ORG CODE% .WORDSELITE RECURSIVE TEXT TOKEN FILEMACRO CHAR x IF x = '`' EQUB 39 EOR RE ELSE EQUB x EOR RE ENDIF ENDMACROName: CHAR [Show more] Type: Macro Category: Text Summary: Macro definition for characters in the recursive token table Deep dive: Printing text tokens
The following macro is used when building the recursive token table: CHAR 'x' Insert ASCII character "x" To include an apostrophe, use a backtick character, as in CHAR '`'. See the deep dive on "Printing text tokens" for details on how characters are stored in the recursive token table.
Arguments: 'x' The character to insert into the tableMACRO TWOK t, k IF t = 'A' AND k = 'L' EQUB 128 EOR RE ENDIF IF t = 'L' AND k = 'E' EQUB 129 EOR RE ENDIF IF t = 'X' AND k = 'E' EQUB 130 EOR RE ENDIF IF t = 'G' AND k = 'E' EQUB 131 EOR RE ENDIF IF t = 'Z' AND k = 'A' EQUB 132 EOR RE ENDIF IF t = 'C' AND k = 'E' EQUB 133 EOR RE ENDIF IF t = 'B' AND k = 'I' EQUB 134 EOR RE ENDIF IF t = 'S' AND k = 'O' EQUB 135 EOR RE ENDIF IF t = 'U' AND k = 'S' EQUB 136 EOR RE ENDIF IF t = 'E' AND k = 'S' EQUB 137 EOR RE ENDIF IF t = 'A' AND k = 'R' EQUB 138 EOR RE ENDIF IF t = 'M' AND k = 'A' EQUB 139 EOR RE ENDIF IF t = 'I' AND k = 'N' EQUB 140 EOR RE ENDIF IF t = 'D' AND k = 'I' EQUB 141 EOR RE ENDIF IF t = 'R' AND k = 'E' EQUB 142 EOR RE ENDIF IF t = 'A' AND k = '?' EQUB 143 EOR RE ENDIF IF t = 'E' AND k = 'R' EQUB 144 EOR RE ENDIF IF t = 'A' AND k = 'T' EQUB 145 EOR RE ENDIF IF t = 'E' AND k = 'N' EQUB 146 EOR RE ENDIF IF t = 'B' AND k = 'E' EQUB 147 EOR RE ENDIF IF t = 'R' AND k = 'A' EQUB 148 EOR RE ENDIF IF t = 'L' AND k = 'A' EQUB 149 EOR RE ENDIF IF t = 'V' AND k = 'E' EQUB 150 EOR RE ENDIF IF t = 'T' AND k = 'I' EQUB 151 EOR RE ENDIF IF t = 'E' AND k = 'D' EQUB 152 EOR RE ENDIF IF t = 'O' AND k = 'R' EQUB 153 EOR RE ENDIF IF t = 'Q' AND k = 'U' EQUB 154 EOR RE ENDIF IF t = 'A' AND k = 'N' EQUB 155 EOR RE ENDIF IF t = 'T' AND k = 'E' EQUB 156 EOR RE ENDIF IF t = 'I' AND k = 'S' EQUB 157 EOR RE ENDIF IF t = 'R' AND k = 'I' EQUB 158 EOR RE ENDIF IF t = 'O' AND k = 'N' EQUB 159 EOR RE ENDIF ENDMACROName: TWOK [Show more] Type: Macro Category: Text Summary: Macro definition for two-letter tokens in the token table Deep dive: Printing text tokens
The following macro is used when building the recursive token table: TWOK 'x', 'y' Insert two-letter token "xy" See the deep dive on "Printing text tokens" for details on how two-letter tokens are stored in the recursive token table.
Arguments: 'x' The first letter of the two-letter token to insert into the table 'y' The second letter of the two-letter token to insert into the tableMACRO CONT n EQUB n EOR RE ENDMACROName: CONT [Show more] Type: Macro Category: Text Summary: Macro definition for control codes in the recursive token table Deep dive: Printing text tokens
The following macro is used when building the recursive token table: CONT n Insert control code token {n} See the deep dive on "Printing text tokens" for details on how characters are stored in the recursive token table.
Arguments: n The control code to insert into the tableMACRO RTOK n IF n >= 0 AND n <= 95 t = n + 160 ELIF n >= 128 t = n - 114 ELSE t = n ENDIF EQUB t EOR RE ENDMACROName: RTOK [Show more] Type: Macro Category: Text Summary: Macro definition for recursive tokens in the recursive token table Deep dive: Printing text tokens
The following macro is used when building the recursive token table: RTOK n Insert recursive token [n] * Tokens 0-95 get stored as n + 160 * Tokens 128-145 get stored as n - 114 * Tokens 96-127 get stored as n See the deep dive on "Printing text tokens" for details on how recursive tokens are stored in the recursive token table.
Arguments: n The number of the recursive token to insert into the table, in the range 0 to 145.QQ18 RTOK 111 ; Token 0: "FUEL SCOOPS ON {beep}" RTOK 131 ; CONT 7 ; Encoded as: "[111][131]{7}" EQUB 0 CHAR ' ' ; Token 1: " CHART" CHAR 'C' ; CHAR 'H' ; Encoded as: " CH<138>T" TWOK 'A', 'R' CHAR 'T' EQUB 0 CHAR 'G' ; Token 2: "GOVERNMENT" CHAR 'O' ; TWOK 'V', 'E' ; Encoded as: "GO<150>RNM<146>T" CHAR 'R' CHAR 'N' CHAR 'M' TWOK 'E', 'N' CHAR 'T' EQUB 0 CHAR 'D' ; Token 3: "DATA ON {selected system name}" TWOK 'A', 'T' ; CHAR 'A' ; Encoded as: "D<145>A[131]{3}" RTOK 131 CONT 3 EQUB 0 TWOK 'I', 'N' ; Token 4: "INVENTORY{cr} TWOK 'V', 'E' ; " CHAR 'N' ; CHAR 'T' ; Encoded as: "<140><150>NT<153>Y{12}" TWOK 'O', 'R' CHAR 'Y' CONT 12 EQUB 0 CHAR 'S' ; Token 5: "SYSTEM" CHAR 'Y' ; CHAR 'S' ; Encoded as: "SYS<156>M" TWOK 'T', 'E' CHAR 'M' EQUB 0 CHAR 'P' ; Token 6: "PRICE" TWOK 'R', 'I' ; TWOK 'C', 'E' ; Encoded as: "P<158><133>" EQUB 0 CONT 2 ; Token 7: "{current system name} MARKET PRICES" CHAR ' ' ; TWOK 'M', 'A' ; Encoded as: "{2} <139>RKET [6]S" CHAR 'R' CHAR 'K' CHAR 'E' CHAR 'T' CHAR ' ' RTOK 6 CHAR 'S' EQUB 0 TWOK 'I', 'N' ; Token 8: "INDUSTRIAL" CHAR 'D' ; TWOK 'U', 'S' ; Encoded as: "<140>D<136>T<158><128>" CHAR 'T' TWOK 'R', 'I' TWOK 'A', 'L' EQUB 0 CHAR 'A' ; Token 9: "AGRICULTURAL" CHAR 'G' ; TWOK 'R', 'I' ; Encoded as: "AG<158>CULTU<148>L" CHAR 'C' CHAR 'U' CHAR 'L' CHAR 'T' CHAR 'U' TWOK 'R', 'A' CHAR 'L' EQUB 0 TWOK 'R', 'I' ; Token 10: "RICH " CHAR 'C' ; CHAR 'H' ; Encoded as: "<158>CH " CHAR ' ' EQUB 0 CHAR 'A' ; Token 11: "AVERAGE " TWOK 'V', 'E' ; TWOK 'R', 'A' ; Encoded as: "A<150><148><131> " TWOK 'G', 'E' CHAR ' ' EQUB 0 CHAR 'P' ; Token 12: "POOR " CHAR 'O' ; TWOK 'O', 'R' ; Encoded as: "PO<153> " CHAR ' ' EQUB 0 TWOK 'M', 'A' ; Token 13: "MAINLY " TWOK 'I', 'N' ; CHAR 'L' ; Encoded as: "<139><140>LY " CHAR 'Y' CHAR ' ' EQUB 0 CHAR 'U' ; Token 14: "UNIT" CHAR 'N' ; CHAR 'I' ; Encoded as: "UNIT" CHAR 'T' EQUB 0 CHAR 'V' ; Token 15: "VIEW " CHAR 'I' ; CHAR 'E' ; Encoded as: "VIEW " CHAR 'W' CHAR ' ' EQUB 0 TWOK 'Q', 'U' ; Token 16: "QUANTITY" TWOK 'A', 'N' ; TWOK 'T', 'I' ; Encoded as: "<154><155><151>TY" CHAR 'T' CHAR 'Y' EQUB 0 TWOK 'A', 'N' ; Token 17: "ANARCHY" TWOK 'A', 'R' ; CHAR 'C' ; Encoded as: "<155><138>CHY" CHAR 'H' CHAR 'Y' EQUB 0 CHAR 'F' ; Token 18: "FEUDAL" CHAR 'E' ; CHAR 'U' ; Encoded as: "FEUD<128>" CHAR 'D' TWOK 'A', 'L' EQUB 0 CHAR 'M' ; Token 19: "MULTI-GOVERNMENT" CHAR 'U' ; CHAR 'L' ; Encoded as: "MUL<151>-[2]" TWOK 'T', 'I' CHAR '-' RTOK 2 EQUB 0 TWOK 'D', 'I' ; Token 20: "DICTATORSHIP" CHAR 'C' ; CHAR 'T' ; Encoded as: "<141>CT<145><153>[25]" TWOK 'A', 'T' TWOK 'O', 'R' RTOK 25 EQUB 0 RTOK 91 ; Token 21: "COMMUNIST" CHAR 'M' ; CHAR 'U' ; Encoded as: "[91]MUN<157>T" CHAR 'N' TWOK 'I', 'S' CHAR 'T' EQUB 0 CHAR 'C' ; Token 22: "CONFEDERACY" TWOK 'O', 'N' ; CHAR 'F' ; Encoded as: "C<159>F<152><144>ACY" TWOK 'E', 'D' TWOK 'E', 'R' CHAR 'A' CHAR 'C' CHAR 'Y' EQUB 0 CHAR 'D' ; Token 23: "DEMOCRACY" CHAR 'E' ; CHAR 'M' ; Encoded as: "DEMOC<148>CY" CHAR 'O' CHAR 'C' TWOK 'R', 'A' CHAR 'C' CHAR 'Y' EQUB 0 CHAR 'C' ; Token 24: "CORPORATE STATE" TWOK 'O', 'R' ; CHAR 'P' ; Encoded as: "C<153>P<153><145>E [43]<145>E" TWOK 'O', 'R' TWOK 'A', 'T' CHAR 'E' CHAR ' ' RTOK 43 TWOK 'A', 'T' CHAR 'E' EQUB 0 CHAR 'S' ; Token 25: "SHIP" CHAR 'H' ; CHAR 'I' ; Encoded as: "SHIP" CHAR 'P' EQUB 0 CHAR 'P' ; Token 26: "PRODUCT" RTOK 94 ; CHAR 'D' ; Encoded as: "P[94]]DUCT" CHAR 'U' CHAR 'C' CHAR 'T' EQUB 0 CHAR ' ' ; Token 27: " LASER" TWOK 'L', 'A' ; CHAR 'S' ; Encoded as: " <149>S<144>" TWOK 'E', 'R' EQUB 0 CHAR 'H' ; Token 28: "HUMAN COLONIAL" CHAR 'U' ; CHAR 'M' ; Encoded as: "HUM<155> COL<159>I<128>" TWOK 'A', 'N' CHAR ' ' CHAR 'C' CHAR 'O' CHAR 'L' TWOK 'O', 'N' CHAR 'I' TWOK 'A', 'L' EQUB 0 CHAR 'H' ; Token 29: "HYPERSPACE " CHAR 'Y' ; CHAR 'P' ; Encoded as: "HYP<144>SPA<133> " TWOK 'E', 'R' CHAR 'S' CHAR 'P' CHAR 'A' TWOK 'C', 'E' CHAR ' ' EQUB 0 CHAR 'S' ; Token 30: "SHORT RANGE CHART" CHAR 'H' ; TWOK 'O', 'R' ; Encoded as: "SH<153>T [42][1]" CHAR 'T' CHAR ' ' RTOK 42 RTOK 1 EQUB 0 TWOK 'D', 'I' ; Token 31: "DISTANCE" RTOK 43 ; TWOK 'A', 'N' ; Encoded as: "<141>[43]<155><133>" TWOK 'C', 'E' EQUB 0 CHAR 'P' ; Token 32: "POPULATION" CHAR 'O' ; CHAR 'P' ; Encoded as: "POPUL<145>I<159>" CHAR 'U' CHAR 'L' TWOK 'A', 'T' CHAR 'I' TWOK 'O', 'N' EQUB 0 CHAR 'G' ; Token 33: "GROSS PRODUCTIVITY" RTOK 94 ; CHAR 'S' ; Encoded as: "G[94]SS [26]IVITY" CHAR 'S' CHAR ' ' RTOK 26 CHAR 'I' CHAR 'V' CHAR 'I' CHAR 'T' CHAR 'Y' EQUB 0 CHAR 'E' ; Token 34: "ECONOMY" CHAR 'C' ; TWOK 'O', 'N' ; Encoded as: "EC<159>OMY" CHAR 'O' CHAR 'M' CHAR 'Y' EQUB 0 CHAR ' ' ; Token 35: " LIGHT YEARS" CHAR 'L' ; CHAR 'I' ; Encoded as: " LIGHT YE<138>S" CHAR 'G' CHAR 'H' CHAR 'T' CHAR ' ' CHAR 'Y' CHAR 'E' TWOK 'A', 'R' CHAR 'S' EQUB 0 TWOK 'T', 'E' ; Token 36: "TECH.LEVEL" CHAR 'C' ; CHAR 'H' ; Encoded as: "<156>CH.<129><150>L" CHAR '.' TWOK 'L', 'E' TWOK 'V', 'E' CHAR 'L' EQUB 0 CHAR 'C' ; Token 37: "CASH" CHAR 'A' ; CHAR 'S' ; Encoded as: "CASH" CHAR 'H' EQUB 0 CHAR ' ' ; Token 38: " BILLION" TWOK 'B', 'I' ; RTOK 129 ; Encoded as: " <134>[129]I<159>" CHAR 'I' TWOK 'O', 'N' EQUB 0 RTOK 122 ; Token 39: "GALACTIC CHART{galaxy number}" RTOK 1 ; CONT 1 ; Encoded as: "[122][1]{1}" EQUB 0 CHAR 'T' ; Token 40: "TARGET LOST" TWOK 'A', 'R' ; TWOK 'G', 'E' ; Encoded as: "T<138><131>T LO[43]" CHAR 'T' CHAR ' ' CHAR 'L' CHAR 'O' RTOK 43 EQUB 0 RTOK 106 ; Token 41: "MISSILE JAMMED" CHAR ' ' ; CHAR 'J' ; Encoded as: "[106] JAMM<152>" CHAR 'A' CHAR 'M' CHAR 'M' TWOK 'E', 'D' EQUB 0 CHAR 'R' ; Token 42: "RANGE" TWOK 'A', 'N' ; TWOK 'G', 'E' ; Encoded as: "R<155><131>" EQUB 0 CHAR 'S' ; Token 43: "ST" CHAR 'T' ; EQUB 0 ; Encoded as: "ST" RTOK 16 ; Token 44: "QUANTITY OF " CHAR ' ' ; CHAR 'O' ; Encoded as: "[16] OF " CHAR 'F' CHAR ' ' EQUB 0 CHAR 'S' ; Token 45: "SELL" CHAR 'E' ; RTOK 129 ; Encoded as: "SE[129]" EQUB 0 CHAR ' ' ; Token 46: " CARGO{sentence case}" CHAR 'C' ; TWOK 'A', 'R' ; Encoded as: " C<138>GO{6}" CHAR 'G' CHAR 'O' CONT 6 EQUB 0 CHAR 'E' ; Token 47: "EQUIP" TWOK 'Q', 'U' ; CHAR 'I' ; Encoded as: "E<154>IP" CHAR 'P' EQUB 0 CHAR 'F' ; Token 48: "FOOD" CHAR 'O' ; CHAR 'O' ; Encoded as: "FOOD" CHAR 'D' EQUB 0 TWOK 'T', 'E' ; Token 49: "TEXTILES" CHAR 'X' ; TWOK 'T', 'I' ; Encoded as: "<156>X<151>L<137>" CHAR 'L' TWOK 'E', 'S' EQUB 0 TWOK 'R', 'A' ; Token 50: "RADIOACTIVES" TWOK 'D', 'I' ; CHAR 'O' ; Encoded as: "<148><141>OAC<151><150>S" CHAR 'A' CHAR 'C' TWOK 'T', 'I' TWOK 'V', 'E' CHAR 'S' EQUB 0 CHAR 'S' ; Token 51: "SLAVES" TWOK 'L', 'A' ; TWOK 'V', 'E' ; Encoded as: "S<149><150>S" CHAR 'S' EQUB 0 CHAR 'L' ; Token 52: "LIQUOR/WINES" CHAR 'I' ; TWOK 'Q', 'U' ; Encoded as: "LI<154><153>/W<140><137>" TWOK 'O', 'R' CHAR '/' CHAR 'W' TWOK 'I', 'N' TWOK 'E', 'S' EQUB 0 CHAR 'L' ; Token 53: "LUXURIES" CHAR 'U' ; CHAR 'X' ; Encoded as: "LUXU<158><137>" CHAR 'U' TWOK 'R', 'I' TWOK 'E', 'S' EQUB 0 CHAR 'N' ; Token 54: "NARCOTICS" TWOK 'A', 'R' ; CHAR 'C' ; Encoded as: "N<138>CO<151>CS" CHAR 'O' TWOK 'T', 'I' CHAR 'C' CHAR 'S' EQUB 0 RTOK 91 ; Token 55: "COMPUTERS" CHAR 'P' ; CHAR 'U' ; Encoded as: "[91]PUT<144>S" CHAR 'T' TWOK 'E', 'R' CHAR 'S' EQUB 0 TWOK 'M', 'A' ; Token 56: "MACHINERY" CHAR 'C' ; CHAR 'H' ; Encoded as: "<139>CH<140><144>Y" TWOK 'I', 'N' TWOK 'E', 'R' CHAR 'Y' EQUB 0 CHAR 'A' ; Token 57: "ALLOYS" CHAR 'L' ; CHAR 'L' ; Encoded as: "ALLOYS" CHAR 'O' CHAR 'Y' CHAR 'S' EQUB 0 CHAR 'F' ; Token 58: "FIREARMS" CHAR 'I' ; TWOK 'R', 'E' ; Encoded as: "FI<142><138>MS" TWOK 'A', 'R' CHAR 'M' CHAR 'S' EQUB 0 CHAR 'F' ; Token 59: "FURS" CHAR 'U' ; CHAR 'R' ; Encoded as: "FURS" CHAR 'S' EQUB 0 CHAR 'M' ; Token 60: "MINERALS" TWOK 'I', 'N' ; TWOK 'E', 'R' ; Encoded as: "M<140><144><128>S" TWOK 'A', 'L' CHAR 'S' EQUB 0 CHAR 'G' ; Token 61: "GOLD" CHAR 'O' ; CHAR 'L' ; Encoded as: "GOLD" CHAR 'D' EQUB 0 CHAR 'P' ; Token 62: "PLATINUM" CHAR 'L' ; TWOK 'A', 'T' ; Encoded as: "PL<145><140>UM" TWOK 'I', 'N' CHAR 'U' CHAR 'M' EQUB 0 TWOK 'G', 'E' ; Token 63: "GEM-STONES" CHAR 'M' ; CHAR '-' ; Encoded as: "<131>M-[43]<159><137>" RTOK 43 TWOK 'O', 'N' TWOK 'E', 'S' EQUB 0 TWOK 'A', 'L' ; Token 64: "ALIEN ITEMS" CHAR 'I' ; TWOK 'E', 'N' ; Encoded as: "<128>I<146> [127]S" CHAR ' ' RTOK 127 CHAR 'S' EQUB 0 CONT 12 ; Token 65: "{cr} CHAR '1' ; 10{cash} CR{cr} CHAR '0' ; 5{cash} CR{cr} CONT 0 ; " CHAR '5' ; CONT 0 ; Encoded as: "{12}10{0}5{0}" EQUB 0 CHAR ' ' ; Token 66: " CR" CHAR 'C' ; CHAR 'R' ; Encoded as: " CR" EQUB 0 CHAR 'L' ; Token 67: "LARGE" TWOK 'A', 'R' ; TWOK 'G', 'E' ; Encoded as: "L<138><131>" EQUB 0 CHAR 'F' ; Token 68: "FIERCE" CHAR 'I' ; TWOK 'E', 'R' ; Encoded as: "FI<144><133>" TWOK 'C', 'E' EQUB 0 CHAR 'S' ; Token 69: "SMALL" TWOK 'M', 'A' ; RTOK 129 ; Encoded as: "S<139>[129]" EQUB 0 CHAR 'G' ; Token 70: "GREEN" TWOK 'R', 'E' ; TWOK 'E', 'N' ; Encoded as: "G<142><146>" EQUB 0 CHAR 'R' ; Token 71: "RED" TWOK 'E', 'D' ; EQUB 0 ; Encoded as: "R<152>" CHAR 'Y' ; Token 72: "YELLOW" CHAR 'E' ; RTOK 129 ; Encoded as: "YE[129]OW" CHAR 'O' CHAR 'W' EQUB 0 CHAR 'B' ; Token 73: "BLUE" CHAR 'L' ; CHAR 'U' ; Encoded as: "BLUE" CHAR 'E' EQUB 0 CHAR 'B' ; Token 74: "BLACK" TWOK 'L', 'A' ; CHAR 'C' ; Encoded as: "B<149>CK" CHAR 'K' EQUB 0 RTOK 136 ; Token 75: "HARMLESS" EQUB 0 ; ; Encoded as: "[136]" CHAR 'S' ; Token 76: "SLIMY" CHAR 'L' ; CHAR 'I' ; Encoded as: "SLIMY" CHAR 'M' CHAR 'Y' EQUB 0 CHAR 'B' ; Token 77: "BUG-EYED" CHAR 'U' ; CHAR 'G' ; Encoded as: "BUG-EY<152>" CHAR '-' CHAR 'E' CHAR 'Y' TWOK 'E', 'D' EQUB 0 CHAR 'H' ; Token 78: "HORNED" TWOK 'O', 'R' ; CHAR 'N' ; Encoded as: "H<153>N<152>" TWOK 'E', 'D' EQUB 0 CHAR 'B' ; Token 79: "BONY" TWOK 'O', 'N' ; CHAR 'Y' ; Encoded as: "B<159>Y" EQUB 0 CHAR 'F' ; Token 80: "FAT" TWOK 'A', 'T' ; EQUB 0 ; Encoded as: "F<145>" CHAR 'F' ; Token 81: "FURRY" CHAR 'U' ; CHAR 'R' ; Encoded as: "FURRY" CHAR 'R' CHAR 'Y' EQUB 0 RTOK 94 ; Token 82: "RODENT" CHAR 'D' ; TWOK 'E', 'N' ; Encoded as: "[94]D<146>T" CHAR 'T' EQUB 0 CHAR 'F' ; Token 83: "FROG" RTOK 94 ; CHAR 'G' ; Encoded as: "F[94]G" EQUB 0 CHAR 'L' ; Token 84: "LIZARD" CHAR 'I' ; TWOK 'Z', 'A' ; Encoded as: "LI<132>RD" CHAR 'R' CHAR 'D' EQUB 0 CHAR 'L' ; Token 85: "LOBSTER" CHAR 'O' ; CHAR 'B' ; Encoded as: "LOB[43]<144>" RTOK 43 TWOK 'E', 'R' EQUB 0 TWOK 'B', 'I' ; Token 86: "BIRD" CHAR 'R' ; CHAR 'D' ; Encoded as: "<134>RD" EQUB 0 CHAR 'H' ; Token 87: "HUMANOID" CHAR 'U' ; CHAR 'M' ; Encoded as: "HUM<155>OID" TWOK 'A', 'N' CHAR 'O' CHAR 'I' CHAR 'D' EQUB 0 CHAR 'F' ; Token 88: "FELINE" CHAR 'E' ; CHAR 'L' ; Encoded as: "FEL<140>E" TWOK 'I', 'N' CHAR 'E' EQUB 0 TWOK 'I', 'N' ; Token 89: "INSECT" CHAR 'S' ; CHAR 'E' ; Encoded as: "<140>SECT" CHAR 'C' CHAR 'T' EQUB 0 RTOK 11 ; Token 90: "AVERAGE RADIUS" TWOK 'R', 'A' ; TWOK 'D', 'I' ; Encoded as: "[11]<148><141><136>" TWOK 'U', 'S' EQUB 0 CHAR 'C' ; Token 91: "COM" CHAR 'O' ; CHAR 'M' ; Encoded as: "COM" EQUB 0 RTOK 91 ; Token 92: "COMMANDER" CHAR 'M' ; TWOK 'A', 'N' ; Encoded as: "[91]M<155>D<144>" CHAR 'D' TWOK 'E', 'R' EQUB 0 CHAR ' ' ; Token 93: " DESTROYED" CHAR 'D' ; TWOK 'E', 'S' ; Encoded as: " D<137>T[94]Y<152>" CHAR 'T' RTOK 94 CHAR 'Y' TWOK 'E', 'D' EQUB 0 CHAR 'R' ; Token 94: "RO" CHAR 'O' ; EQUB 0 ; Encoded as: "RO" RTOK 14 ; Token 95: "UNIT QUANTITY{cr} CHAR ' ' ; PRODUCT UNIT PRICE FOR SALE{cr}{lf} CHAR ' ' ; " RTOK 16 ; CONT 12 ; Encoded as: "[14] [16]{13} [26] [14] [6] F<153> CHAR ' ' ; SA<129>{12}{10}" RTOK 26 CHAR ' ' CHAR ' ' CHAR ' ' RTOK 14 CHAR ' ' RTOK 6 CHAR ' ' CHAR 'F' TWOK 'O', 'R' CHAR ' ' CHAR 'S' CHAR 'A' TWOK 'L', 'E' CONT 12 CONT 10 EQUB 0 CHAR 'F' ; Token 96: "FRONT" CHAR 'R' ; TWOK 'O', 'N' ; Encoded as: "FR<159>T" CHAR 'T' EQUB 0 TWOK 'R', 'E' ; Token 97: "REAR" TWOK 'A', 'R' ; EQUB 0 ; Encoded as: "<142><138>" TWOK 'L', 'E' ; Token 98: "LEFT" CHAR 'F' ; CHAR 'T' ; Encoded as: "<129>FT" EQUB 0 TWOK 'R', 'I' ; Token 99: "RIGHT" CHAR 'G' ; CHAR 'H' ; Encoded as: "<158>GHT" CHAR 'T' EQUB 0 RTOK 121 ; Token 100: "ENERGY LOW{beep}" CHAR 'L' ; CHAR 'O' ; Encoded as: "[121]LOW{7}" CHAR 'W' CONT 7 EQUB 0 RTOK 99 ; Token 101: "RIGHT ON COMMANDER!" RTOK 131 ; RTOK 92 ; Encoded as: "[99][131][92]!" CHAR '!' EQUB 0 CHAR 'E' ; Token 102: "EXTRA " CHAR 'X' ; CHAR 'T' ; Encoded as: "EXT<148> " TWOK 'R', 'A' CHAR ' ' EQUB 0 CHAR 'P' ; Token 103: "PULSE LASER" CHAR 'U' ; CHAR 'L' ; Encoded as: "PULSE[27]" CHAR 'S' CHAR 'E' RTOK 27 EQUB 0 TWOK 'B', 'E' ; Token 104: "BEAM LASER" CHAR 'A' ; CHAR 'M' ; Encoded as: "<147>AM[27]" RTOK 27 EQUB 0 CHAR 'F' ; Token 105: "FUEL" CHAR 'U' ; CHAR 'E' ; Encoded as: "FUEL" CHAR 'L' EQUB 0 CHAR 'M' ; Token 106: "MISSILE" TWOK 'I', 'S' ; CHAR 'S' ; Encoded as: "M<157>SI<129>" CHAR 'I' TWOK 'L', 'E' EQUB 0 RTOK 67 ; Token 107: "LARGE CARGO{sentence case} BAY" RTOK 46 ; CHAR ' ' ; Encoded as: "[67][46] BAY" CHAR 'B' CHAR 'A' CHAR 'Y' EQUB 0 CHAR 'E' ; Token 108: "E.C.M.SYSTEM" CHAR '.' ; CHAR 'C' ; Encoded as: "E.C.M.[5]" CHAR '.' CHAR 'M' CHAR '.' RTOK 5 EQUB 0 RTOK 102 ; Token 109: "EXTRA PULSE LASERS" RTOK 103 ; CHAR 'S' ; Encoded as: "[102][103]S" EQUB 0 RTOK 102 ; Token 110: "EXTRA BEAM LASERS" RTOK 104 ; CHAR 'S' ; Encoded as: "[102][104]S" EQUB 0 RTOK 105 ; Token 111: "FUEL SCOOPS" CHAR ' ' ; CHAR 'S' ; Encoded as: "[105] SCOOPS" CHAR 'C' CHAR 'O' CHAR 'O' CHAR 'P' CHAR 'S' EQUB 0 TWOK 'E', 'S' ; Token 112: "ESCAPE POD" CHAR 'C' ; CHAR 'A' ; Encoded as: "<137>CAPE POD" CHAR 'P' CHAR 'E' CHAR ' ' CHAR 'P' CHAR 'O' CHAR 'D' EQUB 0 RTOK 121 ; Token 113: "ENERGY BOMB" CHAR 'B' ; CHAR 'O' ; Encoded as: "[121]BOMB" CHAR 'M' CHAR 'B' EQUB 0 IF _GMA_RELEASE OR _SOURCE_DISK_FILES RTOK 102 ; Token 114: "EXTRA ENERGY UNIT" RTOK 121 ; RTOK 14 ; Encoded as: "[102][121][14]" EQUB 0 ELIF _SOURCE_DISK_BUILD RTOK 121 ; Token 114: "ENERGY UNIT" RTOK 14 ; EQUB 0 ; Encoded as: "[121][14]" ENDIF CHAR 'D' ; Token 115: "DOCKING COMPUTERS" CHAR 'O' ; CHAR 'C' ; Encoded as: "DOCK<140>G [55]" CHAR 'K' TWOK 'I', 'N' CHAR 'G' CHAR ' ' RTOK 55 EQUB 0 RTOK 122 ; Token 116: "GALACTIC HYPERSPACE " CHAR ' ' ; RTOK 29 ; Encoded as: "[122] [29]" EQUB 0 CHAR 'M' ; Token 117: "MILITARY LASER" CHAR 'I' ; CHAR 'L' ; Encoded as: "MILIT<138>Y [27]" CHAR 'I' CHAR 'T' TWOK 'A', 'R' CHAR 'Y' CHAR ' ' RTOK 27 EQUB 0 CHAR 'M' ; Token 118: "MINING LASER" TWOK 'I', 'N' ; TWOK 'I', 'N' ; Encoded as: "M<140><140>G [27]" CHAR 'G' CHAR ' ' RTOK 27 EQUB 0 RTOK 37 ; Token 119: "CASH:{cash} CR{cr} CHAR ':' ; " CONT 0 ; EQUB 0 ; Encoded as: "[37]:{0}" TWOK 'I', 'N' ; Token 120: "INCOMING MISSILE" RTOK 91 ; TWOK 'I', 'N' ; Encoded as: "<140>[91]<140>G [106]" CHAR 'G' CHAR ' ' RTOK 106 EQUB 0 TWOK 'E', 'N' ; Token 121: "ENERGY " TWOK 'E', 'R' ; CHAR 'G' ; Encoded as: "<146><144>GY " CHAR 'Y' CHAR ' ' EQUB 0 CHAR 'G' ; Token 122: "GALACTIC" CHAR 'A' ; TWOK 'L', 'A' ; Encoded as: "GA<149>C<151>C" CHAR 'C' TWOK 'T', 'I' CHAR 'C' EQUB 0 RTOK 115 ; Token 123: "DOCKING COMPUTERS ON" CHAR ' ' ; CHAR 'O' ; Encoded as: "[115] ON" CHAR 'N' EQUB 0 CHAR 'A' ; Token 124: "ALL" RTOK 129 ; EQUB 0 ; Encoded as: "A[129]" CONT 5 ; Token 125: "FUEL: {fuel level} LIGHT YEARS{cr} TWOK 'L', 'E' ; CASH:{cash} CR{cr} CHAR 'G' ; LEGAL STATUS:" TWOK 'A', 'L' ; CHAR ' ' ; Encoded as: "{5}<129>G<128> [43]<145><136>:" RTOK 43 TWOK 'A', 'T' TWOK 'U', 'S' CHAR ':' EQUB 0 RTOK 92 ; Token 126: "COMMANDER {commander name}{cr} CHAR ' ' ; {cr} CONT 4 ; {cr} CONT 12 ; {sentence case}PRESENT SYSTEM{tab to CONT 12 ; column 21}:{current system name}{cr} CONT 12 ; HYPERSPACE SYSTEM{tab to column 21}: CONT 6 ; {selected system name}{cr} RTOK 145 ; CONDITION{tab to column 21}:" CHAR ' ' ; RTOK 5 ; Encoded as: "[92] {4}{12}{12}{12}{6}[145] [5]{9}{2} CONT 9 ; {12}[29][5]{9}{3}{13}C<159><141><151> CONT 2 ; <159>{9}" CONT 12 RTOK 29 RTOK 5 CONT 9 CONT 3 CONT 12 CHAR 'C' TWOK 'O', 'N' TWOK 'D', 'I' TWOK 'T', 'I' TWOK 'O', 'N' CONT 9 EQUB 0 CHAR 'I' ; Token 127: "ITEM" TWOK 'T', 'E' ; CHAR 'M' ; Encoded as: "I<156>M" EQUB 0 EQUB 0 ; Token 128: "" ; ; Encoded as: "" CHAR 'L' ; Token 129: "LL" CHAR 'L' ; EQUB 0 ; Encoded as: "LL" TWOK 'R', 'A' ; Token 130: "RATING:" TWOK 'T', 'I' ; CHAR 'N' ; Encoded as: "<148><151>NG:" CHAR 'G' CHAR ':' EQUB 0 CHAR ' ' ; Token 131: " ON " TWOK 'O', 'N' ; CHAR ' ' ; Encoded as: " <159> " EQUB 0 CONT 12 ; Token 132: "{cr} CONT 8 ; {all caps}EQUIPMENT: {sentence case}" RTOK 47 ; CHAR 'M' ; Encoded as: "{12}{8}[47]M<146>T:{6}" TWOK 'E', 'N' CHAR 'T' CHAR ':' CONT 6 EQUB 0 CHAR 'C' ; Token 133: "CLEAN" TWOK 'L', 'E' ; TWOK 'A', 'N' ; Encoded as: "C<129><155>" EQUB 0 CHAR 'O' ; Token 134: "OFFENDER" CHAR 'F' ; CHAR 'F' ; Encoded as: "OFF<146>D<144>" TWOK 'E', 'N' CHAR 'D' TWOK 'E', 'R' EQUB 0 CHAR 'F' ; Token 135: "FUGITIVE" CHAR 'U' ; CHAR 'G' ; Encoded as: "FUGI<151><150>" CHAR 'I' TWOK 'T', 'I' TWOK 'V', 'E' EQUB 0 CHAR 'H' ; Token 136: "HARMLESS" TWOK 'A', 'R' ; CHAR 'M' ; Encoded as: "H<138>M<129>SS" TWOK 'L', 'E' CHAR 'S' CHAR 'S' EQUB 0 CHAR 'M' ; Token 137: "MOSTLY HARMLESS" CHAR 'O' ; RTOK 43 ; Encoded as: "MO[43]LY [136]" CHAR 'L' CHAR 'Y' CHAR ' ' RTOK 136 EQUB 0 RTOK 12 ; Token 138: "POOR " EQUB 0 ; ; Encoded as: "[12]" RTOK 11 ; Token 139: "AVERAGE " EQUB 0 ; ; Encoded as: "[11]" CHAR 'A' ; Token 140: "ABOVE AVERAGE " CHAR 'B' ; CHAR 'O' ; Encoded as: "ABO<150> [11]" TWOK 'V', 'E' CHAR ' ' RTOK 11 EQUB 0 RTOK 91 ; Token 141: "COMPETENT" CHAR 'P' ; CHAR 'E' ; Encoded as: "[91]PET<146>T" CHAR 'T' TWOK 'E', 'N' CHAR 'T' EQUB 0 CHAR 'D' ; Token 142: "DANGEROUS" TWOK 'A', 'N' ; TWOK 'G', 'E' ; Encoded as: "D<155><131>[94]<136>" RTOK 94 TWOK 'U', 'S' EQUB 0 CHAR 'D' ; Token 143: "DEADLY" CHAR 'E' ; CHAR 'A' ; Encoded as: "DEADLY" CHAR 'D' CHAR 'L' CHAR 'Y' EQUB 0 CHAR '-' ; Token 144: "---- E L I T E ----" CHAR '-' ; CHAR '-' ; Encoded as: "---- E L I T E ----" CHAR '-' CHAR ' ' CHAR 'E' CHAR ' ' CHAR 'L' CHAR ' ' CHAR 'I' CHAR ' ' CHAR 'T' CHAR ' ' CHAR 'E' CHAR ' ' CHAR '-' CHAR '-' CHAR '-' CHAR '-' EQUB 0 CHAR 'P' ; Token 145: "PRESENT" TWOK 'R', 'E' ; CHAR 'S' ; Encoded as: "P<142>S<146>T" TWOK 'E', 'N' CHAR 'T' EQUB 0 CONT 8 ; Token 146: "{all caps}GAME OVER" CHAR 'G' ; CHAR 'A' ; Encoded as: "{8}GAME O<150>R" CHAR 'M' CHAR 'E' CHAR ' ' CHAR 'O' TWOK 'V', 'E' CHAR 'R' EQUB 0 IF _GMA_RELEASE OR _SOURCE_DISK_FILES SKIP 4 ; These bytes appear to be unused ELIF _SOURCE_DISK_BUILD SKIP 5 ; These bytes appear to be unused ENDIFName: QQ18 [Show more] Type: Variable Category: Text Summary: The recursive token table for tokens 0-148 Deep dive: Printing text tokensContext: See this variable on its own page References: No direct references to this variable in this source file.SNE FOR I%, 0, 31 N = ABS(SIN((I% / 64) * 2 * PI)) IF N >= 1 EQUB 255 ELSE EQUB INT(256 * N + 0.5) ENDIF NEXTName: SNE [Show more] Type: Variable Category: Maths (Geometry) Summary: Sine/cosine table Deep dive: The sine, cosine and arctan tables Drawing circles Drawing ellipsesContext: See this variable on its own page References: No direct references to this variable in this source file
This lookup table contains sine values for the first half of a circle, from 0 to 180 degrees (0 to PI radians). In terms of circle or ellipse line segments, there are 64 segments in a circle, so this contains sine values for segments 0 to 31. In terms of segments, to calculate the sine of the angle at segment x, we look up the value in SNE + x, and to calculate the cosine of the angle we look up the value in SNE + ((x + 16) mod 32). In terms of radians, to calculate the following: sin(theta) * 256 where theta is in radians, we look up the value in: SNE + (theta * 10) To calculate the following: cos(theta) * 256 where theta is in radians, look up the value in: SNE + ((theta * 10) + 16) mod 32 Theta must be between 0 and 3.1 radians, so theta * 10 is between 0 and 31..ACT FOR I%, 0, 31 EQUB INT((128 / PI) * ATN(I% / 32) + 0.5) NEXTName: ACT [Show more] Type: Variable Category: Maths (Geometry) Summary: Arctan table Deep dive: The sine, cosine and arctan tablesContext: See this variable on its own page References: No direct references to this variable in this source file
This table contains lookup values for arctangent calculations involving angles in the range 0 to 45 degrees (or 0 to PI / 4 radians). To calculate the value of theta in the following: theta = arctan(t) where 0 <= t < 1, we look up the value in: ACT + (t * 32) The result will be an integer representing the angle in radians, where 256 represents a full circle of 360 degrees (2 * PI radians). The result of the lookup will therefore be an integer in the range 0 to 31, as this represents 0 to 45 degrees (0 to PI / 4 radians). The table does not support values of t >= 1 or t < 0 directly, so if we need to calculate the arctangent for an angle greater than 45 degrees, we can apply the following calculation to the result from the table: * For t > 1, arctan(t) = 64 - arctan(1 / t) For negative values of t where -1 < t < 0, we can apply the following calculation to the result from the table: * For t < 0, arctan(-t) = 128 - arctan(t) Finally, if t < -1, we can do the first calculation to get arctan(|t|), and the second to get arctan(-|t|).PRINT "WORDS" PRINT "Assembled at ", ~WORDS PRINT "Ends at ", ~P% PRINT "Code size is ", ~(P% - WORDS) PRINT "Execute at ", ~LOAD% PRINT "Reload at ", ~LOAD% PRINT "S.C.WORDS ", ~WORDS, " ", ~P%, " ", ~LOAD%, " ", ~LOAD% SAVE "3-assembled-output/WORDS.bin", WORDS, P%, LOAD%Save WORDS.bin.FONT INCBIN "1-source-files/fonts/C.FONT.bin"ELITE FONT FILE.IANTOKELITE EXTENDED TEXT TOKEN FILEMACRO EJMP n EQUB n EOR VE ENDMACROName: EJMP [Show more] Type: Macro Category: Text Summary: Macro definition for jump tokens in the extended token table Deep dive: Extended text tokensContext: See this macro on its own page References: This macro is used as follows: * RUTOK uses EJMP * TKN1 uses EJMP
The following macro is used when building the extended token table: EJMP n Insert a jump to address n in the JMTB table See the deep dive on "Printing extended text tokens" for details on how jump tokens are stored in the extended token table.
Arguments: n The jump number to insert into the tableMACRO ECHR x IF x = '`' EQUB 39 EOR VE ELSE EQUB x EOR VE ENDIF ENDMACROName: ECHR [Show more] Type: Macro Category: Text Summary: Macro definition for characters in the extended token table Deep dive: Extended text tokensContext: See this macro on its own page References: This macro is used as follows: * RUTOK uses ECHR * TKN1 uses ECHR
The following macro is used when building the extended token table: ECHR 'x' Insert ASCII character "x" To include an apostrophe, use a backtick character, as in ECHR '`'. See the deep dive on "Printing extended text tokens" for details on how characters are stored in the extended token table.
Arguments: 'x' The character to insert into the tableMACRO ETOK n EQUB n EOR VE ENDMACROName: ETOK [Show more] Type: Macro Category: Text Summary: Macro definition for recursive tokens in the extended token table Deep dive: Extended text tokensContext: See this macro on its own page References: This macro is used as follows: * RUTOK uses ETOK * TKN1 uses ETOK
The following macro is used when building the extended token table: ETOK n Insert extended recursive token [n] See the deep dive on "Printing extended text tokens" for details on how recursive tokens are stored in the extended token table.
Arguments: n The number of the recursive token to insert into the table, in the range 129 to 214MACRO ETWO t, k IF t = '-' AND k = '-' EQUB 215 EOR VE ENDIF IF t = 'A' AND k = 'B' EQUB 216 EOR VE ENDIF IF t = 'O' AND k = 'U' EQUB 217 EOR VE ENDIF IF t = 'S' AND k = 'E' EQUB 218 EOR VE ENDIF IF t = 'I' AND k = 'T' EQUB 219 EOR VE ENDIF IF t = 'I' AND k = 'L' EQUB 220 EOR VE ENDIF IF t = 'E' AND k = 'T' EQUB 221 EOR VE ENDIF IF t = 'S' AND k = 'T' EQUB 222 EOR VE ENDIF IF t = 'O' AND k = 'N' EQUB 223 EOR VE ENDIF IF t = 'L' AND k = 'O' EQUB 224 EOR VE ENDIF IF t = 'N' AND k = 'U' EQUB 225 EOR VE ENDIF IF t = 'T' AND k = 'H' EQUB 226 EOR VE ENDIF IF t = 'N' AND k = 'O' EQUB 227 EOR VE ENDIF IF t = 'A' AND k = 'L' EQUB 228 EOR VE ENDIF IF t = 'L' AND k = 'E' EQUB 229 EOR VE ENDIF IF t = 'X' AND k = 'E' EQUB 230 EOR VE ENDIF IF t = 'G' AND k = 'E' EQUB 231 EOR VE ENDIF IF t = 'Z' AND k = 'A' EQUB 232 EOR VE ENDIF IF t = 'C' AND k = 'E' EQUB 233 EOR VE ENDIF IF t = 'B' AND k = 'I' EQUB 234 EOR VE ENDIF IF t = 'S' AND k = 'O' EQUB 235 EOR VE ENDIF IF t = 'U' AND k = 'S' EQUB 236 EOR VE ENDIF IF t = 'E' AND k = 'S' EQUB 237 EOR VE ENDIF IF t = 'A' AND k = 'R' EQUB 238 EOR VE ENDIF IF t = 'M' AND k = 'A' EQUB 239 EOR VE ENDIF IF t = 'I' AND k = 'N' EQUB 240 EOR VE ENDIF IF t = 'D' AND k = 'I' EQUB 241 EOR VE ENDIF IF t = 'R' AND k = 'E' EQUB 242 EOR VE ENDIF IF t = 'A' AND k = '?' EQUB 243 EOR VE ENDIF IF t = 'E' AND k = 'R' EQUB 244 EOR VE ENDIF IF t = 'A' AND k = 'T' EQUB 245 EOR VE ENDIF IF t = 'E' AND k = 'N' EQUB 246 EOR VE ENDIF IF t = 'B' AND k = 'E' EQUB 247 EOR VE ENDIF IF t = 'R' AND k = 'A' EQUB 248 EOR VE ENDIF IF t = 'L' AND k = 'A' EQUB 249 EOR VE ENDIF IF t = 'V' AND k = 'E' EQUB 250 EOR VE ENDIF IF t = 'T' AND k = 'I' EQUB 251 EOR VE ENDIF IF t = 'E' AND k = 'D' EQUB 252 EOR VE ENDIF IF t = 'O' AND k = 'R' EQUB 253 EOR VE ENDIF IF t = 'Q' AND k = 'U' EQUB 254 EOR VE ENDIF IF t = 'A' AND k = 'N' EQUB 255 EOR VE ENDIF ENDMACROName: ETWO [Show more] Type: Macro Category: Text Summary: Macro definition for two-letter tokens in the extended token table Deep dive: Extended text tokensContext: See this macro on its own page References: This macro is used as follows: * RUTOK uses ETWO * TKN1 uses ETWO
The following macro is used when building the extended token table: ETWO 'x', 'y' Insert two-letter token "xy" The newline token can be entered using ETWO '-', '-'. See the deep dive on "Printing extended text tokens" for details on how two-letter tokens are stored in the extended token table.
Arguments: 'x' The first letter of the two-letter token to insert into the table 'y' The second letter of the two-letter token to insert into the tableMACRO ERND n EQUB (n + 91) EOR VE ENDMACROName: ERND [Show more] Type: Macro Category: Text Summary: Macro definition for random tokens in the extended token table Deep dive: Extended text tokensContext: See this macro on its own page References: This macro is used as follows: * RUTOK uses ERND * TKN1 uses ERND
The following macro is used when building the extended token table: ERND n Insert recursive token [n] * Tokens 0-123 get stored as n + 91 See the deep dive on "Printing extended text tokens" for details on how random tokens are stored in the extended token table.
Arguments: n The number of the random token to insert into the table, in the range 0 to 37MACRO TOKN n IF n >= 0 AND n <= 95 t = n + 160 ELIF n >= 128 t = n - 114 ELSE t = n ENDIF EQUB t EOR VE ENDMACROName: TOKN [Show more] Type: Macro Category: Text Summary: Macro definition for standard tokens in the extended token table Deep dive: Printing text tokens
The following macro is used when building the recursive token table: TOKN n Insert recursive token [n] * Tokens 0-95 get stored as n + 160 * Tokens 128-145 get stored as n - 114 * Tokens 96-127 get stored as n See the deep dive on "Printing text tokens" for details on how recursive tokens are stored in the recursive token table.
Arguments: n The number of the recursive token to insert into the table, in the range 0 to 145.TKN1 EQUB VE ; Token 0: "" ; ; Encoded as: "" EJMP 9 ; Token 1: "{clear screen} EJMP 11 ; {draw box around title} EJMP 1 ; {all caps} EJMP 8 ; {tab 6} {currently selected media} ECHR ' ' ; ACCESS MENU{crlf} EJMP 30 ; {lf} ECHR ' ' ; {sentence case} ECHR 'A' ; 1. LOAD NEW {single cap}COMMANDER{crlf} ECHR 'C' ; 2. SAVE {single cap}COMMANDER ETWO 'C', 'E' ; {commander name}{crlf} ECHR 'S' ; 3. CHANGE TO {other media}{crlf} ECHR 'S' ; 4. DEFAULT {all caps}JAMESON{sentence ECHR ' ' ; case}{crlf} ECHR 'M' ; 5. EXIT{crlf} ECHR 'E' ; " ETWO 'N', 'U' ; ETWO '-', '-' ; Encoded as: "{9}{11}{1}{8} {30} AC<233>SS ME EJMP 10 ; <225><215>{10}{2}1. [149]<215>2. SA EJMP 2 ; <250> [154] {4}<215>3. CH<255><231> ECHR '1' ; [201]{31}<215>4. DEFAULT {1}JAMESON{2} ECHR '.' ; <215>5. EX<219><215>" ECHR ' ' ETOK 149 ETWO '-', '-' ECHR '2' ECHR '.' ECHR ' ' ECHR 'S' ECHR 'A' ETWO 'V', 'E' ECHR ' ' ETOK 154 ECHR ' ' EJMP 4 ETWO '-', '-' ECHR '3' ECHR '.' ECHR ' ' ECHR 'C' ECHR 'H' ETWO 'A', 'N' ETWO 'G', 'E' ETOK 201 EJMP 31 ETWO '-', '-' ECHR '4' ECHR '.' ECHR ' ' ECHR 'D' ECHR 'E' ECHR 'F' ECHR 'A' ECHR 'U' ECHR 'L' ECHR 'T' ECHR ' ' EJMP 1 ECHR 'J' ECHR 'A' ECHR 'M' ECHR 'E' ECHR 'S' ECHR 'O' ECHR 'N' EJMP 2 ETWO '-', '-' ECHR '5' ECHR '.' ECHR ' ' ECHR 'E' ECHR 'X' ETWO 'I', 'T' ETWO '-', '-' EQUB VE ETWO 'D', 'I' ; Token 2: "DISK" ECHR 'S' ; ECHR 'K' ; Encoded as: "<241>SK" EQUB VE ECHR 'T' ; Token 3: "TAPE" ECHR 'A' ; ECHR 'P' ; Encoded as: "TAPE" ECHR 'E' EQUB VE ECHR 'C' ; Token 4: "COMPETITION NUMBER:" ECHR 'O' ; ECHR 'M' ; Encoded as: "COMPE<251><251><223> <225>MB<244>:" ECHR 'P' ECHR 'E' ETWO 'T', 'I' ETWO 'T', 'I' ETWO 'O', 'N' ECHR ' ' ETWO 'N', 'U' ECHR 'M' ECHR 'B' ETWO 'E', 'R' ECHR ':' EQUB VE ETOK 176 ; Token 5: "{lower case} ERND 18 ; {justify} ETOK 202 ; {single cap}[86-90] IS [140-144].{cr} ERND 19 ; {left align}" ETOK 177 ; EQUB VE ; Encoded as: "[176][18?][202][19?][177]" ECHR ' ' ; Token 6: " LOAD NEW {single cap}COMMANDER {all ECHR ' ' ; caps}(Y/N)?{sentence case}{cr}{cr}" ETOK 149 ; ECHR ' ' ; Encoded as: " [149] {1}(Y/N)?{2}{12}{12}" EJMP 1 ECHR '(' ECHR 'Y' ECHR '/' ECHR 'N' ECHR ')' ECHR '?' EJMP 2 EJMP 12 EJMP 12 EQUB VE ECHR 'P' ; Token 7: "PRESS SPACE OR FIRE,{single cap} ETWO 'R', 'E' ; COMMANDER.{cr}{cr}" ECHR 'S' ; ECHR 'S' ; Encoded as: "P<242>SS SPA<233> <253> FI<242>,[154]. ECHR ' ' ; {12}{12}" ECHR 'S' ECHR 'P' ECHR 'A' ETWO 'C', 'E' ECHR ' ' ETWO 'O', 'R' ECHR ' ' ECHR 'F' ECHR 'I' ETWO 'R', 'E' ECHR ',' ETOK 154 ECHR '.' EJMP 12 EJMP 12 EQUB VE ETOK 154 ; Token 8: "{single cap}COMMANDER'S NAME? " ECHR '`' ; ECHR 'S' ; Encoded as: "[154]'S[200]" ETOK 200 EQUB VE EJMP 12 ; Token 9: "{cr} EJMP 1 ; {all caps} ETWO 'I', 'L' ; ILLEGAL ELITE II FILE ETWO 'L', 'E' ; {sentence case}" ECHR 'G' ; ETWO 'A', 'L' ; Encoded as: "{12}{1}<220><229>G<228> ELITE II FI ECHR ' ' ; <229>" ECHR 'E' ECHR 'L' ECHR 'I' ECHR 'T' ECHR 'E' ECHR ' ' ECHR 'I' ECHR 'I' ECHR ' ' ECHR 'F' ECHR 'I' ETWO 'L', 'E' EQUB VE EJMP 23 ; Token 10: "{move to row 10, white, lower case} EJMP 14 ; {justify} EJMP 2 ; {sentence case} ECHR 'G' ; GREETINGS {single cap}COMMANDER ETWO 'R', 'E' ; {commander name}, I {lower case}AM ETWO 'E', 'T' ; {sentence case} CAPTAIN {mission ETWO 'I', 'N' ; captain's name} {lower case}OF{sentence ECHR 'G' ; case} HER MAJESTY'S SPACE NAVY{lower ECHR 'S' ; case} AND {single cap}I BEG A MOMENT OF ETOK 213 ; YOUR VALUABLE TIME.{cr} ETOK 178 ; {single cap}WE WOULD LIKE YOU TO DO A EJMP 19 ; LITTLE JOB FOR US.{cr} ECHR 'I' ; {single cap}THE SHIP YOU SEE HERE IS A ECHR ' ' ; NEW MODEL, THE {single cap}CONSTRICTOR, ETWO 'B', 'E' ; EQUIPED WITH A TOP SECRET NEW SHIELD ECHR 'G' ; GENERATOR.{cr} ETOK 208 ; {single cap}UNFORTUNATELY IT'S BEEN ECHR 'M' ; STOLEN.{cr} ECHR 'O' ; {single cap}{display ship, wait for ECHR 'M' ; key press}IT WENT MISSING FROM OUR SHIP ETWO 'E', 'N' ; YARD ON {single cap}XEER FIVE MONTHS ECHR 'T' ; AGO AND {mission 1 location hint}.{cr} ECHR ' ' ; {single cap}YOUR MISSION, SHOULD YOU ECHR 'O' ; DECIDE TO ACCEPT IT, IS TO SEEK AND ECHR 'F' ; DESTROY THIS SHIP.{cr} ECHR ' ' ; {single cap}YOU ARE CAUTIONED THAT ETOK 179 ; ONLY {standard tokens, sentence case} ECHR 'R' ; MILITARY LASERS{extended tokens} WILL ECHR ' ' ; PENETRATE THE NEW SHIELDS AND THAT THE ECHR 'V' ; {single cap}CONSTRICTOR IS FITTED WITH ETWO 'A', 'L' ; AN {standard tokens, sentence case} ECHR 'U' ; E.C.M.SYSTEM{extended tokens}.{cr} ETWO 'A', 'B' ; {left align}{sentence case}{tab 6}GOOD ETWO 'L', 'E' ; LUCK, {single cap}COMMANDER.{cr} ECHR ' ' ; {left align}{tab 6}{all caps} MESSAGE ETWO 'T', 'I' ; ENDS{display ship, wait for key press}" ECHR 'M' ; ECHR 'E' ; Encoded as: "{23}{14}{2}G<242><221><240>GS[213][178] ETOK 204 ; {19}I <247>G[208]MOM<246>T OF [179]R V ECHR 'W' ; <228>U<216><229> <251>ME[204]WE W<217> ECHR 'E' ; LD LIKE [179][201]DO[208]L<219>T<229> ECHR ' ' ; JOB F<253> <236>[204][147][207] [179] ECHR 'W' ; <218>E HE<242>[202]A[210]MODEL, [147] ETWO 'O', 'U' ; {19}C<223><222>RICT<253>, E<254>IP[196] ECHR 'L' ; WI<226>[208]TOP <218>CR<221>[210]SHIELD ECHR 'D' ; G<246><244><245><253>[204]UNF<253>TUN ECHR ' ' ; <245>ELY <219>'S <247><246> <222>OL ECHR 'L' ; <246>[204]{22}<219> W<246>T MISS[195] ECHR 'I' ; FROM <217>R [207] Y<238>D <223> {19} ECHR 'K' ; <230><244> FI<250> M<223><226>S AGO ECHR 'E' ; [178]{28}[204][179]R MISSI<223>, SH ECHR ' ' ; <217>LD [179] DECIDE[201]AC<233>PT ETOK 179 ; <219>, IS[201]<218>EK[178]D<237>TROY ETOK 201 ; [148][207][204][179] A<242> CAU<251> ECHR 'D' ; <223>[196]<226><245> <223>LY {6}[116] ECHR 'O' ; {5}S W<220>L P<246><221><248>TE [147] ETOK 208 ; NEW SHIELDS[178]<226><245> [147]{19} ECHR 'L' ; C<223><222>RICT<253>[202]F<219>T[196]WI ETWO 'I', 'T' ; <226> <255> {6}[108]{5}[177]{2}{8}GOOD ECHR 'T' ; LUCK, [154][212]{22}" ETWO 'L', 'E' ECHR ' ' ECHR 'J' ECHR 'O' ECHR 'B' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ECHR ' ' ETWO 'U', 'S' ETOK 204 ETOK 147 ETOK 207 ECHR ' ' ETOK 179 ECHR ' ' ETWO 'S', 'E' ECHR 'E' ECHR ' ' ECHR 'H' ECHR 'E' ETWO 'R', 'E' ETOK 202 ECHR 'A' ETOK 210 ECHR 'M' ECHR 'O' ECHR 'D' ECHR 'E' ECHR 'L' ECHR ',' ECHR ' ' ETOK 147 EJMP 19 ECHR 'C' ETWO 'O', 'N' ETWO 'S', 'T' ECHR 'R' ECHR 'I' ECHR 'C' ECHR 'T' ETWO 'O', 'R' ECHR ',' ECHR ' ' ECHR 'E' ETWO 'Q', 'U' ECHR 'I' ECHR 'P' ETOK 196 ECHR 'W' ECHR 'I' ETWO 'T', 'H' ETOK 208 ECHR 'T' ECHR 'O' ECHR 'P' ECHR ' ' ETWO 'S', 'E' ECHR 'C' ECHR 'R' ETWO 'E', 'T' ETOK 210 ECHR 'S' ECHR 'H' ECHR 'I' ECHR 'E' ECHR 'L' ECHR 'D' ECHR ' ' ECHR 'G' ETWO 'E', 'N' ETWO 'E', 'R' ETWO 'A', 'T' ETWO 'O', 'R' ETOK 204 ECHR 'U' ECHR 'N' ECHR 'F' ETWO 'O', 'R' ECHR 'T' ECHR 'U' ECHR 'N' ETWO 'A', 'T' ECHR 'E' ECHR 'L' ECHR 'Y' ECHR ' ' ETWO 'I', 'T' ECHR '`' ECHR 'S' ECHR ' ' ETWO 'B', 'E' ETWO 'E', 'N' ECHR ' ' ETWO 'S', 'T' ECHR 'O' ECHR 'L' ETWO 'E', 'N' ETOK 204 EJMP 22 ETWO 'I', 'T' ECHR ' ' ECHR 'W' ETWO 'E', 'N' ECHR 'T' ECHR ' ' ECHR 'M' ECHR 'I' ECHR 'S' ECHR 'S' ETOK 195 ECHR 'F' ECHR 'R' ECHR 'O' ECHR 'M' ECHR ' ' ETWO 'O', 'U' ECHR 'R' ECHR ' ' ETOK 207 ECHR ' ' ECHR 'Y' ETWO 'A', 'R' ECHR 'D' ECHR ' ' ETWO 'O', 'N' ECHR ' ' EJMP 19 ETWO 'X', 'E' ETWO 'E', 'R' ECHR ' ' ECHR 'F' ECHR 'I' ETWO 'V', 'E' ECHR ' ' ECHR 'M' ETWO 'O', 'N' ETWO 'T', 'H' ECHR 'S' ECHR ' ' ECHR 'A' ECHR 'G' ECHR 'O' ETOK 178 EJMP 28 ETOK 204 ETOK 179 ECHR 'R' ECHR ' ' ECHR 'M' ECHR 'I' ECHR 'S' ECHR 'S' ECHR 'I' ETWO 'O', 'N' ECHR ',' ECHR ' ' ECHR 'S' ECHR 'H' ETWO 'O', 'U' ECHR 'L' ECHR 'D' ECHR ' ' ETOK 179 ECHR ' ' ECHR 'D' ECHR 'E' ECHR 'C' ECHR 'I' ECHR 'D' ECHR 'E' ETOK 201 ECHR 'A' ECHR 'C' ETWO 'C', 'E' ECHR 'P' ECHR 'T' ECHR ' ' ETWO 'I', 'T' ECHR ',' ECHR ' ' ECHR 'I' ECHR 'S' ETOK 201 ETWO 'S', 'E' ECHR 'E' ECHR 'K' ETOK 178 ECHR 'D' ETWO 'E', 'S' ECHR 'T' ECHR 'R' ECHR 'O' ECHR 'Y' ECHR ' ' ETOK 148 ETOK 207 ETOK 204 ETOK 179 ECHR ' ' ECHR 'A' ETWO 'R', 'E' ECHR ' ' ECHR 'C' ECHR 'A' ECHR 'U' ETWO 'T', 'I' ETWO 'O', 'N' ETOK 196 ETWO 'T', 'H' ETWO 'A', 'T' ECHR ' ' ETWO 'O', 'N' ECHR 'L' ECHR 'Y' ECHR ' ' EJMP 6 TOKN 117 EJMP 5 ECHR 'S' ECHR ' ' ECHR 'W' ETWO 'I', 'L' ECHR 'L' ECHR ' ' ECHR 'P' ETWO 'E', 'N' ETWO 'E', 'T' ETWO 'R', 'A' ECHR 'T' ECHR 'E' ECHR ' ' ETOK 147 ECHR 'N' ECHR 'E' ECHR 'W' ECHR ' ' ECHR 'S' ECHR 'H' ECHR 'I' ECHR 'E' ECHR 'L' ECHR 'D' ECHR 'S' ETOK 178 ETWO 'T', 'H' ETWO 'A', 'T' ECHR ' ' ETOK 147 EJMP 19 ECHR 'C' ETWO 'O', 'N' ETWO 'S', 'T' ECHR 'R' ECHR 'I' ECHR 'C' ECHR 'T' ETWO 'O', 'R' ETOK 202 ECHR 'F' ETWO 'I', 'T' ECHR 'T' ETOK 196 ECHR 'W' ECHR 'I' ETWO 'T', 'H' ECHR ' ' ETWO 'A', 'N' ECHR ' ' EJMP 6 TOKN 108 EJMP 5 ETOK 177 EJMP 2 EJMP 8 ECHR 'G' ECHR 'O' ECHR 'O' ECHR 'D' ECHR ' ' ECHR 'L' ECHR 'U' ECHR 'C' ECHR 'K' ECHR ',' ECHR ' ' ETOK 154 ETOK 212 EJMP 22 EQUB VE EJMP 25 ; Token 11: "{incoming message screen, wait 2s} EJMP 9 ; {clear screen} EJMP 23 ; {move to row 10, white, lower case} EJMP 14 ; {justify} EJMP 2 ; {sentence case} ECHR ' ' ; ATTENTION {single cap}COMMANDER ECHR ' ' ; {commander name}, I {lower case}AM ETWO 'A', 'T' ; {sentence case} CAPTAIN {mission ECHR 'T' ; captain's name} {lower case}OF{sentence ETWO 'E', 'N' ; case} HER MAJESTY'S SPACE NAVY{lower ETWO 'T', 'I' ; case}. {single cap}WE HAVE NEED OF YOUR ETWO 'O', 'N' ; SERVICES AGAIN.{cr} ETOK 213 ; {single cap}IF YOU WOULD BE SO GOOD AS ECHR '.' ; TO GO TO {single cap}CEERDI YOU WILL BE ECHR ' ' ; BRIEFED.{cr} EJMP 19 ; {single cap}IF SUCCESSFUL, YOU WILL BE ECHR 'W' ; WELL REWARDED.{cr} ECHR 'E' ; {left align}{tab 6}{all caps} MESSAGE ECHR ' ' ; ENDS{wait for key press}" ECHR 'H' ; ECHR 'A' ; Encoded as: "{25}{9}{23}{14}{2} <245>T<246><251> ETWO 'V', 'E' ; <223>[213]. {19}WE HA<250> NE[196]OF ECHR ' ' ; [179]R <218>RVIC<237> AGA<240>[204]IF ECHR 'N' ; [179] W<217>LD <247> <235> GOOD AS ECHR 'E' ; [201]GO[201]{19}<233><244><241> [179] W ETOK 196 ; <220>L <247> BRIEF<252>[204]IF SUC<233> ECHR 'O' ; SSFUL, [179] W<220>L <247> WELL <242>W ECHR 'F' ; <238>D<252>[212]{24}" ECHR ' ' ETOK 179 ECHR 'R' ECHR ' ' ETWO 'S', 'E' ECHR 'R' ECHR 'V' ECHR 'I' ECHR 'C' ETWO 'E', 'S' ECHR ' ' ECHR 'A' ECHR 'G' ECHR 'A' ETWO 'I', 'N' ETOK 204 ECHR 'I' ECHR 'F' ECHR ' ' ETOK 179 ECHR ' ' ECHR 'W' ETWO 'O', 'U' ECHR 'L' ECHR 'D' ECHR ' ' ETWO 'B', 'E' ECHR ' ' ETWO 'S', 'O' ECHR ' ' ECHR 'G' ECHR 'O' ECHR 'O' ECHR 'D' ECHR ' ' ECHR 'A' ECHR 'S' ETOK 201 ECHR 'G' ECHR 'O' ETOK 201 EJMP 19 ETWO 'C', 'E' ETWO 'E', 'R' ETWO 'D', 'I' ECHR ' ' ETOK 179 ECHR ' ' ECHR 'W' ETWO 'I', 'L' ECHR 'L' ECHR ' ' ETWO 'B', 'E' ECHR ' ' ECHR 'B' ECHR 'R' ECHR 'I' ECHR 'E' ECHR 'F' ETWO 'E', 'D' ETOK 204 ECHR 'I' ECHR 'F' ECHR ' ' ECHR 'S' ECHR 'U' ECHR 'C' ETWO 'C', 'E' ECHR 'S' ECHR 'S' ECHR 'F' ECHR 'U' ECHR 'L' ECHR ',' ECHR ' ' ETOK 179 ECHR ' ' ECHR 'W' ETWO 'I', 'L' ECHR 'L' ECHR ' ' ETWO 'B', 'E' ECHR ' ' ECHR 'W' ECHR 'E' ECHR 'L' ECHR 'L' ECHR ' ' ETWO 'R', 'E' ECHR 'W' ETWO 'A', 'R' ECHR 'D' ETWO 'E', 'D' ETOK 212 EJMP 24 EQUB VE ECHR '(' ; Token 12: "({single cap}C) {single cap}D.{single EJMP 19 ; cap}BRABEN & {single cap}I.{single cap} ECHR 'C' ; BELL 1985" ECHR ')' ; ETOK 197 ; Encoded as: "({19}C) [191] 1985" ECHR ' ' ECHR '1' ECHR '9' ECHR '8' ECHR '5' EQUB VE ECHR 'B' ; Token 13: "BY D.BRABEN & I.BELL" ECHR 'Y' ; ETOK 197 ; Encoded as: "BY[197]]" EQUB VE EJMP 21 ; Token 14: "{clear bottom of screen} ETOK 145 ; PLANET NAME? ETOK 200 ; {fetch line input from keyboard}" EJMP 26 ; EQUB VE ; Encoded as: "{21}[145][200]{26}" EJMP 25 ; Token 15: "{incoming message screen, wait 2s} EJMP 9 ; {clear screen} EJMP 23 ; {move to row 10, white, lower case} EJMP 14 ; {justify} EJMP 2 ; {sentence case} ECHR ' ' ; CONGRATULATIONS {single cap} ECHR ' ' ; COMMANDER!{cr} ECHR 'C' ; {cr} ETWO 'O', 'N' ; THERE{lower case} WILL ALWAYS BE A ECHR 'G' ; PLACE FOR YOU IN{sentence case} HER ETWO 'R', 'A' ; MAJESTY'S SPACE NAVY{lower case}.{cr} ECHR 'T' ; {single cap}AND MAYBE SOONER THAN YOU ECHR 'U' ; THINK...{cr} ETWO 'L', 'A' ; {left align}{tab 6}{all caps} MESSAGE ETWO 'T', 'I' ; ENDS{wait for key press}" ETWO 'O', 'N' ; ECHR 'S' ; Encoded as: "{25}{9}{23}{14}{2} C<223>G<248>TU ECHR ' ' ; <249><251><223>S [154]!{12}{12}<226> ETOK 154 ; <244>E{13} W<220>L <228>WAYS <247>[208] ECHR '!' ; P<249><233> F<253> [179] <240>[211] EJMP 12 ; [204]<255>D <239>Y<247> <235><223><244> EJMP 12 ; <226><255> [179] <226><240>K..[212] ETWO 'T', 'H' ; {24}" ETWO 'E', 'R' ECHR 'E' EJMP 13 ECHR ' ' ECHR 'W' ETWO 'I', 'L' ECHR 'L' ECHR ' ' ETWO 'A', 'L' ECHR 'W' ECHR 'A' ECHR 'Y' ECHR 'S' ECHR ' ' ETWO 'B', 'E' ETOK 208 ECHR 'P' ETWO 'L', 'A' ETWO 'C', 'E' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ECHR ' ' ETOK 179 ECHR ' ' ETWO 'I', 'N' ETOK 211 ETOK 204 ETWO 'A', 'N' ECHR 'D' ECHR ' ' ETWO 'M', 'A' ECHR 'Y' ETWO 'B', 'E' ECHR ' ' ETWO 'S', 'O' ETWO 'O', 'N' ETWO 'E', 'R' ECHR ' ' ETWO 'T', 'H' ETWO 'A', 'N' ECHR ' ' ETOK 179 ECHR ' ' ETWO 'T', 'H' ETWO 'I', 'N' ECHR 'K' ECHR '.' ECHR '.' ETOK 212 EJMP 24 EQUB VE ECHR 'F' ; Token 16: "FABLED" ETWO 'A', 'B' ; ETWO 'L', 'E' ; Encoded as: "F<216><229>D" ECHR 'D' EQUB VE ETWO 'N', 'O' ; Token 17: "NOTABLE" ECHR 'T' ; ETWO 'A', 'B' ; Encoded as: "<227>T<216><229>" ETWO 'L', 'E' EQUB VE ECHR 'W' ; Token 18: "WELL KNOWN" ECHR 'E' ; ECHR 'L' ; Encoded as: "WELL K<227>WN" ECHR 'L' ECHR ' ' ECHR 'K' ETWO 'N', 'O' ECHR 'W' ECHR 'N' EQUB VE ECHR 'F' ; Token 19: "FAMOUS" ECHR 'A' ; ECHR 'M' ; Encoded as: "FAMO<236>" ECHR 'O' ETWO 'U', 'S' EQUB VE ETWO 'N', 'O' ; Token 20: "NOTED" ECHR 'T' ; ETWO 'E', 'D' ; Encoded as: "<227>T<252>" EQUB VE ETWO 'V', 'E' ; Token 21: "VERY" ECHR 'R' ; ECHR 'Y' ; Encoded as: "<250>RY" EQUB VE ECHR 'M' ; Token 22: "MILDLY" ETWO 'I', 'L' ; ECHR 'D' ; Encoded as: "M<220>DLY" ECHR 'L' ECHR 'Y' EQUB VE ECHR 'M' ; Token 23: "MOST" ECHR 'O' ; ETWO 'S', 'T' ; Encoded as: "MO<222>" EQUB VE ETWO 'R', 'E' ; Token 24: "REASONABLY" ECHR 'A' ; ECHR 'S' ; Encoded as: "<242>AS<223><216>LY" ETWO 'O', 'N' ETWO 'A', 'B' ECHR 'L' ECHR 'Y' EQUB VE EQUB VE ; Token 25: "" ; ; Encoded as: "" ETOK 165 ; Token 26: "ANCIENT" EQUB VE ; ; Encoded as: "[165]" ERND 23 ; Token 27: "[130-134]" EQUB VE ; ; Encoded as: "[23?]" ECHR 'G' ; Token 28: "GREAT" ETWO 'R', 'E' ; ETWO 'A', 'T' ; Encoded as: "G<242><245>" EQUB VE ECHR 'V' ; Token 29: "VAST" ECHR 'A' ; ETWO 'S', 'T' ; Encoded as: "VA<222>" EQUB VE ECHR 'P' ; Token 30: "PINK" ETWO 'I', 'N' ; ECHR 'K' ; Encoded as: "P<240>K" EQUB VE EJMP 2 ; Token 31: "{sentence case}[190-194] [185-189] ERND 28 ; {lower case} PLANTATIONS" ECHR ' ' ; ERND 27 ; Encoded as: "{2}[28?] [27?]{13} [185]A<251><223>S" EJMP 13 ECHR ' ' ETOK 185 ECHR 'A' ETWO 'T', 'I' ETWO 'O', 'N' ECHR 'S' EQUB VE ETOK 156 ; Token 32: "MOUNTAINS" ECHR 'S' ; EQUB VE ; Encoded as: "[156]S" ERND 26 ; Token 33: "[180-184]" EQUB VE ; ; Encoded as: "[26?]" ERND 37 ; Token 34: "[125-129] FORESTS" ECHR ' ' ; ECHR 'F' ; Encoded as: "[37?] F<253><237>TS" ETWO 'O', 'R' ETWO 'E', 'S' ECHR 'T' ECHR 'S' EQUB VE ECHR 'O' ; Token 35: "OCEANS" ETWO 'C', 'E' ; ETWO 'A', 'N' ; Encoded as: "O<233><255>S" ECHR 'S' EQUB VE ECHR 'S' ; Token 36: "SHYNESS" ECHR 'H' ; ECHR 'Y' ; Encoded as: "SHYN<237>S" ECHR 'N' ETWO 'E', 'S' ECHR 'S' EQUB VE ECHR 'S' ; Token 37: "SILLINESS" ETWO 'I', 'L' ; ECHR 'L' ; Encoded as: "S<220>L<240><237>S" ETWO 'I', 'N' ETWO 'E', 'S' ECHR 'S' EQUB VE ETWO 'M', 'A' ; Token 38: "MATING TRADITIONS" ECHR 'T' ; ETOK 195 ; Encoded as: "<239>T[195]T<248><241><251><223>S" ECHR 'T' ETWO 'R', 'A' ETWO 'D', 'I' ETWO 'T', 'I' ETWO 'O', 'N' ECHR 'S' EQUB VE ETWO 'L', 'O' ; Token 39: "LOATHING OF [41-45]" ETWO 'A', 'T' ; ECHR 'H' ; Encoded as: "<224><245>H[195]OF [9?]" ETOK 195 ECHR 'O' ECHR 'F' ECHR ' ' ERND 9 EQUB VE ETWO 'L', 'O' ; Token 40: "LOVE FOR [41-45]" ETWO 'V', 'E' ; ECHR ' ' ; Encoded as: "<224><250> F<253> [9?]" ECHR 'F' ETWO 'O', 'R' ECHR ' ' ERND 9 EQUB VE ECHR 'F' ; Token 41: "FOOD BLENDERS" ECHR 'O' ; ECHR 'O' ; Encoded as: "FOOD B<229>ND<244>S" ECHR 'D' ECHR ' ' ECHR 'B' ETWO 'L', 'E' ECHR 'N' ECHR 'D' ETWO 'E', 'R' ECHR 'S' EQUB VE ECHR 'T' ; Token 42: "TOURISTS" ETWO 'O', 'U' ; ECHR 'R' ; Encoded as: "T<217>RI<222>S" ECHR 'I' ETWO 'S', 'T' ECHR 'S' EQUB VE ECHR 'P' ; Token 43: "POETRY" ECHR 'O' ; ETWO 'E', 'T' ; Encoded as: "PO<221>RY" ECHR 'R' ECHR 'Y' EQUB VE ETWO 'D', 'I' ; Token 44: "DISCOS" ECHR 'S' ; ECHR 'C' ; Encoded as: "<241>SCOS" ECHR 'O' ECHR 'S' EQUB VE ERND 17 ; Token 45: "[81-85]" EQUB VE ; ; Encoded as: "[17?]" ECHR 'W' ; Token 46: "WALKING TREE" ETWO 'A', 'L' ; ECHR 'K' ; Encoded as: "W<228>K[195][158]" ETOK 195 ETOK 158 EQUB VE ECHR 'C' ; Token 47: "CRAB" ETWO 'R', 'A' ; ECHR 'B' ; Encoded as: "C<248>B" EQUB VE ECHR 'B' ; Token 48: "BAT" ETWO 'A', 'T' ; EQUB VE ; Encoded as: "B<245>" ETWO 'L', 'O' ; Token 49: "LOBST" ECHR 'B' ; ETWO 'S', 'T' ; Encoded as: "<224>B<222>" EQUB VE EJMP 18 ; Token 50: "{random 1-8 letter word}" EQUB VE ; ; Encoded as: "{18}" ETWO 'B', 'E' ; Token 51: "BESET" ECHR 'S' ; ETWO 'E', 'T' ; Encoded as: "<247>S<221>" EQUB VE ECHR 'P' ; Token 52: "PLAGUED" ETWO 'L', 'A' ; ECHR 'G' ; Encoded as: "P<249>GU<252>" ECHR 'U' ETWO 'E', 'D' EQUB VE ETWO 'R', 'A' ; Token 53: "RAVAGED" ECHR 'V' ; ECHR 'A' ; Encoded as: "<248>VAG<252>" ECHR 'G' ETWO 'E', 'D' EQUB VE ECHR 'C' ; Token 54: "CURSED" ECHR 'U' ; ECHR 'R' ; Encoded as: "CURS<252>" ECHR 'S' ETWO 'E', 'D' EQUB VE ECHR 'S' ; Token 55: "SCOURGED" ECHR 'C' ; ETWO 'O', 'U' ; Encoded as: "SC<217>RG<252>" ECHR 'R' ECHR 'G' ETWO 'E', 'D' EQUB VE ERND 22 ; Token 56: "[135-139] CIVIL WAR" ECHR ' ' ; ECHR 'C' ; Encoded as: "[22?] CIV<220> W<238>" ECHR 'I' ECHR 'V' ETWO 'I', 'L' ECHR ' ' ECHR 'W' ETWO 'A', 'R' EQUB VE ERND 13 ; Token 57: "[170-174] [155-159] [160-164]S" ECHR ' ' ; ERND 4 ; Encoded as: "[13?] [4?] [5?]S" ECHR ' ' ERND 5 ECHR 'S' EQUB VE ECHR 'A' ; Token 58: "A [170-174] DISEASE" ECHR ' ' ; ERND 13 ; Encoded as: "A [13?] <241><218>A<218>" ECHR ' ' ETWO 'D', 'I' ETWO 'S', 'E' ECHR 'A' ETWO 'S', 'E' EQUB VE ERND 22 ; Token 59: "[135-139] EARTHQUAKES" ECHR ' ' ; ECHR 'E' ; Encoded as: "[22?] E<238><226><254>AK<237>" ETWO 'A', 'R' ETWO 'T', 'H' ETWO 'Q', 'U' ECHR 'A' ECHR 'K' ETWO 'E', 'S' EQUB VE ERND 22 ; Token 60: "[135-139] SOLAR ACTIVITY" ECHR ' ' ; ETWO 'S', 'O' ; Encoded as: "[22?] <235><249>R AC<251>V<219>Y" ETWO 'L', 'A' ECHR 'R' ECHR ' ' ECHR 'A' ECHR 'C' ETWO 'T', 'I' ECHR 'V' ETWO 'I', 'T' ECHR 'Y' EQUB VE ETOK 175 ; Token 61: "ITS [26-30] [31-35]" ERND 2 ; ECHR ' ' ; Encoded as: "[175][2?] [3?]" ERND 3 EQUB VE ETOK 147 ; Token 62: "THE {system name adjective} [155-159] EJMP 17 ; [160-164]" ECHR ' ' ; ERND 4 ; Encoded as: "[147]{17} [4?] [5?]" ECHR ' ' ERND 5 EQUB VE ETOK 175 ; Token 63: "ITS INHABITANTS' [165-169] [36-40]" ETOK 193 ; ECHR 'S' ; Encoded as: "[175][193]S' [7?] [8?]" ECHR '`' ECHR ' ' ERND 7 ECHR ' ' ERND 8 EQUB VE EJMP 2 ; Token 64: "{sentence case}[235-239]{lower case}" ERND 31 ; EJMP 13 ; Encoded as: "{2}[31?]{13}" EQUB VE ETOK 175 ; Token 65: "ITS [76-80] [81-85]" ERND 16 ; ECHR ' ' ; Encoded as: "[175][16?] [17?]" ERND 17 EQUB VE ECHR 'J' ; Token 66: "JUICE" ECHR 'U' ; ECHR 'I' ; Encoded as: "JUI<233>" ETWO 'C', 'E' EQUB VE ECHR 'B' ; Token 67: "BRANDY" ETWO 'R', 'A' ; ECHR 'N' ; Encoded as: "B<248>NDY" ECHR 'D' ECHR 'Y' EQUB VE ECHR 'W' ; Token 68: "WATER" ETWO 'A', 'T' ; ETWO 'E', 'R' ; Encoded as: "W<245><244>" EQUB VE ECHR 'B' ; Token 69: "BREW" ETWO 'R', 'E' ; ECHR 'W' ; Encoded as: "B<242>W" EQUB VE ECHR 'G' ; Token 70: "GARGLE BLASTERS" ETWO 'A', 'R' ; ECHR 'G' ; Encoded as: "G<238>G<229> B<249><222><244>S" ETWO 'L', 'E' ECHR ' ' ECHR 'B' ETWO 'L', 'A' ETWO 'S', 'T' ETWO 'E', 'R' ECHR 'S' EQUB VE EJMP 18 ; Token 71: "{random 1-8 letter word}" EQUB VE ; ; Encoded as: "{18}" EJMP 17 ; Token 72: "{system name adjective} [160-164]" ECHR ' ' ; ERND 5 ; Encoded as: "{17} [5?]" EQUB VE EJMP 17 ; Token 73: "{system name adjective} {random 1-8 ECHR ' ' ; letter word}" EJMP 18 ; EQUB VE ; Encoded as: "{17} {18}" EJMP 17 ; Token 74: "{system name adjective} [170-174]" ECHR ' ' ; ERND 13 ; Encoded as: "{17} [13?]" EQUB VE ERND 13 ; Token 75: "[170-174] {random 1-8 letter word}" ECHR ' ' ; EJMP 18 ; Encoded as: "[13?] {18}" EQUB VE ECHR 'F' ; Token 76: "FABULOUS" ETWO 'A', 'B' ; ECHR 'U' ; Encoded as: "F<216>U<224><236>" ETWO 'L', 'O' ETWO 'U', 'S' EQUB VE ECHR 'E' ; Token 77: "EXOTIC" ECHR 'X' ; ECHR 'O' ; Encoded as: "EXO<251>C" ETWO 'T', 'I' ECHR 'C' EQUB VE ECHR 'H' ; Token 78: "HOOPY" ECHR 'O' ; ECHR 'O' ; Encoded as: "HOOPY" ECHR 'P' ECHR 'Y' EQUB VE ECHR 'U' ; Token 79: "UNUSUAL" ETWO 'N', 'U' ; ECHR 'S' ; Encoded as: "U<225>SU<228>" ECHR 'U' ETWO 'A', 'L' EQUB VE ECHR 'E' ; Token 80: "EXCITING" ECHR 'X' ; ECHR 'C' ; Encoded as: "EXC<219><240>G" ETWO 'I', 'T' ETWO 'I', 'N' ECHR 'G' EQUB VE ECHR 'C' ; Token 81: "CUISINE" ECHR 'U' ; ECHR 'I' ; Encoded as: "CUIS<240>E" ECHR 'S' ETWO 'I', 'N' ECHR 'E' EQUB VE ECHR 'N' ; Token 82: "NIGHT LIFE" ECHR 'I' ; ECHR 'G' ; Encoded as: "NIGHT LIFE" ECHR 'H' ECHR 'T' ECHR ' ' ECHR 'L' ECHR 'I' ECHR 'F' ECHR 'E' EQUB VE ECHR 'C' ; Token 83: "CASINOS" ECHR 'A' ; ECHR 'S' ; Encoded as: "CASI<227>S" ECHR 'I' ETWO 'N', 'O' ECHR 'S' EQUB VE ECHR 'S' ; Token 84: "SIT COMS" ETWO 'I', 'T' ; ECHR ' ' ; Encoded as: "S<219> COMS" ECHR 'C' ECHR 'O' ECHR 'M' ECHR 'S' EQUB VE EJMP 2 ; Token 85: "{sentence case}[235-239]{lower case}" ERND 31 ; EJMP 13 ; Encoded as: "{2}[31?]{13}" EQUB VE EJMP 3 ; Token 86: "{selected system name}" EQUB VE ; ; Encoded as: "{3}" ETOK 147 ; Token 87: "THE PLANET {selected system name}" ETOK 145 ; ECHR ' ' ; Encoded as: "[147][145] {3}" EJMP 3 EQUB VE ETOK 147 ; Token 88: "THE WORLD {selected system name}" ETOK 146 ; ECHR ' ' ; Encoded as: "[147][146] {3}" EJMP 3 EQUB VE ETOK 148 ; Token 89: "THIS PLANET" ETOK 145 ; EQUB VE ; Encoded as: "[148][145]" ETOK 148 ; Token 90: "THIS WORLD" ETOK 146 ; EQUB VE ; Encoded as: "[148][146]" ECHR 'S' ; Token 91: "SON OF A BITCH" ETWO 'O', 'N' ; ECHR ' ' ; Encoded as: "S<223> OF[208]B<219>CH" ECHR 'O' ECHR 'F' ETOK 208 ECHR 'B' ETWO 'I', 'T' ECHR 'C' ECHR 'H' EQUB VE ECHR 'S' ; Token 92: "SCOUNDREL" ECHR 'C' ; ETWO 'O', 'U' ; Encoded as: "SC<217>ND<242>L" ECHR 'N' ECHR 'D' ETWO 'R', 'E' ECHR 'L' EQUB VE ECHR 'B' ; Token 93: "BLACKGUARD" ETWO 'L', 'A' ; ECHR 'C' ; Encoded as: "B<249>CKGU<238>D" ECHR 'K' ECHR 'G' ECHR 'U' ETWO 'A', 'R' ECHR 'D' EQUB VE ECHR 'R' ; Token 94: "ROGUE" ECHR 'O' ; ECHR 'G' ; Encoded as: "ROGUE" ECHR 'U' ECHR 'E' EQUB VE ECHR 'W' ; Token 95: "WHORESON BEETLE HEADED FLAP EAR'D ECHR 'H' ; KNAVE" ETWO 'O', 'R' ; ETWO 'E', 'S' ; Encoded as: "WH<253><237><223> <247><221><229> HEAD ETWO 'O', 'N' ; [196]F<249>P E<238>'D KNA<250>" ECHR ' ' ETWO 'B', 'E' ETWO 'E', 'T' ETWO 'L', 'E' ECHR ' ' ECHR 'H' ECHR 'E' ECHR 'A' ECHR 'D' ETOK 196 ECHR 'F' ETWO 'L', 'A' ECHR 'P' ECHR ' ' ECHR 'E' ETWO 'A', 'R' ECHR '`' ECHR 'D' ECHR ' ' ECHR 'K' ECHR 'N' ECHR 'A' ETWO 'V', 'E' EQUB VE ECHR 'N' ; Token 96: "N UNREMARKABLE" ECHR ' ' ; ECHR 'U' ; Encoded as: "N UN<242><239>RK<216><229>" ECHR 'N' ETWO 'R', 'E' ETWO 'M', 'A' ECHR 'R' ECHR 'K' ETWO 'A', 'B' ETWO 'L', 'E' EQUB VE ECHR ' ' ; Token 97: " BORING" ECHR 'B' ; ETWO 'O', 'R' ; Encoded as: " B<253><240>G" ETWO 'I', 'N' ECHR 'G' EQUB VE ECHR ' ' ; Token 98: " DULL" ECHR 'D' ; ECHR 'U' ; Encoded as: " DULL" ECHR 'L' ECHR 'L' EQUB VE ECHR ' ' ; Token 99: " TEDIOUS" ECHR 'T' ; ECHR 'E' ; Encoded as: " TE<241>O<236>" ETWO 'D', 'I' ECHR 'O' ETWO 'U', 'S' EQUB VE ECHR ' ' ; Token 100: " REVOLTING" ETWO 'R', 'E' ; ECHR 'V' ; Encoded as: " <242>VOLT<240>G" ECHR 'O' ECHR 'L' ECHR 'T' ETWO 'I', 'N' ECHR 'G' EQUB VE ETOK 145 ; Token 101: "PLANET" EQUB VE ; ; Encoded as: "[145]" ETOK 146 ; Token 102: "WORLD" EQUB VE ; ; Encoded as: "[146]" ECHR 'P' ; Token 103: "PLACE" ETWO 'L', 'A' ; ETWO 'C', 'E' ; Encoded as: "P<249><233>" EQUB VE ECHR 'L' ; Token 104: "LITTLE PLANET" ETWO 'I', 'T' ; ECHR 'T' ; Encoded as: "L<219>T<229> [145]" ETWO 'L', 'E' ECHR ' ' ETOK 145 EQUB VE ECHR 'D' ; Token 105: "DUMP" ECHR 'U' ; ECHR 'M' ; Encoded as: "DUMP" ECHR 'P' EQUB VE ECHR 'I' ; Token 106: "I HEAR A [130-134] LOOKING SHIP ECHR ' ' ; APPEARED AT ERRIUS" ECHR 'H' ; ECHR 'E' ; Encoded as: "I HE<238>[208][23?] <224>OK[195][207] ETWO 'A', 'R' ; APPE<238>[196]<245>[209]" ETOK 208 ERND 23 ECHR ' ' ETWO 'L', 'O' ECHR 'O' ECHR 'K' ETOK 195 ETOK 207 ECHR ' ' ECHR 'A' ECHR 'P' ECHR 'P' ECHR 'E' ETWO 'A', 'R' ETOK 196 ETWO 'A', 'T' ETOK 209 EQUB VE ECHR 'Y' ; Token 107: "YEAH, I HEAR A [130-134] SHIP LEFT ECHR 'E' ; ERRIUS A WHILE BACK" ECHR 'A' ; ECHR 'H' ; Encoded as: "YEAH, I HE<238>[208][23?] [207] ECHR ',' ; <229>FT[209][208] WHI<229> BACK" ECHR ' ' ECHR 'I' ECHR ' ' ECHR 'H' ECHR 'E' ETWO 'A', 'R' ETOK 208 ERND 23 ECHR ' ' ETOK 207 ECHR ' ' ETWO 'L', 'E' ECHR 'F' ECHR 'T' ETOK 209 ETOK 208 ECHR ' ' ECHR 'W' ECHR 'H' ECHR 'I' ETWO 'L', 'E' ECHR ' ' ECHR 'B' ECHR 'A' ECHR 'C' ECHR 'K' EQUB VE ECHR 'G' ; Token 108: "GET YOUR IRON ASS OVER TO ERRIUS" ETWO 'E', 'T' ; ECHR ' ' ; Encoded as: "G<221> [179]R IR<223> ASS OV<244> TO ETOK 179 ; [209]" ECHR 'R' ECHR ' ' ECHR 'I' ECHR 'R' ETWO 'O', 'N' ECHR ' ' ECHR 'A' ECHR 'S' ECHR 'S' ECHR ' ' ECHR 'O' ECHR 'V' ETWO 'E', 'R' ECHR ' ' ECHR 'T' ECHR 'O' ETOK 209 EQUB VE ETWO 'S', 'O' ; Token 109: "SOME [91-95] NEW SHIP WAS SEEN AT ECHR 'M' ; ERRIUS" ECHR 'E' ; ECHR ' ' ; Encoded as: "<235>ME [24?][210][207] WAS <218><246> ERND 24 ; <245>[209]" ETOK 210 ETOK 207 ECHR ' ' ECHR 'W' ECHR 'A' ECHR 'S' ECHR ' ' ETWO 'S', 'E' ETWO 'E', 'N' ECHR ' ' ETWO 'A', 'T' ETOK 209 EQUB VE ECHR 'T' ; Token 110: "TRY ERRIUS" ECHR 'R' ; ECHR 'Y' ; Encoded as: "TRY[209]" ETOK 209 EQUB VE ECHR ' ' ; Token 111: " CUDDLY" ECHR 'C' ; ECHR 'U' ; Encoded as: " CUDDLY" ECHR 'D' ECHR 'D' ECHR 'L' ECHR 'Y' EQUB VE ECHR ' ' ; Token 112: " CUTE" ECHR 'C' ; ECHR 'U' ; Encoded as: " CUTE" ECHR 'T' ECHR 'E' EQUB VE ECHR ' ' ; Token 113: " FURRY" ECHR 'F' ; ECHR 'U' ; Encoded as: " FURRY" ECHR 'R' ECHR 'R' ECHR 'Y' EQUB VE ECHR ' ' ; Token 114: " FRIENDLY" ECHR 'F' ; ECHR 'R' ; Encoded as: " FRI<246>DLY" ECHR 'I' ETWO 'E', 'N' ECHR 'D' ECHR 'L' ECHR 'Y' EQUB VE ECHR 'W' ; Token 115: "WASP" ECHR 'A' ; ECHR 'S' ; Encoded as: "WASP" ECHR 'P' EQUB VE ECHR 'M' ; Token 116: "MOTH" ECHR 'O' ; ETWO 'T', 'H' ; Encoded as: "MO<226>" EQUB VE ECHR 'G' ; Token 117: "GRUB" ECHR 'R' ; ECHR 'U' ; Encoded as: "GRUB" ECHR 'B' EQUB VE ETWO 'A', 'N' ; Token 118: "ANT" ECHR 'T' ; EQUB VE ; Encoded as: "<255>T" EJMP 18 ; Token 119: "{random 1-8 letter word}" EQUB VE ; ; Encoded as: "{18}" ECHR 'P' ; Token 120: "POET" ECHR 'O' ; ETWO 'E', 'T' ; Encoded as: "PO<221>" EQUB VE ETWO 'A', 'R' ; Token 121: "ARTS GRADUATE" ECHR 'T' ; ECHR 'S' ; Encoded as: "<238>TS G<248>DU<245>E" ECHR ' ' ECHR 'G' ETWO 'R', 'A' ECHR 'D' ECHR 'U' ETWO 'A', 'T' ECHR 'E' EQUB VE ECHR 'Y' ; Token 122: "YAK" ECHR 'A' ; ECHR 'K' ; Encoded as: "YAK" EQUB VE ECHR 'S' ; Token 123: "SNAIL" ECHR 'N' ; ECHR 'A' ; Encoded as: "SNA<220>" ETWO 'I', 'L' EQUB VE ECHR 'S' ; Token 124: "SLUG" ECHR 'L' ; ECHR 'U' ; Encoded as: "SLUG" ECHR 'G' EQUB VE ECHR 'T' ; Token 125: "TROPICAL" ECHR 'R' ; ECHR 'O' ; Encoded as: "TROPIC<228>" ECHR 'P' ECHR 'I' ECHR 'C' ETWO 'A', 'L' EQUB VE ECHR 'D' ; Token 126: "DENSE" ETWO 'E', 'N' ; ETWO 'S', 'E' ; Encoded as: "D<246><218>" EQUB VE ETWO 'R', 'A' ; Token 127: "RAIN" ETWO 'I', 'N' ; EQUB VE ; Encoded as: "<248><240>" ECHR 'I' ; Token 128: "IMPENETRABLE" ECHR 'M' ; ECHR 'P' ; Encoded as: "IMP<246><221><248>B<229>" ETWO 'E', 'N' ETWO 'E', 'T' ETWO 'R', 'A' ECHR 'B' ETWO 'L', 'E' EQUB VE ECHR 'E' ; Token 129: "EXUBERANT" ECHR 'X' ; ECHR 'U' ; Encoded as: "EXU<247><248>NT" ETWO 'B', 'E' ETWO 'R', 'A' ECHR 'N' ECHR 'T' EQUB VE ECHR 'F' ; Token 130: "FUNNY" ECHR 'U' ; ECHR 'N' ; Encoded as: "FUNNY" ECHR 'N' ECHR 'Y' EQUB VE ECHR 'W' ; Token 131: "WEIRD" ECHR 'E' ; ECHR 'I' ; Encoded as: "WEIRD" ECHR 'R' ; ECHR 'D' EQUB VE ECHR 'U' ; Token 132: "UNUSUAL" ETWO 'N', 'U' ; ECHR 'S' ; Encoded as: "U<225>SU<228>" ECHR 'U' ETWO 'A', 'L' EQUB VE ETWO 'S', 'T' ; Token 133: "STRANGE" ETWO 'R', 'A' ; ECHR 'N' ; Encoded as: "<222><248>N<231>" ETWO 'G', 'E' EQUB VE ECHR 'P' ; Token 134: "PECULIAR" ECHR 'E' ; ECHR 'C' ; Encoded as: "PECULI<238>" ECHR 'U' ECHR 'L' ECHR 'I' ETWO 'A', 'R' EQUB VE ECHR 'F' ; Token 135: "FREQUENT" ETWO 'R', 'E' ; ETWO 'Q', 'U' ; Encoded as: "F<242><254><246>T" ETWO 'E', 'N' ECHR 'T' EQUB VE ECHR 'O' ; Token 136: "OCCASIONAL" ECHR 'C' ; ECHR 'C' ; Encoded as: "OCCASI<223><228>" ECHR 'A' ECHR 'S' ECHR 'I' ETWO 'O', 'N' ETWO 'A', 'L' EQUB VE ECHR 'U' ; Token 137: "UNPREDICTABLE" ECHR 'N' ; ECHR 'P' ; Encoded as: "UNP<242><241>CT<216><229>" ETWO 'R', 'E' ETWO 'D', 'I' ECHR 'C' ECHR 'T' ETWO 'A', 'B' ETWO 'L', 'E' EQUB VE ECHR 'D' ; Token 138: "DREADFUL" ETWO 'R', 'E' ; ECHR 'A' ; Encoded as: "D<242>ADFUL" ECHR 'D' ECHR 'F' ECHR 'U' ECHR 'L' EQUB VE ETOK 171 ; Token 139: "DEADLY" EQUB VE ; ; Encoded as: "[171]" ERND 1 ; Token 140: "[21-25] [16-20] FOR [61-65]" ECHR ' ' ; ERND 0 ; Encoded as: "[1?] [0?] F<253> [10?]" ECHR ' ' ECHR 'F' ETWO 'O', 'R' ECHR ' ' ERND 10 EQUB VE ETOK 140 ; Token 141: "[21-25] [16-20] FOR [61-65] AND ETOK 178 ; [61-65]" ERND 10 ; EQUB VE ; Encoded as: "[140][178][10?]" ERND 11 ; Token 142: "[51-55] BY [56-60]" ECHR ' ' ; ECHR 'B' ; Encoded as: "[11?] BY [12?]" ECHR 'Y' ECHR ' ' ERND 12 EQUB VE ETOK 140 ; Token 143: "[21-25] [16-20] FOR [61-65] BUT [51-55] ECHR ' ' ; BY [56-60]" ECHR 'B' ; ECHR 'U' ; Encoded as: "[140] BUT [142]" ECHR 'T' ECHR ' ' ETOK 142 EQUB VE ECHR ' ' ; Token 144: " A[96-100] [101-105]" ECHR 'A' ; ERND 20 ; Encoded as: " A[20?] [21?]" ECHR ' ' ERND 21 EQUB VE ECHR 'P' ; Token 145: "PLANET" ECHR 'L' ; ETWO 'A', 'N' ; Encoded as: "PL<255><221>" ETWO 'E', 'T' EQUB VE ECHR 'W' ; Token 146: "WORLD" ETWO 'O', 'R' ; ECHR 'L' ; Encoded as: "W<253>LD" ECHR 'D' EQUB VE ETWO 'T', 'H' ; Token 147: "THE " ECHR 'E' ; ECHR ' ' ; Encoded as: "<226>E " EQUB VE ETWO 'T', 'H' ; Token 148: "THIS " ECHR 'I' ; ECHR 'S' ; Encoded as: "<226>IS " ECHR ' ' EQUB VE ETWO 'L', 'O' ; Token 149: "LOAD NEW {single cap}COMMANDER" ECHR 'A' ; ECHR 'D' ; Encoded as: "<224>AD[210][154]" ETOK 210 ETOK 154 EQUB VE EJMP 9 ; Token 150: "{clear screen} EJMP 11 ; {draw box around title} EJMP 1 ; {all caps} EJMP 8 ; {tab 6}" EQUB VE ; ; Encoded as: "{9}{11}{1}{8}" ECHR 'D' ; Token 151: "DRIVE" ECHR 'R' ; ECHR 'I' ; Encoded as: "DRI<250>" ETWO 'V', 'E' EQUB VE ECHR ' ' ; Token 152: " CATALOGUE" ECHR 'C' ; ETWO 'A', 'T' ; Encoded as: " C<245>A<224>GUE" ECHR 'A' ETWO 'L', 'O' ECHR 'G' ECHR 'U' ECHR 'E' EQUB VE ECHR 'I' ; Token 153: "IAN" ETWO 'A', 'N' ; EQUB VE ; Encoded as: "I<255>" EJMP 19 ; Token 154: "{single cap}COMMANDER" ECHR 'C' ; ECHR 'O' ; Encoded as: "{19}COMM<255>D<244>" ECHR 'M' ECHR 'M' ETWO 'A', 'N' ECHR 'D' ETWO 'E', 'R' EQUB VE ERND 13 ; Token 155: "[170-174]" EQUB VE ; ; Encoded as: "[13?]" ECHR 'M' ; Token 156: "MOUNTAIN" ETWO 'O', 'U' ; ECHR 'N' ; Encoded as: "M<217>NTA<240>" ECHR 'T' ECHR 'A' ETWO 'I', 'N' EQUB VE ETWO 'E', 'D' ; Token 157: "EDIBLE" ECHR 'I' ; ECHR 'B' ; Encoded as: "<252>IB<229>" ETWO 'L', 'E' EQUB VE ECHR 'T' ; Token 158: "TREE" ETWO 'R', 'E' ; ECHR 'E' ; Encoded as: "T<242>E" EQUB VE ECHR 'S' ; Token 159: "SPOTTED" ECHR 'P' ; ECHR 'O' ; Encoded as: "SPOTT<252>" ECHR 'T' ECHR 'T' ETWO 'E', 'D' EQUB VE ERND 29 ; Token 160: "[225-229]" EQUB VE ; ; Encoded as: "[29?]" ERND 30 ; Token 161: "[230-234]" EQUB VE ; ; Encoded as: "[30?]" ERND 6 ; Token 162: "[46-50]OID" ECHR 'O' ; ECHR 'I' ; Encoded as: "[6?]OID" ECHR 'D' EQUB VE ERND 36 ; Token 163: "[120-124]" EQUB VE ; ; Encoded as: "[36?]" ERND 35 ; Token 164: "[115-119]" EQUB VE ; ; Encoded as: "[35?]" ETWO 'A', 'N' ; Token 165: "ANCIENT" ECHR 'C' ; ECHR 'I' ; Encoded as: "<255>CI<246>T" ETWO 'E', 'N' ECHR 'T' EQUB VE ECHR 'E' ; Token 166: "EXCEPTIONAL" ECHR 'X' ; ETWO 'C', 'E' ; Encoded as: "EX<233>P<251><223><228>" ECHR 'P' ETWO 'T', 'I' ETWO 'O', 'N' ETWO 'A', 'L' EQUB VE ECHR 'E' ; Token 167: "ECCENTRIC" ECHR 'C' ; ETWO 'C', 'E' ; Encoded as: "EC<233>NTRIC" ECHR 'N' ECHR 'T' ECHR 'R' ECHR 'I' ECHR 'C' EQUB VE ETWO 'I', 'N' ; Token 168: "INGRAINED" ECHR 'G' ; ETWO 'R', 'A' ; Encoded as: "<240>G<248><240><252>" ETWO 'I', 'N' ETWO 'E', 'D' EQUB VE ERND 23 ; Token 169: "[130-134]" EQUB VE ; ; Encoded as: "[23?]" ECHR 'K' ; Token 170: "KILLER" ETWO 'I', 'L' ; ECHR 'L' ; Encoded as: "K<220>L<244>" ETWO 'E', 'R' EQUB VE ECHR 'D' ; Token 171: "DEADLY" ECHR 'E' ; ECHR 'A' ; Encoded as: "DEADLY" ECHR 'D' ECHR 'L' ECHR 'Y' EQUB VE ECHR 'E' ; Token 172: "EVIL" ECHR 'V' ; ETWO 'I', 'L' ; Encoded as: "EV<220>" EQUB VE ETWO 'L', 'E' ; Token 173: "LETHAL" ETWO 'T', 'H' ; ETWO 'A', 'L' ; Encoded as: "<229><226><228>" EQUB VE ECHR 'V' ; Token 174: "VICIOUS" ECHR 'I' ; ECHR 'C' ; Encoded as: "VICIO<236>" ECHR 'I' ECHR 'O' ETWO 'U', 'S' EQUB VE ETWO 'I', 'T' ; Token 175: "ITS " ECHR 'S' ; ECHR ' ' ; Encoded as: "<219>S " EQUB VE EJMP 13 ; Token 176: "{lower case} EJMP 14 ; {justify} EJMP 19 ; {single cap}" EQUB VE ; ; Encoded as: "{13}{14}{19}" ECHR '.' ; Token 177: ".{cr} EJMP 12 ; {left align}" EJMP 15 ; EQUB VE ; Encoded as: ".{12}{15}" ECHR ' ' ; Token 178: " AND " ETWO 'A', 'N' ; ECHR 'D' ; Encoded as: " <255>D " ECHR ' ' EQUB VE ECHR 'Y' ; Token 179: "YOU" ETWO 'O', 'U' ; EQUB VE ; Encoded as: "Y<217>" ECHR 'P' ; Token 180: "PARKING METERS" ETWO 'A', 'R' ; ECHR 'K' ; Encoded as: "P<238>K[195]M<221><244>S" ETOK 195 ECHR 'M' ETWO 'E', 'T' ETWO 'E', 'R' ECHR 'S' EQUB VE ECHR 'D' ; Token 181: "DUST CLOUDS" ETWO 'U', 'S' ; ECHR 'T' ; Encoded as: "D<236>T C<224>UDS" ECHR ' ' ECHR 'C' ETWO 'L', 'O' ECHR 'U' ECHR 'D' ECHR 'S' EQUB VE ECHR 'I' ; Token 182: "ICE BERGS" ETWO 'C', 'E' ; ECHR ' ' ; Encoded as: "I<233> <247>RGS" ETWO 'B', 'E' ECHR 'R' ECHR 'G' ECHR 'S' EQUB VE ECHR 'R' ; Token 183: "ROCK FORMATIONS" ECHR 'O' ; ECHR 'C' ; Encoded as: "ROCK F<253><239><251><223>S" ECHR 'K' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ETWO 'M', 'A' ETWO 'T', 'I' ETWO 'O', 'N' ECHR 'S' EQUB VE ECHR 'V' ; Token 184: "VOLCANOES" ECHR 'O' ; ECHR 'L' ; Encoded as: "VOLCA<227><237>" ECHR 'C' ECHR 'A' ETWO 'N', 'O' ETWO 'E', 'S' EQUB VE ECHR 'P' ; Token 185: "PLANT" ECHR 'L' ; ETWO 'A', 'N' ; Encoded as: "PL<255>T" ECHR 'T' EQUB VE ECHR 'T' ; Token 186: "TULIP" ECHR 'U' ; ECHR 'L' ; Encoded as: "TULIP" ECHR 'I' ECHR 'P' EQUB VE ECHR 'B' ; Token 187: "BANANA" ETWO 'A', 'N' ; ETWO 'A', 'N' ; Encoded as: "B<255><255>A" ECHR 'A' EQUB VE ECHR 'C' ; Token 188: "CORN" ETWO 'O', 'R' ; ECHR 'N' ; Encoded as: "C<253>N" EQUB VE EJMP 18 ; Token 189: "{random 1-8 letter word}WEED" ECHR 'W' ; ECHR 'E' ; Encoded as: "{18}WE<252>" ETWO 'E', 'D' EQUB VE EJMP 18 ; Token 190: "{random 1-8 letter word}" EQUB VE ; ; Encoded as: "{18}" EJMP 17 ; Token 191: "{system name adjective} {random 1-8 ECHR ' ' ; letter word}" EJMP 18 ; EQUB VE ; Encoded as: "{17} {18}" EJMP 17 ; Token 192: "{system name adjective} [170-174]" ECHR ' ' ; ERND 13 ; Encoded as: "{17} [13?]" EQUB VE ETWO 'I', 'N' ; Token 193: "INHABITANT" ECHR 'H' ; ECHR 'A' ; Encoded as: "<240>HA<234>T<255>T" ETWO 'B', 'I' ECHR 'T' ETWO 'A', 'N' ECHR 'T' EQUB VE ETOK 191 ; Token 194: "{system name adjective} {random 1-8 EQUB VE ; letter word}" ; ; Encoded as: "[191]" ETWO 'I', 'N' ; Token 195: "ING " ECHR 'G' ; ECHR ' ' ; Encoded as: "<240>G " EQUB VE ETWO 'E', 'D' ; Token 196: "ED " ECHR ' ' ; EQUB VE ; Encoded as: "<252> " ECHR ' ' ; Token 197: " D.BRABEN & I.BELL" ECHR 'D' ECHR '.' ; Encoded as: " D.B<248><247>N & I.<247>LL" ECHR 'B' ETWO 'R', 'A' ETWO 'B', 'E' ECHR 'N' ECHR ' ' ECHR '&' ECHR ' ' ECHR 'I' ECHR '.' ETWO 'B', 'E' ECHR 'L' ECHR 'L' EQUB VE ECHR ' ' ; Token 198: " LITTLE TRUMBLE" ECHR 'L' ; ETWO 'I', 'T' ; Encoded as: " L<219>T<229> TRUMB" ECHR 'T' ETWO 'L', 'E' ECHR ' ' ECHR 'T' ECHR 'R' ECHR 'U' ECHR 'M' ECHR 'B' ETWO 'L', 'E' EQUB VE EJMP 25 ; Token 199: "{incoming message screen, wait 2s} EJMP 9 ; {clear screen} EJMP 29 ; {tab 6, lower case in words} EJMP 14 ; {justify} EJMP 19 ; {single cap}GOOD{lower case} DAY ECHR 'G' ; {single cap}COMMANDER {commander ECHR 'O' ; name}, ALLOW ME TO INTRODUCE MYSELF. ECHR 'O' ; {single cap}I AM {single cap}THE ECHR 'D' ; {single cap}MERCHANT {single cap} EJMP 13 ; PRINCE OF THRUN{lower case} AND {single ECHR ' ' ; cap}I FIND MYSELF FORCED TO SELL MY ECHR 'D' ; MOST TREASURED POSSESSION.{cr} ECHR 'A' ; {cr} ECHR 'Y' ; {single cap}I AM OFFERING ECHR ' ' ; YOU, FOR THE PALTRY SUM OF JUST 5000 ETOK 154 ; {single cap}C{single cap}R THE RAREST ECHR ' ' ; THING IN THE {single cap}KNOWN {single EJMP 4 ; cap}UNIVERSE.{cr} ECHR ',' ; {cr} ECHR ' ' ; {single cap}{lower case}WILL YOU TAKE ETWO 'A', 'L' ; IT{all caps}(Y/N)?{cr} ETWO 'L', 'O' ; {left align}{all caps}{tab 6} ECHR 'W' ; ECHR ' ' ; Encoded as: "{25}{9}{29}{14}{19}GOOD{13} DAY [154] ECHR 'M' ; [4], <228><224>W ME[201]<240>TRODU ECHR 'E' ; <233> MY<218>LF. {19}I AM{2} [147]M ETOK 201 ; <244>CH<255>T PR<240><233> OF ETWO 'I', 'N' ; <226>RUN <255>D I F<240>D MY<218> ECHR 'T' ; LF F<253><233>D[201]<218>LL MY MO<222> ECHR 'R' ; T<242>ASUR<252> POSS<237>SI<223>[204] ECHR 'O' ; I AM OFF<244>[195]Y<217>, F<253> ECHR 'D' ; [147]PALTRY SUM OF JU<222> 4000{19} ECHR 'U' ; C{19}R [147]<248><242><222> <226>[195] ETWO 'C', 'E' ; <240> [147]{2}K<227>WN UNI<250>R<218> ECHR ' ' ; [204]{13}W<220>L Y<217> TAKE <219>{1} ECHR 'M' ; (Y/N)?{12}{15}{1}{8}" ECHR 'Y' ETWO 'S', 'E' ECHR 'L' ECHR 'F' ECHR '.' ECHR ' ' EJMP 19 ECHR 'I' ECHR ' ' ECHR 'A' ECHR 'M' EJMP 2 ECHR ' ' ETOK 147 ECHR 'M' ETWO 'E', 'R' ECHR 'C' ECHR 'H' ETWO 'A', 'N' ECHR 'T' ECHR ' ' ECHR 'P' ECHR 'R' ETWO 'I', 'N' ETWO 'C', 'E' ECHR ' ' ECHR 'O' ECHR 'F' ECHR ' ' ETWO 'T', 'H' ECHR 'R' ECHR 'U' ECHR 'N' EJMP 13 ETOK 178 EJMP 19 ECHR 'I' ECHR ' ' ECHR 'F' ETWO 'I', 'N' ECHR 'D' ECHR ' ' ECHR 'M' ECHR 'Y' ETWO 'S', 'E' ECHR 'L' ECHR 'F' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ETWO 'C', 'E' ECHR 'D' ETOK 201 ETWO 'S', 'E' ECHR 'L' ECHR 'L' ECHR ' ' ECHR 'M' ECHR 'Y' ECHR ' ' ECHR 'M' ECHR 'O' ETWO 'S', 'T' ECHR ' ' ECHR 'T' ETWO 'R', 'E' ECHR 'A' ECHR 'S' ECHR 'U' ECHR 'R' ETWO 'E', 'D' ECHR ' ' ECHR 'P' ECHR 'O' ECHR 'S' ECHR 'S' ETWO 'E', 'S' ECHR 'S' ECHR 'I' ETWO 'O', 'N' ETOK 204 ECHR 'I' ECHR ' ' ECHR 'A' ECHR 'M' ECHR ' ' ECHR 'O' ECHR 'F' ECHR 'F' ETWO 'E', 'R' ETOK 195 ECHR 'Y' ETWO 'O', 'U' ECHR ',' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ECHR ' ' ETOK 147 ECHR 'P' ECHR 'A' ECHR 'L' ECHR 'T' ECHR 'R' ECHR 'Y' ECHR ' ' ECHR 'S' ECHR 'U' ECHR 'M' ECHR ' ' ECHR 'O' ECHR 'F' ECHR ' ' ECHR 'J' ECHR 'U' ETWO 'S', 'T' ECHR ' ' ECHR '5' ECHR '0' ECHR '0' ECHR '0' EJMP 19 ECHR 'C' EJMP 19 ECHR 'R' ECHR ' ' ETOK 147 ETWO 'R', 'A' ETWO 'R', 'E' ETWO 'S', 'T' ECHR ' ' ETWO 'T', 'H' ETOK 195 ECHR ' ' ETWO 'I', 'N' ECHR ' ' ETOK 147 EJMP 2 ECHR 'K' ETWO 'N', 'O' ECHR 'W' ECHR 'N' ECHR ' ' ECHR 'U' ECHR 'N' ECHR 'I' ETWO 'V', 'E' ECHR 'R' ETWO 'S', 'E' ETOK 204 EJMP 13 ECHR 'W' ETWO 'I', 'L' ECHR 'L' ECHR ' ' ECHR 'Y' ETWO 'O', 'U' ECHR ' ' ECHR 'T' ECHR 'A' ECHR 'K' ECHR 'E' ECHR ' ' ETWO 'I', 'T' EJMP 1 ECHR '(' ECHR 'Y' ECHR '/' ECHR 'N' ECHR ')' ECHR '?' EJMP 12 EJMP 15 EJMP 1 EJMP 8 EQUB VE ECHR ' ' ; Token 200: " NAME? " ECHR 'N' ; ECHR 'A' ; Encoded as: " NAME? " ECHR 'M' ECHR 'E' ECHR '?' ECHR ' ' EQUB VE ECHR ' ' ; Token 201: " TO " ECHR 'T' ; ECHR 'O' ; Encoded as: " TO " ECHR ' ' EQUB VE ECHR ' ' ; Token 202: " IS " ECHR 'I' ; ECHR 'S' ; Encoded as: " IS " ECHR ' ' EQUB VE ECHR 'W' ; Token 203: "WAS LAST SEEN AT {single cap}" ECHR 'A' ; ECHR 'S' ; Encoded as: "WAS <249><222> <218><246> <245> {19}" ECHR ' ' ETWO 'L', 'A' ETWO 'S', 'T' ECHR ' ' ETWO 'S', 'E' ETWO 'E', 'N' ECHR ' ' ETWO 'A', 'T' ECHR ' ' EJMP 19 EQUB VE ECHR '.' ; Token 204: ".{cr} EJMP 12 ; {single cap}" ECHR ' ' ; EJMP 19 ; Encoded as: ".{12} {19}" EQUB VE ECHR 'D' ; Token 205: "DOCKED" ECHR 'O' ; ECHR 'C' ; Encoded as: "DOCK<252>" ECHR 'K' ETWO 'E', 'D' EQUB VE EJMP 1 ; Token 206: "{all caps}(Y/N)?" ECHR '(' ; ECHR 'Y' ; Encoded as: "{1}(Y/N)?" ECHR '/' ECHR 'N' ECHR ')' ECHR '?' EQUB VE ECHR 'S' ; Token 207: "SHIP" ECHR 'H' ; ECHR 'I' ; Encoded as: "SHIP" ECHR 'P' EQUB VE ECHR ' ' ; Token 208: " A " ECHR 'A' ; ECHR ' ' ; Encoded as: " A " EQUB VE ECHR ' ' ; Token 209: " ERRIUS" ETWO 'E', 'R' ; ECHR 'R' ; Encoded as: " <244>RI<236>" ECHR 'I' ETWO 'U', 'S' EQUB VE ECHR ' ' ; Token 210: " NEW " ECHR 'N' ; ECHR 'E' ; Encoded as: " NEW " ECHR 'W' ECHR ' ' EQUB VE EJMP 2 ; Token 211: "{sentence case} HER MAJESTY'S SPACE ECHR ' ' ; NAVY{lower case}" ECHR 'H' ; ETWO 'E', 'R' ; Encoded as: "{2} H<244> <239>J<237>TY'S SPA<233> NAV ECHR ' ' ; Y{13}" ETWO 'M', 'A' ECHR 'J' ETWO 'E', 'S' ECHR 'T' ECHR 'Y' ECHR '`' ECHR 'S' ECHR ' ' ECHR 'S' ECHR 'P' ECHR 'A' ETWO 'C', 'E' ECHR ' ' ECHR 'N' ECHR 'A' ECHR 'V' ECHR 'Y' EJMP 13 EQUB VE ETOK 177 ; Token 212: ".{cr} EJMP 8 ; {left align} EJMP 1 ; {tab 6}{all caps} MESSAGE ENDS" ECHR ' ' ; ECHR ' ' ; Encoded as: "[177]{8}{1} M<237>SA<231> <246>DS" ECHR 'M' ETWO 'E', 'S' ECHR 'S' ECHR 'A' ETWO 'G', 'E' ECHR ' ' ETWO 'E', 'N' ECHR 'D' ECHR 'S' EQUB VE ECHR ' ' ; Token 213: " {single cap}COMMANDER {commander ETOK 154 ; name}, I {lower case}AM{sentence case} ECHR ' ' ; CAPTAIN {mission captain's name} EJMP 4 ; {lower case}OF{sentence case} HER ECHR ',' ; MAJESTY'S SPACE NAVY{lower case}" ECHR ' ' ; ECHR 'I' ; Encoded as: " [154] {4}, I {13}AM{2} CAPTA<240> {27} ECHR ' ' ; {13}OF[211]" EJMP 13 ECHR 'A' ECHR 'M' EJMP 2 ECHR ' ' ECHR 'C' ECHR 'A' ECHR 'P' ECHR 'T' ECHR 'A' ETWO 'I', 'N' ECHR ' ' EJMP 27 ECHR ' ' EJMP 13 ECHR 'O' ECHR 'F' ETOK 211 EQUB VE EQUB VE ; Token 214: "" ; ; Encoded as: "" EJMP 15 ; Token 215: "{left align} UNKNOWN PLANET" ECHR ' ' ; ECHR 'U' ; Encoded as: "{15} UNK<227>WN [145]" ECHR 'N' ECHR 'K' ETWO 'N', 'O' ECHR 'W' ECHR 'N' ECHR ' ' ETOK 145 EQUB VE EJMP 9 ; Token 216: "{clear screen} EJMP 8 ; {tab 6} EJMP 23 ; {move to row 10, white, lower case} EJMP 1 ; {all caps} ECHR ' ' ; (space) ETWO 'I', 'N' ; INCOMING MESSAGE" ECHR 'C' ; ECHR 'O' ; Encoded as: "{9}{8}{23}{1} <240>COM[195]M<237>SA ECHR 'M' ; <231>" ETOK 195 ECHR 'M' ETWO 'E', 'S' ECHR 'S' ECHR 'A' ETWO 'G', 'E' EQUB VE ECHR 'C' ; Token 217: "CURRUTHERS" ECHR 'U' ; ECHR 'R' ; Encoded as: "CURRU<226><244>S" ECHR 'R' ECHR 'U' ETWO 'T', 'H' ETWO 'E', 'R' ECHR 'S' EQUB VE ECHR 'F' ; Token 218: "FOSDYKE SMYTHE" ECHR 'O' ; ECHR 'S' ; Encoded as: "FOSDYKE SMY<226>E" ECHR 'D' ECHR 'Y' ECHR 'K' ECHR 'E' ECHR ' ' ECHR 'S' ECHR 'M' ECHR 'Y' ETWO 'T', 'H' ECHR 'E' EQUB VE ECHR 'F' ; Token 219: "FORTESQUE" ETWO 'O', 'R' ; ECHR 'T' ; Encoded as: "F<253>T<237><254>E" ETWO 'E', 'S' ETWO 'Q', 'U' ECHR 'E' EQUB VE ETOK 203 ; Token 220: "WAS LAST SEEN AT {single cap}REESDICE" ETWO 'R', 'E' ; ETWO 'E', 'S' ; Encoded as: "[203]<242><237><241><233>" ETWO 'D', 'I' ETWO 'C', 'E' EQUB VE ECHR 'I' ; Token 221: "IS BELIEVED TO HAVE JUMPED TO THIS ECHR 'S' ; GALAXY" ECHR ' ' ; ETWO 'B', 'E' ; Encoded as: "IS <247>LIEV<252>[201]HA<250> JUMP<252> ECHR 'L' ; [201][148]G<228>AXY" ECHR 'I' ECHR 'E' ECHR 'V' ETWO 'E', 'D' ETOK 201 ECHR 'H' ECHR 'A' ETWO 'V', 'E' ECHR ' ' ECHR 'J' ECHR 'U' ECHR 'M' ECHR 'P' ETWO 'E', 'D' ETOK 201 ETOK 148 ECHR 'G' ETWO 'A', 'L' ECHR 'A' ECHR 'X' ECHR 'Y' EQUB VE EJMP 25 ; Token 222: "{incoming message screen, wait 2s} EJMP 9 ; {clear screen} EJMP 29 ; {tab 6, white, lower case in words} EJMP 14 ; {justify} EJMP 2 ; {sentence case} ECHR 'G' ; GOOD DAY {single cap}COMMANDER ECHR 'O' ; {commander name}.{cr} ECHR 'O' ; {single cap}I{lower case} AM {single ECHR 'D' ; cap}AGENT{single cap}BLAKE OF {single ECHR ' ' ; cap}NAVAL {single cap}INTELLEGENCE.{cr} ECHR 'D' ; {single cap}AS YOU KNOW, THE {single ECHR 'A' ; cap}NAVY HAVE BEEN KEEPING THE {single ECHR 'Y' ; cap}THARGOIDS OFF YOUR ASS OUT IN DEEP ECHR ' ' ; SPACE FOR MANY YEARS NOW. {single cap} ETOK 154 ; WELL THE SITUATION HAS CHANGED.{cr} ECHR ' ' ; {single cap}OUR BOYS ARE READY FOR A EJMP 4 ; PUSH RIGHT TO THE HOME SYSTEM OF THOSE ETOK 204 ; MURDERERS.{cr} ECHR 'I' ; {single cap} EJMP 13 ; {wait for key press} ECHR ' ' ; {clear screen} ECHR 'A' ; {white} ECHR 'M' ; {tab 6, white, lower case in words} ECHR ' ' ; I{lower case} HAVE OBTAINED THE DEFENCE EJMP 19 ; PLANS FOR THEIR {single cap}HIVE ECHR 'A' ; {single cap}WORLDS.{cr} {single cap}THE ECHR 'G' ; BEETLES KNOW WE'VE GOT SOMETHING BUT ETWO 'E', 'N' ; NOT WHAT.{cr} {single cap}IF {single ECHR 'T' ; cap}I TRANSMIT THE PLANS TO OUR BASE ON ECHR ' ' ; {single cap}BIRERA THEY'LL INTERCEPT EJMP 19 ; THE TRANSMISSION. {single cap}I NEED A ECHR 'B' ; SHIP TO MAKE THE RUN.{cr} ETWO 'L', 'A' ; {single cap}YOU'RE ELECTED.{cr} ECHR 'K' ; {single cap}THE PLANS ARE UNIPULSE ECHR 'E' ; CODED WITHIN THIS TRANSMISSION.{cr} ECHR ' ' ; {single cap}{tab 6}YOU WILL BE ECHR 'O' ; PAID.{cr} ECHR 'F' ; {single cap} {single cap}GOOD LUCK ECHR ' ' ; {single cap}COMMANDER.{cr} EJMP 19 ; {left align} ECHR 'N' ; {tab 6}{all caps} MESSAGE ENDS ECHR 'A' ; {wait for key press}" ECHR 'V' ; ETWO 'A', 'L' ; Encoded as: "{25}{9}{29}{14}{2}GOOD DAY [154] ECHR ' ' ; {4}[204]I{13} AM {19}AG<246>T {19}B EJMP 19 ; <249>KE OF {19}NAV<228> {19}<240>TELLI ETWO 'I', 'N' ; G<246><233>[204]AS [179] K<227>W, [147] ECHR 'T' ; {19}NAVY HA<250> <247><246> KEEP[195] ECHR 'E' ; [147]{19}<226><238>GOIDS OFF [179]R ASS ECHR 'L' ; <217>T <240> DEEP SPA<233> F<253> ETWO 'L', 'E' ; <239>NY YE<238>S <227>W. {19}WELL ; [147]S<219>UA<251><223> HAS CH<255>G ECHR 'G' ; <252>[204]<217>R BOYS <238>E <242>ADY F ETWO 'E', 'N' ; <253>[208]PUSH RIGHT[201][147]HOME ETWO 'C', 'E' ; SYSTEM OF <226>O<218> MURD<244><244>S ETOK 204 ; [204]{24}{9}{29}I{13} HA<250> OBTA ECHR 'A' ; <240>[196][147]DEF<246><233> P<249>NS F ECHR 'S' ; <253> <226>EIR {19}HI<250> {19}W<253>LD ECHR ' ' ; S[204][147]<247><221><229>S K<227>W WE' ETOK 179 ; <250> GOT <235>ME<226>[195]BUT <227>T W ECHR ' ' ; H<245>[204]IF {19}I T<248>NSM<219> ECHR 'K' ; [147]P<249>NS[201]<217>R BA<218> <223> ETWO 'N', 'O' ; {19}<234><242><248> <226>EY'LL <240>T ECHR 'W' ; <244><233>PT [147]TR<255>SMISSI<223>. ECHR ',' ; {19}I NE<252>[208][207][201]<239>KE ECHR ' ' ; [147]RUN[204][179]'<242> E<229>CT<252> ETOK 147 ; [204][147]P<249>NS A<242> UNIPUL<218> C EJMP 19 ; OD[196]WI<226><240> [148]TR<255>SMISSI ECHR 'N' ; <223>[204]{8}[179] W<220>L <247> PAID ECHR 'A' ; [204] {19}GOOD LUCK [154][212]{24}" ECHR 'V' ECHR 'Y' ECHR ' ' ECHR 'H' ECHR 'A' ETWO 'V', 'E' ECHR ' ' ETWO 'B', 'E' ETWO 'E', 'N' ECHR ' ' ECHR 'K' ECHR 'E' ECHR 'E' ECHR 'P' ETOK 195 ETOK 147 EJMP 19 ETWO 'T', 'H' ETWO 'A', 'R' ECHR 'G' ECHR 'O' ECHR 'I' ECHR 'D' ECHR 'S' ECHR ' ' ECHR 'O' ECHR 'F' ECHR 'F' ECHR ' ' ETOK 179 ECHR 'R' ECHR ' ' ECHR 'A' ECHR 'S' ECHR 'S' ECHR ' ' ETWO 'O', 'U' ECHR 'T' ECHR ' ' ETWO 'I', 'N' ECHR ' ' ECHR 'D' ECHR 'E' ECHR 'E' ECHR 'P' ECHR ' ' ECHR 'S' ECHR 'P' ECHR 'A' ETWO 'C', 'E' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ECHR ' ' ETWO 'M', 'A' ECHR 'N' ECHR 'Y' ECHR ' ' ECHR 'Y' ECHR 'E' ETWO 'A', 'R' ECHR 'S' ECHR ' ' ETWO 'N', 'O' ECHR 'W' ECHR '.' ECHR ' ' EJMP 19 ECHR 'W' ECHR 'E' ECHR 'L' ECHR 'L' ECHR ' ' ETOK 147 ECHR 'S' ETWO 'I', 'T' ECHR 'U' ECHR 'A' ETWO 'T', 'I' ETWO 'O', 'N' ECHR ' ' ECHR 'H' ECHR 'A' ECHR 'S' ECHR ' ' ECHR 'C' ECHR 'H' ETWO 'A', 'N' ECHR 'G' ETWO 'E', 'D' ETOK 204 ETWO 'O', 'U' ECHR 'R' ECHR ' ' ECHR 'B' ECHR 'O' ECHR 'Y' ECHR 'S' ECHR ' ' ETWO 'A', 'R' ECHR 'E' ECHR ' ' ETWO 'R', 'E' ECHR 'A' ECHR 'D' ECHR 'Y' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ETOK 208 ECHR 'P' ECHR 'U' ECHR 'S' ECHR 'H' ECHR ' ' ECHR 'R' ECHR 'I' ECHR 'G' ECHR 'H' ECHR 'T' ETOK 201 ETOK 147 ECHR 'H' ECHR 'O' ECHR 'M' ECHR 'E' ECHR ' ' ECHR 'S' ECHR 'Y' ECHR 'S' ECHR 'T' ECHR 'E' ECHR 'M' ECHR ' ' ECHR 'O' ECHR 'F' ECHR ' ' ETWO 'T', 'H' ECHR 'O' ETWO 'S', 'E' ECHR ' ' ECHR 'M' ECHR 'U' ECHR 'R' ECHR 'D' ETWO 'E', 'R' ETWO 'E', 'R' ECHR 'S' ETOK 204 EJMP 24 EJMP 9 EJMP 29 ECHR 'I' EJMP 13 ECHR ' ' ECHR 'H' ECHR 'A' ETWO 'V', 'E' ECHR ' ' ECHR 'O' ECHR 'B' ECHR 'T' ECHR 'A' ETWO 'I', 'N' ETOK 196 ETOK 147 ECHR 'D' ECHR 'E' ECHR 'F' ETWO 'E', 'N' ETWO 'C', 'E' ECHR ' ' ECHR 'P' ETWO 'L', 'A' ECHR 'N' ECHR 'S' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ECHR ' ' ETWO 'T', 'H' ECHR 'E' ECHR 'I' ECHR 'R' ECHR ' ' EJMP 19 ECHR 'H' ECHR 'I' ETWO 'V', 'E' ECHR ' ' EJMP 19 ECHR 'W' ETWO 'O', 'R' ECHR 'L' ECHR 'D' ECHR 'S' ETOK 204 ETOK 147 ETWO 'B', 'E' ETWO 'E', 'T' ETWO 'L', 'E' ECHR 'S' ECHR ' ' ECHR 'K' ETWO 'N', 'O' ECHR 'W' ECHR ' ' ECHR 'W' ECHR 'E' ECHR '`' ETWO 'V', 'E' ECHR ' ' ECHR 'G' ECHR 'O' ECHR 'T' ECHR ' ' ETWO 'S', 'O' ECHR 'M' ECHR 'E' ETWO 'T', 'H' ETOK 195 ECHR 'B' ECHR 'U' ECHR 'T' ECHR ' ' ETWO 'N', 'O' ECHR 'T' ECHR ' ' ECHR 'W' ECHR 'H' ETWO 'A', 'T' ETOK 204 ECHR 'I' ECHR 'F' ECHR ' ' EJMP 19 ECHR 'I' ECHR ' ' ECHR 'T' ETWO 'R', 'A' ECHR 'N' ECHR 'S' ECHR 'M' ETWO 'I', 'T' ECHR ' ' ETOK 147 ECHR 'P' ETWO 'L', 'A' ECHR 'N' ECHR 'S' ETOK 201 ETWO 'O', 'U' ECHR 'R' ECHR ' ' ECHR 'B' ECHR 'A' ETWO 'S', 'E' ECHR ' ' ETWO 'O', 'N' ECHR ' ' EJMP 19 ETWO 'B', 'I' ETWO 'R', 'E' ETWO 'R', 'A' ECHR ' ' ETWO 'T', 'H' ECHR 'E' ECHR 'Y' ECHR '`' ECHR 'L' ECHR 'L' ECHR ' ' ETWO 'I', 'N' ECHR 'T' ETWO 'E', 'R' ETWO 'C', 'E' ECHR 'P' ECHR 'T' ECHR ' ' ETOK 147 ECHR 'T' ECHR 'R' ETWO 'A', 'N' ECHR 'S' ECHR 'M' ECHR 'I' ECHR 'S' ECHR 'S' ECHR 'I' ETWO 'O', 'N' ECHR '.' ECHR ' ' EJMP 19 ECHR 'I' ECHR ' ' ECHR 'N' ECHR 'E' ETWO 'E', 'D' ETOK 208 ETOK 207 ETOK 201 ETWO 'M', 'A' ECHR 'K' ECHR 'E' ECHR ' ' ETOK 147 ECHR 'R' ECHR 'U' ECHR 'N' ETOK 204 ETOK 179 ECHR '`' ETWO 'R', 'E' ECHR ' ' ECHR 'E' ETWO 'L', 'E' ECHR 'C' ECHR 'T' ETWO 'E', 'D' ETOK 204 ETOK 147 ECHR 'P' ETWO 'L', 'A' ECHR 'N' ECHR 'S' ECHR ' ' ECHR 'A' ETWO 'R', 'E' ECHR ' ' ECHR 'U' ECHR 'N' ECHR 'I' ECHR 'P' ECHR 'U' ECHR 'L' ETWO 'S', 'E' ECHR ' ' ECHR 'C' ECHR 'O' ECHR 'D' ETOK 196 ECHR 'W' ECHR 'I' ETWO 'T', 'H' ETWO 'I', 'N' ECHR ' ' ETOK 148 ECHR 'T' ECHR 'R' ETWO 'A', 'N' ECHR 'S' ECHR 'M' ECHR 'I' ECHR 'S' ECHR 'S' ECHR 'I' ETWO 'O', 'N' ETOK 204 EJMP 8 ETOK 179 ECHR ' ' ECHR 'W' ETWO 'I', 'L' ECHR 'L' ECHR ' ' ETWO 'B', 'E' ECHR ' ' ECHR 'P' ECHR 'A' ECHR 'I' ECHR 'D' ETOK 204 ECHR ' ' ECHR ' ' ECHR ' ' ECHR ' ' EJMP 19 ECHR 'G' ECHR 'O' ECHR 'O' ECHR 'D' ECHR ' ' ECHR 'L' ECHR 'U' ECHR 'C' ECHR 'K' ECHR ' ' ETOK 154 ETOK 212 EJMP 24 EQUB VE EJMP 25 ; Token 223: "{incoming message screen, wait 2s} EJMP 9 ; {clear screen} EJMP 29 ; {tab 6, white, lower case in words} EJMP 8 ; {tab 6} EJMP 14 ; {justify} EJMP 13 ; {lower case} EJMP 19 ; {single cap}WELL DONE {single cap} ECHR 'W' ; COMMANDER.{cr} ECHR 'E' ; {single cap}YOU HAVE SERVED US WELL ECHR 'L' ; AND WE SHALL REMEMBER.{cr} ECHR 'L' ; {single cap}WE DID NOT EXPECT THE ECHR ' ' ; {single cap}THARGOIDS TO FIND OUT ECHR 'D' ; ABOUT YOU.{cr} ETWO 'O', 'N' ; {single cap}FOR THE MOMENT PLEASE ECHR 'E' ; ACCEPT THIS {single cap}NAVY {standard ECHR ' ' ; tokens, sentence case}EXTRA ENERGY ETOK 154 ; UNIT{extended tokens} AS PAYMENT.{cr} ETOK 204 ; {left align} ETOK 179 ; {tab 6}{all caps} MESSAGE ENDS ECHR ' ' ; {wait for key press}" ECHR 'H' ; ECHR 'A' ; Encoded as: "{25}{9}{29}{8}{14}{13}{19}WELL D ETWO 'V', 'E' ; <223>E [154][204][179] HA<250> <218>RV ECHR ' ' ; [196]US WELL[178]WE SH<228>L <242>MEMB ETWO 'S', 'E' ; <244>[204]WE DID <227>T EXPECT [147] ECHR 'R' ; {19}<226><238>GOIDS[201]F<240>D <217>T ECHR 'V' ; AB<217>T [179][204]F<253> [147]MOM ETOK 196 ; <246>T P<229>A<218> AC<233>PT [148]{19} ECHR 'U' ; NAVY {6}[114]{5} AS PAYM<246>T[212] ECHR 'S' ; {24}" ECHR ' ' ECHR 'W' ECHR 'E' ECHR 'L' ECHR 'L' ETOK 178 ECHR 'W' ECHR 'E' ECHR ' ' ECHR 'S' ECHR 'H' ETWO 'A', 'L' ECHR 'L' ECHR ' ' ETWO 'R', 'E' ECHR 'M' ECHR 'E' ECHR 'M' ECHR 'B' ETWO 'E', 'R' ETOK 204 ECHR 'W' ECHR 'E' ECHR ' ' ECHR 'D' ECHR 'I' ECHR 'D' ECHR ' ' ETWO 'N', 'O' ECHR 'T' ECHR ' ' ECHR 'E' ECHR 'X' ECHR 'P' ECHR 'E' ECHR 'C' ECHR 'T' ECHR ' ' ETOK 147 EJMP 19 ETWO 'T', 'H' ETWO 'A', 'R' ECHR 'G' ECHR 'O' ECHR 'I' ECHR 'D' ECHR 'S' ETOK 201 ECHR 'F' ETWO 'I', 'N' ECHR 'D' ECHR ' ' ETWO 'O', 'U' ECHR 'T' ECHR ' ' ECHR 'A' ECHR 'B' ETWO 'O', 'U' ECHR 'T' ECHR ' ' ETOK 179 ETOK 204 ECHR 'F' ETWO 'O', 'R' ECHR ' ' ETOK 147 ECHR 'M' ECHR 'O' ECHR 'M' ETWO 'E', 'N' ECHR 'T' ECHR ' ' ECHR 'P' ETWO 'L', 'E' ECHR 'A' ETWO 'S', 'E' ECHR ' ' ECHR 'A' ECHR 'C' ETWO 'C', 'E' ECHR 'P' ECHR 'T' ECHR ' ' ETOK 148 EJMP 19 ECHR 'N' ECHR 'A' ECHR 'V' ECHR 'Y' ECHR ' ' EJMP 6 TOKN 114 EJMP 5 ECHR ' ' ECHR 'A' ECHR 'S' ECHR ' ' ECHR 'P' ECHR 'A' ECHR 'Y' ECHR 'M' ETWO 'E', 'N' ECHR 'T' ETOK 212 EJMP 24 EQUB VE ECHR 'A' ; Token 224: "ARE YOU SURE?" ETWO 'R', 'E' ; ECHR ' ' ; Encoded as: "A<242> [179] SU<242>?" ETOK 179 ECHR ' ' ECHR 'S' ECHR 'U' ETWO 'R', 'E' ECHR '?' EQUB VE ECHR 'S' ; Token 225: "SHREW" ECHR 'H' ; ETWO 'R', 'E' ; Encoded as: "SH<242>W" ECHR 'W' EQUB VE ETWO 'B', 'E' ; Token 226: "BEAST" ECHR 'A' ; ETWO 'S', 'T' ; Encoded as: "<247>A<222>" EQUB VE ECHR 'B' ; Token 227: "BISON" ECHR 'I' ; ECHR 'S' ; Encoded as: "BIS<223>" ETWO 'O', 'N' EQUB VE ECHR 'S' ; Token 228: "SNAKE" ECHR 'N' ; ECHR 'A' ; Encoded as: "SNAKE" ECHR 'K' ECHR 'E' EQUB VE ECHR 'W' ; Token 229: "WOLF" ECHR 'O' ; ECHR 'L' ; Encoded as: "WOLF" ECHR 'F' EQUB VE ETWO 'L', 'E' ; Token 230: "LEOPARD" ECHR 'O' ; ECHR 'P' ; Encoded as: "<229>OP<238>D" ETWO 'A', 'R' ECHR 'D' EQUB VE ECHR 'C' ; Token 231: "CAT" ETWO 'A', 'T' ; EQUB VE ; Encoded as: "C<245>" ECHR 'M' ; Token 232: "MONKEY" ETWO 'O', 'N' ; ECHR 'K' ; Encoded as: "M<223>KEY" ECHR 'E' ECHR 'Y' EQUB VE ECHR 'G' ; Token 233: "GOAT" ECHR 'O' ; ETWO 'A', 'T' ; Encoded as: "GO<245>" EQUB VE ECHR 'F' ; Token 234: "FISH" ECHR 'I' ; ECHR 'S' ; Encoded as: "FISH" ECHR 'H' EQUB VE ERND 15 ; Token 235: "[71-75] [66-70]" ECHR ' ' ; ERND 14 ; Encoded as: "[15?] [14?]" EQUB VE EJMP 17 ; Token 236: "{system name adjective} [225-229] ECHR ' ' ; [240-244]" ERND 29 ; ECHR ' ' ; Encoded as: "{17} [29?] [32?]" ERND 32 EQUB VE ETOK 175 ; Token 237: "ITS [76-80] [230-234] [240-244]" ERND 16 ; ECHR ' ' ; Encoded as: "[175][16?] [30?] [32?]" ERND 30 ECHR ' ' ERND 32 EQUB VE ERND 33 ; Token 238: "[245-249] [250-254]" ECHR ' ' ; ERND 34 ; Encoded as: "[33?] [34?]" EQUB VE ERND 15 ; Token 239: "[71-75] [66-70]" ECHR ' ' ; ERND 14 ; Encoded as: "[15?] [14?]" EQUB VE ECHR 'M' ; Token 240: "MEAT" ECHR 'E' ; ETWO 'A', 'T' ; Encoded as: "ME<245>" EQUB VE ECHR 'C' ; Token 241: "CUTLET" ECHR 'U' ; ECHR 'T' ; Encoded as: "CUTL<221>" ECHR 'L' ETWO 'E', 'T' EQUB VE ETWO 'S', 'T' ; Token 242: "STEAK" ECHR 'E' ; ECHR 'A' ; Encoded as: "<222>EAK" ECHR 'K' EQUB VE ECHR 'B' ; Token 243: "BURGERS" ECHR 'U' ; ECHR 'R' ; Encoded as: "BURG<244>S" ECHR 'G' ETWO 'E', 'R' ECHR 'S' EQUB VE ETWO 'S', 'O' ; Token 244: "SOUP" ECHR 'U' ; ECHR 'P' ; Encoded as: "<235>UP" EQUB VE ECHR 'I' ; Token 245: "ICE" ETWO 'C', 'E' ; EQUB VE ; Encoded as: "I<233>" ECHR 'M' ; Token 246: "MUD" ECHR 'U' ; ECHR 'D' ; Encoded as: "MUD" EQUB VE ECHR 'Z' ; Token 247: "ZERO-{single cap}G" ETWO 'E', 'R' ; ECHR 'O' ; Encoded as: "Z<244>O-{19}G" ECHR '-' EJMP 19 ECHR 'G' EQUB VE ECHR 'V' ; Token 248: "VACUUM" ECHR 'A' ; ECHR 'C' ; Encoded as: "VACUUM" ECHR 'U' ECHR 'U' ECHR 'M' EQUB VE EJMP 17 ; Token 249: "{system name adjective} ULTRA" ECHR ' ' ; ECHR 'U' ; Encoded as: "{17} ULT<248>" ECHR 'L' ECHR 'T' ETWO 'R', 'A' EQUB VE ECHR 'H' ; Token 250: "HOCKEY" ECHR 'O' ; ECHR 'C' ; Encoded as: "HOCKEY" ECHR 'K' ECHR 'E' ECHR 'Y' EQUB VE ECHR 'C' ; Token 251: "CRICKET" ECHR 'R' ; ECHR 'I' ; Encoded as: "CRICK<221>" ECHR 'C' ECHR 'K' ETWO 'E', 'T' EQUB VE ECHR 'K' ; Token 252: "KARATE" ETWO 'A', 'R' ; ETWO 'A', 'T' ; Encoded as: "K<238><245>E" ECHR 'E' EQUB VE ECHR 'P' ; Token 253: "POLO" ECHR 'O' ; ETWO 'L', 'O' ; Encoded as: "PO<224>" EQUB VE ECHR 'T' ; Token 254: "TENNIS" ETWO 'E', 'N' ; ECHR 'N' ; Encoded as: "T<246>NIS" ECHR 'I' ECHR 'S' EQUB VE EJMP 12 ; Token 255: "{cr} EJMP 30 ; {currently selected media} ECHR ' ' ; ERROR" ETWO 'E', 'R' ; ECHR 'R' ; Encoded as: "{12}{30} <244>R<253>" ETWO 'O', 'R' EQUB VEName: TKN1 [Show more] Type: Variable Category: Text Summary: The first extended token table for recursive tokens 0-255 (DETOK) Deep dive: Extended text tokensContext: See this variable on its own page References: No direct references to this variable in this source file.RUPLA EQUB 211 ; System 211, Galaxy 0 Teorge = Token 1 EQUB 150 ; System 150, Galaxy 0, Mission 1 Xeer = Token 2 EQUB 36 ; System 36, Galaxy 0, Mission 1 Reesdice = Token 3 EQUB 28 ; System 28, Galaxy 0, Mission 1 Arexe = Token 4 EQUB 253 ; System 253, Galaxy 1, Mission 1 Errius = Token 5 EQUB 79 ; System 79, Galaxy 1, Mission 1 Inbibe = Token 6 EQUB 53 ; System 53, Galaxy 1, Mission 1 Ausar = Token 7 EQUB 118 ; System 118, Galaxy 1, Mission 1 Usleri = Token 8 EQUB 100 ; System 100, Galaxy 2 Arredi = Token 9 EQUB 32 ; System 32, Galaxy 1, Mission 1 Bebege = Token 10 EQUB 68 ; System 68, Galaxy 1, Mission 1 Cearso = Token 11 EQUB 164 ; System 164, Galaxy 1, Mission 1 Dicela = Token 12 EQUB 220 ; System 220, Galaxy 1, Mission 1 Eringe = Token 13 EQUB 106 ; System 106, Galaxy 1, Mission 1 Gexein = Token 14 EQUB 16 ; System 16, Galaxy 1, Mission 1 Isarin = Token 15 EQUB 162 ; System 162, Galaxy 1, Mission 1 Letibema = Token 16 EQUB 3 ; System 3, Galaxy 1, Mission 1 Maisso = Token 17 EQUB 107 ; System 107, Galaxy 1, Mission 1 Onen = Token 18 EQUB 26 ; System 26, Galaxy 1, Mission 1 Ramaza = Token 19 EQUB 192 ; System 192, Galaxy 1, Mission 1 Sosole = Token 20 EQUB 184 ; System 184, Galaxy 1, Mission 1 Tivere = Token 21 EQUB 5 ; System 5, Galaxy 1, Mission 1 Veriar = Token 22 EQUB 101 ; System 101, Galaxy 2, Mission 1 Xeveon = Token 23 EQUB 193 ; System 193, Galaxy 1, Mission 1 Orarra = Token 24 EQUB 41 ; System 41, Galaxy 2 Anreer = Token 25 EQUB 1 ; System 7, Galaxy 16 Lave = Token 26Name: RUPLA [Show more] Type: Variable Category: Text Summary: System numbers that have extended description overrides Deep dive: Extended system descriptions Extended text tokens The Constrictor missionContext: See this variable on its own page References: No direct references to this variable in this source file
This table contains the extended token numbers to show as the specified system's extended description, if the criteria in the RUGAL table are met. The three variables work as follows: * The RUPLA table contains the system numbers * The RUGAL table contains the galaxy numbers and mission criteria * The RUTOK table contains the extended token to display instead of the normal extended description if the criteria in RUPLA and RUGAL are met See the PDESC routine for details of how extended system descriptions work..RUGAL EQUB $80 ; System 211, Galaxy 0 Teorge = Token 1 EQUB $00 ; System 150, Galaxy 0, Mission 1 Xeer = Token 2 EQUB $00 ; System 36, Galaxy 0, Mission 1 Reesdice = Token 3 EQUB $00 ; System 28, Galaxy 0, Mission 1 Arexe = Token 4 EQUB $01 ; System 253, Galaxy 1, Mission 1 Errius = Token 5 EQUB $01 ; System 79, Galaxy 1, Mission 1 Inbibe = Token 6 EQUB $01 ; System 53, Galaxy 1, Mission 1 Ausar = Token 7 EQUB $01 ; System 118, Galaxy 1, Mission 1 Usleri = Token 8 EQUB $82 ; System 100, Galaxy 2 Arredi = Token 9 EQUB $01 ; System 32, Galaxy 1, Mission 1 Bebege = Token 10 EQUB $01 ; System 68, Galaxy 1, Mission 1 Cearso = Token 11 EQUB $01 ; System 164, Galaxy 1, Mission 1 Dicela = Token 12 EQUB $01 ; System 220, Galaxy 1, Mission 1 Eringe = Token 13 EQUB $01 ; System 106, Galaxy 1, Mission 1 Gexein = Token 14 EQUB $01 ; System 16, Galaxy 1, Mission 1 Isarin = Token 15 EQUB $01 ; System 162, Galaxy 1, Mission 1 Letibema = Token 16 EQUB $01 ; System 3, Galaxy 1, Mission 1 Maisso = Token 17 EQUB $01 ; System 107, Galaxy 1, Mission 1 Onen = Token 18 EQUB $01 ; System 26, Galaxy 1, Mission 1 Ramaza = Token 19 EQUB $01 ; System 192, Galaxy 1, Mission 1 Sosole = Token 20 EQUB $01 ; System 184, Galaxy 1, Mission 1 Tivere = Token 21 EQUB $01 ; System 5, Galaxy 1, Mission 1 Veriar = Token 22 EQUB $02 ; System 101, Galaxy 2, Mission 1 Xeveon = Token 23 EQUB $01 ; System 193, Galaxy 1, Mission 1 Orarra = Token 24 EQUB $82 ; System 41, Galaxy 2 Anreer = Token 25 EQUB $90 ; System 7, Galaxy 16 Lave = Token 26Name: RUGAL [Show more] Type: Variable Category: Text Summary: The criteria for systems with extended description overrides Deep dive: Extended system descriptions Extended text tokens The Constrictor missionContext: See this variable on its own page References: No direct references to this variable in this source file
This table contains the criteria for printing an extended description override for a system. The galaxy number is in bits 0-6, while bit 7 determines whether to show this token during mission 1 only (bit 7 is clear, i.e. a value of $0x in the table below), or all of the time (bit 7 is set, i.e. a value of $8x in the table below). In other words, Teorge, Arredi, Anreer and Lave have extended description overrides that are always shown, while the rest only appear when mission 1 is in progress. The three variables work as follows: * The RUPLA table contains the system numbers * The RUGAL table contains the galaxy numbers and mission criteria * The RUTOK table contains the extended token to display instead of the normal extended description if the criteria in RUPLA and RUGAL are met See the PDESC routine for details of how extended system descriptions work..RUTOK EQUB VE ; Token 0: "" ; ; Encoded as: "" ETOK 147 ; Token 1: "THE COLONISTS HERE HAVE VIOLATED ECHR 'C' ; {sentence case} INTERGALACTIC CLONING ECHR 'O' ; PROTOCOL{lower case} AND SHOULD BE ETWO 'L', 'O' ; AVOIDED" ECHR 'N' ; ECHR 'I' ; Encoded as: "[147]CO<224>NI<222>S HE<242> HA<250> ETWO 'S', 'T' ; VIOL<245><252>{2} <240>T<244>G<228>AC ECHR 'S' ; <251>C C<224>N[195]PROTOCOL{13}[178]SH ECHR ' ' ; <217>LD <247> AVOID<252>" ECHR 'H' ECHR 'E' ETWO 'R', 'E' ECHR ' ' ECHR 'H' ECHR 'A' ETWO 'V', 'E' ECHR ' ' ECHR 'V' ECHR 'I' ECHR 'O' ECHR 'L' ETWO 'A', 'T' ETWO 'E', 'D' EJMP 2 ECHR ' ' ETWO 'I', 'N' ECHR 'T' ETWO 'E', 'R' ECHR 'G' ETWO 'A', 'L' ECHR 'A' ECHR 'C' ETWO 'T', 'I' ECHR 'C' ECHR ' ' ECHR 'C' ETWO 'L', 'O' ECHR 'N' ETOK 195 ECHR 'P' ECHR 'R' ECHR 'O' ECHR 'T' ECHR 'O' ECHR 'C' ECHR 'O' ECHR 'L' EJMP 13 ETOK 178 ECHR 'S' ECHR 'H' ETWO 'O', 'U' ECHR 'L' ECHR 'D' ECHR ' ' ETWO 'B', 'E' ECHR ' ' ECHR 'A' ECHR 'V' ECHR 'O' ECHR 'I' ECHR 'D' ETWO 'E', 'D' EQUB VE ETOK 147 ; Token 2: "THE CONSTRICTOR WAS LAST SEEN AT ECHR 'C' ; {single cap}REESDICE, {single cap} ETWO 'O', 'N' ; COMMANDER" ETWO 'S', 'T' ; ECHR 'R' ; Encoded as: "[147]C<223><222>RICT<253> [203]<242> ECHR 'I' ; <237><241><233>, [154]" ECHR 'C' ECHR 'T' ETWO 'O', 'R' ECHR ' ' ETOK 203 ETWO 'R', 'E' ETWO 'E', 'S' ETWO 'D', 'I' ETWO 'C', 'E' ECHR ',' ECHR ' ' ETOK 154 EQUB VE ECHR 'A' ; Token 3: "A [130-134] LOOKING SHIP LEFT HERE A ECHR ' ' ; WHILE BACK. LOOKED BOUND FOR AREXE" ERND 23 ; ECHR ' ' ; Encoded as: "A [23?] <224>OK[195][207] <229>FT HE ETWO 'L', 'O' ; <242>[208]WHI<229> BACK. LOOK[196]B ECHR 'O' ; <217>ND F<253> <238>E<230>" ECHR 'K' ETOK 195 ETOK 207 ECHR ' ' ETWO 'L', 'E' ECHR 'F' ECHR 'T' ECHR ' ' ECHR 'H' ECHR 'E' ETWO 'R', 'E' ETOK 208 ECHR 'W' ECHR 'H' ECHR 'I' ETWO 'L', 'E' ECHR ' ' ECHR 'B' ECHR 'A' ECHR 'C' ECHR 'K' ECHR '.' ECHR ' ' ECHR 'L' ECHR 'O' ECHR 'O' ECHR 'K' ETOK 196 ECHR 'B' ETWO 'O', 'U' ECHR 'N' ECHR 'D' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ECHR ' ' ETWO 'A', 'R' ECHR 'E' ETWO 'X', 'E' EQUB VE ECHR 'Y' ; Token 4: "YEP, A [130-134] NEW SHIP HAD A ECHR 'E' ; GALACTIC HYPERDRIVE FITTED HERE. USED ECHR 'P' ; IT TOO" ECHR ',' ; ETOK 208 ; Encoded as: "YEP,[208][23?][210][207] HAD[208]G ERND 23 ; <228>AC<251>C HYP<244>DRI<250> F<219> ETOK 210 ; T[196]HE<242>. <236>[196]<219> TOO" ETOK 207 ECHR ' ' ECHR 'H' ECHR 'A' ECHR 'D' ETOK 208 ECHR 'G' ETWO 'A', 'L' ECHR 'A' ECHR 'C' ETWO 'T', 'I' ECHR 'C' ECHR ' ' ECHR 'H' ECHR 'Y' ECHR 'P' ETWO 'E', 'R' ECHR 'D' ECHR 'R' ECHR 'I' ETWO 'V', 'E' ECHR ' ' ECHR 'F' ETWO 'I', 'T' ECHR 'T' ETOK 196 ECHR 'H' ECHR 'E' ETWO 'R', 'E' ECHR '.' ECHR ' ' ETWO 'U', 'S' ETOK 196 ETWO 'I', 'T' ECHR ' ' ECHR 'T' ECHR 'O' ECHR 'O' EQUB VE ETOK 148 ; Token 5: "THIS [130-134] SHIP DEHYPED HERE FROM ECHR ' ' ; NOWHERE, SUN SKIMMED AND JUMPED. I HEAR ERND 23 ; IT WENT TO INBIBE" ECHR ' ' ; ETOK 207 ; Encoded as: "[148] [23?] [207] DEHYP[196]HE<242> FRO ECHR ' ' ; M <227>WHE<242>, SUN SKIMM<252>[178]JUM ECHR 'D' ; P<252>. I HE<238> <219> W<246>T[201] ECHR 'E' ; <240><234><247>" ECHR 'H' ECHR 'Y' ECHR 'P' ETOK 196 ECHR 'H' ECHR 'E' ETWO 'R', 'E' ECHR ' ' ECHR 'F' ECHR 'R' ECHR 'O' ECHR 'M' ECHR ' ' ETWO 'N', 'O' ECHR 'W' ECHR 'H' ECHR 'E' ETWO 'R', 'E' ECHR ',' ECHR ' ' ECHR 'S' ECHR 'U' ECHR 'N' ECHR ' ' ECHR 'S' ECHR 'K' ECHR 'I' ECHR 'M' ECHR 'M' ETWO 'E', 'D' ETOK 178 ECHR 'J' ECHR 'U' ECHR 'M' ECHR 'P' ETWO 'E', 'D' ECHR '.' ECHR ' ' ECHR 'I' ECHR ' ' ECHR 'H' ECHR 'E' ETWO 'A', 'R' ECHR ' ' ETWO 'I', 'T' ECHR ' ' ECHR 'W' ETWO 'E', 'N' ECHR 'T' ETOK 201 ETWO 'I', 'N' ETWO 'B', 'I' ETWO 'B', 'E' EQUB VE ERND 24 ; Token 6: "[91-95] SHIP WENT FOR ME AT AUSAR. MY ECHR ' ' ; LASERS DIDN'T EVEN SCRATCH THE [91-95]" ETOK 207 ; ECHR ' ' ; Encoded as: "[24?] [207] W<246>T F<253> ME <245> ECHR 'W' ; A<236><238>. MY <249>S<244>S DIDN'T EV ETWO 'E', 'N' ; <246> SC<248>TCH [147][24?]" ECHR 'T' ECHR ' ' ECHR 'F' ETWO 'O', 'R' ECHR ' ' ECHR 'M' ECHR 'E' ECHR ' ' ETWO 'A', 'T' ECHR ' ' ECHR 'A' ETWO 'U', 'S' ETWO 'A', 'R' ECHR '.' ECHR ' ' ECHR 'M' ECHR 'Y' ECHR ' ' ETWO 'L', 'A' ECHR 'S' ETWO 'E', 'R' ECHR 'S' ECHR ' ' ECHR 'D' ECHR 'I' ECHR 'D' ECHR 'N' ECHR '`' ECHR 'T' ECHR ' ' ECHR 'E' ECHR 'V' ETWO 'E', 'N' ECHR ' ' ECHR 'S' ECHR 'C' ETWO 'R', 'A' ECHR 'T' ECHR 'C' ECHR 'H' ECHR ' ' ETOK 147 ERND 24 EQUB VE ECHR 'O' ; Token 7: "OH DEAR ME YES. A FRIGHTFUL ROGUE WITH ECHR 'H' ; WHAT I BELIEVE YOU PEOPLE CALL A LEAD ECHR ' ' ; POSTERIOR SHOT UP LOTS OF THOSE BEASTLY ECHR 'D' ; PIRATES AND WENT TO USLERI" ECHR 'E' ; ETWO 'A', 'R' ; Encoded as: "OH DE<238> ME Y<237>.[208]FRIGHTFUL ROG ECHR ' ' ; UE WI<226> WH<245> I <247>LIE<250> ECHR 'M' ; [179] PEOP<229> C<228>L[208]<229>AD PO ECHR 'E' ; <222><244>I<253> SHOT UP <224>TS OF ECHR ' ' ; <226>O<218> <247>A<222>LY PI<248>T ECHR 'Y' ; <237>[178]W<246>T[201]<236><229>RI" ETWO 'E', 'S' ECHR '.' ETOK 208 ECHR 'F' ECHR 'R' ECHR 'I' ECHR 'G' ECHR 'H' ECHR 'T' ECHR 'F' ECHR 'U' ECHR 'L' ECHR ' ' ECHR 'R' ECHR 'O' ECHR 'G' ECHR 'U' ECHR 'E' ECHR ' ' ECHR 'W' ECHR 'I' ETWO 'T', 'H' ECHR ' ' ECHR 'W' ECHR 'H' ETWO 'A', 'T' ECHR ' ' ECHR 'I' ECHR ' ' ETWO 'B', 'E' ECHR 'L' ECHR 'I' ECHR 'E' ETWO 'V', 'E' ECHR ' ' ETOK 179 ECHR ' ' ECHR 'P' ECHR 'E' ECHR 'O' ECHR 'P' ETWO 'L', 'E' ECHR ' ' ECHR 'C' ETWO 'A', 'L' ECHR 'L' ETOK 208 ETWO 'L', 'E' ECHR 'A' ECHR 'D' ECHR ' ' ECHR 'P' ECHR 'O' ETWO 'S', 'T' ETWO 'E', 'R' ECHR 'I' ETWO 'O', 'R' ECHR ' ' ECHR 'S' ECHR 'H' ECHR 'O' ECHR 'T' ECHR ' ' ECHR 'U' ECHR 'P' ECHR ' ' ETWO 'L', 'O' ECHR 'T' ECHR 'S' ECHR ' ' ECHR 'O' ECHR 'F' ECHR ' ' ETWO 'T', 'H' ECHR 'O' ETWO 'S', 'E' ECHR ' ' ETWO 'B', 'E' ECHR 'A' ETWO 'S', 'T' ECHR 'L' ECHR 'Y' ECHR ' ' ECHR 'P' ECHR 'I' ETWO 'R', 'A' ECHR 'T' ETWO 'E', 'S' ETOK 178 ECHR 'W' ETWO 'E', 'N' ECHR 'T' ETOK 201 ETWO 'U', 'S' ETWO 'L', 'E' ECHR 'R' ECHR 'I' EQUB VE ETOK 179 ; Token 8: "YOU CAN TACKLE THE [170-174] [91-95] ECHR ' ' ; IF YOU LIKE. HE'S AT ORARRA" ECHR 'C' ; ETWO 'A', 'N' ; Encoded as: "[179] C<255> TACK<229> [147][13?] [24?] ECHR ' ' ; IF [179] LIKE. HE'S <245> <253><238> ECHR 'T' ; <248>" ECHR 'A' ECHR 'C' ECHR 'K' ETWO 'L', 'E' ECHR ' ' ETOK 147 ERND 13 ECHR ' ' ERND 24 ECHR ' ' ECHR 'I' ECHR 'F' ECHR ' ' ETOK 179 ECHR ' ' ECHR 'L' ECHR 'I' ECHR 'K' ECHR 'E' ECHR '.' ECHR ' ' ECHR 'H' ECHR 'E' ECHR '`' ECHR 'S' ECHR ' ' ETWO 'A', 'T' ECHR ' ' ETWO 'O', 'R' ETWO 'A', 'R' ETWO 'R', 'A' EQUB VE EJMP 1 ; Token 9: "{all caps}COMING SOON: ELITE II" ECHR 'C' ; ECHR 'O' ; Encoded as: "{1}COM[195]<235><223>: EL<219>E II" ECHR 'M' ETOK 195 ETWO 'S', 'O' ETWO 'O', 'N' ECHR ':' ECHR ' ' ECHR 'E' ECHR 'L' ETWO 'I', 'T' ECHR 'E' ECHR ' ' ECHR 'I' ECHR 'I' EQUB VE ERND 25 ; Token 10: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 11: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 12: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 13: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 14: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 15: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 16: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 17: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 18: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 19: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 20: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 21: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ERND 25 ; Token 22: "[106-110]" EQUB VE ; ; Encoded as: "[25?]" ECHR 'B' ; Token 23: "BOY ARE YOU IN THE WRONG GALAXY!" ECHR 'O' ; ECHR 'Y' ; Encoded as: "BOY A<242> [179] <240> [147]WR<223>G G ECHR ' ' ; <228>AXY!" ECHR 'A' ETWO 'R', 'E' ECHR ' ' ETOK 179 ECHR ' ' ETWO 'I', 'N' ECHR ' ' ETOK 147 ECHR 'W' ECHR 'R' ETWO 'O', 'N' ECHR 'G' ECHR ' ' ECHR 'G' ETWO 'A', 'L' ECHR 'A' ECHR 'X' ECHR 'Y' ECHR '!' EQUB VE ETWO 'T', 'H' ; Token 24: "THERE'S A REAL [91-95] PIRATE OUT ETWO 'E', 'R' ; THERE" ECHR 'E' ; ECHR '`' ; Encoded as: "<226><244>E'S[208]<242><228> [24?] PI ECHR 'S' ; <248>TE <217>T <226><244>E" ETOK 208 ETWO 'R', 'E' ETWO 'A', 'L' ECHR ' ' ERND 24 ECHR ' ' ECHR 'P' ECHR 'I' ETWO 'R', 'A' ECHR 'T' ECHR 'E' ECHR ' ' ETWO 'O', 'U' ECHR 'T' ECHR ' ' ETWO 'T', 'H' ETWO 'E', 'R' ECHR 'E' EQUB VE ETOK 147 ; Token 25: "THE INHABITANTS OF [86-90] ARE SO ETOK 193 ; AMAZINGLY PRIMITIVE THAT THEY STILL ECHR 'S' ; THINK {single cap}***** ****** IS 3D" ECHR ' ' ; ECHR 'O' ; Encoded as: "[147][193]S OF [18?] A<242> <235> A ECHR 'F' ; <239>Z<240>GLY PRIMI<251><250> <226> ECHR ' ' ; <245> <226>EY <222><220>L <226><240>K ERND 18 ; {19}***** ******[202] 3D" ECHR ' ' ECHR 'A' ETWO 'R', 'E' ECHR ' ' ETWO 'S', 'O' ECHR ' ' ECHR 'A' ETWO 'M', 'A' ECHR 'Z' ETWO 'I', 'N' ECHR 'G' ECHR 'L' ECHR 'Y' ECHR ' ' ECHR 'P' ECHR 'R' ECHR 'I' ECHR 'M' ECHR 'I' ETWO 'T', 'I' ETWO 'V', 'E' ECHR ' ' ETWO 'T', 'H' ETWO 'A', 'T' ECHR ' ' ETWO 'T', 'H' ECHR 'E' ECHR 'Y' ECHR ' ' ETWO 'S', 'T' ETWO 'I', 'L' ECHR 'L' ECHR ' ' ETWO 'T', 'H' ETWO 'I', 'N' ECHR 'K' ECHR ' ' EJMP 19 ECHR '*' ECHR '*' ECHR '*' ECHR '*' ECHR '*' ECHR ' ' ECHR '*' ECHR '*' ECHR '*' ECHR '*' ECHR '*' ECHR '*' ETOK 202 ECHR ' ' ECHR '3' ECHR 'D' EQUB VE EJMP 1 ; Token 26: "{all caps}WELCOME TO THE SEVENTEENTH ECHR 'W' ; GALAXY!" ECHR 'E' ; ECHR 'L' ; Encoded as: "{1}WELCOME TO THE SEVENTEENTH GALAXY!" ECHR 'C' ECHR 'O' ECHR 'M' ECHR 'E' ECHR ' ' ECHR 'T' ECHR 'O' ECHR ' ' ECHR 'T' ECHR 'H' ECHR 'E' ECHR ' ' ECHR 'S' ECHR 'E' ECHR 'V' ECHR 'E' ECHR 'N' ECHR 'T' ECHR 'E' ECHR 'E' ECHR 'N' ECHR 'T' ECHR 'H' ECHR ' ' ECHR 'G' ECHR 'A' ECHR 'L' ECHR 'A' ECHR 'X' ECHR 'Y' ECHR '!' EQUB VE .endian IF _GMA_RELEASE OR _SOURCE_DISK_FILES EQUB $3A, $4C, $44, $41, $58, $58, $31, $2B ; These bytes appear to be EQUB $31, $3A, $41, $44, $43, $23, $30, $3A ; unused and just contain random EQUB $53, $54, $41, $58, $58, $31, $35, $2B ; workspace noise left over from EQUB $31, $3A, $4A, $4D, $50, $4C, $4C, $35 ; the BBC Micro assembly process EQUB $33, $0D, $21, $7A, $3D, $2E, $4C, $4C EQUB $35, $32, $20, $4C, $44, $41, $58, $58 EQUB $31, $3A, $53 ELIF _SOURCE_DISK_BUILD EQUB $3E, $4C, $20, $59, $3C, $32, $31, $37 ; These bytes appear to be EQUB $3E, $20, $54, $41, $4B, $45, $20, $3C ; unused and just contain random EQUB $32, $31, $39, $3E, $3C, $30, $30, $31 ; workspace noise left over from EQUB $3E, $28, $59, $2F, $4E, $29, $3F, $3C ; the BBC Micro assembly process EQUB $30, $31, $32, $3E, $3C, $30, $31, $35 EQUB $3E, $3C, $30, $30, $31, $3E, $3C, $30 EQUB $30, $38, $3E ENDIFName: RUTOK [Show more] Type: Variable Category: Text Summary: The second extended token table for recursive tokens 0-26 (DETOK3) Deep dive: Extended system descriptions Extended text tokens The Constrictor missionContext: See this variable on its own page References: No direct references to this variable in this source file
Contains the tokens for extended description overrides of systems that match the system number in RUPLA and the conditions in RUGAL. The three variables work as follows: * The RUPLA table contains the system numbers * The RUGAL table contains the galaxy numbers and mission criteria * The RUTOK table contains the extended token to display instead of the normal extended description if the criteria in RUPLA and RUGAL are met See the PDESC routine for details of how extended system descriptions work.LOAD_IT% = IANTOK + LOAD% - CODE% PRINT "IANTOK" PRINT "Assembled at ", ~IANTOK PRINT "Ends at ", ~endian PRINT "Code size is ", ~(endian - IANTOK) PRINT "Execute at ", ~LOAD_IT% PRINT "Reload at ", ~LOAD_IT% PRINT "S.C.IANTOK ", ~IANTOK, " ", ~endian, " ", ~LOAD_IT%, " ", ~LOAD_IT% SAVE "3-assembled-output/IANTOK.bin", IANTOK, endian, LOAD_IT%Save IANTOK.binPRINT "P% = ", ~P% PRINT "S.C.LODATA ", ~CODE%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD% SAVE "3-assembled-output/LODATA.bin", CODE%, P%, LOAD%Save LODATA.binCODE_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 CHAR (category: Text)
Macro definition for characters in the recursive token table
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Macro CONT (category: Text)
Macro definition for control codes in the recursive token table
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Macro ECHR (category: Text)
Macro definition for characters in the extended token table
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Macro EDGE (category: Drawing ships)
Macro definition for adding edges to ship blueprints
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Macro EJMP (category: Text)
Macro definition for jump tokens in the extended token table
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Macro ERND (category: Text)
Macro definition for random tokens in the extended token table
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Macro ETOK (category: Text)
Macro definition for recursive tokens in the extended token table
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Macro ETWO (category: Text)
Macro definition for two-letter tokens in the extended token table
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Macro FACE (category: Drawing ships)
Macro definition for adding faces to ship blueprints
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Configuration variable RE
The obfuscation byte used to hide the recursive tokens table from crackers viewing the binary code
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Macro RTOK (category: Text)
Macro definition for recursive tokens in the recursive token table
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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
[X]
Label SHIP_ROCK_HERMIT_FACES in variable SHIP_ROCK_HERMIT
[X]
Variable SHIP_SHUTTLE (category: Drawing ships)
Ship blueprint for a Shuttle
[X]
Label SHIP_SHUTTLE_EDGES in variable SHIP_SHUTTLE
[X]
Label SHIP_SHUTTLE_FACES in variable SHIP_SHUTTLE
[X]
Variable SHIP_SIDEWINDER (category: Drawing ships)
Ship blueprint for a Sidewinder
[X]
Label SHIP_SIDEWINDER_EDGES in variable SHIP_SIDEWINDER
[X]
Label SHIP_SIDEWINDER_FACES in variable SHIP_SIDEWINDER
[X]
Variable SHIP_SPLINTER (category: Drawing ships)
Ship blueprint for a splinter
[X]
Label SHIP_SPLINTER_FACES in variable SHIP_SPLINTER
[X]
Variable SHIP_THARGOID (category: Drawing ships)
Ship blueprint for a Thargoid mothership
[X]
Label SHIP_THARGOID_EDGES in variable SHIP_THARGOID
[X]
Label SHIP_THARGOID_FACES in variable SHIP_THARGOID
[X]
Variable SHIP_THARGON (category: Drawing ships)
Ship blueprint for a Thargon
[X]
Label SHIP_THARGON_FACES in variable SHIP_THARGON
[X]
Variable SHIP_TRANSPORTER (category: Drawing ships)
Ship blueprint for a Transporter
[X]
Label SHIP_TRANSPORTER_EDGES in variable SHIP_TRANSPORTER
[X]
Label SHIP_TRANSPORTER_FACES in variable SHIP_TRANSPORTER
[X]
Variable SHIP_VIPER (category: Drawing ships)
Ship blueprint for a Viper
[X]
Label SHIP_VIPER_EDGES in variable SHIP_VIPER
[X]
Label SHIP_VIPER_FACES in variable SHIP_VIPER
[X]
Variable SHIP_WORM (category: Drawing ships)
Ship blueprint for a Worm
[X]
Label SHIP_WORM_EDGES in variable SHIP_WORM
[X]
Label SHIP_WORM_FACES in variable SHIP_WORM
[X]
Macro TOKN (category: Text)
Macro definition for standard tokens in the extended token table
[X]
Macro TWOK (category: Text)
Macro definition for two-letter tokens in the token table
[X]
Configuration variable VE
The obfuscation byte used to hide the extended tokens table from crackers viewing the binary code
[X]
Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints
[X]
[X]
[X]
[X]
[X]