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Drawing ships: SHIP_ASTEROID

[Commodore 64 version, Game data]

Name: SHIP_ASTEROID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an asteroid Deep dive: Ship blueprints
Context: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_ASTEROID
.SHIP_ASTEROID EQUB 0 ; Max. canisters on demise = 0 EQUW 80 * 80 ; Targetable area = 80 * 80 EQUB LO(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) ; Edges data offset (low) EQUB LO(SHIP_ASTEROID_FACES - SHIP_ASTEROID) ; Faces data offset (low) EQUB 69 ; Max. edge count = (69 - 1) / 4 = 17 EQUB 0 ; Gun vertex = 0 EQUB 34 ; Explosion count = 7, as (4 * n) + 6 = 34 EQUB 54 ; Number of vertices = 54 / 6 = 9 EQUB 21 ; Number of edges = 21 EQUW 5 ; Bounty = 5 EQUB 56 ; Number of faces = 56 / 4 = 14 EQUB 50 ; Visibility distance = 50 EQUB 60 ; Max. energy = 60 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) ; Edges data offset (high) EQUB HI(SHIP_ASTEROID_FACES - SHIP_ASTEROID) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_ASTEROID_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 80, 0, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX -80, -10, 0, 15, 15, 15, 15, 31 ; Vertex 1 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 ; Vertex 2 VERTEX 70, -40, 0, 15, 15, 15, 15, 31 ; Vertex 3 VERTEX 60, 50, 0, 5, 6, 12, 13, 31 ; Vertex 4 VERTEX 50, 0, 60, 15, 15, 15, 15, 31 ; Vertex 5 VERTEX -40, 0, 70, 0, 1, 2, 3, 31 ; Vertex 6 VERTEX 0, 30, -75, 15, 15, 15, 15, 31 ; Vertex 7 VERTEX 0, -50, -60, 8, 9, 10, 11, 31 ; Vertex 8 .SHIP_ASTEROID_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 7, 31 ; Edge 0 EDGE 0, 4, 6, 13, 31 ; Edge 1 EDGE 3, 4, 5, 12, 31 ; Edge 2 EDGE 2, 3, 4, 11, 31 ; Edge 3 EDGE 1, 2, 3, 10, 31 ; Edge 4 EDGE 1, 6, 2, 3, 31 ; Edge 5 EDGE 2, 6, 1, 3, 31 ; Edge 6 EDGE 2, 5, 1, 4, 31 ; Edge 7 EDGE 5, 6, 0, 1, 31 ; Edge 8 EDGE 0, 5, 0, 6, 31 ; Edge 9 EDGE 3, 5, 4, 5, 31 ; Edge 10 EDGE 0, 6, 0, 2, 31 ; Edge 11 EDGE 4, 5, 5, 6, 31 ; Edge 12 EDGE 1, 8, 8, 10, 31 ; Edge 13 EDGE 1, 7, 7, 8, 31 ; Edge 14 EDGE 0, 7, 7, 13, 31 ; Edge 15 EDGE 4, 7, 12, 13, 31 ; Edge 16 EDGE 3, 7, 9, 12, 31 ; Edge 17 EDGE 3, 8, 9, 11, 31 ; Edge 18 EDGE 2, 8, 10, 11, 31 ; Edge 19 EDGE 7, 8, 8, 9, 31 ; Edge 20 .SHIP_ASTEROID_FACES ; normal_x, normal_y, normal_z, visibility FACE 9, 66, 81, 31 ; Face 0 FACE 9, -66, 81, 31 ; Face 1 FACE -72, 64, 31, 31 ; Face 2 FACE -64, -73, 47, 31 ; Face 3 FACE 45, -79, 65, 31 ; Face 4 FACE 135, 15, 35, 31 ; Face 5 FACE 38, 76, 70, 31 ; Face 6 FACE -66, 59, -39, 31 ; Face 7 FACE -67, -15, -80, 31 ; Face 8 FACE 66, -14, -75, 31 ; Face 9 FACE -70, -80, -40, 31 ; Face 10 FACE 58, -102, -51, 31 ; Face 11 FACE 81, 9, -67, 31 ; Face 12 FACE 47, 94, -63, 31 ; Face 13