.S% EQUW TT170 \ The entry point for the main game; once the main code \ has been loaded, decrypted and moved to the right \ place by elite-loader.asm, the game is started by a \ JMP (S%) instruction, which jumps to the main entry \ point at TT170 via this location EQUW TT26 \ WRCHV is set to point here by elite-loader.asm EQUW IRQ1 \ IRQ1V is set to point here by elite-loader.asm EQUW BR1 \ BRKV is set to point here by elite-loader.asm .COMC SKIP 1 \ The colour of the dot on the compass \ \ * &F0 = the object in the compass is in front of us, \ so the dot is yellow/white \ \ * &FF = the object in the compass is behind us, so \ the dot is green/cyan \ \ [Show more]Name: S% [Show more] Type: Workspace Address: &0F40 to &0F50 Category: Workspaces Summary: Vector addresses, compass colour and configuration settingsContext: See this workspace in context in the source code References: No direct references to this workspace in this source file
Contains addresses that are used by the loader to set up vectors, the current compass colour, and the game's configuration settings.\ \ 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.DNOIZ SKIP 1 \ Sound on/off configuration setting \ \ * 0 = sound is on (default) \ \ * Non-zero = sound is off \ \ Toggled by pressing "S" when paused, see the DK4 \ routine for details \ \ [Show more]\ \ This variable is used by the following: \ \ * DK4 \ * NO3 \ \ 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.DAMP SKIP 1 \ Keyboard damping configuration setting \ \ * 0 = damping is enabled (default) \ \ * &FF = damping is disabled \ \ Toggled by pressing CAPS LOCK when paused, see the \ DKS3 routine for details \ \ [Show more]\ \ This variable is used by the following: \ \ * cntr \ * DKS3 \ \ 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.DJD SKIP 1 \ Keyboard auto-recentre configuration setting \ \ * 0 = auto-recentre is enabled (default) \ \ * &FF = auto-recentre is disabled \ \ Toggled by pressing "A" when paused, see the DKS3 \ routine for details \ \ [Show more]\ \ This variable is used by the following: \ \ * REDU2 \ \ 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.PATG SKIP 1 \ Configuration setting to show the author names on the \ start-up screen and enable manual hyperspace mis-jumps \ \ * 0 = no author names or manual mis-jumps (default) \ \ * &FF = show author names and allow manual mis-jumps \ \ Toggled by pressing "X" when paused, see the DKS3 \ routine for details \ \ This needs to be turned on for manual mis-jumps to be \ possible. To do a manual mis-jump, first toggle the \ author display by pausing the game and pressing "X", \ and during the next hyperspace, hold down CTRL to \ force a mis-jump. See routine ee5 for the "AND PATG" \ instruction that implements this logic \ \ [Show more]\ \ This variable is used by the following: \ \ * Main game loop (Part 5 of 6) \ * TITLE \ * 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.FLH SKIP 1 \ Flashing console bars configuration setting \ \ * 0 = static bars (default) \ \ * &FF = flashing bars \ \ Toggled by pressing "F" when paused, see the DKS3 \ routine for details \ \ [Show more]\ \ This variable is used by the following: \ \ * PZW \ \ 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.JSTGY SKIP 1 \ Reverse joystick Y-channel configuration setting \ \ * 0 = standard Y-channel (default) \ \ * &FF = reversed Y-channel \ \ Toggled by pressing "Y" when paused, see the DKS3 \ routine for details \ \ [Show more]\ \ This variable is used by the following: \ \ * DKJ1 \ \ 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.JSTE SKIP 1 \ Reverse both joystick channels configuration setting \ \ * 0 = standard channels (default) \ \ * &FF = reversed channels \ \ Toggled by pressing "J" when paused, see the DKS3 \ routine for details \ \ [Show more]\ \ This variable is used by the following: \ \ * DKS2 \ \ 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.JSTK SKIP 1 \ Keyboard or joystick configuration setting \ \ * 0 = keyboard (default) \ \ * &FF = joystick \ \ Toggled by pressing "K" when paused, see the DKS3 \ routine for details \ \ [Show more]\ \ This variable is used by the following: \ \ * DOKEY \ * TITLE \ * TT17 \ \ 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 abovePRINT "S% workspace from ", ~S%, "to ", ~P%-1, "inclusive"
[X]
Subroutine BR1 (Part 1 of 2) (category: Start and end)
Show the "Load New Commander (Y/N)?" screen and start the game
[X]
Subroutine IRQ1 (category: Drawing the screen)
The main screen-mode interrupt handler (IRQ1V points here)
[X]
Subroutine TT170 (category: Start and end)
Main entry point for the Elite game code
[X]
Subroutine TT26 (category: Text)
Print a character at the text cursor by poking into screen memory