.ZINF LDY #NI%-1 \ There are NI% bytes in the INWK workspace, so set a \ counter in Y so we can loop through them LDA #0 \ Set A to 0 so we can zero-fill the workspace .ZI1 STA INWK,Y \ Zero the Y-th byte of the INWK workspace DEY \ Decrement the loop counter BPL ZI1 \ Loop back for the next byte, ending when we have \ zero-filled the last byte at INWK, which leaves Y \ with a value of &FF \ Finally, we reset the orientation vectors as follows: \ \ sidev = (1, 0, 0) \ roofv = (0, 1, 0) \ nosev = (0, 0, -1) \ \ 96 * 256 (&6000) represents 1 in the orientation \ vectors, while -96 * 256 (&E000) represents -1. We \ already set the vectors to zero above, so we just \ need to set up the high bytes of the diagonal values \ and we're done. The negative nosev makes the ship \ point towards us, as the z-axis points into the screen LDA #96 \ Set A to represent a 1 (in vector terms) STA INWK+18 \ Set byte #18 = roofv_y_hi = 96 = 1 STA INWK+22 \ Set byte #22 = sidev_x_hi = 96 = 1 ORA #%10000000 \ Flip the sign of A to represent a -1 STA INWK+14 \ Set byte #14 = nosev_z_hi = -96 = -1 RTS \ Return from the subroutineName: ZINF [Show more] Type: Subroutine Category: Universe Summary: Reset the INWK workspace and orientation vectors Deep dive: Orientation vectorsContext: See this subroutine in context in the source code References: This subroutine is called as follows: * FRS1 calls ZINF * KS4 calls ZINF * Main game loop (Part 2 of 6) calls ZINF * SOLAR calls ZINF * Ze calls ZINF
Zero-fill the INWK ship workspace and reset the orientation vectors, with nosev pointing out of the screen, towards us.
Returns: Y Y is set to &FF
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Configuration variable NI% = 36
The number of bytes in each ship's data block (as stored in INWK and K%)
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Label ZI1 is local to this routine