.GTHG JSR Ze ; Call Ze to initialise INWK ; ; Note that because Ze uses the value of X returned by ; DORND, and X contains the value of A returned by the ; previous call to DORND, this does not set the new ship ; to a totally random location. See the deep dive on ; "Fixing ship positions" for details LDA #%11111111 ; Set the AI flag in byte #32 so that the ship has AI, STA INWK+32 ; is extremely and aggressively hostile, and has E.C.M. LDA #THG ; Call NWSHP to add a new Thargoid ship to our local JSR NWSHP ; bubble of universe LDA #TGL ; Call NWSHP to add a new Thargon ship to our local JMP NWSHP ; bubble of universe, and return from the subroutine ; using a tail callName: GTHG [Show more] Type: Subroutine Category: Universe Summary: Spawn a Thargoid ship and a Thargon companion Deep dive: Fixing ship positionsContext: See this subroutine in context in the source code References: This subroutine is called as follows: * Main game loop (Part 4 of 6) calls GTHG * MJP calls GTHG
[X]
Subroutine NWSHP (category: Universe)
Add a new ship to our local bubble of universe
[X]
Configuration variable TGL = 30
Ship type for a Thargon
[X]
Configuration variable THG = 29
Ship type for a Thargoid
[X]
Subroutine Ze (category: Universe)
Initialise the INWK workspace to a hostile ship