; Face 9
Name: SHIP_ASTEROID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an asteroid Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ASTEROID
.SHIP_ASTEROID EQUB 0 ; Max. canisters on demise = 0 EQUW 80 * 80 ; Targetable area = 80 * 80 EQUB LO(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) ; Edges data offset (low) EQUB LO(SHIP_ASTEROID_FACES - SHIP_ASTEROID) ; Faces data offset (low) EQUB 69 ; Max. edge count = (69 - 1) / 4 = 17 EQUB 0 ; Gun vertex = 0 EQUB 34 ; Explosion count = 7, as (4 * n) + 6 = 34 EQUB 54 ; Number of vertices = 54 / 6 = 9 EQUB 21 ; Number of edges = 21 EQUW 5 ; Bounty = 5 EQUB 56 ; Number of faces = 56 / 4 = 14 EQUB 50 ; Visibility distance = 50 EQUB 60 ; Max. energy = 60 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) ; Edges data offset (high) EQUB HI(SHIP_ASTEROID_FACES - SHIP_ASTEROID) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_ASTEROID_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 80, 0, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX -80, -10, 0, 15, 15, 15, 15, 31 ; Vertex 1 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX 70, -40, 0, 15, 15, 15, 15, 31 ; Vertex 3 VERTEX 60, 50, 0, 5, 6, 12, 13, 31 ; Vertex 4 VERTEX 50, 0, 60, 15, 15, 15, 15, 31 ; Vertex 5 VERTEX -40, 0, 70, 0, 1, 2, 3, 31 ; Vertex 6 VERTEX 0, 30, -75, 15, 15, 15, 15, 31 ; Vertex 7 VERTEX 0, -50, -60, 8, 9, 10, 11, 31 ; Vertex 8 .SHIP_ASTEROID_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 7, 31 ; Edge 0 EDGE 0, 4, 6, 13, 31 ; Edge 1 EDGE 3, 4, 5, 12, 31 ; Edge 2 EDGE 2, 3, 4, 11, 31 ; Edge 3 EDGE 1, 2, 3, 10, 31 ; Edge 4 EDGE 1, 6, 2, 3, 31 ; Edge 5 EDGE 2, 6, 1, 3, 31 ; Edge 6 EDGE 2, 5, 1, 4, 31 ; Edge 7 EDGE 5, 6, 0, 1, 31 ; Edge 8 EDGE 0, 5, 0, 6, 31 ; Edge 9 EDGE 3, 5, 4, 5, 31 ; Edge 10 EDGE 0, 6, 0, 2, 31 ; Edge 11 EDGE 4, 5, 5, 6, 31 ; Edge 12 EDGE 1, 8, 8, 10, 31 ; Edge 13 EDGE 1, 7, 7, 8, 31 ; Edge 14 EDGE 0, 7, 7, 13, 31 ; Edge 15 EDGE 4, 7, 12, 13, 31 ; Edge 16 EDGE 3, 7, 9, 12, 31 ; Edge 17 EDGE 3, 8, 9, 11, 31 ; Edge 18 EDGE 2, 8, 10, 11, 31 ; Edge 19 EDGE 7, 8, 8, 9, 31 ; Edge 20 .SHIP_ASTEROID_FACES ; normal_x, normal_y, normal_z, visibility FACE 9, 66, 81, 31 ; Face 0 FACE 9, -66, 81, 31 ; Face 1 FACE -72, 64, 31, 31 ; Face 2 FACE -64, -73, 47, 31 ; Face 3 FACE 45, -79, 65, 31 ; Face 4 FACE 135, 15, 35, 31 ; Face 5 FACE 38, 76, 70, 31 ; Face 6 FACE -66, 59, -39, 31 ; Face 7 FACE -67, -15, -80, 31 ; Face 8 FACE 66, -14, -75, 31 ; Face 9 FACE -70, -80, -40, 31 ; Face 10 FACE 58, -102, -51, 31 ; Face 11 FACE 81, 9, -67, 31 ; Face 12 FACE 47, 94, -63, 31 ; Face 13
Name: SHIP_SPLINTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a splinter Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_SPLINTER

The ship blueprint for the splinter reuses the edges data from the escape pod, so the edges data offset is negative.
.SHIP_SPLINTER EQUB 0 + (11 << 4) ; Max. canisters on demise = 0 ; Market item when scooped = 11 + 1 = 12 (Minerals) EQUW 16 * 16 ; Targetable area = 16 * 16 EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) ; Edges from escape pod EQUB LO(SHIP_SPLINTER_FACES - SHIP_SPLINTER) + 24 ; Faces data offset (low) EQUB 29 ; Max. edge count = (29 - 1) / 4 = 7 EQUB 0 ; Gun vertex = 0 EQUB 22 ; Explosion count = 4, as (4 * n) + 6 = 22 EQUB 24 ; Number of vertices = 24 / 6 = 4 EQUB 6 ; Number of edges = 6 EQUW 0 ; Bounty = 0 EQUB 16 ; Number of faces = 16 / 4 = 4 EQUB 8 ; Visibility distance = 8 EQUB 20 ; Max. energy = 20 EQUB 10 ; Max. speed = 10 EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) ; Edges from escape pod EQUB HI(SHIP_SPLINTER_FACES - SHIP_SPLINTER) ; Faces data offset (low) EQUB 5 ; Normals are scaled by = 2^5 = 32 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_SPLINTER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -24, -25, 16, 2, 1, 3, 3, 31 ; Vertex 0 VERTEX 0, 12, -10, 2, 0, 3, 3, 31 ; Vertex 1 VERTEX 11, -6, 2, 1, 0, 3, 3, 31 ; Vertex 2 VERTEX 12, 42, 7, 1, 0, 2, 2, 31 ; Vertex 3 .SHIP_SPLINTER_FACES ; normal_x, normal_y, normal_z, visibility FACE 35, 0, 4, 31 ; Face 0 FACE 3, 4, 8, 31 ; Face 1 FACE 1, 8, 12, 31 ; Face 2 FACE 18, 12, 0, 31 ; Face 3
Name: SHIP_SHUTTLE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Shuttle Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_SHUTTLE
.SHIP_SHUTTLE EQUB 15 ; Max. canisters on demise = 15 EQUW 50 * 50 ; Targetable area = 50 * 50 EQUB LO(SHIP_SHUTTLE_EDGES - SHIP_SHUTTLE) ; Edges data offset (low) EQUB LO(SHIP_SHUTTLE_FACES - SHIP_SHUTTLE) ; Faces data offset (low) EQUB 113 ; Max. edge count = (113 - 1) / 4 = 28 EQUB 0 ; Gun vertex = 0 EQUB 38 ; Explosion count = 8, as (4 * n) + 6 = 38 EQUB 114 ; Number of vertices = 114 / 6 = 19 EQUB 30 ; Number of edges = 30 EQUW 0 ; Bounty = 0 EQUB 52 ; Number of faces = 52 / 4 = 13 EQUB 22 ; Visibility distance = 22 EQUB 32 ; Max. energy = 32 EQUB 8 ; Max. speed = 8 EQUB HI(SHIP_SHUTTLE_EDGES - SHIP_SHUTTLE) ; Edges data offset (high) EQUB HI(SHIP_SHUTTLE_FACES - SHIP_SHUTTLE) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_SHUTTLE_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -17, 23, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX -17, 0, 23, 15, 15, 15, 15, 31 ; Vertex 1 VERTEX 0, 18, 23, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX 18, 0, 23, 15, 15, 15, 15, 31 ; Vertex 3 VERTEX -20, -20, -27, 2, 1, 9, 3, 31 ; Vertex 4 VERTEX -20, 20, -27, 4, 3, 9, 5, 31 ; Vertex 5 VERTEX 20, 20, -27, 6, 5, 9, 7, 31 ; Vertex 6 VERTEX 20, -20, -27, 7, 1, 9, 8, 31 ; Vertex 7 VERTEX 5, 0, -27, 9, 9, 9, 9, 16 ; Vertex 8 VERTEX 0, -2, -27, 9, 9, 9, 9, 16 ; Vertex 9 VERTEX -5, 0, -27, 9, 9, 9, 9, 9 ; Vertex 10 VERTEX 0, 3, -27, 9, 9, 9, 9, 9 ; Vertex 11 VERTEX 0, -9, 35, 10, 0, 12, 11, 16 ; Vertex 12 VERTEX 3, -1, 31, 15, 15, 2, 0, 7 ; Vertex 13 VERTEX 4, 11, 25, 1, 0, 4, 15, 8 ; Vertex 14 VERTEX 11, 4, 25, 1, 10, 15, 3, 8 ; Vertex 15 VERTEX -3, -1, 31, 11, 6, 3, 2, 7 ; Vertex 16 VERTEX -3, 11, 25, 8, 15, 0, 12, 8 ; Vertex 17 VERTEX -10, 4, 25, 15, 4, 8, 1, 8 ; Vertex 18 .SHIP_SHUTTLE_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 0, 31 ; Edge 0 EDGE 1, 2, 10, 4, 31 ; Edge 1 EDGE 2, 3, 11, 6, 31 ; Edge 2 EDGE 0, 3, 12, 8, 31 ; Edge 3 EDGE 0, 7, 8, 1, 31 ; Edge 4 EDGE 0, 4, 2, 1, 24 ; Edge 5 EDGE 1, 4, 3, 2, 31 ; Edge 6 EDGE 1, 5, 4, 3, 24 ; Edge 7 EDGE 2, 5, 5, 4, 31 ; Edge 8 EDGE 2, 6, 6, 5, 12 ; Edge 9 EDGE 3, 6, 7, 6, 31 ; Edge 10 EDGE 3, 7, 8, 7, 24 ; Edge 11 EDGE 4, 5, 9, 3, 31 ; Edge 12 EDGE 5, 6, 9, 5, 31 ; Edge 13 EDGE 6, 7, 9, 7, 31 ; Edge 14 EDGE 4, 7, 9, 1, 31 ; Edge 15 EDGE 0, 12, 12, 0, 16 ; Edge 16 EDGE 1, 12, 10, 0, 16 ; Edge 17 EDGE 2, 12, 11, 10, 16 ; Edge 18 EDGE 3, 12, 12, 11, 16 ; Edge 19 EDGE 8, 9, 9, 9, 16 ; Edge 20 EDGE 9, 10, 9, 9, 7 ; Edge 21 EDGE 10, 11, 9, 9, 9 ; Edge 22 EDGE 8, 11, 9, 9, 7 ; Edge 23 EDGE 13, 14, 11, 11, 5 ; Edge 24 EDGE 14, 15, 11, 11, 8 ; Edge 25 EDGE 13, 15, 11, 11, 7 ; Edge 26 EDGE 16, 17, 10, 10, 5 ; Edge 27 EDGE 17, 18, 10, 10, 8 ; Edge 28 EDGE 16, 18, 10, 10, 7 ; Edge 29 .SHIP_SHUTTLE_FACES ; normal_x, normal_y, normal_z, visibility FACE -55, -55, 40, 31 ; Face 0 FACE 0, -74, 4, 31 ; Face 1 FACE -51, -51, 23, 31 ; Face 2 FACE -74, 0, 4, 31 ; Face 3 FACE -51, 51, 23, 31 ; Face 4 FACE 0, 74, 4, 31 ; Face 5 FACE 51, 51, 23, 31 ; Face 6 FACE 74, 0, 4, 31 ; Face 7 FACE 51, -51, 23, 31 ; Face 8 FACE 0, 0, -107, 31 ; Face 9 FACE -41, 41, 90, 31 ; Face 10 FACE 41, 41, 90, 31 ; Face 11 FACE 55, -55, 40, 31 ; Face 12
Name: SHIP_TRANSPORTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Transporter Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_TRANSPORTER
.SHIP_TRANSPORTER EQUB 0 ; Max. canisters on demise = 0 EQUW 50 * 50 ; Targetable area = 50 * 50 EQUB LO(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) ; Edges data offset (low) EQUB LO(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) ; Faces data offset (low) EQUB 149 ; Max. edge count = (149 - 1) / 4 = 37 EQUB 48 ; Gun vertex = 48 / 4 = 12 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 222 ; Number of vertices = 222 / 6 = 37 EQUB 46 ; Number of edges = 46 EQUW 0 ; Bounty = 0 EQUB 56 ; Number of faces = 56 / 4 = 14 EQUB 16 ; Visibility distance = 16 EQUB 32 ; Max. energy = 32 EQUB 10 ; Max. speed = 10 EQUB HI(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) ; Edges data offset (high) EQUB HI(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_TRANSPORTER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 10, -26, 6, 0, 7, 7, 31 ; Vertex 0 VERTEX -25, 4, -26, 1, 0, 7, 7, 31 ; Vertex 1 VERTEX -28, -3, -26, 1, 0, 2, 2, 31 ; Vertex 2 VERTEX -25, -8, -26, 2, 0, 3, 3, 31 ; Vertex 3 VERTEX 26, -8, -26, 3, 0, 4, 4, 31 ; Vertex 4 VERTEX 29, -3, -26, 4, 0, 5, 5, 31 ; Vertex 5 VERTEX 26, 4, -26, 5, 0, 6, 6, 31 ; Vertex 6 VERTEX 0, 6, 12, 15, 15, 15, 15, 19 ; Vertex 7 VERTEX -30, -1, 12, 7, 1, 9, 8, 31 ; Vertex 8 VERTEX -33, -8, 12, 2, 1, 9, 3, 31 ; Vertex 9 VERTEX 33, -8, 12, 4, 3, 10, 5, 31 ; Vertex 10 VERTEX 30, -1, 12, 6, 5, 11, 10, 31 ; Vertex 11 VERTEX -11, -2, 30, 9, 8, 13, 12, 31 ; Vertex 12 VERTEX -13, -8, 30, 9, 3, 13, 13, 31 ; Vertex 13 VERTEX 14, -8, 30, 10, 3, 13, 13, 31 ; Vertex 14 VERTEX 11, -2, 30, 11, 10, 13, 12, 31 ; Vertex 15 VERTEX -5, 6, 2, 7, 7, 7, 7, 7 ; Vertex 16 VERTEX -18, 3, 2, 7, 7, 7, 7, 7 ; Vertex 17 VERTEX -5, 7, -7, 7, 7, 7, 7, 7 ; Vertex 18 VERTEX -18, 4, -7, 7, 7, 7, 7, 7 ; Vertex 19 VERTEX -11, 6, -14, 7, 7, 7, 7, 7 ; Vertex 20 VERTEX -11, 5, -7, 7, 7, 7, 7, 7 ; Vertex 21 VERTEX 5, 7, -14, 6, 6, 6, 6, 7 ; Vertex 22 VERTEX 18, 4, -14, 6, 6, 6, 6, 7 ; Vertex 23 VERTEX 11, 5, -7, 6, 6, 6, 6, 7 ; Vertex 24 VERTEX 5, 6, -3, 6, 6, 6, 6, 7 ; Vertex 25 VERTEX 18, 3, -3, 6, 6, 6, 6, 7 ; Vertex 26 VERTEX 11, 4, 8, 6, 6, 6, 6, 7 ; Vertex 27 VERTEX 11, 5, -3, 6, 6, 6, 6, 7 ; Vertex 28 VERTEX -16, -8, -13, 3, 3, 3, 3, 6 ; Vertex 29 VERTEX -16, -8, 16, 3, 3, 3, 3, 6 ; Vertex 30 VERTEX 17, -8, -13, 3, 3, 3, 3, 6 ; Vertex 31 VERTEX 17, -8, 16, 3, 3, 3, 3, 6 ; Vertex 32 VERTEX -13, -3, -26, 0, 0, 0, 0, 8 ; Vertex 33 VERTEX 13, -3, -26, 0, 0, 0, 0, 8 ; Vertex 34 VERTEX 9, 3, -26, 0, 0, 0, 0, 5 ; Vertex 35 VERTEX -8, 3, -26, 0, 0, 0, 0, 5 ; Vertex 36 .SHIP_TRANSPORTER_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 ; Edge 0 EDGE 1, 2, 1, 0, 31 ; Edge 1 EDGE 2, 3, 2, 0, 31 ; Edge 2 EDGE 3, 4, 3, 0, 31 ; Edge 3 EDGE 4, 5, 4, 0, 31 ; Edge 4 EDGE 5, 6, 5, 0, 31 ; Edge 5 EDGE 0, 6, 6, 0, 31 ; Edge 6 EDGE 0, 7, 7, 6, 16 ; Edge 7 EDGE 1, 8, 7, 1, 31 ; Edge 8 EDGE 2, 9, 2, 1, 11 ; Edge 9 EDGE 3, 9, 3, 2, 31 ; Edge 10 EDGE 4, 10, 4, 3, 31 ; Edge 11 EDGE 5, 10, 5, 4, 11 ; Edge 12 EDGE 6, 11, 6, 5, 31 ; Edge 13 EDGE 7, 8, 8, 7, 17 ; Edge 14 EDGE 8, 9, 9, 1, 17 ; Edge 15 EDGE 10, 11, 10, 5, 17 ; Edge 16 EDGE 7, 11, 11, 6, 17 ; Edge 17 EDGE 7, 15, 12, 11, 19 ; Edge 18 EDGE 7, 12, 12, 8, 19 ; Edge 19 EDGE 8, 12, 9, 8, 16 ; Edge 20 EDGE 9, 13, 9, 3, 31 ; Edge 21 EDGE 10, 14, 10, 3, 31 ; Edge 22 EDGE 11, 15, 11, 10, 16 ; Edge 23 EDGE 12, 13, 13, 9, 31 ; Edge 24 EDGE 13, 14, 13, 3, 31 ; Edge 25 EDGE 14, 15, 13, 10, 31 ; Edge 26 EDGE 12, 15, 13, 12, 31 ; Edge 27 EDGE 16, 17, 7, 7, 7 ; Edge 28 EDGE 18, 19, 7, 7, 7 ; Edge 29 EDGE 19, 20, 7, 7, 7 ; Edge 30 EDGE 18, 20, 7, 7, 7 ; Edge 31 EDGE 20, 21, 7, 7, 7 ; Edge 32 EDGE 22, 23, 6, 6, 7 ; Edge 33 EDGE 23, 24, 6, 6, 7 ; Edge 34 EDGE 24, 22, 6, 6, 7 ; Edge 35 EDGE 25, 26, 6, 6, 7 ; Edge 36 EDGE 26, 27, 6, 6, 7 ; Edge 37 EDGE 25, 27, 6, 6, 7 ; Edge 38 EDGE 27, 28, 6, 6, 7 ; Edge 39 EDGE 29, 30, 3, 3, 6 ; Edge 40 EDGE 31, 32, 3, 3, 6 ; Edge 41 EDGE 33, 34, 0, 0, 8 ; Edge 42 EDGE 34, 35, 0, 0, 5 ; Edge 43 EDGE 35, 36, 0, 0, 5 ; Edge 44 EDGE 36, 33, 0, 0, 5 ; Edge 45 .SHIP_TRANSPORTER_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 0, -103, 31 ; Face 0 FACE -111, 48, -7, 31 ; Face 1 FACE -105, -63, -21, 31 ; Face 2 FACE 0, -34, 0, 31 ; Face 3 FACE 105, -63, -21, 31 ; Face 4 FACE 111, 48, -7, 31 ; Face 5 FACE 8, 32, 3, 31 ; Face 6 FACE -8, 32, 3, 31 ; Face 7 FACE -8, 34, 11, 19 ; Face 8 FACE -75, 32, 79, 31 ; Face 9 FACE 75, 32, 79, 31 ; Face 10 FACE 8, 34, 11, 19 ; Face 11 FACE 0, 38, 17, 31 ; Face 12 FACE 0, 0, 121, 31 ; Face 13
Name: SHIP_COBRA_MK_3 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk III Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_COBRA_MK_3
.SHIP_COBRA_MK_3 EQUB 3 ; Max. canisters on demise = 3 EQUW 95 * 95 ; Targetable area = 95 * 95 EQUB LO(SHIP_COBRA_MK_3_EDGES - SHIP_COBRA_MK_3) ; Edges data offset (low) EQUB LO(SHIP_COBRA_MK_3_FACES - SHIP_COBRA_MK_3) ; Faces data offset (low) EQUB 157 ; Max. edge count = (157 - 1) / 4 = 39 EQUB 84 ; Gun vertex = 84 / 4 = 21 EQUB 42 ; Explosion count = 9, as (4 * n) + 6 = 42 EQUB 168 ; Number of vertices = 168 / 6 = 28 EQUB 38 ; Number of edges = 38 EQUW 0 ; Bounty = 0 EQUB 52 ; Number of faces = 52 / 4 = 13 EQUB 50 ; Visibility distance = 50 EQUB 150 ; Max. energy = 150 EQUB 28 ; Max. speed = 28 EQUB HI(SHIP_COBRA_MK_3_EDGES - SHIP_COBRA_MK_3) ; Edges data offset (low) EQUB HI(SHIP_COBRA_MK_3_FACES - SHIP_COBRA_MK_3) ; Faces data offset (low) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00010011 ; Laser power = 2 ; Missiles = 3 .SHIP_COBRA_MK_3_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 32, 0, 76, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX -32, 0, 76, 15, 15, 15, 15, 31 ; Vertex 1 VERTEX 0, 26, 24, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX -120, -3, -8, 3, 7, 10, 10, 31 ; Vertex 3 VERTEX 120, -3, -8, 4, 8, 12, 12, 31 ; Vertex 4 VERTEX -88, 16, -40, 15, 15, 15, 15, 31 ; Vertex 5 VERTEX 88, 16, -40, 15, 15, 15, 15, 31 ; Vertex 6 VERTEX 128, -8, -40, 8, 9, 12, 12, 31 ; Vertex 7 VERTEX -128, -8, -40, 7, 9, 10, 10, 31 ; Vertex 8 VERTEX 0, 26, -40, 5, 6, 9, 9, 31 ; Vertex 9 VERTEX -32, -24, -40, 9, 10, 11, 11, 31 ; Vertex 10 VERTEX 32, -24, -40, 9, 11, 12, 12, 31 ; Vertex 11 VERTEX -36, 8, -40, 9, 9, 9, 9, 20 ; Vertex 12 VERTEX -8, 12, -40, 9, 9, 9, 9, 20 ; Vertex 13 VERTEX 8, 12, -40, 9, 9, 9, 9, 20 ; Vertex 14 VERTEX 36, 8, -40, 9, 9, 9, 9, 20 ; Vertex 15 VERTEX 36, -12, -40, 9, 9, 9, 9, 20 ; Vertex 16 VERTEX 8, -16, -40, 9, 9, 9, 9, 20 ; Vertex 17 VERTEX -8, -16, -40, 9, 9, 9, 9, 20 ; Vertex 18 VERTEX -36, -12, -40, 9, 9, 9, 9, 20 ; Vertex 19 VERTEX 0, 0, 76, 0, 11, 11, 11, 6 ; Vertex 20 VERTEX 0, 0, 90, 0, 11, 11, 11, 31 ; Vertex 21 VERTEX -80, -6, -40, 9, 9, 9, 9, 8 ; Vertex 22 VERTEX -80, 6, -40, 9, 9, 9, 9, 8 ; Vertex 23 VERTEX -88, 0, -40, 9, 9, 9, 9, 6 ; Vertex 24 VERTEX 80, 6, -40, 9, 9, 9, 9, 8 ; Vertex 25 VERTEX 88, 0, -40, 9, 9, 9, 9, 6 ; Vertex 26 VERTEX 80, -6, -40, 9, 9, 9, 9, 8 ; Vertex 27 .SHIP_COBRA_MK_3_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 11, 31 ; Edge 0 EDGE 0, 4, 4, 12, 31 ; Edge 1 EDGE 1, 3, 3, 10, 31 ; Edge 2 EDGE 3, 8, 7, 10, 31 ; Edge 3 EDGE 4, 7, 8, 12, 31 ; Edge 4 EDGE 6, 7, 8, 9, 31 ; Edge 5 EDGE 6, 9, 6, 9, 31 ; Edge 6 EDGE 5, 9, 5, 9, 31 ; Edge 7 EDGE 5, 8, 7, 9, 31 ; Edge 8 EDGE 2, 5, 1, 5, 31 ; Edge 9 EDGE 2, 6, 2, 6, 31 ; Edge 10 EDGE 3, 5, 3, 7, 31 ; Edge 11 EDGE 4, 6, 4, 8, 31 ; Edge 12 EDGE 1, 2, 0, 1, 31 ; Edge 13 EDGE 0, 2, 0, 2, 31 ; Edge 14 EDGE 8, 10, 9, 10, 31 ; Edge 15 EDGE 10, 11, 9, 11, 31 ; Edge 16 EDGE 7, 11, 9, 12, 31 ; Edge 17 EDGE 1, 10, 10, 11, 31 ; Edge 18 EDGE 0, 11, 11, 12, 31 ; Edge 19 EDGE 1, 5, 1, 3, 29 ; Edge 20 EDGE 0, 6, 2, 4, 29 ; Edge 21 EDGE 20, 21, 0, 11, 6 ; Edge 22 EDGE 12, 13, 9, 9, 20 ; Edge 23 EDGE 18, 19, 9, 9, 20 ; Edge 24 EDGE 14, 15, 9, 9, 20 ; Edge 25 EDGE 16, 17, 9, 9, 20 ; Edge 26 EDGE 15, 16, 9, 9, 19 ; Edge 27 EDGE 14, 17, 9, 9, 17 ; Edge 28 EDGE 13, 18, 9, 9, 19 ; Edge 29 EDGE 12, 19, 9, 9, 19 ; Edge 30 EDGE 2, 9, 5, 6, 30 ; Edge 31 EDGE 22, 24, 9, 9, 6 ; Edge 32 EDGE 23, 24, 9, 9, 6 ; Edge 33 EDGE 22, 23, 9, 9, 8 ; Edge 34 EDGE 25, 26, 9, 9, 6 ; Edge 35 EDGE 26, 27, 9, 9, 6 ; Edge 36 EDGE 25, 27, 9, 9, 8 ; Edge 37 .SHIP_COBRA_MK_3_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 62, 31, 31 ; Face 0 FACE -18, 55, 16, 31 ; Face 1 FACE 18, 55, 16, 31 ; Face 2 FACE -16, 52, 14, 31 ; Face 3 FACE 16, 52, 14, 31 ; Face 4 FACE -14, 47, 0, 31 ; Face 5 FACE 14, 47, 0, 31 ; Face 6 FACE -61, 102, 0, 31 ; Face 7 FACE 61, 102, 0, 31 ; Face 8 FACE 0, 0, -80, 31 ; Face 9 FACE -7, -42, 9, 31 ; Face 10 FACE 0, -30, 6, 31 ; Face 11 FACE 7, -42, 9, 31 ; Face 12
Name: SHIP_PYTHON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Python Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_PYTHON
.SHIP_PYTHON EQUB 5 ; Max. canisters on demise = 5 EQUW 80 * 80 ; Targetable area = 80 * 80 EQUB LO(SHIP_PYTHON_EDGES - SHIP_PYTHON) ; Edges data offset (low) EQUB LO(SHIP_PYTHON_FACES - SHIP_PYTHON) ; Faces data offset (low) EQUB 89 ; Max. edge count = (89 - 1) / 4 = 22 EQUB 0 ; Gun vertex = 0 EQUB 42 ; Explosion count = 9, as (4 * n) + 6 = 42 EQUB 66 ; Number of vertices = 66 / 6 = 11 EQUB 26 ; Number of edges = 26 EQUW 0 ; Bounty = 0 EQUB 52 ; Number of faces = 52 / 4 = 13 EQUB 40 ; Visibility distance = 40 EQUB 250 ; Max. energy = 250 EQUB 20 ; Max. speed = 20 EQUB HI(SHIP_PYTHON_EDGES - SHIP_PYTHON) ; Edges data offset (high) EQUB HI(SHIP_PYTHON_FACES - SHIP_PYTHON) ; Faces data offset (high) EQUB 0 ; Normals are scaled by = 2^0 = 1 EQUB %00011011 ; Laser power = 3 ; Missiles = 3 .SHIP_PYTHON_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 224, 0, 1, 2, 3, 31 ; Vertex 0 VERTEX 0, 48, 48, 0, 1, 4, 5, 31 ; Vertex 1 VERTEX 96, 0, -16, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX -96, 0, -16, 15, 15, 15, 15, 31 ; Vertex 3 VERTEX 0, 48, -32, 4, 5, 8, 9, 31 ; Vertex 4 VERTEX 0, 24, -112, 9, 8, 12, 12, 31 ; Vertex 5 VERTEX -48, 0, -112, 8, 11, 12, 12, 31 ; Vertex 6 VERTEX 48, 0, -112, 9, 10, 12, 12, 31 ; Vertex 7 VERTEX 0, -48, 48, 2, 3, 6, 7, 31 ; Vertex 8 VERTEX 0, -48, -32, 6, 7, 10, 11, 31 ; Vertex 9 VERTEX 0, -24, -112, 10, 11, 12, 12, 31 ; Vertex 10 .SHIP_PYTHON_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 8, 2, 3, 31 ; Edge 0 EDGE 0, 3, 0, 2, 31 ; Edge 1 EDGE 0, 2, 1, 3, 31 ; Edge 2 EDGE 0, 1, 0, 1, 31 ; Edge 3 EDGE 2, 4, 9, 5, 31 ; Edge 4 EDGE 1, 2, 1, 5, 31 ; Edge 5 EDGE 2, 8, 7, 3, 31 ; Edge 6 EDGE 1, 3, 0, 4, 31 ; Edge 7 EDGE 3, 8, 2, 6, 31 ; Edge 8 EDGE 2, 9, 7, 10, 31 ; Edge 9 EDGE 3, 4, 4, 8, 31 ; Edge 10 EDGE 3, 9, 6, 11, 31 ; Edge 11 EDGE 3, 5, 8, 8, 7 ; Edge 12 EDGE 3, 10, 11, 11, 7 ; Edge 13 EDGE 2, 5, 9, 9, 7 ; Edge 14 EDGE 2, 10, 10, 10, 7 ; Edge 15 EDGE 2, 7, 9, 10, 31 ; Edge 16 EDGE 3, 6, 8, 11, 31 ; Edge 17 EDGE 5, 6, 8, 12, 31 ; Edge 18 EDGE 5, 7, 9, 12, 31 ; Edge 19 EDGE 7, 10, 12, 10, 31 ; Edge 20 EDGE 6, 10, 11, 12, 31 ; Edge 21 EDGE 4, 5, 8, 9, 31 ; Edge 22 EDGE 9, 10, 10, 11, 31 ; Edge 23 EDGE 1, 4, 4, 5, 31 ; Edge 24 EDGE 8, 9, 6, 7, 31 ; Edge 25 .SHIP_PYTHON_FACES ; normal_x, normal_y, normal_z, visibility FACE -27, 40, 11, 31 ; Face 0 FACE 27, 40, 11, 31 ; Face 1 FACE -27, -40, 11, 31 ; Face 2 FACE 27, -40, 11, 31 ; Face 3 FACE -19, 38, 0, 31 ; Face 4 FACE 19, 38, 0, 31 ; Face 5 FACE -19, -38, 0, 31 ; Face 6 FACE 19, -38, 0, 31 ; Face 7 FACE -25, 37, -11, 31 ; Face 8 FACE 25, 37, -11, 31 ; Face 9 FACE 25, -37, -11, 31 ; Face 10 FACE -25, -37, -11, 31 ; Face 11 FACE 0, 0, -112, 31 ; Face 12
Name: SHIP_BOA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Boa Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_BOA
.SHIP_BOA EQUB 5 ; Max. canisters on demise = 5 EQUW 70 * 70 ; Targetable area = 70 * 70 EQUB LO(SHIP_BOA_EDGES - SHIP_BOA) ; Edges data offset (low) EQUB LO(SHIP_BOA_FACES - SHIP_BOA) ; Faces data offset (low) EQUB 93 ; Max. edge count = (93 - 1) / 4 = 23 EQUB 0 ; Gun vertex = 0 EQUB 38 ; Explosion count = 8, as (4 * n) + 6 = 38 EQUB 78 ; Number of vertices = 78 / 6 = 13 EQUB 24 ; Number of edges = 24 EQUW 0 ; Bounty = 0 EQUB 52 ; Number of faces = 52 / 4 = 13 EQUB 40 ; Visibility distance = 40 EQUB 250 ; Max. energy = 250 EQUB 24 ; Max. speed = 24 EQUB HI(SHIP_BOA_EDGES - SHIP_BOA) ; Edges data offset (high) EQUB HI(SHIP_BOA_FACES - SHIP_BOA) ; Faces data offset (high) EQUB 0 ; Normals are scaled by = 2^0 = 1 EQUB %00011100 ; Laser power = 3 ; Missiles = 4 .SHIP_BOA_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 93, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX 0, 40, -87, 2, 0, 3, 3, 24 ; Vertex 1 VERTEX 38, -25, -99, 1, 0, 4, 4, 24 ; Vertex 2 VERTEX -38, -25, -99, 2, 1, 5, 5, 24 ; Vertex 3 VERTEX -38, 40, -59, 3, 2, 9, 6, 31 ; Vertex 4 VERTEX 38, 40, -59, 3, 0, 11, 6, 31 ; Vertex 5 VERTEX 62, 0, -67, 4, 0, 11, 8, 31 ; Vertex 6 VERTEX 24, -65, -79, 4, 1, 10, 8, 31 ; Vertex 7 VERTEX -24, -65, -79, 5, 1, 10, 7, 31 ; Vertex 8 VERTEX -62, 0, -67, 5, 2, 9, 7, 31 ; Vertex 9 VERTEX 0, 7, -107, 2, 0, 10, 10, 22 ; Vertex 10 VERTEX 13, -9, -107, 1, 0, 10, 10, 22 ; Vertex 11 VERTEX -13, -9, -107, 2, 1, 12, 12, 22 ; Vertex 12 .SHIP_BOA_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 5, 11, 6, 31 ; Edge 0 EDGE 0, 7, 10, 8, 31 ; Edge 1 EDGE 0, 9, 9, 7, 31 ; Edge 2 EDGE 0, 4, 9, 6, 29 ; Edge 3 EDGE 0, 6, 11, 8, 29 ; Edge 4 EDGE 0, 8, 10, 7, 29 ; Edge 5 EDGE 4, 5, 6, 3, 31 ; Edge 6 EDGE 5, 6, 11, 0, 31 ; Edge 7 EDGE 6, 7, 8, 4, 31 ; Edge 8 EDGE 7, 8, 10, 1, 31 ; Edge 9 EDGE 8, 9, 7, 5, 31 ; Edge 10 EDGE 4, 9, 9, 2, 31 ; Edge 11 EDGE 1, 4, 3, 2, 24 ; Edge 12 EDGE 1, 5, 3, 0, 24 ; Edge 13 EDGE 3, 9, 5, 2, 24 ; Edge 14 EDGE 3, 8, 5, 1, 24 ; Edge 15 EDGE 2, 6, 4, 0, 24 ; Edge 16 EDGE 2, 7, 4, 1, 24 ; Edge 17 EDGE 1, 10, 2, 0, 22 ; Edge 18 EDGE 2, 11, 1, 0, 22 ; Edge 19 EDGE 3, 12, 2, 1, 22 ; Edge 20 EDGE 10, 11, 12, 0, 14 ; Edge 21 EDGE 11, 12, 12, 1, 14 ; Edge 22 EDGE 12, 10, 12, 2, 14 ; Edge 23 .SHIP_BOA_FACES ; normal_x, normal_y, normal_z, visibility FACE 43, 37, -60, 31 ; Face 0 FACE 0, -45, -89, 31 ; Face 1 FACE -43, 37, -60, 31 ; Face 2 FACE 0, 40, 0, 31 ; Face 3 FACE 62, -32, -20, 31 ; Face 4 FACE -62, -32, -20, 31 ; Face 5 FACE 0, 23, 6, 31 ; Face 6 FACE -23, -15, 9, 31 ; Face 7 FACE 23, -15, 9, 31 ; Face 8 FACE -26, 13, 10, 31 ; Face 9 FACE 0, -31, 12, 31 ; Face 10 FACE 26, 13, 10, 31 ; Face 11 FACE 0, 0, -107, 14 ; Face 12
Name: SHIP_ANACONDA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Anaconda Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ANACONDA
.SHIP_ANACONDA EQUB 7 ; Max. canisters on demise = 7 EQUW 100 * 100 ; Targetable area = 100 * 100 EQUB LO(SHIP_ANACONDA_EDGES - SHIP_ANACONDA) ; Edges data offset (low) EQUB LO(SHIP_ANACONDA_FACES - SHIP_ANACONDA) ; Faces data offset (low) EQUB 93 ; Max. edge count = (93 - 1) / 4 = 23 EQUB 48 ; Gun vertex = 48 / 4 = 12 EQUB 46 ; Explosion count = 10, as (4 * n) + 6 = 46 EQUB 90 ; Number of vertices = 90 / 6 = 15 EQUB 25 ; Number of edges = 25 EQUW 0 ; Bounty = 0 EQUB 48 ; Number of faces = 48 / 4 = 12 EQUB 36 ; Visibility distance = 36 EQUB 252 ; Max. energy = 252 EQUB 14 ; Max. speed = 14 EQUB HI(SHIP_ANACONDA_EDGES - SHIP_ANACONDA) ; Edges data offset (high) EQUB HI(SHIP_ANACONDA_FACES - SHIP_ANACONDA) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00111111 ; Laser power = 7 ; Missiles = 7 .SHIP_ANACONDA_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 7, -58, 1, 0, 5, 5, 30 ; Vertex 0 VERTEX -43, -13, -37, 1, 0, 2, 2, 30 ; Vertex 1 VERTEX -26, -47, -3, 2, 0, 3, 3, 30 ; Vertex 2 VERTEX 26, -47, -3, 3, 0, 4, 4, 30 ; Vertex 3 VERTEX 43, -13, -37, 4, 0, 5, 5, 30 ; Vertex 4 VERTEX 0, 48, -49, 5, 1, 6, 6, 30 ; Vertex 5 VERTEX -69, 15, -15, 2, 1, 7, 7, 30 ; Vertex 6 VERTEX -43, -39, 40, 3, 2, 8, 8, 31 ; Vertex 7 VERTEX 43, -39, 40, 4, 3, 9, 9, 31 ; Vertex 8 VERTEX 69, 15, -15, 5, 4, 10, 10, 30 ; Vertex 9 VERTEX -43, 53, -23, 15, 15, 15, 15, 31 ; Vertex 10 VERTEX -69, -1, 32, 7, 2, 8, 8, 31 ; Vertex 11 VERTEX 0, 0, 254, 15, 15, 15, 15, 31 ; Vertex 12 VERTEX 69, -1, 32, 9, 4, 10, 10, 31 ; Vertex 13 VERTEX 43, 53, -23, 15, 15, 15, 15, 31 ; Vertex 14 .SHIP_ANACONDA_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 30 ; Edge 0 EDGE 1, 2, 2, 0, 30 ; Edge 1 EDGE 2, 3, 3, 0, 30 ; Edge 2 EDGE 3, 4, 4, 0, 30 ; Edge 3 EDGE 0, 4, 5, 0, 30 ; Edge 4 EDGE 0, 5, 5, 1, 29 ; Edge 5 EDGE 1, 6, 2, 1, 29 ; Edge 6 EDGE 2, 7, 3, 2, 29 ; Edge 7 EDGE 3, 8, 4, 3, 29 ; Edge 8 EDGE 4, 9, 5, 4, 29 ; Edge 9 EDGE 5, 10, 6, 1, 30 ; Edge 10 EDGE 6, 10, 7, 1, 30 ; Edge 11 EDGE 6, 11, 7, 2, 30 ; Edge 12 EDGE 7, 11, 8, 2, 30 ; Edge 13 EDGE 7, 12, 8, 3, 31 ; Edge 14 EDGE 8, 12, 9, 3, 31 ; Edge 15 EDGE 8, 13, 9, 4, 30 ; Edge 16 EDGE 9, 13, 10, 4, 30 ; Edge 17 EDGE 9, 14, 10, 5, 30 ; Edge 18 EDGE 5, 14, 6, 5, 30 ; Edge 19 EDGE 10, 14, 11, 6, 30 ; Edge 20 EDGE 10, 12, 11, 7, 31 ; Edge 21 EDGE 11, 12, 8, 7, 31 ; Edge 22 EDGE 12, 13, 10, 9, 31 ; Edge 23 EDGE 12, 14, 11, 10, 31 ; Edge 24 .SHIP_ANACONDA_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, -51, -49, 30 ; Face 0 FACE -51, 18, -87, 30 ; Face 1 FACE -77, -57, -19, 30 ; Face 2 FACE 0, -90, 16, 31 ; Face 3 FACE 77, -57, -19, 30 ; Face 4 FACE 51, 18, -87, 30 ; Face 5 FACE 0, 111, -20, 30 ; Face 6 FACE -97, 72, 24, 31 ; Face 7 FACE -108, -68, 34, 31 ; Face 8 FACE 108, -68, 34, 31 ; Face 9 FACE 97, 72, 24, 31 ; Face 10 FACE 0, 94, 18, 31 ; Face 11
Name: SHIP_ROCK_HERMIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a rock hermit (asteroid) Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ROCK_HERMIT

The ship blueprint for the rock hermit reuses the edges and faces data from the asteroid, so the edges and faces data offsets are negative.
.SHIP_ROCK_HERMIT EQUB 7 ; Max. canisters on demise = 7 EQUW 80 * 80 ; Targetable area = 80 * 80 EQUB LO(SHIP_ROCK_HERMIT_EDGES - SHIP_ROCK_HERMIT) ; Edges data offset (low) EQUB LO(SHIP_ROCK_HERMIT_FACES - SHIP_ROCK_HERMIT) ; Faces data offset (low) EQUB 69 ; Max. edge count = (69 - 1) / 4 = 17 EQUB 0 ; Gun vertex = 0 EQUB 50 ; Explosion count = 11, as (4 * n) + 6 = 50 EQUB 54 ; Number of vertices = 54 / 6 = 9 EQUB 21 ; Number of edges = 21 EQUW 0 ; Bounty = 0 EQUB 56 ; Number of faces = 56 / 4 = 14 EQUB 50 ; Visibility distance = 50 EQUB 180 ; Max. energy = 180 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_ROCK_HERMIT_EDGES - SHIP_ROCK_HERMIT) ; Edges data offset (high) EQUB HI(SHIP_ROCK_HERMIT_FACES - SHIP_ROCK_HERMIT) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00000010 ; Laser power = 0 ; Missiles = 2 .SHIP_ROCK_HERMIT_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 80, 0, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX -80, -10, 0, 15, 15, 15, 15, 31 ; Vertex 1 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX 70, -40, 0, 15, 15, 15, 15, 31 ; Vertex 3 VERTEX 60, 50, 0, 5, 6, 12, 13, 31 ; Vertex 4 VERTEX 50, 0, 60, 15, 15, 15, 15, 31 ; Vertex 5 VERTEX -40, 0, 70, 0, 1, 2, 3, 31 ; Vertex 6 VERTEX 0, 30, -75, 15, 15, 15, 15, 31 ; Vertex 7 VERTEX 0, -50, -60, 8, 9, 10, 11, 31 ; Vertex 8 .SHIP_ROCK_HERMIT_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 7, 31 ; Edge 0 EDGE 0, 4, 6, 13, 31 ; Edge 1 EDGE 3, 4, 5, 12, 31 ; Edge 2 EDGE 2, 3, 4, 11, 31 ; Edge 3 EDGE 1, 2, 3, 10, 31 ; Edge 4 EDGE 1, 6, 2, 3, 31 ; Edge 5 EDGE 2, 6, 1, 3, 31 ; Edge 6 EDGE 2, 5, 1, 4, 31 ; Edge 7 EDGE 5, 6, 0, 1, 31 ; Edge 8 EDGE 0, 5, 0, 6, 31 ; Edge 9 EDGE 3, 5, 4, 5, 31 ; Edge 10 EDGE 0, 6, 0, 2, 31 ; Edge 11 EDGE 4, 5, 5, 6, 31 ; Edge 12 EDGE 1, 8, 8, 10, 31 ; Edge 13 EDGE 1, 7, 7, 8, 31 ; Edge 14 EDGE 0, 7, 7, 13, 31 ; Edge 15 EDGE 4, 7, 12, 13, 31 ; Edge 16 EDGE 3, 7, 9, 12, 31 ; Edge 17 EDGE 3, 8, 9, 11, 31 ; Edge 18 EDGE 2, 8, 10, 11, 31 ; Edge 19 EDGE 7, 8, 8, 9, 31 ; Edge 20 .SHIP_ROCK_HERMIT_FACES ; normal_x, normal_y, normal_z, visibility FACE 9, 66, 81, 31 ; Face 0 FACE 9, -66, 81, 31 ; Face 1 FACE -72, 64, 31, 31 ; Face 2 FACE -64, -73, 47, 31 ; Face 3 FACE 45, -79, 65, 31 ; Face 4 FACE 135, 15, 35, 31 ; Face 5 FACE 38, 76, 70, 31 ; Face 6 FACE -66, 59, -39, 31 ; Face 7 FACE -67, -15, -80, 31 ; Face 8 FACE 66, -14, -75, 31 ; Face 9 FACE -70, -80, -40, 31 ; Face 10 FACE 58, -102, -51, 31 ; Face 11 FACE 81, 9, -67, 31 ; Face 12 FACE 47, 94, -63, 31 ; Face 13
Name: SHIP_VIPER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Viper Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_VIPER
.SHIP_VIPER EQUB 0 ; Max. canisters on demise = 0 EQUW 75 * 75 ; Targetable area = 75 * 75 EQUB LO(SHIP_VIPER_EDGES - SHIP_VIPER) ; Edges data offset (low) EQUB LO(SHIP_VIPER_FACES - SHIP_VIPER) ; Faces data offset (low) EQUB 81 ; Max. edge count = (81 - 1) / 4 = 20 EQUB 0 ; Gun vertex = 0 EQUB 42 ; Explosion count = 9, as (4 * n) + 6 = 42 EQUB 90 ; Number of vertices = 90 / 6 = 15 EQUB 20 ; Number of edges = 20 EQUW 0 ; Bounty = 0 EQUB 28 ; Number of faces = 28 / 4 = 7 EQUB 23 ; Visibility distance = 23 EQUB 140 ; Max. energy = 140 EQUB 32 ; Max. speed = 32 EQUB HI(SHIP_VIPER_EDGES - SHIP_VIPER) ; Edges data offset (high) EQUB HI(SHIP_VIPER_FACES - SHIP_VIPER) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00010001 ; Laser power = 2 ; Missiles = 1 .SHIP_VIPER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 72, 1, 2, 3, 4, 31 ; Vertex 0 VERTEX 0, 16, 24, 0, 1, 2, 2, 30 ; Vertex 1 VERTEX 0, -16, 24, 3, 4, 5, 5, 30 ; Vertex 2 VERTEX 48, 0, -24, 2, 4, 6, 6, 31 ; Vertex 3 VERTEX -48, 0, -24, 1, 3, 6, 6, 31 ; Vertex 4 VERTEX 24, -16, -24, 4, 5, 6, 6, 30 ; Vertex 5 VERTEX -24, -16, -24, 5, 3, 6, 6, 30 ; Vertex 6 VERTEX 24, 16, -24, 0, 2, 6, 6, 31 ; Vertex 7 VERTEX -24, 16, -24, 0, 1, 6, 6, 31 ; Vertex 8 VERTEX -32, 0, -24, 6, 6, 6, 6, 19 ; Vertex 9 VERTEX 32, 0, -24, 6, 6, 6, 6, 19 ; Vertex 10 VERTEX 8, 8, -24, 6, 6, 6, 6, 19 ; Vertex 11 VERTEX -8, 8, -24, 6, 6, 6, 6, 19 ; Vertex 12 VERTEX -8, -8, -24, 6, 6, 6, 6, 18 ; Vertex 13 VERTEX 8, -8, -24, 6, 6, 6, 6, 18 ; Vertex 14 .SHIP_VIPER_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 3, 2, 4, 31 ; Edge 0 EDGE 0, 1, 1, 2, 30 ; Edge 1 EDGE 0, 2, 3, 4, 30 ; Edge 2 EDGE 0, 4, 1, 3, 31 ; Edge 3 EDGE 1, 7, 0, 2, 30 ; Edge 4 EDGE 1, 8, 0, 1, 30 ; Edge 5 EDGE 2, 5, 4, 5, 30 ; Edge 6 EDGE 2, 6, 3, 5, 30 ; Edge 7 EDGE 7, 8, 0, 6, 31 ; Edge 8 EDGE 5, 6, 5, 6, 30 ; Edge 9 EDGE 4, 8, 1, 6, 31 ; Edge 10 EDGE 4, 6, 3, 6, 30 ; Edge 11 EDGE 3, 7, 2, 6, 31 ; Edge 12 EDGE 3, 5, 6, 4, 30 ; Edge 13 EDGE 9, 12, 6, 6, 19 ; Edge 14 EDGE 9, 13, 6, 6, 18 ; Edge 15 EDGE 10, 11, 6, 6, 19 ; Edge 16 EDGE 10, 14, 6, 6, 18 ; Edge 17 EDGE 11, 14, 6, 6, 16 ; Edge 18 EDGE 12, 13, 6, 6, 16 ; Edge 19 .SHIP_VIPER_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 32, 0, 31 ; Face 0 FACE -22, 33, 11, 31 ; Face 1 FACE 22, 33, 11, 31 ; Face 2 FACE -22, -33, 11, 31 ; Face 3 FACE 22, -33, 11, 31 ; Face 4 FACE 0, -32, 0, 31 ; Face 5 FACE 0, 0, -48, 31 ; Face 6
Name: SHIP_SIDEWINDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Sidewinder Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_SIDEWINDER
.SHIP_SIDEWINDER EQUB 0 ; Max. canisters on demise = 0 EQUW 65 * 65 ; Targetable area = 65 * 65 EQUB LO(SHIP_SIDEWINDER_EDGES - SHIP_SIDEWINDER) ; Edges data offset (low) EQUB LO(SHIP_SIDEWINDER_FACES - SHIP_SIDEWINDER) ; Faces data offset (low) EQUB 65 ; Max. edge count = (65 - 1) / 4 = 16 EQUB 0 ; Gun vertex = 0 EQUB 30 ; Explosion count = 6, as (4 * n) + 6 = 30 EQUB 60 ; Number of vertices = 60 / 6 = 10 EQUB 15 ; Number of edges = 15 EQUW 50 ; Bounty = 50 EQUB 28 ; Number of faces = 28 / 4 = 7 EQUB 20 ; Visibility distance = 20 EQUB 70 ; Max. energy = 70 EQUB 37 ; Max. speed = 37 EQUB HI(SHIP_SIDEWINDER_EDGES - SHIP_SIDEWINDER) ; Edges data offset (high) EQUB HI(SHIP_SIDEWINDER_FACES - SHIP_SIDEWINDER) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010000 ; Laser power = 2 ; Missiles = 0 .SHIP_SIDEWINDER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -32, 0, 36, 0, 1, 4, 5, 31 ; Vertex 0 VERTEX 32, 0, 36, 0, 2, 5, 6, 31 ; Vertex 1 VERTEX 64, 0, -28, 2, 3, 6, 6, 31 ; Vertex 2 VERTEX -64, 0, -28, 1, 3, 4, 4, 31 ; Vertex 3 VERTEX 0, 16, -28, 0, 1, 2, 3, 31 ; Vertex 4 VERTEX 0, -16, -28, 3, 4, 5, 6, 31 ; Vertex 5 VERTEX -12, 6, -28, 3, 3, 3, 3, 15 ; Vertex 6 VERTEX 12, 6, -28, 3, 3, 3, 3, 15 ; Vertex 7 VERTEX 12, -6, -28, 3, 3, 3, 3, 12 ; Vertex 8 VERTEX -12, -6, -28, 3, 3, 3, 3, 12 ; Vertex 9 .SHIP_SIDEWINDER_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 5, 31 ; Edge 0 EDGE 1, 2, 2, 6, 31 ; Edge 1 EDGE 1, 4, 0, 2, 31 ; Edge 2 EDGE 0, 4, 0, 1, 31 ; Edge 3 EDGE 0, 3, 1, 4, 31 ; Edge 4 EDGE 3, 4, 1, 3, 31 ; Edge 5 EDGE 2, 4, 2, 3, 31 ; Edge 6 EDGE 3, 5, 3, 4, 31 ; Edge 7 EDGE 2, 5, 3, 6, 31 ; Edge 8 EDGE 1, 5, 5, 6, 31 ; Edge 9 EDGE 0, 5, 4, 5, 31 ; Edge 10 EDGE 6, 7, 3, 3, 15 ; Edge 11 EDGE 7, 8, 3, 3, 12 ; Edge 12 EDGE 6, 9, 3, 3, 12 ; Edge 13 EDGE 8, 9, 3, 3, 12 ; Edge 14 .SHIP_SIDEWINDER_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 32, 8, 31 ; Face 0 FACE -12, 47, 6, 31 ; Face 1 FACE 12, 47, 6, 31 ; Face 2 FACE 0, 0, -112, 31 ; Face 3 FACE -12, -47, 6, 31 ; Face 4 FACE 0, -32, 8, 31 ; Face 5 FACE 12, -47, 6, 31 ; Face 6
Name: SHIP_MAMBA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Mamba Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_MAMBA
.SHIP_MAMBA EQUB 1 ; Max. canisters on demise = 1 EQUW 70 * 70 ; Targetable area = 70 * 70 EQUB LO(SHIP_MAMBA_EDGES - SHIP_MAMBA) ; Edges data offset (low) EQUB LO(SHIP_MAMBA_FACES - SHIP_MAMBA) ; Faces data offset (low) EQUB 97 ; Max. edge count = (97 - 1) / 4 = 24 EQUB 0 ; Gun vertex = 0 EQUB 34 ; Explosion count = 7, as (4 * n) + 6 = 34 EQUB 150 ; Number of vertices = 150 / 6 = 25 EQUB 28 ; Number of edges = 28 EQUW 150 ; Bounty = 150 EQUB 20 ; Number of faces = 20 / 4 = 5 EQUB 25 ; Visibility distance = 25 EQUB 90 ; Max. energy = 90 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_MAMBA_EDGES - SHIP_MAMBA) ; Edges data offset (high) EQUB HI(SHIP_MAMBA_FACES - SHIP_MAMBA) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010010 ; Laser power = 2 ; Missiles = 2 .SHIP_MAMBA_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 64, 0, 1, 2, 3, 31 ; Vertex 0 VERTEX -64, -8, -32, 0, 2, 4, 4, 31 ; Vertex 1 VERTEX -32, 8, -32, 1, 2, 4, 4, 30 ; Vertex 2 VERTEX 32, 8, -32, 1, 3, 4, 4, 30 ; Vertex 3 VERTEX 64, -8, -32, 0, 3, 4, 4, 31 ; Vertex 4 VERTEX -4, 4, 16, 1, 1, 1, 1, 14 ; Vertex 5 VERTEX 4, 4, 16, 1, 1, 1, 1, 14 ; Vertex 6 VERTEX 8, 3, 28, 1, 1, 1, 1, 13 ; Vertex 7 VERTEX -8, 3, 28, 1, 1, 1, 1, 13 ; Vertex 8 VERTEX -20, -4, 16, 0, 0, 0, 0, 20 ; Vertex 9 VERTEX 20, -4, 16, 0, 0, 0, 0, 20 ; Vertex 10 VERTEX -24, -7, -20, 0, 0, 0, 0, 20 ; Vertex 11 VERTEX -16, -7, -20, 0, 0, 0, 0, 16 ; Vertex 12 VERTEX 16, -7, -20, 0, 0, 0, 0, 16 ; Vertex 13 VERTEX 24, -7, -20, 0, 0, 0, 0, 20 ; Vertex 14 VERTEX -8, 4, -32, 4, 4, 4, 4, 13 ; Vertex 15 VERTEX 8, 4, -32, 4, 4, 4, 4, 13 ; Vertex 16 VERTEX 8, -4, -32, 4, 4, 4, 4, 14 ; Vertex 17 VERTEX -8, -4, -32, 4, 4, 4, 4, 14 ; Vertex 18 VERTEX -32, 4, -32, 4, 4, 4, 4, 7 ; Vertex 19 VERTEX 32, 4, -32, 4, 4, 4, 4, 7 ; Vertex 20 VERTEX 36, -4, -32, 4, 4, 4, 4, 7 ; Vertex 21 VERTEX -36, -4, -32, 4, 4, 4, 4, 7 ; Vertex 22 VERTEX -38, 0, -32, 4, 4, 4, 4, 5 ; Vertex 23 VERTEX 38, 0, -32, 4, 4, 4, 4, 5 ; Vertex 24 .SHIP_MAMBA_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 2, 31 ; Edge 0 EDGE 0, 4, 0, 3, 31 ; Edge 1 EDGE 1, 4, 0, 4, 31 ; Edge 2 EDGE 1, 2, 2, 4, 30 ; Edge 3 EDGE 2, 3, 1, 4, 30 ; Edge 4 EDGE 3, 4, 3, 4, 30 ; Edge 5 EDGE 5, 6, 1, 1, 14 ; Edge 6 EDGE 6, 7, 1, 1, 12 ; Edge 7 EDGE 7, 8, 1, 1, 13 ; Edge 8 EDGE 5, 8, 1, 1, 12 ; Edge 9 EDGE 9, 11, 0, 0, 20 ; Edge 10 EDGE 9, 12, 0, 0, 16 ; Edge 11 EDGE 10, 13, 0, 0, 16 ; Edge 12 EDGE 10, 14, 0, 0, 20 ; Edge 13 EDGE 13, 14, 0, 0, 14 ; Edge 14 EDGE 11, 12, 0, 0, 14 ; Edge 15 EDGE 15, 16, 4, 4, 13 ; Edge 16 EDGE 17, 18, 4, 4, 14 ; Edge 17 EDGE 15, 18, 4, 4, 12 ; Edge 18 EDGE 16, 17, 4, 4, 12 ; Edge 19 EDGE 20, 21, 4, 4, 7 ; Edge 20 EDGE 20, 24, 4, 4, 5 ; Edge 21 EDGE 21, 24, 4, 4, 5 ; Edge 22 EDGE 19, 22, 4, 4, 7 ; Edge 23 EDGE 19, 23, 4, 4, 5 ; Edge 24 EDGE 22, 23, 4, 4, 5 ; Edge 25 EDGE 0, 2, 1, 2, 30 ; Edge 26 EDGE 0, 3, 1, 3, 30 ; Edge 27 .SHIP_MAMBA_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, -24, 2, 30 ; Face 0 FACE 0, 24, 2, 30 ; Face 1 FACE -32, 64, 16, 30 ; Face 2 FACE 32, 64, 16, 30 ; Face 3 FACE 0, 0, -127, 30 ; Face 4
Name: SHIP_KRAIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Krait Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_KRAIT
.SHIP_KRAIT EQUB 1 ; Max. canisters on demise = 1 EQUW 60 * 60 ; Targetable area = 60 * 60 EQUB LO(SHIP_KRAIT_EDGES - SHIP_KRAIT) ; Edges data offset (low) EQUB LO(SHIP_KRAIT_FACES - SHIP_KRAIT) ; Faces data offset (low) EQUB 89 ; Max. edge count = (89 - 1) / 4 = 22 EQUB 0 ; Gun vertex = 0 EQUB 18 ; Explosion count = 3, as (4 * n) + 6 = 18 EQUB 102 ; Number of vertices = 102 / 6 = 17 EQUB 21 ; Number of edges = 21 EQUW 100 ; Bounty = 100 EQUB 24 ; Number of faces = 24 / 4 = 6 EQUB 20 ; Visibility distance = 20 EQUB 80 ; Max. energy = 80 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_KRAIT_EDGES - SHIP_KRAIT) ; Edges data offset (high) EQUB HI(SHIP_KRAIT_FACES - SHIP_KRAIT) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00010000 ; Laser power = 2 ; Missiles = 0 .SHIP_KRAIT_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 96, 1, 0, 3, 2, 31 ; Vertex 0 VERTEX 0, 18, -48, 3, 0, 5, 4, 31 ; Vertex 1 VERTEX 0, -18, -48, 2, 1, 5, 4, 31 ; Vertex 2 VERTEX 90, 0, -3, 1, 0, 4, 4, 31 ; Vertex 3 VERTEX -90, 0, -3, 3, 2, 5, 5, 31 ; Vertex 4 VERTEX 90, 0, 87, 1, 0, 1, 1, 30 ; Vertex 5 VERTEX -90, 0, 87, 3, 2, 3, 3, 30 ; Vertex 6 VERTEX 0, 5, 53, 0, 0, 3, 3, 9 ; Vertex 7 VERTEX 0, 7, 38, 0, 0, 3, 3, 6 ; Vertex 8 VERTEX -18, 7, 19, 3, 3, 3, 3, 9 ; Vertex 9 VERTEX 18, 7, 19, 0, 0, 0, 0, 9 ; Vertex 10 VERTEX 18, 11, -39, 4, 4, 4, 4, 8 ; Vertex 11 VERTEX 18, -11, -39, 4, 4, 4, 4, 8 ; Vertex 12 VERTEX 36, 0, -30, 4, 4, 4, 4, 8 ; Vertex 13 VERTEX -18, 11, -39, 5, 5, 5, 5, 8 ; Vertex 14 VERTEX -18, -11, -39, 5, 5, 5, 5, 8 ; Vertex 15 VERTEX -36, 0, -30, 5, 5, 5, 5, 8 ; Vertex 16 .SHIP_KRAIT_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 ; Edge 0 EDGE 0, 2, 2, 1, 31 ; Edge 1 EDGE 0, 3, 1, 0, 31 ; Edge 2 EDGE 0, 4, 3, 2, 31 ; Edge 3 EDGE 1, 4, 5, 3, 31 ; Edge 4 EDGE 4, 2, 5, 2, 31 ; Edge 5 EDGE 2, 3, 4, 1, 31 ; Edge 6 EDGE 3, 1, 4, 0, 31 ; Edge 7 EDGE 3, 5, 1, 0, 30 ; Edge 8 EDGE 4, 6, 3, 2, 30 ; Edge 9 EDGE 1, 2, 5, 4, 8 ; Edge 10 EDGE 7, 10, 0, 0, 9 ; Edge 11 EDGE 8, 10, 0, 0, 6 ; Edge 12 EDGE 7, 9, 3, 3, 9 ; Edge 13 EDGE 8, 9, 3, 3, 6 ; Edge 14 EDGE 11, 13, 4, 4, 8 ; Edge 15 EDGE 13, 12, 4, 4, 8 ; Edge 16 EDGE 12, 11, 4, 4, 7 ; Edge 17 EDGE 14, 15, 5, 5, 7 ; Edge 18 EDGE 15, 16, 5, 5, 8 ; Edge 19 EDGE 16, 14, 5, 5, 8 ; Edge 20 .SHIP_KRAIT_FACES ; normal_x, normal_y, normal_z, visibility FACE 3, 24, 3, 31 ; Face 0 FACE 3, -24, 3, 31 ; Face 1 FACE -3, -24, 3, 31 ; Face 2 FACE -3, 24, 3, 31 ; Face 3 FACE 38, 0, -77, 31 ; Face 4 FACE -38, 0, -77, 31 ; Face 5
Name: SHIP_ADDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Adder Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ADDER
.SHIP_ADDER EQUB 0 ; Max. canisters on demise = 0 EQUW 50 * 50 ; Targetable area = 50 * 50 EQUB LO(SHIP_ADDER_EDGES - SHIP_ADDER) ; Edges data offset (low) EQUB LO(SHIP_ADDER_FACES - SHIP_ADDER) ; Faces data offset (low) EQUB 101 ; Max. edge count = (101 - 1) / 4 = 25 EQUB 0 ; Gun vertex = 0 EQUB 22 ; Explosion count = 4, as (4 * n) + 6 = 22 EQUB 108 ; Number of vertices = 108 / 6 = 18 EQUB 29 ; Number of edges = 29 EQUW 40 ; Bounty = 40 EQUB 60 ; Number of faces = 60 / 4 = 15 EQUB 20 ; Visibility distance = 20 EQUB 85 ; Max. energy = 85 EQUB 24 ; Max. speed = 24 EQUB HI(SHIP_ADDER_EDGES - SHIP_ADDER) ; Edges data offset (high) EQUB HI(SHIP_ADDER_FACES - SHIP_ADDER) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010000 ; Laser power = 2 ; Missiles = 0 .SHIP_ADDER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -18, 0, 40, 1, 0, 12, 11, 31 ; Vertex 0 VERTEX 18, 0, 40, 1, 0, 3, 2, 31 ; Vertex 1 VERTEX 30, 0, -24, 3, 2, 5, 4, 31 ; Vertex 2 VERTEX 30, 0, -40, 5, 4, 6, 6, 31 ; Vertex 3 VERTEX 18, -7, -40, 6, 5, 14, 7, 31 ; Vertex 4 VERTEX -18, -7, -40, 8, 7, 14, 10, 31 ; Vertex 5 VERTEX -30, 0, -40, 9, 8, 10, 10, 31 ; Vertex 6 VERTEX -30, 0, -24, 10, 9, 12, 11, 31 ; Vertex 7 VERTEX -18, 7, -40, 8, 7, 13, 9, 31 ; Vertex 8 VERTEX 18, 7, -40, 6, 4, 13, 7, 31 ; Vertex 9 VERTEX -18, 7, 13, 9, 0, 13, 11, 31 ; Vertex 10 VERTEX 18, 7, 13, 2, 0, 13, 4, 31 ; Vertex 11 VERTEX -18, -7, 13, 10, 1, 14, 12, 31 ; Vertex 12 VERTEX 18, -7, 13, 3, 1, 14, 5, 31 ; Vertex 13 VERTEX -11, 3, 29, 0, 0, 0, 0, 5 ; Vertex 14 VERTEX 11, 3, 29, 0, 0, 0, 0, 5 ; Vertex 15 VERTEX 11, 4, 24, 0, 0, 0, 0, 4 ; Vertex 16 VERTEX -11, 4, 24, 0, 0, 0, 0, 4 ; Vertex 17 .SHIP_ADDER_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 31 ; Edge 0 EDGE 1, 2, 3, 2, 7 ; Edge 1 EDGE 2, 3, 5, 4, 31 ; Edge 2 EDGE 3, 4, 6, 5, 31 ; Edge 3 EDGE 4, 5, 14, 7, 31 ; Edge 4 EDGE 5, 6, 10, 8, 31 ; Edge 5 EDGE 6, 7, 10, 9, 31 ; Edge 6 EDGE 7, 0, 12, 11, 7 ; Edge 7 EDGE 3, 9, 6, 4, 31 ; Edge 8 EDGE 9, 8, 13, 7, 31 ; Edge 9 EDGE 8, 6, 9, 8, 31 ; Edge 10 EDGE 0, 10, 11, 0, 31 ; Edge 11 EDGE 7, 10, 11, 9, 31 ; Edge 12 EDGE 1, 11, 2, 0, 31 ; Edge 13 EDGE 2, 11, 4, 2, 31 ; Edge 14 EDGE 0, 12, 12, 1, 31 ; Edge 15 EDGE 7, 12, 12, 10, 31 ; Edge 16 EDGE 1, 13, 3, 1, 31 ; Edge 17 EDGE 2, 13, 5, 3, 31 ; Edge 18 EDGE 10, 11, 13, 0, 31 ; Edge 19 EDGE 12, 13, 14, 1, 31 ; Edge 20 EDGE 8, 10, 13, 9, 31 ; Edge 21 EDGE 9, 11, 13, 4, 31 ; Edge 22 EDGE 5, 12, 14, 10, 31 ; Edge 23 EDGE 4, 13, 14, 5, 31 ; Edge 24 EDGE 14, 15, 0, 0, 5 ; Edge 25 EDGE 15, 16, 0, 0, 3 ; Edge 26 EDGE 16, 17, 0, 0, 4 ; Edge 27 EDGE 17, 14, 0, 0, 3 ; Edge 28 .SHIP_ADDER_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 39, 10, 31 ; Face 0 FACE 0, -39, 10, 31 ; Face 1 FACE 69, 50, 13, 31 ; Face 2 FACE 69, -50, 13, 31 ; Face 3 FACE 30, 52, 0, 31 ; Face 4 FACE 30, -52, 0, 31 ; Face 5 FACE 0, 0, -160, 31 ; Face 6 FACE 0, 0, -160, 31 ; Face 7 FACE 0, 0, -160, 31 ; Face 8 FACE -30, 52, 0, 31 ; Face 9 FACE -30, -52, 0, 31 ; Face 10 FACE -69, 50, 13, 31 ; Face 11 FACE -69, -50, 13, 31 ; Face 12 FACE 0, 28, 0, 31 ; Face 13 FACE 0, -28, 0, 31 ; Face 14
Name: SHIP_GECKO [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Gecko Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_GECKO
.SHIP_GECKO EQUB 0 ; Max. canisters on demise = 0 EQUW 99 * 99 ; Targetable area = 99 * 99 EQUB LO(SHIP_GECKO_EDGES - SHIP_GECKO) ; Edges data offset (low) EQUB LO(SHIP_GECKO_FACES - SHIP_GECKO) ; Faces data offset (low) EQUB 69 ; Max. edge count = (69 - 1) / 4 = 17 EQUB 0 ; Gun vertex = 0 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 72 ; Number of vertices = 72 / 6 = 12 EQUB 17 ; Number of edges = 17 EQUW 55 ; Bounty = 55 EQUB 36 ; Number of faces = 36 / 4 = 9 EQUB 18 ; Visibility distance = 18 EQUB 70 ; Max. energy = 70 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_GECKO_EDGES - SHIP_GECKO) ; Edges data offset (high) EQUB HI(SHIP_GECKO_FACES - SHIP_GECKO) ; Faces data offset (high) EQUB 3 ; Normals are scaled by = 2^3 = 8 EQUB %00010000 ; Laser power = 2 ; Missiles = 0 .SHIP_GECKO_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -10, -4, 47, 3, 0, 5, 4, 31 ; Vertex 0 VERTEX 10, -4, 47, 1, 0, 3, 2, 31 ; Vertex 1 VERTEX -16, 8, -23, 5, 0, 7, 6, 31 ; Vertex 2 VERTEX 16, 8, -23, 1, 0, 8, 7, 31 ; Vertex 3 VERTEX -66, 0, -3, 5, 4, 6, 6, 31 ; Vertex 4 VERTEX 66, 0, -3, 2, 1, 8, 8, 31 ; Vertex 5 VERTEX -20, -14, -23, 4, 3, 7, 6, 31 ; Vertex 6 VERTEX 20, -14, -23, 3, 2, 8, 7, 31 ; Vertex 7 VERTEX -8, -6, 33, 3, 3, 3, 3, 16 ; Vertex 8 VERTEX 8, -6, 33, 3, 3, 3, 3, 17 ; Vertex 9 VERTEX -8, -13, -16, 3, 3, 3, 3, 16 ; Vertex 10 VERTEX 8, -13, -16, 3, 3, 3, 3, 17 ; Vertex 11 .SHIP_GECKO_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 ; Edge 0 EDGE 1, 5, 2, 1, 31 ; Edge 1 EDGE 5, 3, 8, 1, 31 ; Edge 2 EDGE 3, 2, 7, 0, 31 ; Edge 3 EDGE 2, 4, 6, 5, 31 ; Edge 4 EDGE 4, 0, 5, 4, 31 ; Edge 5 EDGE 5, 7, 8, 2, 31 ; Edge 6 EDGE 7, 6, 7, 3, 31 ; Edge 7 EDGE 6, 4, 6, 4, 31 ; Edge 8 EDGE 0, 2, 5, 0, 29 ; Edge 9 EDGE 1, 3, 1, 0, 30 ; Edge 10 EDGE 0, 6, 4, 3, 29 ; Edge 11 EDGE 1, 7, 3, 2, 30 ; Edge 12 EDGE 2, 6, 7, 6, 20 ; Edge 13 EDGE 3, 7, 8, 7, 20 ; Edge 14 EDGE 8, 10, 3, 3, 16 ; Edge 15 EDGE 9, 11, 3, 3, 17 ; Edge 16 .SHIP_GECKO_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 31, 5, 31 ; Face 0 FACE 4, 45, 8, 31 ; Face 1 FACE 25, -108, 19, 31 ; Face 2 FACE 0, -84, 12, 31 ; Face 3 FACE -25, -108, 19, 31 ; Face 4 FACE -4, 45, 8, 31 ; Face 5 FACE -88, 16, -214, 31 ; Face 6 FACE 0, 0, -187, 31 ; Face 7 FACE 88, 16, -214, 31 ; Face 8
Name: SHIP_COBRA_MK_1 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk I Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_COBRA_MK_1
.SHIP_COBRA_MK_1 EQUB 3 ; Max. canisters on demise = 3 EQUW 99 * 99 ; Targetable area = 99 * 99 EQUB LO(SHIP_COBRA_MK_1_EDGES - SHIP_COBRA_MK_1) ; Edges data offset (low) EQUB LO(SHIP_COBRA_MK_1_FACES - SHIP_COBRA_MK_1) ; Faces data offset (low) EQUB 73 ; Max. edge count = (73 - 1) / 4 = 18 EQUB 40 ; Gun vertex = 40 / 4 = 10 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 66 ; Number of vertices = 66 / 6 = 11 EQUB 18 ; Number of edges = 18 EQUW 75 ; Bounty = 75 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 19 ; Visibility distance = 19 EQUB 90 ; Max. energy = 90 EQUB 26 ; Max. speed = 26 EQUB HI(SHIP_COBRA_MK_1_EDGES - SHIP_COBRA_MK_1) ; Edges data offset (high) EQUB HI(SHIP_COBRA_MK_1_FACES - SHIP_COBRA_MK_1) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010010 ; Laser power = 2 ; Missiles = 2 .SHIP_COBRA_MK_1_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -18, -1, 50, 1, 0, 3, 2, 31 ; Vertex 0 VERTEX 18, -1, 50, 1, 0, 5, 4, 31 ; Vertex 1 VERTEX -66, 0, 7, 3, 2, 8, 8, 31 ; Vertex 2 VERTEX 66, 0, 7, 5, 4, 9, 9, 31 ; Vertex 3 VERTEX -32, 12, -38, 6, 2, 8, 7, 31 ; Vertex 4 VERTEX 32, 12, -38, 6, 4, 9, 7, 31 ; Vertex 5 VERTEX -54, -12, -38, 3, 1, 8, 7, 31 ; Vertex 6 VERTEX 54, -12, -38, 5, 1, 9, 7, 31 ; Vertex 7 VERTEX 0, 12, -6, 2, 0, 6, 4, 20 ; Vertex 8 VERTEX 0, -1, 50, 1, 0, 1, 1, 2 ; Vertex 9 VERTEX 0, -1, 60, 1, 0, 1, 1, 31 ; Vertex 10 .SHIP_COBRA_MK_1_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 1, 0, 1, 0, 31 ; Edge 0 EDGE 0, 2, 3, 2, 31 ; Edge 1 EDGE 2, 6, 8, 3, 31 ; Edge 2 EDGE 6, 7, 7, 1, 31 ; Edge 3 EDGE 7, 3, 9, 5, 31 ; Edge 4 EDGE 3, 1, 5, 4, 31 ; Edge 5 EDGE 2, 4, 8, 2, 31 ; Edge 6 EDGE 4, 5, 7, 6, 31 ; Edge 7 EDGE 5, 3, 9, 4, 31 ; Edge 8 EDGE 0, 8, 2, 0, 20 ; Edge 9 EDGE 8, 1, 4, 0, 20 ; Edge 10 EDGE 4, 8, 6, 2, 16 ; Edge 11 EDGE 8, 5, 6, 4, 16 ; Edge 12 EDGE 4, 6, 8, 7, 31 ; Edge 13 EDGE 5, 7, 9, 7, 31 ; Edge 14 EDGE 0, 6, 3, 1, 20 ; Edge 15 EDGE 1, 7, 5, 1, 20 ; Edge 16 EDGE 10, 9, 1, 0, 2 ; Edge 17 .SHIP_COBRA_MK_1_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 41, 10, 31 ; Face 0 FACE 0, -27, 3, 31 ; Face 1 FACE -8, 46, 8, 31 ; Face 2 FACE -12, -57, 12, 31 ; Face 3 FACE 8, 46, 8, 31 ; Face 4 FACE 12, -57, 12, 31 ; Face 5 FACE 0, 49, 0, 31 ; Face 6 FACE 0, 0, -154, 31 ; Face 7 FACE -121, 111, -62, 31 ; Face 8 FACE 121, 111, -62, 31 ; Face 9
Name: SHIP_WORM [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Worm Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_WORM
.SHIP_WORM EQUB 0 ; Max. canisters on demise = 0 EQUW 99 * 99 ; Targetable area = 99 * 99 EQUB LO(SHIP_WORM_EDGES - SHIP_WORM) ; Edges data offset (low) EQUB LO(SHIP_WORM_FACES - SHIP_WORM) ; Faces data offset (low) EQUB 77 ; Max. edge count = (77 - 1) / 4 = 19 EQUB 0 ; Gun vertex = 0 EQUB 18 ; Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 ; Number of vertices = 60 / 6 = 10 EQUB 16 ; Number of edges = 16 EQUW 0 ; Bounty = 0 EQUB 32 ; Number of faces = 32 / 4 = 8 EQUB 19 ; Visibility distance = 19 EQUB 30 ; Max. energy = 30 EQUB 23 ; Max. speed = 23 EQUB HI(SHIP_WORM_EDGES - SHIP_WORM) ; Edges data offset (high) EQUB HI(SHIP_WORM_FACES - SHIP_WORM) ; Faces data offset (high) EQUB 3 ; Normals are scaled by = 2^3 = 8 EQUB %00001000 ; Laser power = 1 ; Missiles = 0 .SHIP_WORM_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 10, -10, 35, 2, 0, 7, 7, 31 ; Vertex 0 VERTEX -10, -10, 35, 3, 0, 7, 7, 31 ; Vertex 1 VERTEX 5, 6, 15, 1, 0, 4, 2, 31 ; Vertex 2 VERTEX -5, 6, 15, 1, 0, 5, 3, 31 ; Vertex 3 VERTEX 15, -10, 25, 4, 2, 7, 7, 31 ; Vertex 4 VERTEX -15, -10, 25, 5, 3, 7, 7, 31 ; Vertex 5 VERTEX 26, -10, -25, 6, 4, 7, 7, 31 ; Vertex 6 VERTEX -26, -10, -25, 6, 5, 7, 7, 31 ; Vertex 7 VERTEX 8, 14, -25, 4, 1, 6, 6, 31 ; Vertex 8 VERTEX -8, 14, -25, 5, 1, 6, 6, 31 ; Vertex 9 .SHIP_WORM_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 ; Edge 0 EDGE 1, 5, 7, 3, 31 ; Edge 1 EDGE 5, 7, 7, 5, 31 ; Edge 2 EDGE 7, 6, 7, 6, 31 ; Edge 3 EDGE 6, 4, 7, 4, 31 ; Edge 4 EDGE 4, 0, 7, 2, 31 ; Edge 5 EDGE 0, 2, 2, 0, 31 ; Edge 6 EDGE 1, 3, 3, 0, 31 ; Edge 7 EDGE 4, 2, 4, 2, 31 ; Edge 8 EDGE 5, 3, 5, 3, 31 ; Edge 9 EDGE 2, 8, 4, 1, 31 ; Edge 10 EDGE 8, 6, 6, 4, 31 ; Edge 11 EDGE 3, 9, 5, 1, 31 ; Edge 12 EDGE 9, 7, 6, 5, 31 ; Edge 13 EDGE 2, 3, 1, 0, 31 ; Edge 14 EDGE 8, 9, 6, 1, 31 ; Edge 15 .SHIP_WORM_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 88, 70, 31 ; Face 0 FACE 0, 69, 14, 31 ; Face 1 FACE 70, 66, 35, 31 ; Face 2 FACE -70, 66, 35, 31 ; Face 3 FACE 64, 49, 14, 31 ; Face 4 FACE -64, 49, 14, 31 ; Face 5 FACE 0, 0, -200, 31 ; Face 6 FACE 0, -80, 0, 31 ; Face 7
Name: SHIP_COBRA_MK_3_P [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk III (pirate) Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_COBRA_MK_3_P
.SHIP_COBRA_MK_3_P EQUB 1 ; Max. canisters on demise = 1 EQUW 95 * 95 ; Targetable area = 95 * 95 EQUB LO(SHIP_COBRA_MK_3_P_EDGES - SHIP_COBRA_MK_3_P) ; Edges data offset (low) EQUB LO(SHIP_COBRA_MK_3_P_FACES - SHIP_COBRA_MK_3_P) ; Faces data offset (low) EQUB 157 ; Max. edge count = (157 - 1) / 4 = 39 EQUB 84 ; Gun vertex = 84 / 4 = 21 EQUB 42 ; Explosion count = 9, as (4 * n) + 6 = 42 EQUB 168 ; Number of vertices = 168 / 6 = 28 EQUB 38 ; Number of edges = 38 EQUW 175 ; Bounty = 175 EQUB 52 ; Number of faces = 52 / 4 = 13 EQUB 50 ; Visibility distance = 50 EQUB 150 ; Max. energy = 150 EQUB 28 ; Max. speed = 28 EQUB HI(SHIP_COBRA_MK_3_P_EDGES - SHIP_COBRA_MK_3_P) ; Edges data offset (high) EQUB HI(SHIP_COBRA_MK_3_P_FACES - SHIP_COBRA_MK_3_P) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00010010 ; Laser power = 2 ; Missiles = 2 .SHIP_COBRA_MK_3_P_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 32, 0, 76, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX -32, 0, 76, 15, 15, 15, 15, 31 ; Vertex 1 VERTEX 0, 26, 24, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX -120, -3, -8, 3, 7, 10, 10, 31 ; Vertex 3 VERTEX 120, -3, -8, 4, 8, 12, 12, 31 ; Vertex 4 VERTEX -88, 16, -40, 15, 15, 15, 15, 31 ; Vertex 5 VERTEX 88, 16, -40, 15, 15, 15, 15, 31 ; Vertex 6 VERTEX 128, -8, -40, 8, 9, 12, 12, 31 ; Vertex 7 VERTEX -128, -8, -40, 7, 9, 10, 10, 31 ; Vertex 8 VERTEX 0, 26, -40, 5, 6, 9, 9, 31 ; Vertex 9 VERTEX -32, -24, -40, 9, 10, 11, 11, 31 ; Vertex 10 VERTEX 32, -24, -40, 9, 11, 12, 12, 31 ; Vertex 11 VERTEX -36, 8, -40, 9, 9, 9, 9, 20 ; Vertex 12 VERTEX -8, 12, -40, 9, 9, 9, 9, 20 ; Vertex 13 VERTEX 8, 12, -40, 9, 9, 9, 9, 20 ; Vertex 14 VERTEX 36, 8, -40, 9, 9, 9, 9, 20 ; Vertex 15 VERTEX 36, -12, -40, 9, 9, 9, 9, 20 ; Vertex 16 VERTEX 8, -16, -40, 9, 9, 9, 9, 20 ; Vertex 17 VERTEX -8, -16, -40, 9, 9, 9, 9, 20 ; Vertex 18 VERTEX -36, -12, -40, 9, 9, 9, 9, 20 ; Vertex 19 VERTEX 0, 0, 76, 0, 11, 11, 11, 6 ; Vertex 20 VERTEX 0, 0, 90, 0, 11, 11, 11, 31 ; Vertex 21 VERTEX -80, -6, -40, 9, 9, 9, 9, 8 ; Vertex 22 VERTEX -80, 6, -40, 9, 9, 9, 9, 8 ; Vertex 23 VERTEX -88, 0, -40, 9, 9, 9, 9, 6 ; Vertex 24 VERTEX 80, 6, -40, 9, 9, 9, 9, 8 ; Vertex 25 VERTEX 88, 0, -40, 9, 9, 9, 9, 6 ; Vertex 26 VERTEX 80, -6, -40, 9, 9, 9, 9, 8 ; Vertex 27 .SHIP_COBRA_MK_3_P_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 11, 31 ; Edge 0 EDGE 0, 4, 4, 12, 31 ; Edge 1 EDGE 1, 3, 3, 10, 31 ; Edge 2 EDGE 3, 8, 7, 10, 31 ; Edge 3 EDGE 4, 7, 8, 12, 31 ; Edge 4 EDGE 6, 7, 8, 9, 31 ; Edge 5 EDGE 6, 9, 6, 9, 31 ; Edge 6 EDGE 5, 9, 5, 9, 31 ; Edge 7 EDGE 5, 8, 7, 9, 31 ; Edge 8 EDGE 2, 5, 1, 5, 31 ; Edge 9 EDGE 2, 6, 2, 6, 31 ; Edge 10 EDGE 3, 5, 3, 7, 31 ; Edge 11 EDGE 4, 6, 4, 8, 31 ; Edge 12 EDGE 1, 2, 0, 1, 31 ; Edge 13 EDGE 0, 2, 0, 2, 31 ; Edge 14 EDGE 8, 10, 9, 10, 31 ; Edge 15 EDGE 10, 11, 9, 11, 31 ; Edge 16 EDGE 7, 11, 9, 12, 31 ; Edge 17 EDGE 1, 10, 10, 11, 31 ; Edge 18 EDGE 0, 11, 11, 12, 31 ; Edge 19 EDGE 1, 5, 1, 3, 29 ; Edge 20 EDGE 0, 6, 2, 4, 29 ; Edge 21 EDGE 20, 21, 0, 11, 6 ; Edge 22 EDGE 12, 13, 9, 9, 20 ; Edge 23 EDGE 18, 19, 9, 9, 20 ; Edge 24 EDGE 14, 15, 9, 9, 20 ; Edge 25 EDGE 16, 17, 9, 9, 20 ; Edge 26 EDGE 15, 16, 9, 9, 19 ; Edge 27 EDGE 14, 17, 9, 9, 17 ; Edge 28 EDGE 13, 18, 9, 9, 19 ; Edge 29 EDGE 12, 19, 9, 9, 19 ; Edge 30 EDGE 2, 9, 5, 6, 30 ; Edge 31 EDGE 22, 24, 9, 9, 6 ; Edge 32 EDGE 23, 24, 9, 9, 6 ; Edge 33 EDGE 22, 23, 9, 9, 8 ; Edge 34 EDGE 25, 26, 9, 9, 6 ; Edge 35 EDGE 26, 27, 9, 9, 6 ; Edge 36 EDGE 25, 27, 9, 9, 8 ; Edge 37 .SHIP_COBRA_MK_3_P_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 62, 31, 31 ; Face 0 FACE -18, 55, 16, 31 ; Face 1 FACE 18, 55, 16, 31 ; Face 2 FACE -16, 52, 14, 31 ; Face 3 FACE 16, 52, 14, 31 ; Face 4 FACE -14, 47, 0, 31 ; Face 5 FACE 14, 47, 0, 31 ; Face 6 FACE -61, 102, 0, 31 ; Face 7 FACE 61, 102, 0, 31 ; Face 8 FACE 0, 0, -80, 31 ; Face 9 FACE -7, -42, 9, 31 ; Face 10 FACE 0, -30, 6, 31 ; Face 11 FACE 7, -42, 9, 31 ; Face 12
Name: SHIP_ASP_MK_2 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Asp Mk II Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ASP_MK_2
.SHIP_ASP_MK_2 EQUB 0 ; Max. canisters on demise = 0 EQUW 60 * 60 ; Targetable area = 60 * 60 EQUB LO(SHIP_ASP_MK_2_EDGES - SHIP_ASP_MK_2) ; Edges data offset (low) EQUB LO(SHIP_ASP_MK_2_FACES - SHIP_ASP_MK_2) ; Faces data offset (low) EQUB 105 ; Max. edge count = (105 - 1) / 4 = 26 EQUB 32 ; Gun vertex = 32 / 4 = 8 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 ; Number of vertices = 114 / 6 = 19 EQUB 28 ; Number of edges = 28 EQUW 200 ; Bounty = 200 EQUB 48 ; Number of faces = 48 / 4 = 12 EQUB 40 ; Visibility distance = 40 EQUB 150 ; Max. energy = 150 EQUB 40 ; Max. speed = 40 EQUB HI(SHIP_ASP_MK_2_EDGES - SHIP_ASP_MK_2) ; Edges data offset (high) EQUB HI(SHIP_ASP_MK_2_FACES - SHIP_ASP_MK_2) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00101001 ; Laser power = 5 ; Missiles = 1 .SHIP_ASP_MK_2_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -18, 0, 1, 0, 2, 2, 22 ; Vertex 0 VERTEX 0, -9, -45, 2, 1, 11, 11, 31 ; Vertex 1 VERTEX 43, 0, -45, 6, 1, 11, 11, 31 ; Vertex 2 VERTEX 69, -3, 0, 6, 1, 9, 7, 31 ; Vertex 3 VERTEX 43, -14, 28, 1, 0, 7, 7, 31 ; Vertex 4 VERTEX -43, 0, -45, 5, 2, 11, 11, 31 ; Vertex 5 VERTEX -69, -3, 0, 5, 2, 10, 8, 31 ; Vertex 6 VERTEX -43, -14, 28, 2, 0, 8, 8, 31 ; Vertex 7 VERTEX 26, -7, 73, 4, 0, 9, 7, 31 ; Vertex 8 VERTEX -26, -7, 73, 4, 0, 10, 8, 31 ; Vertex 9 VERTEX 43, 14, 28, 4, 3, 9, 6, 31 ; Vertex 10 VERTEX -43, 14, 28, 4, 3, 10, 5, 31 ; Vertex 11 VERTEX 0, 9, -45, 5, 3, 11, 6, 31 ; Vertex 12 VERTEX -17, 0, -45, 11, 11, 11, 11, 10 ; Vertex 13 VERTEX 17, 0, -45, 11, 11, 11, 11, 9 ; Vertex 14 VERTEX 0, -4, -45, 11, 11, 11, 11, 10 ; Vertex 15 VERTEX 0, 4, -45, 11, 11, 11, 11, 8 ; Vertex 16 VERTEX 0, -7, 73, 4, 0, 4, 0, 10 ; Vertex 17 VERTEX 0, -7, 83, 4, 0, 4, 0, 10 ; Vertex 18 .SHIP_ASP_MK_2_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 1, 22 ; Edge 0 EDGE 0, 4, 1, 0, 22 ; Edge 1 EDGE 0, 7, 2, 0, 22 ; Edge 2 EDGE 1, 2, 11, 1, 31 ; Edge 3 EDGE 2, 3, 6, 1, 31 ; Edge 4 EDGE 3, 8, 9, 7, 16 ; Edge 5 EDGE 8, 9, 4, 0, 31 ; Edge 6 EDGE 6, 9, 10, 8, 16 ; Edge 7 EDGE 5, 6, 5, 2, 31 ; Edge 8 EDGE 1, 5, 11, 2, 31 ; Edge 9 EDGE 3, 4, 7, 1, 31 ; Edge 10 EDGE 4, 8, 7, 0, 31 ; Edge 11 EDGE 6, 7, 8, 2, 31 ; Edge 12 EDGE 7, 9, 8, 0, 31 ; Edge 13 EDGE 2, 12, 11, 6, 31 ; Edge 14 EDGE 5, 12, 11, 5, 31 ; Edge 15 EDGE 10, 12, 6, 3, 22 ; Edge 16 EDGE 11, 12, 5, 3, 22 ; Edge 17 EDGE 10, 11, 4, 3, 22 ; Edge 18 EDGE 6, 11, 10, 5, 31 ; Edge 19 EDGE 9, 11, 10, 4, 31 ; Edge 20 EDGE 3, 10, 9, 6, 31 ; Edge 21 EDGE 8, 10, 9, 4, 31 ; Edge 22 EDGE 13, 15, 11, 11, 10 ; Edge 23 EDGE 15, 14, 11, 11, 9 ; Edge 24 EDGE 14, 16, 11, 11, 8 ; Edge 25 EDGE 16, 13, 11, 11, 8 ; Edge 26 EDGE 18, 17, 4, 0, 10 ; Edge 27 .SHIP_ASP_MK_2_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, -35, 5, 31 ; Face 0 FACE 8, -38, -7, 31 ; Face 1 FACE -8, -38, -7, 31 ; Face 2 FACE 0, 24, -1, 22 ; Face 3 FACE 0, 43, 19, 31 ; Face 4 FACE -6, 28, -2, 31 ; Face 5 FACE 6, 28, -2, 31 ; Face 6 FACE 59, -64, 31, 31 ; Face 7 FACE -59, -64, 31, 31 ; Face 8 FACE 80, 46, 50, 31 ; Face 9 FACE -80, 46, 50, 31 ; Face 10 FACE 0, 0, -90, 31 ; Face 11 EQUB $59, $3A ; These bytes appear to be unused EQUB $43, $4D
Name: SHIP_PYTHON_P [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Python (pirate) Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_PYTHON_P
.SHIP_PYTHON_P EQUB 2 ; Max. canisters on demise = 2 EQUW 80 * 80 ; Targetable area = 80 * 80 EQUB LO(SHIP_PYTHON_P_EDGES - SHIP_PYTHON_P) ; Edges data offset (low) EQUB LO(SHIP_PYTHON_P_FACES - SHIP_PYTHON_P) ; Faces data offset (low) EQUB 89 ; Max. edge count = (89 - 1) / 4 = 22 EQUB 0 ; Gun vertex = 0 EQUB 42 ; Explosion count = 9, as (4 * n) + 6 = 42 EQUB 66 ; Number of vertices = 66 / 6 = 11 EQUB 26 ; Number of edges = 26 EQUW 200 ; Bounty = 200 EQUB 52 ; Number of faces = 52 / 4 = 13 EQUB 40 ; Visibility distance = 40 EQUB 250 ; Max. energy = 250 EQUB 20 ; Max. speed = 20 EQUB HI(SHIP_PYTHON_P_EDGES - SHIP_PYTHON_P) ; Edges data offset (high) EQUB HI(SHIP_PYTHON_P_FACES - SHIP_PYTHON_P) ; Faces data offset (high) EQUB 0 ; Normals are scaled by = 2^0 = 1 EQUB %00011011 ; Laser power = 3 ; Missiles = 3 .SHIP_PYTHON_P_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 224, 0, 1, 2, 3, 31 ; Vertex 0 VERTEX 0, 48, 48, 0, 1, 4, 5, 31 ; Vertex 1 VERTEX 96, 0, -16, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX -96, 0, -16, 15, 15, 15, 15, 31 ; Vertex 3 VERTEX 0, 48, -32, 4, 5, 8, 9, 31 ; Vertex 4 VERTEX 0, 24, -112, 9, 8, 12, 12, 31 ; Vertex 5 VERTEX -48, 0, -112, 8, 11, 12, 12, 31 ; Vertex 6 VERTEX 48, 0, -112, 9, 10, 12, 12, 31 ; Vertex 7 VERTEX 0, -48, 48, 2, 3, 6, 7, 31 ; Vertex 8 VERTEX 0, -48, -32, 6, 7, 10, 11, 31 ; Vertex 9 VERTEX 0, -24, -112, 10, 11, 12, 12, 31 ; Vertex 10 .SHIP_PYTHON_P_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 8, 2, 3, 31 ; Edge 0 EDGE 0, 3, 0, 2, 31 ; Edge 1 EDGE 0, 2, 1, 3, 31 ; Edge 2 EDGE 0, 1, 0, 1, 31 ; Edge 3 EDGE 2, 4, 9, 5, 31 ; Edge 4 EDGE 1, 2, 1, 5, 31 ; Edge 5 EDGE 2, 8, 7, 3, 31 ; Edge 6 EDGE 1, 3, 0, 4, 31 ; Edge 7 EDGE 3, 8, 2, 6, 31 ; Edge 8 EDGE 2, 9, 7, 10, 31 ; Edge 9 EDGE 3, 4, 4, 8, 31 ; Edge 10 EDGE 3, 9, 6, 11, 31 ; Edge 11 EDGE 3, 5, 8, 8, 7 ; Edge 12 EDGE 3, 10, 11, 11, 7 ; Edge 13 EDGE 2, 5, 9, 9, 7 ; Edge 14 EDGE 2, 10, 10, 10, 7 ; Edge 15 EDGE 2, 7, 9, 10, 31 ; Edge 16 EDGE 3, 6, 8, 11, 31 ; Edge 17 EDGE 5, 6, 8, 12, 31 ; Edge 18 EDGE 5, 7, 9, 12, 31 ; Edge 19 EDGE 7, 10, 12, 10, 31 ; Edge 20 EDGE 6, 10, 11, 12, 31 ; Edge 21 EDGE 4, 5, 8, 9, 31 ; Edge 22 EDGE 9, 10, 10, 11, 31 ; Edge 23 EDGE 1, 4, 4, 5, 31 ; Edge 24 EDGE 8, 9, 6, 7, 31 ; Edge 25 .SHIP_PYTHON_P_FACES ; normal_x, normal_y, normal_z, visibility FACE -27, 40, 11, 31 ; Face 0 FACE 27, 40, 11, 31 ; Face 1 FACE -27, -40, 11, 31 ; Face 2 FACE 27, -40, 11, 31 ; Face 3 FACE -19, 38, 0, 31 ; Face 4 FACE 19, 38, 0, 31 ; Face 5 FACE -19, -38, 0, 31 ; Face 6 FACE 19, -38, 0, 31 ; Face 7 FACE -25, 37, -11, 31 ; Face 8 FACE 25, 37, -11, 31 ; Face 9 FACE 25, -37, -11, 31 ; Face 10 FACE -25, -37, -11, 31 ; Face 11 FACE 0, 0, -112, 31 ; Face 12
Name: SHIP_FER_DE_LANCE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Fer-de-Lance Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_FER_DE_LANCE
.SHIP_FER_DE_LANCE EQUB 0 ; Max. canisters on demise = 0 EQUW 40 * 40 ; Targetable area = 40 * 40 EQUB LO(SHIP_FER_DE_LANCE_EDGES - SHIP_FER_DE_LANCE) ; Edges data offset (low) EQUB LO(SHIP_FER_DE_LANCE_FACES - SHIP_FER_DE_LANCE) ; Faces data offset (low) EQUB 109 ; Max. edge count = (109 - 1) / 4 = 27 EQUB 0 ; Gun vertex = 0 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 ; Number of vertices = 114 / 6 = 19 EQUB 27 ; Number of edges = 27 EQUW 0 ; Bounty = 0 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 40 ; Visibility distance = 40 EQUB 160 ; Max. energy = 160 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_FER_DE_LANCE_EDGES - SHIP_FER_DE_LANCE) ; Edges data offset (high) EQUB HI(SHIP_FER_DE_LANCE_FACES - SHIP_FER_DE_LANCE) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00010010 ; Laser power = 2 ; Missiles = 2 .SHIP_FER_DE_LANCE_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -14, 108, 1, 0, 9, 5, 31 ; Vertex 0 VERTEX -40, -14, -4, 2, 1, 9, 9, 31 ; Vertex 1 VERTEX -12, -14, -52, 3, 2, 9, 9, 31 ; Vertex 2 VERTEX 12, -14, -52, 4, 3, 9, 9, 31 ; Vertex 3 VERTEX 40, -14, -4, 5, 4, 9, 9, 31 ; Vertex 4 VERTEX -40, 14, -4, 1, 0, 6, 2, 28 ; Vertex 5 VERTEX -12, 2, -52, 3, 2, 7, 6, 28 ; Vertex 6 VERTEX 12, 2, -52, 4, 3, 8, 7, 28 ; Vertex 7 VERTEX 40, 14, -4, 4, 0, 8, 5, 28 ; Vertex 8 VERTEX 0, 18, -20, 6, 0, 8, 7, 15 ; Vertex 9 VERTEX -3, -11, 97, 0, 0, 0, 0, 11 ; Vertex 10 VERTEX -26, 8, 18, 0, 0, 0, 0, 9 ; Vertex 11 VERTEX -16, 14, -4, 0, 0, 0, 0, 11 ; Vertex 12 VERTEX 3, -11, 97, 0, 0, 0, 0, 11 ; Vertex 13 VERTEX 26, 8, 18, 0, 0, 0, 0, 9 ; Vertex 14 VERTEX 16, 14, -4, 0, 0, 0, 0, 11 ; Vertex 15 VERTEX 0, -14, -20, 9, 9, 9, 9, 12 ; Vertex 16 VERTEX -14, -14, 44, 9, 9, 9, 9, 12 ; Vertex 17 VERTEX 14, -14, 44, 9, 9, 9, 9, 12 ; Vertex 18 .SHIP_FER_DE_LANCE_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 9, 1, 31 ; Edge 0 EDGE 1, 2, 9, 2, 31 ; Edge 1 EDGE 2, 3, 9, 3, 31 ; Edge 2 EDGE 3, 4, 9, 4, 31 ; Edge 3 EDGE 0, 4, 9, 5, 31 ; Edge 4 EDGE 0, 5, 1, 0, 28 ; Edge 5 EDGE 5, 6, 6, 2, 28 ; Edge 6 EDGE 6, 7, 7, 3, 28 ; Edge 7 EDGE 7, 8, 8, 4, 28 ; Edge 8 EDGE 0, 8, 5, 0, 28 ; Edge 9 EDGE 5, 9, 6, 0, 15 ; Edge 10 EDGE 6, 9, 7, 6, 11 ; Edge 11 EDGE 7, 9, 8, 7, 11 ; Edge 12 EDGE 8, 9, 8, 0, 15 ; Edge 13 EDGE 1, 5, 2, 1, 14 ; Edge 14 EDGE 2, 6, 3, 2, 14 ; Edge 15 EDGE 3, 7, 4, 3, 14 ; Edge 16 EDGE 4, 8, 5, 4, 14 ; Edge 17 EDGE 10, 11, 0, 0, 8 ; Edge 18 EDGE 11, 12, 0, 0, 9 ; Edge 19 EDGE 10, 12, 0, 0, 11 ; Edge 20 EDGE 13, 14, 0, 0, 8 ; Edge 21 EDGE 14, 15, 0, 0, 9 ; Edge 22 EDGE 13, 15, 0, 0, 11 ; Edge 23 EDGE 16, 17, 9, 9, 12 ; Edge 24 EDGE 16, 18, 9, 9, 12 ; Edge 25 EDGE 17, 18, 9, 9, 8 ; Edge 26 .SHIP_FER_DE_LANCE_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 24, 6, 28 ; Face 0 FACE -68, 0, 24, 31 ; Face 1 FACE -63, 0, -37, 31 ; Face 2 FACE 0, 0, -104, 31 ; Face 3 FACE 63, 0, -37, 31 ; Face 4 FACE 68, 0, 24, 31 ; Face 5 FACE -12, 46, -19, 28 ; Face 6 FACE 0, 45, -22, 28 ; Face 7 FACE 12, 46, -19, 28 ; Face 8 FACE 0, -28, 0, 31 ; Face 9
Name: SHIP_MORAY [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Moray Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_MORAY
.SHIP_MORAY EQUB 1 ; Max. canisters on demise = 1 EQUW 30 * 30 ; Targetable area = 30 * 30 EQUB LO(SHIP_MORAY_EDGES - SHIP_MORAY) ; Edges data offset (low) EQUB LO(SHIP_MORAY_FACES - SHIP_MORAY) ; Faces data offset (low) EQUB 73 ; Max. edge count = (73 - 1) / 4 = 18 EQUB 0 ; Gun vertex = 0 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 84 ; Number of vertices = 84 / 6 = 14 EQUB 19 ; Number of edges = 19 EQUW 50 ; Bounty = 50 EQUB 36 ; Number of faces = 36 / 4 = 9 EQUB 40 ; Visibility distance = 40 EQUB 100 ; Max. energy = 100 EQUB 25 ; Max. speed = 25 EQUB HI(SHIP_MORAY_EDGES - SHIP_MORAY) ; Edges data offset (high) EQUB HI(SHIP_MORAY_FACES - SHIP_MORAY) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010000 ; Laser power = 2 ; Missiles = 0 .SHIP_MORAY_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 15, 0, 65, 2, 0, 8, 7, 31 ; Vertex 0 VERTEX -15, 0, 65, 1, 0, 7, 6, 31 ; Vertex 1 VERTEX 0, 18, -40, 15, 15, 15, 15, 17 ; Vertex 2 VERTEX -60, 0, 0, 3, 1, 6, 6, 31 ; Vertex 3 VERTEX 60, 0, 0, 5, 2, 8, 8, 31 ; Vertex 4 VERTEX 30, -27, -10, 5, 4, 8, 7, 24 ; Vertex 5 VERTEX -30, -27, -10, 4, 3, 7, 6, 24 ; Vertex 6 VERTEX -9, -4, -25, 4, 4, 4, 4, 7 ; Vertex 7 VERTEX 9, -4, -25, 4, 4, 4, 4, 7 ; Vertex 8 VERTEX 0, -18, -16, 4, 4, 4, 4, 7 ; Vertex 9 VERTEX 13, 3, 49, 0, 0, 0, 0, 5 ; Vertex 10 VERTEX 6, 0, 65, 0, 0, 0, 0, 5 ; Vertex 11 VERTEX -13, 3, 49, 0, 0, 0, 0, 5 ; Vertex 12 VERTEX -6, 0, 65, 0, 0, 0, 0, 5 ; Vertex 13 .SHIP_MORAY_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 ; Edge 0 EDGE 1, 3, 6, 1, 31 ; Edge 1 EDGE 3, 6, 6, 3, 24 ; Edge 2 EDGE 5, 6, 7, 4, 24 ; Edge 3 EDGE 4, 5, 8, 5, 24 ; Edge 4 EDGE 0, 4, 8, 2, 31 ; Edge 5 EDGE 1, 6, 7, 6, 15 ; Edge 6 EDGE 0, 5, 8, 7, 15 ; Edge 7 EDGE 0, 2, 2, 0, 15 ; Edge 8 EDGE 1, 2, 1, 0, 15 ; Edge 9 EDGE 2, 3, 3, 1, 17 ; Edge 10 EDGE 2, 4, 5, 2, 17 ; Edge 11 EDGE 2, 5, 5, 4, 13 ; Edge 12 EDGE 2, 6, 4, 3, 13 ; Edge 13 EDGE 7, 8, 4, 4, 5 ; Edge 14 EDGE 7, 9, 4, 4, 7 ; Edge 15 EDGE 8, 9, 4, 4, 7 ; Edge 16 EDGE 10, 11, 0, 0, 5 ; Edge 17 EDGE 12, 13, 0, 0, 5 ; Edge 18 .SHIP_MORAY_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 43, 7, 31 ; Face 0 FACE -10, 49, 7, 31 ; Face 1 FACE 10, 49, 7, 31 ; Face 2 FACE -59, -28, -101, 24 ; Face 3 FACE 0, -52, -78, 24 ; Face 4 FACE 59, -28, -101, 24 ; Face 5 FACE -72, -99, 50, 31 ; Face 6 FACE 0, -83, 30, 31 ; Face 7 FACE 72, -99, 50, 31 ; Face 8
Name: SHIP_THARGOID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Thargoid mothership Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_THARGOID
.SHIP_THARGOID EQUB 0 ; Max. canisters on demise = 0 EQUW 99 * 99 ; Targetable area = 99 * 99 EQUB LO(SHIP_THARGOID_EDGES - SHIP_THARGOID) ; Edges data offset (low) EQUB LO(SHIP_THARGOID_FACES - SHIP_THARGOID) ; Faces data offset (low) EQUB 105 ; Max. edge count = (105 - 1) / 4 = 26 EQUB 60 ; Gun vertex = 60 / 4 = 15 EQUB 38 ; Explosion count = 8, as (4 * n) + 6 = 38 EQUB 120 ; Number of vertices = 120 / 6 = 20 EQUB 26 ; Number of edges = 26 EQUW 500 ; Bounty = 500 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 55 ; Visibility distance = 55 EQUB 240 ; Max. energy = 240 EQUB 39 ; Max. speed = 39 EQUB HI(SHIP_THARGOID_EDGES - SHIP_THARGOID) ; Edges data offset (high) EQUB HI(SHIP_THARGOID_FACES - SHIP_THARGOID) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010110 ; Laser power = 2 ; Missiles = 6 .SHIP_THARGOID_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 32, -48, 48, 0, 4, 8, 8, 31 ; Vertex 0 VERTEX 32, -68, 0, 0, 1, 4, 4, 31 ; Vertex 1 VERTEX 32, -48, -48, 1, 2, 4, 4, 31 ; Vertex 2 VERTEX 32, 0, -68, 2, 3, 4, 4, 31 ; Vertex 3 VERTEX 32, 48, -48, 3, 4, 5, 5, 31 ; Vertex 4 VERTEX 32, 68, 0, 4, 5, 6, 6, 31 ; Vertex 5 VERTEX 32, 48, 48, 4, 6, 7, 7, 31 ; Vertex 6 VERTEX 32, 0, 68, 4, 7, 8, 8, 31 ; Vertex 7 VERTEX -24, -116, 116, 0, 8, 9, 9, 31 ; Vertex 8 VERTEX -24, -164, 0, 0, 1, 9, 9, 31 ; Vertex 9 VERTEX -24, -116, -116, 1, 2, 9, 9, 31 ; Vertex 10 VERTEX -24, 0, -164, 2, 3, 9, 9, 31 ; Vertex 11 VERTEX -24, 116, -116, 3, 5, 9, 9, 31 ; Vertex 12 VERTEX -24, 164, 0, 5, 6, 9, 9, 31 ; Vertex 13 VERTEX -24, 116, 116, 6, 7, 9, 9, 31 ; Vertex 14 VERTEX -24, 0, 164, 7, 8, 9, 9, 31 ; Vertex 15 VERTEX -24, 64, 80, 9, 9, 9, 9, 30 ; Vertex 16 VERTEX -24, 64, -80, 9, 9, 9, 9, 30 ; Vertex 17 VERTEX -24, -64, -80, 9, 9, 9, 9, 30 ; Vertex 18 VERTEX -24, -64, 80, 9, 9, 9, 9, 30 ; Vertex 19 .SHIP_THARGOID_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 7, 4, 8, 31 ; Edge 0 EDGE 0, 1, 0, 4, 31 ; Edge 1 EDGE 1, 2, 1, 4, 31 ; Edge 2 EDGE 2, 3, 2, 4, 31 ; Edge 3 EDGE 3, 4, 3, 4, 31 ; Edge 4 EDGE 4, 5, 4, 5, 31 ; Edge 5 EDGE 5, 6, 4, 6, 31 ; Edge 6 EDGE 6, 7, 4, 7, 31 ; Edge 7 EDGE 0, 8, 0, 8, 31 ; Edge 8 EDGE 1, 9, 0, 1, 31 ; Edge 9 EDGE 2, 10, 1, 2, 31 ; Edge 10 EDGE 3, 11, 2, 3, 31 ; Edge 11 EDGE 4, 12, 3, 5, 31 ; Edge 12 EDGE 5, 13, 5, 6, 31 ; Edge 13 EDGE 6, 14, 6, 7, 31 ; Edge 14 EDGE 7, 15, 7, 8, 31 ; Edge 15 EDGE 8, 15, 8, 9, 31 ; Edge 16 EDGE 8, 9, 0, 9, 31 ; Edge 17 EDGE 9, 10, 1, 9, 31 ; Edge 18 EDGE 10, 11, 2, 9, 31 ; Edge 19 EDGE 11, 12, 3, 9, 31 ; Edge 20 EDGE 12, 13, 5, 9, 31 ; Edge 21 EDGE 13, 14, 6, 9, 31 ; Edge 22 EDGE 14, 15, 7, 9, 31 ; Edge 23 EDGE 16, 17, 9, 9, 30 ; Edge 24 EDGE 18, 19, 9, 9, 30 ; Edge 25 .SHIP_THARGOID_FACES ; normal_x, normal_y, normal_z, visibility FACE 103, -60, 25, 31 ; Face 0 FACE 103, -60, -25, 31 ; Face 1 FACE 103, -25, -60, 31 ; Face 2 FACE 103, 25, -60, 31 ; Face 3 FACE 64, 0, 0, 31 ; Face 4 FACE 103, 60, -25, 31 ; Face 5 FACE 103, 60, 25, 31 ; Face 6 FACE 103, 25, 60, 31 ; Face 7 FACE 103, -25, 60, 31 ; Face 8 FACE -48, 0, 0, 31 ; Face 9
Name: SHIP_THARGON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Thargon Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_THARGON

The ship blueprint for the Thargon reuses the edges data from the cargo canister, so the edges data offset is negative.
.SHIP_THARGON EQUB 0 + (15 << 4) ; Max. canisters on demise = 0 ; Market item when scooped = 15 + 1 = 16 (alien items) EQUW 40 * 40 ; Targetable area = 40 * 40 EQUB LO(SHIP_CANISTER_EDGES - SHIP_THARGON) ; Edges from canister EQUB LO(SHIP_THARGON_FACES - SHIP_THARGON) ; Faces data offset (low) EQUB 69 ; Max. edge count = (69 - 1) / 4 = 17 EQUB 0 ; Gun vertex = 0 EQUB 18 ; Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 ; Number of vertices = 60 / 6 = 10 EQUB 15 ; Number of edges = 15 EQUW 50 ; Bounty = 50 EQUB 28 ; Number of faces = 28 / 4 = 7 EQUB 20 ; Visibility distance = 20 EQUB 20 ; Max. energy = 20 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_CANISTER_EDGES - SHIP_THARGON) ; Edges from canister EQUB HI(SHIP_THARGON_FACES - SHIP_THARGON) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00010000 ; Laser power = 2 ; Missiles = 0 .SHIP_THARGON_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -9, 0, 40, 1, 0, 5, 5, 31 ; Vertex 0 VERTEX -9, -38, 12, 1, 0, 2, 2, 31 ; Vertex 1 VERTEX -9, -24, -32, 2, 0, 3, 3, 31 ; Vertex 2 VERTEX -9, 24, -32, 3, 0, 4, 4, 31 ; Vertex 3 VERTEX -9, 38, 12, 4, 0, 5, 5, 31 ; Vertex 4 VERTEX 9, 0, -8, 5, 1, 6, 6, 31 ; Vertex 5 VERTEX 9, -10, -15, 2, 1, 6, 6, 31 ; Vertex 6 VERTEX 9, -6, -26, 3, 2, 6, 6, 31 ; Vertex 7 VERTEX 9, 6, -26, 4, 3, 6, 6, 31 ; Vertex 8 VERTEX 9, 10, -15, 5, 4, 6, 6, 31 ; Vertex 9 .SHIP_THARGON_FACES ; normal_x, normal_y, normal_z, visibility FACE -36, 0, 0, 31 ; Face 0 FACE 20, -5, 7, 31 ; Face 1 FACE 46, -42, -14, 31 ; Face 2 FACE 36, 0, -104, 31 ; Face 3 FACE 46, 42, -14, 31 ; Face 4 FACE 20, 5, 7, 31 ; Face 5 FACE 36, 0, 0, 31 ; Face 6
Name: SHIP_CONSTRICTOR [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Constrictor Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CONSTRICTOR
.SHIP_CONSTRICTOR EQUB 3 ; Max. canisters on demise = 3 EQUW 65 * 65 ; Targetable area = 65 * 65 EQUB LO(SHIP_CONSTRICTOR_EDGES - SHIP_CONSTRICTOR) ; Edges data offset (low) EQUB LO(SHIP_CONSTRICTOR_FACES - SHIP_CONSTRICTOR) ; Faces data offset (low) EQUB 81 ; Max. edge count = (81 - 1) / 4 = 20 EQUB 0 ; Gun vertex = 0 EQUB 46 ; Explosion count = 10, as (4 * n) + 6 = 46 EQUB 102 ; Number of vertices = 102 / 6 = 17 EQUB 24 ; Number of edges = 24 EQUW 0 ; Bounty = 0 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 45 ; Visibility distance = 45 EQUB 252 ; Max. energy = 252 EQUB 36 ; Max. speed = 36 EQUB HI(SHIP_CONSTRICTOR_EDGES - SHIP_CONSTRICTOR) ; Edges data offset (high) EQUB HI(SHIP_CONSTRICTOR_FACES - SHIP_CONSTRICTOR) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00110100 ; Laser power = 6 ; Missiles = 4 .SHIP_CONSTRICTOR_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 20, -7, 80, 2, 0, 9, 9, 31 ; Vertex 0 VERTEX -20, -7, 80, 1, 0, 9, 9, 31 ; Vertex 1 VERTEX -54, -7, 40, 4, 1, 9, 9, 31 ; Vertex 2 VERTEX -54, -7, -40, 5, 4, 9, 8, 31 ; Vertex 3 VERTEX -20, 13, -40, 6, 5, 8, 8, 31 ; Vertex 4 VERTEX 20, 13, -40, 7, 6, 8, 8, 31 ; Vertex 5 VERTEX 54, -7, -40, 7, 3, 9, 8, 31 ; Vertex 6 VERTEX 54, -7, 40, 3, 2, 9, 9, 31 ; Vertex 7 VERTEX 20, 13, 5, 15, 15, 15, 15, 31 ; Vertex 8 VERTEX -20, 13, 5, 15, 15, 15, 15, 31 ; Vertex 9 VERTEX 20, -7, 62, 9, 9, 9, 9, 18 ; Vertex 10 VERTEX -20, -7, 62, 9, 9, 9, 9, 18 ; Vertex 11 VERTEX 25, -7, -25, 9, 9, 9, 9, 18 ; Vertex 12 VERTEX -25, -7, -25, 9, 9, 9, 9, 18 ; Vertex 13 VERTEX 15, -7, -15, 9, 9, 9, 9, 10 ; Vertex 14 VERTEX -15, -7, -15, 9, 9, 9, 9, 10 ; Vertex 15 VERTEX 0, -7, 0, 15, 9, 1, 0, 0 ; Vertex 16 .SHIP_CONSTRICTOR_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 9, 0, 31 ; Edge 0 EDGE 1, 2, 9, 1, 31 ; Edge 1 EDGE 1, 9, 1, 0, 31 ; Edge 2 EDGE 0, 8, 2, 0, 31 ; Edge 3 EDGE 0, 7, 9, 2, 31 ; Edge 4 EDGE 7, 8, 3, 2, 31 ; Edge 5 EDGE 2, 9, 4, 1, 31 ; Edge 6 EDGE 2, 3, 9, 4, 31 ; Edge 7 EDGE 6, 7, 9, 3, 31 ; Edge 8 EDGE 6, 8, 7, 3, 31 ; Edge 9 EDGE 5, 8, 7, 6, 31 ; Edge 10 EDGE 4, 9, 6, 5, 31 ; Edge 11 EDGE 3, 9, 5, 4, 31 ; Edge 12 EDGE 3, 4, 8, 5, 31 ; Edge 13 EDGE 4, 5, 8, 6, 31 ; Edge 14 EDGE 5, 6, 8, 7, 31 ; Edge 15 EDGE 3, 6, 9, 8, 31 ; Edge 16 EDGE 8, 9, 6, 0, 31 ; Edge 17 EDGE 10, 12, 9, 9, 18 ; Edge 18 EDGE 12, 14, 9, 9, 5 ; Edge 19 EDGE 14, 10, 9, 9, 10 ; Edge 20 EDGE 11, 15, 9, 9, 10 ; Edge 21 EDGE 13, 15, 9, 9, 5 ; Edge 22 EDGE 11, 13, 9, 9, 18 ; Edge 23 .SHIP_CONSTRICTOR_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 55, 15, 31 ; Face 0 FACE -24, 75, 20, 31 ; Face 1 FACE 24, 75, 20, 31 ; Face 2 FACE 44, 75, 0, 31 ; Face 3 FACE -44, 75, 0, 31 ; Face 4 FACE -44, 75, 0, 31 ; Face 5 FACE 0, 53, 0, 31 ; Face 6 FACE 44, 75, 0, 31 ; Face 7 FACE 0, 0, -160, 31 ; Face 8 FACE 0, -27, 0, 31 ; Face 9
Name: SHIP_COUGAR [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cougar Deep dive: Ship blueprints The elusive Cougar
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_COUGAR
.SHIP_COUGAR EQUB 3 ; Max. canisters on demise = 3 EQUW 70 * 70 ; Targetable area = 70 * 70 EQUB LO(SHIP_COUGAR_EDGES - SHIP_COUGAR) ; Edges data offset (low) EQUB LO(SHIP_COUGAR_FACES - SHIP_COUGAR) ; Faces data offset (low) EQUB 105 ; Max. edge count = (105 - 1) / 4 = 26 EQUB 0 ; Gun vertex = 0 EQUB 42 ; Explosion count = 9, as (4 * n) + 6 = 42 EQUB 114 ; Number of vertices = 114 / 6 = 19 EQUB 25 ; Number of edges = 25 EQUW 0 ; Bounty = 0 EQUB 24 ; Number of faces = 24 / 4 = 6 EQUB 34 ; Visibility distance = 34 EQUB 252 ; Max. energy = 252 EQUB 40 ; Max. speed = 40 EQUB HI(SHIP_COUGAR_EDGES - SHIP_COUGAR) ; Edges data offset (high) EQUB HI(SHIP_COUGAR_FACES - SHIP_COUGAR) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00110100 ; Laser power = 6 ; Missiles = 4 .SHIP_COUGAR_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 5, 67, 2, 0, 4, 4, 31 ; Vertex 0 VERTEX -20, 0, 40, 1, 0, 2, 2, 31 ; Vertex 1 VERTEX -40, 0, -40, 1, 0, 5, 5, 31 ; Vertex 2 VERTEX 0, 14, -40, 4, 0, 5, 5, 30 ; Vertex 3 VERTEX 0, -14, -40, 2, 1, 5, 3, 30 ; Vertex 4 VERTEX 20, 0, 40, 3, 2, 4, 4, 31 ; Vertex 5 VERTEX 40, 0, -40, 4, 3, 5, 5, 31 ; Vertex 6 VERTEX -36, 0, 56, 1, 0, 1, 1, 31 ; Vertex 7 VERTEX -60, 0, -20, 1, 0, 1, 1, 31 ; Vertex 8 VERTEX 36, 0, 56, 4, 3, 4, 4, 31 ; Vertex 9 VERTEX 60, 0, -20, 4, 3, 4, 4, 31 ; Vertex 10 VERTEX 0, 7, 35, 0, 0, 4, 4, 18 ; Vertex 11 VERTEX 0, 8, 25, 0, 0, 4, 4, 20 ; Vertex 12 VERTEX -12, 2, 45, 0, 0, 0, 0, 20 ; Vertex 13 VERTEX 12, 2, 45, 4, 4, 4, 4, 20 ; Vertex 14 VERTEX -10, 6, -40, 5, 5, 5, 5, 20 ; Vertex 15 VERTEX -10, -6, -40, 5, 5, 5, 5, 20 ; Vertex 16 VERTEX 10, -6, -40, 5, 5, 5, 5, 20 ; Vertex 17 VERTEX 10, 6, -40, 5, 5, 5, 5, 20 ; Vertex 18 .SHIP_COUGAR_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 0, 31 ; Edge 0 EDGE 1, 7, 1, 0, 31 ; Edge 1 EDGE 7, 8, 1, 0, 31 ; Edge 2 EDGE 8, 2, 1, 0, 31 ; Edge 3 EDGE 2, 3, 5, 0, 30 ; Edge 4 EDGE 3, 6, 5, 4, 30 ; Edge 5 EDGE 2, 4, 5, 1, 30 ; Edge 6 EDGE 4, 6, 5, 3, 30 ; Edge 7 EDGE 6, 10, 4, 3, 31 ; Edge 8 EDGE 10, 9, 4, 3, 31 ; Edge 9 EDGE 9, 5, 4, 3, 31 ; Edge 10 EDGE 5, 0, 4, 2, 31 ; Edge 11 EDGE 0, 3, 4, 0, 27 ; Edge 12 EDGE 1, 4, 2, 1, 27 ; Edge 13 EDGE 5, 4, 3, 2, 27 ; Edge 14 EDGE 1, 2, 1, 0, 26 ; Edge 15 EDGE 5, 6, 4, 3, 26 ; Edge 16 EDGE 12, 13, 0, 0, 20 ; Edge 17 EDGE 13, 11, 0, 0, 18 ; Edge 18 EDGE 11, 14, 4, 4, 18 ; Edge 19 EDGE 14, 12, 4, 4, 20 ; Edge 20 EDGE 15, 16, 5, 5, 18 ; Edge 21 EDGE 16, 18, 5, 5, 20 ; Edge 22 EDGE 18, 17, 5, 5, 18 ; Edge 23 EDGE 17, 15, 5, 5, 20 ; Edge 24 .SHIP_COUGAR_FACES ; normal_x, normal_y, normal_z, visibility FACE -16, 46, 4, 31 ; Face 0 FACE -16, -46, 4, 31 ; Face 1 FACE 0, -27, 5, 31 ; Face 2 FACE 16, -46, 4, 31 ; Face 3 FACE 16, 46, 4, 31 ; Face 4 FACE 0, 0, -160, 30 ; Face 5
Name: SHIP_DODO [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Dodecahedron ("Dodo") space station Deep dive: Ship blueprints
Context: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_DODO
.SHIP_DODO EQUB 0 ; Max. canisters on demise = 0 EQUW 180 * 180 ; Targetable area = 180 * 180 EQUB LO(SHIP_DODO_EDGES - SHIP_DODO) ; Edges data offset (low) EQUB LO(SHIP_DODO_FACES - SHIP_DODO) ; Faces data offset (low) EQUB 101 ; Max. edge count = (101 - 1) / 4 = 25 EQUB 0 ; Gun vertex = 0 EQUB 54 ; Explosion count = 12, as (4 * n) + 6 = 54 EQUB 144 ; Number of vertices = 144 / 6 = 24 EQUB 34 ; Number of edges = 34 EQUW 0 ; Bounty = 0 EQUB 48 ; Number of faces = 48 / 4 = 12 EQUB 125 ; Visibility distance = 125 EQUB 240 ; Max. energy = 240 EQUB 0 ; Max. speed = 0 EQUB HI(SHIP_DODO_EDGES - SHIP_DODO) ; Edges data offset (high) EQUB HI(SHIP_DODO_FACES - SHIP_DODO) ; Faces data offset (high) EQUB 0 ; Normals are scaled by = 2^0 = 1 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_DODO_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 150, 196, 1, 0, 5, 5, 31 ; Vertex 0 VERTEX 143, 46, 196, 1, 0, 2, 2, 31 ; Vertex 1 VERTEX 88, -121, 196, 2, 0, 3, 3, 31 ; Vertex 2 VERTEX -88, -121, 196, 3, 0, 4, 4, 31 ; Vertex 3 VERTEX -143, 46, 196, 4, 0, 5, 5, 31 ; Vertex 4 VERTEX 0, 243, 46, 5, 1, 6, 6, 31 ; Vertex 5 VERTEX 231, 75, 46, 2, 1, 7, 7, 31 ; Vertex 6 VERTEX 143, -196, 46, 3, 2, 8, 8, 31 ; Vertex 7 VERTEX -143, -196, 46, 4, 3, 9, 9, 31 ; Vertex 8 VERTEX -231, 75, 46, 5, 4, 10, 10, 31 ; Vertex 9 VERTEX 143, 196, -46, 6, 1, 7, 7, 31 ; Vertex 10 VERTEX 231, -75, -46, 7, 2, 8, 8, 31 ; Vertex 11 VERTEX 0, -243, -46, 8, 3, 9, 9, 31 ; Vertex 12 VERTEX -231, -75, -46, 9, 4, 10, 10, 31 ; Vertex 13 VERTEX -143, 196, -46, 6, 5, 10, 10, 31 ; Vertex 14 VERTEX 88, 121, -196, 7, 6, 11, 11, 31 ; Vertex 15 VERTEX 143, -46, -196, 8, 7, 11, 11, 31 ; Vertex 16 VERTEX 0, -150, -196, 9, 8, 11, 11, 31 ; Vertex 17 VERTEX -143, -46, -196, 10, 9, 11, 11, 31 ; Vertex 18 VERTEX -88, 121, -196, 10, 6, 11, 11, 31 ; Vertex 19 VERTEX -16, 32, 196, 0, 0, 0, 0, 30 ; Vertex 20 VERTEX -16, -32, 196, 0, 0, 0, 0, 30 ; Vertex 21 VERTEX 16, 32, 196, 0, 0, 0, 0, 23 ; Vertex 22 VERTEX 16, -32, 196, 0, 0, 0, 0, 23 ; Vertex 23 .SHIP_DODO_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 31 ; Edge 0 EDGE 1, 2, 2, 0, 31 ; Edge 1 EDGE 2, 3, 3, 0, 31 ; Edge 2 EDGE 3, 4, 4, 0, 31 ; Edge 3 EDGE 4, 0, 5, 0, 31 ; Edge 4 EDGE 5, 10, 6, 1, 31 ; Edge 5 EDGE 10, 6, 7, 1, 31 ; Edge 6 EDGE 6, 11, 7, 2, 31 ; Edge 7 EDGE 11, 7, 8, 2, 31 ; Edge 8 EDGE 7, 12, 8, 3, 31 ; Edge 9 EDGE 12, 8, 9, 3, 31 ; Edge 10 EDGE 8, 13, 9, 4, 31 ; Edge 11 EDGE 13, 9, 10, 4, 31 ; Edge 12 EDGE 9, 14, 10, 5, 31 ; Edge 13 EDGE 14, 5, 6, 5, 31 ; Edge 14 EDGE 15, 16, 11, 7, 31 ; Edge 15 EDGE 16, 17, 11, 8, 31 ; Edge 16 EDGE 17, 18, 11, 9, 31 ; Edge 17 EDGE 18, 19, 11, 10, 31 ; Edge 18 EDGE 19, 15, 11, 6, 31 ; Edge 19 EDGE 0, 5, 5, 1, 31 ; Edge 20 EDGE 1, 6, 2, 1, 31 ; Edge 21 EDGE 2, 7, 3, 2, 31 ; Edge 22 EDGE 3, 8, 4, 3, 31 ; Edge 23 EDGE 4, 9, 5, 4, 31 ; Edge 24 EDGE 10, 15, 7, 6, 31 ; Edge 25 EDGE 11, 16, 8, 7, 31 ; Edge 26 EDGE 12, 17, 9, 8, 31 ; Edge 27 EDGE 13, 18, 10, 9, 31 ; Edge 28 EDGE 14, 19, 10, 6, 31 ; Edge 29 EDGE 20, 21, 0, 0, 30 ; Edge 30 EDGE 21, 23, 0, 0, 20 ; Edge 31 EDGE 23, 22, 0, 0, 23 ; Edge 32 EDGE 22, 20, 0, 0, 20 ; Edge 33 .SHIP_DODO_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 0, 196, 31 ; Face 0 FACE 103, 142, 88, 31 ; Face 1 FACE 169, -55, 89, 31 ; Face 2 FACE 0, -176, 88, 31 ; Face 3 FACE -169, -55, 89, 31 ; Face 4 FACE -103, 142, 88, 31 ; Face 5 FACE 0, 176, -88, 31 ; Face 6 FACE 169, 55, -89, 31 ; Face 7 FACE 103, -142, -88, 31 ; Face 8 FACE -103, -142, -88, 31 ; Face 9 FACE -169, 55, -89, 31 ; Face 10 FACE 0, 0, -196, 31 ; Face 11 EQUB $4C, $44 ; These bytes appear to be unused EQUB $41, $52
Save SHIPS.bin
PRINT "SHIPS" PRINT "Assembled at ", ~CODE_SHIPS% PRINT "Ends at ", ~P% PRINT "Code size is ", ~(P% - CODE_SHIPS%) PRINT "Execute at ", ~LOAD% PRINT "Reload at ", ~LOAD_SHIPS% PRINT "S.SHIPS ", ~CODE_SHIPS%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD_SHIPS% SAVE "3-assembled-output/SHIPS.bin", CODE_SHIPS%, P%, LOAD%