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Workspaces: UP

[Commodore 64 version]

Name: UP [Show more] Type: Workspace Address: $0400 to $0540 Category: Workspaces Summary: Configuration variables
Context: See this workspace in context in the source code References: No direct references to this workspace in this source file
ORG $0400 .UP SKIP 0 ; The start of the UP workspace ;.QQ16 ; This QQ16 label is present in the original source, but ; it is overridden by the QQ16 label in the ELITE A ; section, so this declaration has no effect. BeebAsm ; does not allow labels to be defined twice, so this one ; is commented out SKIP 65 ; These bytes appear to be unused .KL SKIP 1 ; If a key is being pressed that is not in the keyboard ; table at KYTB, it can be stored here (as seen in ; routine DK4, for example) ; ; [Show more]
; ; This variable is used by the following: ; ; * DK4 ; * U% ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 16 ; These bytes appear to be unused .FRIN SKIP NOSH + 1 ; Slots for the ships in the local bubble of universe ; ; There are #NOSH + 1 slots, but the ship-spawning ; routine at NWSHP only populates #NOSH of them, so ; (the last slot is effectively used as a null ; terminator when shuffling the slots down in the ; KILLSHP routine) ; ; See the deep dive on "The local bubble of universe" ; for details of how Elite stores the local universe in ; FRIN, UNIV and K% ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * DEEOR ; * DEEORS ; * FRMIS ; * KILLSHP ; * KS2 ; * KS4 ; * Main flight loop (Part 4 of 16) ; * NWSHP ; * NWSPS ; * STATUS ; * WARP ; * WPSHPS ; * ZERO ; * zonkscanners ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MANY SKIP SST ; The number of ships of each type in the local bubble ; of universe ; ; The number of ships of type X in the local bubble is ; stored at MANY+X ; ; See the deep dive on "Ship blueprints" for a list of ; ship types ; ; [Show more]
; ; This variable is used by the following: ; ; * KILLSHP ; * Main game loop (Part 3 of 6) ; * Main game loop (Part 4 of 6) ; * MJP ; * NWSHP ; * TACTICS (Part 2 of 7) ; * TACTICS (Part 3 of 7) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SSPR SKIP NTY + 1 - SST ; "Space station present" flag ; ; * Non-zero if we are inside the space station's safe ; zone ; ; ; This flag is at MANY+SST, which is no coincidence, as ; MANY+SST is a count of how many space stations there ; are in our local bubble, which is the same as saying ; "space station present" ; ; [Show more]
; ; This variable is used by the following: ; ; * COMPAS ; * DOCKIT ; * KS4 ; * Main flight loop (Part 14 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * Main game loop (Part 3 of 6) ; * RES2 ; * TACTICS (Part 3 of 7) ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JUNK SKIP 1 ; The amount of junk in the local bubble ; ; "Junk" is defined as being one of these: ; ; * Escape pod ; * Alloy plate ; * Cargo canister ; * Asteroid ; * Splinter ; * Shuttle ; * Transporter ; ; [Show more]
; ; This variable is used by the following: ; ; * KILLSHP ; * Main game loop (Part 2 of 6) ; * NWSHP ; * STATUS ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.auto SKIP 1 ; Docking computer activation status ; ; * 0 = Docking computer is off ; ; * Non-zero = Docking computer is running ; ; [Show more]
; ; This variable is used by the following: ; ; * cntr ; * DOKEY ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 15 of 16) ; * MUTOKCH ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ECMP SKIP 1 ; Our E.C.M. status ; ; * 0 = E.C.M. is off ; ; * Non-zero = E.C.M. is on ; ; [Show more]
; ; This variable is used by the following: ; ; * ECMOF ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 16 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MJ SKIP 1 ; Are we in witchspace (i.e. have we mis-jumped)? ; ; * 0 = no, we are in normal space ; ; * $FF = yes, we are in witchspace ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 12 of 16) ; * Main flight loop (Part 14 of 16) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 2 of 6) ; * MJP ; * TT151 ; * WARP ; * ypl ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CABTMP SKIP 1 ; Cabin temperature ; ; The ambient cabin temperature in deep space is 30, ; which is displayed as one notch on the dashboard bar ; ; We get higher temperatures closer to the sun ; ; CABTMP shares a location with MANY, but that's OK as ; MANY+0 would contain the number of ships of type 0, ; and as there is no ship type 0 (they start at 1), the ; byte at MANY+0 is not used for storing a ship type ; and can be used for the cabin temperature instead ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS (Part 4 of 4) ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 5 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LAS2 SKIP 1 ; Laser power for the current laser ; ; * Bits 0-6 contain the laser power of the current ; space view ; ; * Bit 7 denotes whether or not the laser pulses: ; ; * 0 = pulsing laser ; ; * 1 = beam laser (i.e. always on) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 16 of 16) ; * TTX66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.MSAR SKIP 1 ; The targeting state of our leftmost missile ; ; * 0 = missile is not looking for a target, or it ; already has a target lock (indicator is not ; yellow/white) ; ; * Non-zero = missile is currently looking for a ; target (indicator is yellow/white) ; ; [Show more]
; ; This variable is used by the following: ; ; * ABORT2 ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 11 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.VIEW SKIP 1 ; The number of the current space view ; ; * 0 = front ; * 1 = rear ; * 2 = left ; * 3 = right ; ; [Show more]
; ; This variable is used by the following: ; ; * LOOK1 ; * Main flight loop (Part 3 of 16) ; * PLUT ; * SIGHT ; * STARS ; * TTX66 ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASCT SKIP 1 ; The laser pulse count for the current laser ; ; This is a counter that defines the gap between the ; pulses of a pulse laser. It is set as follows: ; ; * 0 for a beam laser ; ; * 10 for a pulse laser ; ; ; In comparison, beam lasers fire continuously as the ; value of LASCT is always 0 ; ; [Show more]
; ; This variable is used by the following: ; ; * DEATH ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 16 of 16) ; * Main game loop (Part 5 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.GNTMP SKIP 1 ; Laser temperature (or "gun temperature") ; ; If the laser temperature exceeds 242 then the laser ; overheats and cannot be fired again until it has ; cooled down ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS (Part 4 of 4) ; * DOENTRY ; * LASLI ; * Main flight loop (Part 3 of 16) ; * Main game loop (Part 5 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.HFX SKIP 1 ; This flag is unused in this version of Elite. In the ; other versions, setting HFX to a non-zero value makes ; the hyperspace rings multi-coloured, but that effect ; is not used in this version .EV SKIP 1 ; The "extra vessels" spawning counter ; ; This counter is set to 0 on arrival in a system and ; following an in-system jump, and is bumped up when we ; spawn bounty hunters or pirates (i.e. "extra vessels") ; ; It decreases by 1 each time we consider spawning more ; "extra vessels" in part 4 of the main game loop, so ; increasing the value of EV has the effect of delaying ; the spawning of more vessels ; ; In other words, this counter stops bounty hunters and ; pirates from continually appearing, and ensures that ; there's a delay between spawnings ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * Main game loop (Part 4 of 6) ; * WARP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DLY SKIP 1 ; In-flight message delay ; ; This counter is used to keep an in-flight message up ; for a specified time before it gets removed. The value ; in DLY is decremented each time we start another ; iteration of the main game loop at TT100 ; ; [Show more]
; ; This variable is used by the following: ; ; * CLYNS ; * Main flight loop (Part 12 of 16) ; * Main game loop (Part 2 of 6) ; * me1 ; * me2 ; * MESS ; * OUCH ; * TTX66 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.de SKIP 1 ; Equipment destruction flag ; ; * Bit 1 denotes whether or not the in-flight message ; about to be shown by the MESS routine is about ; destroyed equipment: ; ; * 0 = the message is shown normally ; ; * 1 = the string " DESTROYED" gets added to the ; end of the message ; ; [Show more]
; ; This variable is used by the following: ; ; * CLYNS ; * mes9 ; * MESS ; * OUCH ; * TTX66 ; * ZERO ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTX SKIP 1 ; Our current roll rate ; ; This value is shown in the dashboard's RL indicator, ; and determines the rate at which we are rolling ; ; The value ranges from 1 to 255 with 128 as the centre ; point, so 1 means roll is decreasing at the maximum ; rate, 128 means roll is not changing, and 255 means ; roll is increasing at the maximum rate ; ; This value is updated by "<" and ">" key presses, or ; if joysticks are enabled, from the joystick. If ; keyboard damping is enabled (which it is by default), ; the value is slowly moved towards the centre value of ; 128 (no roll) if there are no key presses or joystick ; movement ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.JSTY SKIP 1 ; Our current pitch rate ; ; This value is shown in the dashboard's DC indicator, ; and determines the rate at which we are pitching ; ; The value ranges from 1 to 255 with 128 as the centre ; point, so 1 means pitch is decreasing at the maximum ; rate, 128 means pitch is not changing, and 255 means ; pitch is increasing at the maximum rate ; ; This value is updated by "S" and "X" key presses, or ; if joysticks are enabled, from the joystick. If ; keyboard damping is enabled (which it is by default), ; the value is slowly moved towards the centre value of ; 128 (no pitch) if there are no key presses or joystick ; movement ; ; [Show more]
; ; This variable is used by the following: ; ; * DOKEY ; * Main flight loop (Part 2 of 16) ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.XSAV2 SKIP 1 ; Temporary storage, used for storing the value of the X ; register in the CHPR routine ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.YSAV2 SKIP 1 ; Temporary storage, used for storing the value of the Y ; register in the CHPR routine ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NAME SKIP 8 ; The current commander name ; ; The commander name can be up to 7 characters (the DFS ; limit for filenames), and is terminated by a carriage ; return ; ; [Show more]
; ; This variable is used by the following: ; ; * cmn ; * DFAULT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TP SKIP 1 ; The current mission status ; ; * Bits 0-1 = Mission 1 status ; ; * %00 = Mission not started ; * %01 = Mission in progress, hunting for ship ; * %11 = Constrictor killed, not debriefed yet ; * %10 = Mission and debrief complete ; ; * Bits 2-3 = Mission 2 status ; ; * %00 = Mission not started ; * %01 = Mission in progress, plans not picked up ; * %10 = Mission in progress, plans picked up ; * %11 = Mission complete ; ; * Bit 4 = Trumble mission status ; ; * %0 = Trumbles not yet offered ; * %1 = Trumbles accepted or declined ; ; [Show more]
; ; This variable is used by the following: ; ; * BRIEF ; * BRIEF2 ; * BRIEF3 ; * DEBRIEF ; * DEBRIEF2 ; * DOENTRY ; * KILLSHP ; * Main game loop (Part 4 of 6) ; * PDESC ; * SVE ; * TBRIEF ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ0 SKIP 1 ; The current system's galactic x-coordinate (0-256) ; ; [Show more]
; ; This variable is used by the following: ; ; * DOENTRY ; * jmp ; * ping ; * THERE ; * TT105 ; * TT111 ; * TT14 ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ1 SKIP 1 ; The current system's galactic y-coordinate (0-256) ; ; [Show more]
; ; This variable is used by the following: ; ; * DOENTRY ; * jmp ; * MJP ; * THERE ; * TT105 ; * TT111 ; * TT14 ; * TT23 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ21 SKIP 6 ; The three 16-bit seeds for the current galaxy ; ; These seeds define system 0 in the current galaxy, so ; they can be used as a starting point to generate all ; 256 systems in the galaxy ; ; Using a galactic hyperdrive rotates each byte to the ; left (rolling each byte within itself) to get the ; seeds for the next galaxy, so after eight galactic ; jumps, the seeds roll around to the first galaxy again ; ; See the deep dives on "Galaxy and system seeds" and ; "Twisting the system seeds" for more details ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * TT81 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.CASH SKIP 4 ; Our current cash pot ; ; The cash stash is stored as a 32-bit unsigned integer, ; with the most significant byte in CASH and the least ; significant in CASH+3. This is big-endian, which is ; the opposite way round to most of the numbers used in ; Elite - to use our notation for multi-byte numbers, ; the amount of cash is CASH(0 1 2 3) ; ; [Show more]
; ; This variable is used by the following: ; ; * csh ; * DOENTRY ; * LCASH ; * MCASH ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ14 SKIP 1 ; Our current fuel level (0-70) ; ; The fuel level is stored as the number of light years ; multiplied by 10, so QQ14 = 1 represents 0.1 light ; years, and the maximum possible value is 70, for 7.0 ; light years ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS (Part 4 of 4) ; * EQSHP ; * ESCAPE ; * fwl ; * hyp ; * Main flight loop (Part 15 of 16) ; * TT14 ; * TT18 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.COK SKIP 1 ; Flags used to generate the competition code ; ; See the deep dive on "The competition code" for ; details of these flags and how they are used in ; generating and decoding the competition code ; ; [Show more]
; ; This variable is used by the following: ; ; * DFAULT ; * MJP ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.GCNT SKIP 1 ; The number of the current galaxy (0-7) ; ; When this is displayed in-game, 1 is added to the ; number, so we start in galaxy 1 in-game, but it's ; stored as galaxy 0 internally ; ; The galaxy number increases by one every time a ; galactic hyperdrive is used, and wraps back around to ; the start after eight galaxies ; ; [Show more]
; ; This variable is used by the following: ; ; * DOENTRY ; * Ghy ; * MT28 ; * PDESC ; * tal ; * THERE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.LASER SKIP 4 ; The specifications of the lasers fitted to each of the ; four space views: ; ; * Byte #0 = front view ; * Byte #1 = rear view ; * Byte #2 = left view ; * Byte #3 = right view ; ; For each of the views: ; ; * 0 = no laser is fitted to this view ; ; * Non-zero = a laser is fitted to this view, with ; the following specification: ; ; * Bits 0-6 contain the laser's power ; ; * Bit 7 determines whether or not the laser pulses ; (0 = pulse or mining laser) or is always on ; (1 = beam or military laser) ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 3 of 16) ; * refund ; * SIGHT ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; These bytes appear to be unused (they were originally ; used for up/down lasers, but they were dropped) .CRGO SKIP 1 ; Our ship's cargo capacity ; ; * 22 = standard cargo bay of 20 tonnes ; ; * 37 = large cargo bay of 35 tonnes ; ; The value is two greater than the actual capacity to ; make the maths in tnpr slightly more efficient ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * tnpr ; * TT213 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ20 SKIP 17 ; The contents of our cargo hold ; ; The amount of market item X that we have in our hold ; can be found in the X-th byte of QQ20. For example: ; ; * QQ20 contains the amount of food (item 0) ; ; * QQ20+7 contains the amount of computers (item 7) ; ; See QQ23 for a list of market item numbers and their ; storage units ; ; [Show more]
; ; This variable is used by the following: ; ; * BAD ; * ESCAPE ; * Main flight loop (Part 8 of 16) ; * OUCH ; * SOLAR ; * tnpr ; * TT210 ; * TT219 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ECM SKIP 1 ; E.C.M. system ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * Main flight loop (Part 3 of 16) ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BST SKIP 1 ; Fuel scoops (BST stands for "barrel status") ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * Main flight loop (Part 7 of 16) ; * Main flight loop (Part 15 of 16) ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.BOMB SKIP 1 ; Energy bomb ; ; * 0 = not fitted ; ; * $7F = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * COMIRQ1 ; * EQSHP ; * Main flight loop (Part 3 of 16) ; * Main flight loop (Part 5 of 16) ; * Main flight loop (Part 13 of 16) ; * RES2 ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ENGY SKIP 1 ; Energy unit ; ; * 0 = not fitted ; ; * Non-zero = fitted ; ; The actual value determines the refresh rate of our ; energy banks, as they refresh by ENGY+1 each time (so ; our ship's energy level goes up by 2 each time if we ; have an energy unit fitted, otherwise it goes up by 1) ; ; [Show more]
; ; This variable is used by the following: ; ; * DEBRIEF2 ; * EQSHP ; * Main flight loop (Part 13 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.DKCMP SKIP 1 ; Docking computer ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * Main flight loop (Part 3 of 16) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.GHYP SKIP 1 ; Galactic hyperdrive ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * Ghy ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ESCP SKIP 1 ; Escape pod ; ; * 0 = not fitted ; ; * $FF = fitted ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * ESCAPE ; * Main flight loop (Part 3 of 16) ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 1 ; This byte appears to be unused .TRIBBLE SKIP 2 ; The number of Trumbles in the cargo hold ; ; [Show more]
; ; This variable is used by the following: ; ; * ESCAPE ; * Main flight loop (Part 15 of 16) ; * Main game loop (Part 5 of 6) ; * SIGHT ; * SOLAR ; * TBRIEF ; * tnpr ; * TT210 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TALLYL SKIP 1 ; Combat rank fraction ; ; Contains the fraction part of the kill count, which ; together with the integer in TALLY(1 0) determines our ; combat rank. The fraction is stored as the numerator ; of a fraction with a denominator of 256, so a TALLYL ; of 128 would represent 0.5 (i.e. 128 / 256) ; ; [Show more]
; ; This variable is used by the following: ; ; * EXNO2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NOMSL SKIP 1 ; The number of missiles we have fitted (0-4) ; ; [Show more]
; ; This variable is used by the following: ; ; * ABORT2 ; * EQSHP ; * FRMIS ; * Main flight loop (Part 3 of 16) ; * msblob ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.FIST SKIP 1 ; Our legal status (FIST stands for "fugitive/innocent ; status"): ; ; * 0 = Clean ; ; * 1-49 = Offender ; ; * 50+ = Fugitive ; ; You get 64 points if you kill a cop, so that's a fast ; ticket to fugitive status ; ; [Show more]
; ; This variable is used by the following: ; ; * ESCAPE ; * Ghy ; * Main flight loop (Part 12 of 16) ; * Main game loop (Part 3 of 6) ; * SOLAR ; * STATUS ; * TACTICS (Part 3 of 7) ; * TT110 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.AVL SKIP 17 ; Market availability in the current system ; ; The available amount of market item X is stored in ; the X-th byte of AVL, so for example: ; ; * AVL contains the amount of food (item 0) ; ; * AVL+7 contains the amount of computers (item 7) ; ; See QQ23 for a list of market item numbers and their ; storage units, and the deep dive on "Market item ; prices and availability" for details of the algorithm ; used for calculating each item's availability ; ; [Show more]
; ; This variable is used by the following: ; ; * GVL ; * TT151 ; * TT219 ; * var ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ26 SKIP 1 ; A random value used to randomise market data ; ; This value is set to a new random number for each ; change of system, so we can add a random factor into ; the calculations for market prices (for details of how ; this is used, see the deep dive on "Market prices") ; ; [Show more]
; ; This variable is used by the following: ; ; * GVL ; * TT151 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TALLY SKIP 2 ; Our combat rank ; ; The combat rank is stored as the number of kills, in a ; 16-bit number TALLY(1 0) - so the high byte is in ; TALLY+1 and the low byte in TALLY ; ; If the high byte in TALLY+1 is 0 then we have between ; 0 and 255 kills, so our rank is Harmless, Mostly ; Harmless, Poor, Average or Above Average, according to ; the value of the low byte in TALLY: ; ; Harmless = %00000000 to %00000011 = 0 to 3 ; Mostly Harmless = %00000100 to %00000111 = 4 to 7 ; Poor = %00001000 to %00001111 = 8 to 15 ; Average = %00010000 to %00011111 = 16 to 31 ; Above Average = %00100000 to %11111111 = 32 to 255 ; ; If the high byte in TALLY+1 is non-zero then we are ; Competent, Dangerous, Deadly or Elite, according to ; the high byte in TALLY+1: ; ; Competent = 1 = 256 to 511 kills ; Dangerous = 2 to 9 = 512 to 2559 kills ; Deadly = 10 to 24 = 2560 to 6399 kills ; Elite = 25 and up = 6400 kills and up ; ; You can see the rating calculation in the STATUS ; subroutine ; ; [Show more]
; ; This variable is used by the following: ; ; * DEBRIEF2 ; * DOENTRY ; * EXNO2 ; * KILLSHP ; * STATUS ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SVC SKIP 1 ; The save count ; ; When a new commander is created, the save count gets ; set to 128. This value gets halved each time the ; commander file is saved, but it is otherwise unused. ; It is presumably part of the security system for the ; competition, possibly another flag to catch out ; entries with manually altered commander files ; ; [Show more]
; ; This variable is used by the following: ; ; * SVE ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
SKIP 2 ; The commander file checksum ; ; These two bytes are reserved for the commander file ; checksum, so when the current commander block is ; copied from here to the last saved commander block at ; NA%, CHK and CHK2 get overwritten SKIP 1 ; The second commander file checksum ; ; This byte is reserved for the second commander file ; checksum in CHK3 NT% = SVC + 3 - TP ; This sets the variable NT% to the size of the current ; commander data block, which starts at TP and ends at ; SVC+3 (inclusive), i.e. with the last checksum byte .MCH SKIP 1 ; The text token number of the in-flight message that is ; currently being shown, and which will be removed by ; the me2 routine when the counter in DLY reaches zero ; ; [Show more]
; ; This variable is used by the following: ; ; * me1 ; * me2 ; * MESS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.FSH SKIP 1 ; Forward shield status ; ; * 0 = empty ; ; * $FF = full ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS (Part 4 of 4) ; * DOENTRY ; * Main flight loop (Part 13 of 16) ; * OOPS ; * RESET ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ASH SKIP 1 ; Aft shield status ; ; * 0 = empty ; ; * $FF = full ; ; [Show more]
; ; This variable is used by the following: ; ; * DIALS (Part 4 of 4) ; * DOENTRY ; * Main flight loop (Part 13 of 16) ; * OOPS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.ENERGY SKIP 1 ; Energy bank status ; ; * 0 = empty ; ; * $FF = full ; ; [Show more]
; ; This variable is used by the following: ; ; * DENGY ; * DIALS (Part 3 of 4) ; * DOENTRY ; * Main flight loop (Part 13 of 16) ; * Main flight loop (Part 15 of 16) ; * OOPS ; * STATUS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.COMX SKIP 1 ; The x-coordinate of the compass dot ; ; [Show more]
; ; This variable is used by the following: ; ; * DOT ; * SP2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.COMY SKIP 1 ; The y-coordinate of the compass dot ; ; [Show more]
; ; This variable is used by the following: ; ; * DOT ; * SP2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ24 SKIP 1 ; Temporary storage, used to store the current market ; item's price in routine TT151 ; ; [Show more]
; ; This variable is used by the following: ; ; * TT151 ; * TT210 ; * TT219 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ25 SKIP 1 ; Temporary storage, used to store the current market ; item's availability in routine TT151 ; ; [Show more]
; ; This variable is used by the following: ; ; * EQSHP ; * gnum ; * TT151 ; * TT210 ; * TT219 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ28 SKIP 1 ; The current system's economy (0-7) ; ; * 0 = Rich Industrial ; * 1 = Average Industrial ; * 2 = Poor Industrial ; * 3 = Mainly Industrial ; * 4 = Mainly Agricultural ; * 5 = Rich Agricultural ; * 6 = Average Agricultural ; * 7 = Poor Agricultural ; ; See the deep dive on "Generating system data" for more ; information on economies ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * var ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ29 SKIP 1 ; Temporary storage, used in a number of places ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 8 of 16) ; * NWDAV4 ; * tnpr ; * tnpr1 ; * TT167 ; * TT210 ; * TT219 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.gov SKIP 1 ; The current system's government type (0-7) ; ; See the deep dive on "Generating system data" for ; details of the various government types ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * Main game loop (Part 4 of 6) ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.tek SKIP 1 ; The current system's tech level (0-14) ; ; See the deep dive on "Generating system data" for more ; information on tech levels ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * EQSHP ; * hyp1 ; * NWSPS ; * qv ; * SOS1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.SLSP SKIP 2 ; The address of the bottom of the ship line heap ; ; The ship line heap is a descending block of memory ; extended downwards by the NWSHP routine when adding ; new ships (and their associated ship line heaps), in ; which case SLSP is lowered to provide more heap space, ; assuming there is enough free memory to do so ; ; [Show more]
; ; This variable is used by the following: ; ; * KS3 ; * NWSHP ; * RES2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ2 SKIP 6 ; The three 16-bit seeds for the current system, i.e. ; the one we are currently in ; ; See the deep dives on "Galaxy and system seeds" and ; "Twisting the system seeds" for more details ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * ypl ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.safehouse SKIP 6 ; Backup storage for the seeds for the selected system ; ; The seeds for the current system get stored here as ; soon as a hyperspace is initiated, so we can fetch ; them in the hyp1 routine. This fixes a bug in an ; earlier version where you could hyperspace while ; docking and magically appear in your destination ; station ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * hyp ; * hyp1 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ3 SKIP 1 ; The selected system's economy (0-7) ; ; * 0 = Rich Industrial ; * 1 = Average Industrial ; * 2 = Poor Industrial ; * 3 = Mainly Industrial ; * 4 = Mainly Agricultural ; * 5 = Rich Agricultural ; * 6 = Average Agricultural ; * 7 = Poor Agricultural ; ; See the deep dive on "Generating system data" for more ; information on economies ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ4 SKIP 1 ; The selected system's government (0-7) ; ; See the deep dive on "Generating system data" for more ; details of the various government types ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ5 SKIP 1 ; The selected system's tech level (0-14) ; ; See the deep dive on "Generating system data" for more ; information on tech levels ; ; [Show more]
; ; This variable is used by the following: ; ; * BR1 (Part 2 of 2) ; * hyp1 ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ6 SKIP 2 ; The selected system's population in billions * 10 ; (1-71), so the maximum population is 7.1 billion ; ; See the deep dive on "Generating system data" for more ; details on population levels ; ; [Show more]
; ; This variable is used by the following: ; ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ7 SKIP 2 ; The selected system's productivity in M CR (96-62480) ; ; See the deep dive on "Generating system data" for more ; details about productivity levels ; ; [Show more]
; ; This variable is used by the following: ; ; * TT24 ; * TT25 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ8 SKIP 2 ; The distance from the current system to the selected ; system in light years * 10, stored as a 16-bit number ; ; The distance will be 0 if the selected system is the ; current system ; ; The galaxy chart is 102.4 light years wide and 51.2 ; light years tall (see the intra-system distance ; calculations in routine TT111 for details), which ; equates to 1024 x 512 in terms of QQ8 ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * hyp ; * PDESC ; * TT111 ; * TT146 ; * TT18 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ9 SKIP 1 ; The galactic x-coordinate of the crosshairs in the ; galaxy chart (and, most of the time, the selected ; system's galactic x-coordinate) ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * HME2 ; * jmp ; * ping ; * TT103 ; * TT105 ; * TT111 ; * TT16 ; * TT22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.QQ10 SKIP 1 ; The galactic y-coordinate of the crosshairs in the ; galaxy chart (and, most of the time, the selected ; system's galactic y-coordinate) ; ; [Show more]
; ; This variable is used by the following: ; ; * Ghy ; * HME2 ; * jmp ; * TT103 ; * TT105 ; * TT111 ; * TT16 ; * TT22 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.NOSTM SKIP 1 ; The number of stardust particles shown on screen, ; which is 12 (#NOST) for normal space, and 3 for ; witchspace ; ; [Show more]
; ; This variable is used by the following: ; ; * FLIP ; * MJP ; * nWq ; * RES2 ; * STARS1 ; * STARS2 ; * STARS6 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.COL2 SKIP 1 ; The text colour of the next character to draw in CHPR ; ; [Show more]
; ; This variable is used by the following: ; ; * CHPR ; * gnum ; * MT26 ; * RES2 ; * TT219 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.frump SKIP 1 ; Used to store the number of particles in the explosion ; cloud ; ; [Show more]
; ; This variable is used by the following: ; ; * DOEXP ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.sprx SKIP 1 ; Contains the x-coordinate offset for the explosion ; sprite, i.e. the relative position of the sprite ; compared to the centre of the explosion, which needs ; to be set according to the size of the sprite ; ; [Show more]
; ; This variable is used by the following: ; ; * PTCLS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.spry SKIP 1 ; Contains the y-coordinate offset for the explosion ; sprite, i.e. the relative position of the sprite ; compared to the centre of the explosion, which needs ; to be set according to the size of the sprite ; ; [Show more]
; ; This variable is used by the following: ; ; * PTCLS2 ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TRIBCT SKIP 1 ; Contains the number of Trumble sprites that we are ; showing on-screen, in the range 0 to 6 ; ; [Show more]
; ; This variable is used by the following: ; ; * Main flight loop (Part 1 of 16) ; * MVTRIBS ; * RES2 ; * SIGHT ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TRIBVX SKIP 16 ; Contains the low byte of the 16-bit x-axis velocity ; of each of the Trumbles ; ; Also contains the 8-bit y-axis velocity ; ; The 16-bit x-axis velocity for Trumble Y is stored in ; (TRIBVXH+Y*2 TRIBVX+Y*2), for Y = 0 to 5 ; ; The 8-bit y-axis velocity for Trumble Y is stored in ; TRIBVX + Y*2 + 1, for Y = 0 to 5 ; ; [Show more]
; ; This variable is used by the following: ; ; * MVTRIBS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TRIBVXH SKIP 16 ; Contains the high byte of the 16-bit x-axis velocity ; of each of the Trumbles ; ; The 16-bit x-axis velocity for Trumble Y is stored in ; (TRIBVXH+Y*2 TRIBVX+Y*2), for Y = 0 to 5 ; ; [Show more]
; ; This variable is used by the following: ; ; * MVTRIBS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
.TRIBXH SKIP 16 ; Contains bit 8 of the x-coordinate for each of the ; Trumble sprites (as x-coordinates are 9-bit values) ; ; The top bit for Trumble Y's x-coordinate is stored in ; TRIBXH + Y*2, for Y = 0 to 5 ; ; [Show more]
; ; This variable is used by the following: ; ; * MVTRIBS ; ; This list only includes code that refers to the ; variable by name; there may be other references to ; this memory location that don't use this label, and ; these will not be mentioned above
PRINT "UP workspace from ", ~UP, "to ", ~P%-1, "inclusive"