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Drawing ships: SHIP_PLATE

[Commodore 64 version, Game data]

Name: SHIP_PLATE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an alloy plate Deep dive: Ship blueprints
Context: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_PLATE
.SHIP_PLATE EQUB 0 + (8 << 4) ; Max. canisters on demise = 0 ; Market item when scooped = 8 + 1 = 9 (Alloys) EQUW 10 * 10 ; Targetable area = 10 * 10 EQUB LO(SHIP_PLATE_EDGES - SHIP_PLATE) ; Edges data offset (low) EQUB LO(SHIP_PLATE_FACES - SHIP_PLATE) ; Faces data offset (low) EQUB 21 ; Max. edge count = (21 - 1) / 4 = 5 EQUB 0 ; Gun vertex = 0 EQUB 10 ; Explosion count = 1, as (4 * n) + 6 = 10 EQUB 24 ; Number of vertices = 24 / 6 = 4 EQUB 4 ; Number of edges = 4 EQUW 0 ; Bounty = 0 EQUB 4 ; Number of faces = 4 / 4 = 1 EQUB 5 ; Visibility distance = 5 EQUB 16 ; Max. energy = 16 EQUB 16 ; Max. speed = 16 EQUB HI(SHIP_PLATE_EDGES - SHIP_PLATE) ; Edges data offset (high) EQUB HI(SHIP_PLATE_FACES - SHIP_PLATE) ; Faces data offset (high) EQUB 3 ; Normals are scaled by = 2^3 = 8 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_PLATE_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -15, -22, -9, 15, 15, 15, 15, 31 ; Vertex 0 VERTEX -15, 38, -9, 15, 15, 15, 15, 31 ; Vertex 1 VERTEX 19, 32, 11, 15, 15, 15, 15, 20 ; Vertex 2 VERTEX 10, -46, 6, 15, 15, 15, 15, 20 ; Vertex 3 .SHIP_PLATE_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 15, 15, 31 ; Edge 0 EDGE 1, 2, 15, 15, 16 ; Edge 1 EDGE 2, 3, 15, 15, 20 ; Edge 2 EDGE 3, 0, 15, 15, 16 ; Edge 3 .SHIP_PLATE_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 0, 0, 0 ; Face 0