.MA18 LDA BOMB ; If we set off our energy bomb (see MA24 above), then BPL MA77 ; BOMB is now negative, so this skips to MA21 if our ; energy bomb is not going off ASL BOMB ; We set off our energy bomb, so rotate BOMB to the ; left by one place. BOMB was rotated left once already ; during this iteration of the main loop, back at MA24, ; so if this is the first pass it will already be ; %11111110, and this will shift it to %11111100 - so ; if we set off an energy bomb, it stays activated ; (BOMB > 0) for four iterations of the main loop BMI MA77 ; If the result has bit 7 set, skip the following ; instruction as the bomb is still going off JSR BOMBOFF ; Our energy bomb has finished going off, so call ; BOMBOFF to turn off the bomb effect .MA77 LDA MCNT ; Fetch the main loop counter and calculate MCNT mod 8, AND #7 ; jumping to MA22 if it is non-zero (so the following BNE MA22 ; code only runs every 8 iterations of the main loop) LDX ENERGY ; Fetch our ship's energy levels and skip to b if bit 7 BPL b ; is not set, i.e. only charge the shields from the ; energy banks if they are at more than 50% charge LDX ASH ; Call SHD to recharge our aft shield and update the JSR SHD ; shield status in ASH STX ASH LDX FSH ; Call SHD to recharge our forward shield and update JSR SHD ; the shield status in FSH STX FSH .b SEC ; Set A = ENERGY + ENGY + 1, so our ship's energy LDA ENGY ; level goes up by 2 if we have an energy unit fitted, ADC ENERGY ; otherwise it goes up by 1 BCS P%+5 ; If the value of A did not overflow (the maximum STA ENERGY ; energy level is $FF), then store A in ENERGYName: Main flight loop (Part 13 of 16) [Show more] Type: Subroutine Category: Main loop Summary: Show energy bomb effect, charge shields and energy banks Deep dive: Program flow of the main game loop Scheduling tasks with the main loop counterContext: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
The main flight loop covers most of the flight-specific aspects of Elite. This section covers the following: * Show energy bomb effect (if applicable) * Charge shields and energy banks (every 7 iterations of the main loop)
[X]
Subroutine BOMBOFF (category: Drawing the screen)
Switch off the energy bomb effect
[X]
Label MA22 in subroutine Main flight loop (Part 15 of 16)
[X]
Label MA77 is local to this routine
[X]
Subroutine SHD (category: Flight)
Charge a shield and drain some energy from the energy banks
[X]
Label b is local to this routine