CODE_SHIPS% = D% LOAD_SHIPS% = LOAD% + D% - CODE% ORG D%ELITE SHIP BLUEPRINTS FILE Produces the binary file SHIPS.bin that gets loaded by elite-checksum.py..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 stationName: XX21 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints lookup table Deep dive: Ship blueprintsContext: See this variable on its own page References: No direct references to this variable in this source file.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 unusedName: E% [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints default NEWB flags Deep dive: Ship blueprints Advanced tactics with the NEWB flagsContext: 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..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 0.0Name: KWL% [Show more] Type: Variable Category: Status Summary: Fractional number of kills awarded for destroying each type of shipContext: 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..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 0.0Name: KWH% [Show more] Type: Variable Category: Status Summary: Integer number of kills awarded for destroying each type of shipContext: 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.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 ENDMACROName: VERTEX [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding vertices to ship blueprints Deep dive: Ship blueprintsContext: See this macro on its own page References: This macro is used as follows: * SHIP_ADDER uses VERTEX * SHIP_ANACONDA uses VERTEX * SHIP_ASP_MK_2 uses VERTEX * SHIP_ASTEROID uses VERTEX * SHIP_BOA uses VERTEX * SHIP_BOULDER uses VERTEX * SHIP_CANISTER uses VERTEX * SHIP_COBRA_MK_1 uses VERTEX * SHIP_COBRA_MK_3 uses VERTEX * SHIP_COBRA_MK_3_P uses VERTEX * SHIP_CONSTRICTOR uses VERTEX * SHIP_CORIOLIS uses VERTEX * SHIP_COUGAR uses VERTEX * SHIP_DODO uses VERTEX * SHIP_ESCAPE_POD uses VERTEX * SHIP_FER_DE_LANCE uses VERTEX * SHIP_GECKO uses VERTEX * SHIP_KRAIT uses VERTEX * SHIP_MAMBA uses VERTEX * SHIP_MISSILE uses VERTEX * SHIP_MORAY uses VERTEX * SHIP_PLATE uses VERTEX * SHIP_PYTHON uses VERTEX * SHIP_PYTHON_P uses VERTEX * SHIP_ROCK_HERMIT uses VERTEX * SHIP_SHUTTLE uses VERTEX * SHIP_SIDEWINDER uses VERTEX * SHIP_SPLINTER uses VERTEX * SHIP_THARGOID uses VERTEX * SHIP_THARGON uses VERTEX * SHIP_TRANSPORTER uses VERTEX * SHIP_VIPER uses VERTEX * SHIP_WORM uses VERTEX
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 shownMACRO EDGE vertex1, vertex2, face1, face2, visibility f = face1 + (face2 << 4) EQUB visibility, f, vertex1 << 2, vertex2 << 2 ENDMACROName: EDGE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding edges to ship blueprints Deep dive: Ship blueprintsContext: See this macro on its own page References: This macro is used as follows: * SHIP_ADDER uses EDGE * SHIP_ANACONDA uses EDGE * SHIP_ASP_MK_2 uses EDGE * SHIP_ASTEROID uses EDGE * SHIP_BOA uses EDGE * SHIP_BOULDER uses EDGE * SHIP_CANISTER uses EDGE * SHIP_COBRA_MK_1 uses EDGE * SHIP_COBRA_MK_3 uses EDGE * SHIP_COBRA_MK_3_P uses EDGE * SHIP_CONSTRICTOR uses EDGE * SHIP_CORIOLIS uses EDGE * SHIP_COUGAR uses EDGE * SHIP_DODO uses EDGE * SHIP_ESCAPE_POD uses EDGE * SHIP_FER_DE_LANCE uses EDGE * SHIP_GECKO uses EDGE * SHIP_KRAIT uses EDGE * SHIP_MAMBA uses EDGE * SHIP_MISSILE uses EDGE * SHIP_MORAY uses EDGE * SHIP_PLATE uses EDGE * SHIP_PYTHON uses EDGE * SHIP_PYTHON_P uses EDGE * SHIP_ROCK_HERMIT uses EDGE * SHIP_SHUTTLE uses EDGE * SHIP_SIDEWINDER uses EDGE * SHIP_THARGOID uses EDGE * SHIP_TRANSPORTER uses EDGE * SHIP_VIPER uses EDGE * SHIP_WORM uses EDGE
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 shownMACRO 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 ENDMACROName: FACE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding faces to ship blueprints Deep dive: Ship blueprintsContext: See this macro on its own page References: This macro is used as follows: * SHIP_ADDER uses FACE * SHIP_ANACONDA uses FACE * SHIP_ASP_MK_2 uses FACE * SHIP_ASTEROID uses FACE * SHIP_BOA uses FACE * SHIP_BOULDER uses FACE * SHIP_CANISTER uses FACE * SHIP_COBRA_MK_1 uses FACE * SHIP_COBRA_MK_3 uses FACE * SHIP_COBRA_MK_3_P uses FACE * SHIP_CONSTRICTOR uses FACE * SHIP_CORIOLIS uses FACE * SHIP_COUGAR uses FACE * SHIP_DODO uses FACE * SHIP_ESCAPE_POD uses FACE * SHIP_FER_DE_LANCE uses FACE * SHIP_GECKO uses FACE * SHIP_KRAIT uses FACE * SHIP_MAMBA uses FACE * SHIP_MISSILE uses FACE * SHIP_MORAY uses FACE * SHIP_PLATE uses FACE * SHIP_PYTHON uses FACE * SHIP_PYTHON_P uses FACE * SHIP_ROCK_HERMIT uses FACE * SHIP_SHUTTLE uses FACE * SHIP_SIDEWINDER uses FACE * SHIP_SPLINTER uses FACE * SHIP_THARGOID uses FACE * SHIP_THARGON uses FACE * SHIP_TRANSPORTER uses FACE * SHIP_VIPER uses FACE * SHIP_WORM uses FACE
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.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 8Name: SHIP_MISSILE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a missile Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_MISSILE.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 13Name: SHIP_CORIOLIS [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Coriolis space station Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CORIOLIS.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 3Name: SHIP_ESCAPE_POD [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an escape pod Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ESCAPE_POD.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 0Name: SHIP_PLATE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an alloy plate Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_PLATE.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 6Name: SHIP_CANISTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a cargo canister Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CANISTER.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 9Name: SHIP_BOULDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a boulder Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_BOULDER.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 13Name: SHIP_ASTEROID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an asteroid Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ASTEROID.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 3Name: SHIP_SPLINTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a splinter Deep dive: Ship blueprintsContext: 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_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 12Name: SHIP_SHUTTLE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Shuttle Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_SHUTTLE.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 13Name: SHIP_TRANSPORTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Transporter Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_TRANSPORTER.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 12Name: SHIP_COBRA_MK_3 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk III Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_COBRA_MK_3.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 12Name: SHIP_PYTHON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Python Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_PYTHON.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 12Name: SHIP_BOA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Boa Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_BOA.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 11Name: SHIP_ANACONDA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Anaconda Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ANACONDA.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 13Name: SHIP_ROCK_HERMIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a rock hermit (asteroid) Deep dive: Ship blueprintsContext: 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_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 6Name: SHIP_VIPER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Viper Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_VIPER.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 6Name: SHIP_SIDEWINDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Sidewinder Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_SIDEWINDER.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 4Name: SHIP_MAMBA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Mamba Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_MAMBA.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 5Name: SHIP_KRAIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Krait Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_KRAIT.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 14Name: SHIP_ADDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Adder Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ADDER.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 8Name: SHIP_GECKO [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Gecko Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_GECKO.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 9Name: SHIP_COBRA_MK_1 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk I Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_COBRA_MK_1.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 7Name: SHIP_WORM [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Worm Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_WORM.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 12Name: SHIP_COBRA_MK_3_P [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk III (pirate) Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_COBRA_MK_3_P.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, $4DName: SHIP_ASP_MK_2 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Asp Mk II Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ASP_MK_2.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 12Name: SHIP_PYTHON_P [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Python (pirate) Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_PYTHON_P.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 9Name: SHIP_FER_DE_LANCE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Fer-de-Lance Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_FER_DE_LANCE.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 8Name: SHIP_MORAY [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Moray Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_MORAY.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 9Name: SHIP_THARGOID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Thargoid mothership Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_THARGOID.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 6Name: SHIP_THARGON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Thargon Deep dive: Ship blueprintsContext: 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_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 9Name: SHIP_CONSTRICTOR [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Constrictor Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CONSTRICTOR.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 5Name: SHIP_COUGAR [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cougar Deep dive: Ship blueprints The elusive CougarContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_COUGAR.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, $52Name: SHIP_DODO [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Dodecahedron ("Dodo") space station Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_DODOPRINT "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%Save SHIPS.bin
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Macro EDGE (category: Drawing ships)
Macro definition for adding edges to ship blueprints
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Macro FACE (category: Drawing ships)
Macro definition for adding faces to ship blueprints
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Variable SHIP_ADDER (category: Drawing ships)
Ship blueprint for an Adder
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Label SHIP_ADDER_EDGES in variable SHIP_ADDER
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Label SHIP_ADDER_FACES in variable SHIP_ADDER
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Variable SHIP_ANACONDA (category: Drawing ships)
Ship blueprint for an Anaconda
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Label SHIP_ANACONDA_EDGES in variable SHIP_ANACONDA
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Label SHIP_ANACONDA_FACES in variable SHIP_ANACONDA
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Variable SHIP_ASP_MK_2 (category: Drawing ships)
Ship blueprint for an Asp Mk II
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Label SHIP_ASP_MK_2_EDGES in variable SHIP_ASP_MK_2
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Label SHIP_ASP_MK_2_FACES in variable SHIP_ASP_MK_2
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Variable SHIP_ASTEROID (category: Drawing ships)
Ship blueprint for an asteroid
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Label SHIP_ASTEROID_EDGES in variable SHIP_ASTEROID
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Label SHIP_ASTEROID_FACES in variable SHIP_ASTEROID
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Variable SHIP_BOA (category: Drawing ships)
Ship blueprint for a Boa
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Label SHIP_BOA_EDGES in variable SHIP_BOA
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Label SHIP_BOA_FACES in variable SHIP_BOA
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Variable SHIP_BOULDER (category: Drawing ships)
Ship blueprint for a boulder
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Label SHIP_BOULDER_EDGES in variable SHIP_BOULDER
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Label SHIP_BOULDER_FACES in variable SHIP_BOULDER
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Variable SHIP_CANISTER (category: Drawing ships)
Ship blueprint for a cargo canister
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Label SHIP_CANISTER_EDGES in variable SHIP_CANISTER
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Label SHIP_CANISTER_FACES in variable SHIP_CANISTER
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Variable SHIP_COBRA_MK_1 (category: Drawing ships)
Ship blueprint for a Cobra Mk I
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Label SHIP_COBRA_MK_1_EDGES in variable SHIP_COBRA_MK_1
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Label SHIP_COBRA_MK_1_FACES in variable SHIP_COBRA_MK_1
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Variable SHIP_COBRA_MK_3 (category: Drawing ships)
Ship blueprint for a Cobra Mk III
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Label SHIP_COBRA_MK_3_EDGES in variable SHIP_COBRA_MK_3
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Label SHIP_COBRA_MK_3_FACES in variable SHIP_COBRA_MK_3
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Variable SHIP_COBRA_MK_3_P (category: Drawing ships)
Ship blueprint for a Cobra Mk III (pirate)
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Label SHIP_COBRA_MK_3_P_EDGES in variable SHIP_COBRA_MK_3_P
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Label SHIP_COBRA_MK_3_P_FACES in variable SHIP_COBRA_MK_3_P
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Variable SHIP_CONSTRICTOR (category: Drawing ships)
Ship blueprint for a Constrictor
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Label SHIP_CONSTRICTOR_EDGES in variable SHIP_CONSTRICTOR
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Label SHIP_CONSTRICTOR_FACES in variable SHIP_CONSTRICTOR
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Variable SHIP_CORIOLIS (category: Drawing ships)
Ship blueprint for a Coriolis space station
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Label SHIP_CORIOLIS_EDGES in variable SHIP_CORIOLIS
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Label SHIP_CORIOLIS_FACES in variable SHIP_CORIOLIS
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Variable SHIP_COUGAR (category: Drawing ships)
Ship blueprint for a Cougar
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Label SHIP_COUGAR_EDGES in variable SHIP_COUGAR
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Label SHIP_COUGAR_FACES in variable SHIP_COUGAR
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Variable SHIP_DODO (category: Drawing ships)
Ship blueprint for a Dodecahedron ("Dodo") space station
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Label SHIP_DODO_EDGES in variable SHIP_DODO
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Label SHIP_DODO_FACES in variable SHIP_DODO
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Variable SHIP_ESCAPE_POD (category: Drawing ships)
Ship blueprint for an escape pod
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Label SHIP_ESCAPE_POD_EDGES in variable SHIP_ESCAPE_POD
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Label SHIP_ESCAPE_POD_FACES in variable SHIP_ESCAPE_POD
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Variable SHIP_FER_DE_LANCE (category: Drawing ships)
Ship blueprint for a Fer-de-Lance
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Label SHIP_FER_DE_LANCE_EDGES in variable SHIP_FER_DE_LANCE
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Label SHIP_FER_DE_LANCE_FACES in variable SHIP_FER_DE_LANCE
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Variable SHIP_GECKO (category: Drawing ships)
Ship blueprint for a Gecko
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Label SHIP_GECKO_EDGES in variable SHIP_GECKO
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Label SHIP_GECKO_FACES in variable SHIP_GECKO
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Variable SHIP_KRAIT (category: Drawing ships)
Ship blueprint for a Krait
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Label SHIP_KRAIT_EDGES in variable SHIP_KRAIT
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Label SHIP_KRAIT_FACES in variable SHIP_KRAIT
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Variable SHIP_MAMBA (category: Drawing ships)
Ship blueprint for a Mamba
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Label SHIP_MAMBA_EDGES in variable SHIP_MAMBA
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Label SHIP_MAMBA_FACES in variable SHIP_MAMBA
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Variable SHIP_MISSILE (category: Drawing ships)
Ship blueprint for a missile
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Label SHIP_MISSILE_EDGES in variable SHIP_MISSILE
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Label SHIP_MISSILE_FACES in variable SHIP_MISSILE
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Variable SHIP_MORAY (category: Drawing ships)
Ship blueprint for a Moray
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Label SHIP_MORAY_EDGES in variable SHIP_MORAY
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Label SHIP_MORAY_FACES in variable SHIP_MORAY
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Variable SHIP_PLATE (category: Drawing ships)
Ship blueprint for an alloy plate
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Label SHIP_PLATE_EDGES in variable SHIP_PLATE
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Label SHIP_PLATE_FACES in variable SHIP_PLATE
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Variable SHIP_PYTHON (category: Drawing ships)
Ship blueprint for a Python
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Label SHIP_PYTHON_EDGES in variable SHIP_PYTHON
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Label SHIP_PYTHON_FACES in variable SHIP_PYTHON
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Variable SHIP_PYTHON_P (category: Drawing ships)
Ship blueprint for a Python (pirate)
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Label SHIP_PYTHON_P_EDGES in variable SHIP_PYTHON_P
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Label SHIP_PYTHON_P_FACES in variable SHIP_PYTHON_P
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Variable SHIP_ROCK_HERMIT (category: Drawing ships)
Ship blueprint for a rock hermit (asteroid)
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Label SHIP_ROCK_HERMIT_EDGES in variable SHIP_ROCK_HERMIT
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Label SHIP_ROCK_HERMIT_FACES in variable SHIP_ROCK_HERMIT
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Variable SHIP_SHUTTLE (category: Drawing ships)
Ship blueprint for a Shuttle
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Label SHIP_SHUTTLE_EDGES in variable SHIP_SHUTTLE
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Label SHIP_SHUTTLE_FACES in variable SHIP_SHUTTLE
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Variable SHIP_SIDEWINDER (category: Drawing ships)
Ship blueprint for a Sidewinder
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Label SHIP_SIDEWINDER_EDGES in variable SHIP_SIDEWINDER
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Label SHIP_SIDEWINDER_FACES in variable SHIP_SIDEWINDER
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Variable SHIP_SPLINTER (category: Drawing ships)
Ship blueprint for a splinter
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Label SHIP_SPLINTER_FACES in variable SHIP_SPLINTER
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Variable SHIP_THARGOID (category: Drawing ships)
Ship blueprint for a Thargoid mothership
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Label SHIP_THARGOID_EDGES in variable SHIP_THARGOID
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Label SHIP_THARGOID_FACES in variable SHIP_THARGOID
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Variable SHIP_THARGON (category: Drawing ships)
Ship blueprint for a Thargon
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Label SHIP_THARGON_FACES in variable SHIP_THARGON
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Variable SHIP_TRANSPORTER (category: Drawing ships)
Ship blueprint for a Transporter
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Label SHIP_TRANSPORTER_EDGES in variable SHIP_TRANSPORTER
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Label SHIP_TRANSPORTER_FACES in variable SHIP_TRANSPORTER
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Variable SHIP_VIPER (category: Drawing ships)
Ship blueprint for a Viper
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Label SHIP_VIPER_EDGES in variable SHIP_VIPER
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Label SHIP_VIPER_FACES in variable SHIP_VIPER
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Variable SHIP_WORM (category: Drawing ships)
Ship blueprint for a Worm
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Label SHIP_WORM_EDGES in variable SHIP_WORM
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Label SHIP_WORM_FACES in variable SHIP_WORM
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints
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