This code appears in the following versions (click to see it in the source code):
Code variations between these versions are shown below.
.MV45 LDA DELTA \ Set R to our speed in DELTA STA R LDA #%10000000 \ Set A to zeroes but with bit 7 set, so that (A R) is \ a 16-bit number containing -R, or -speed LDX #6 \ Set X to the z-axis so the call to MVT1 does this: JSR MVT1 \ \ (z_sign z_hi z_lo) = (z_sign z_hi z_lo) + (A R) \ = (z_sign z_hi z_lo) - speedName: MVEIT (Part 6 of 9) Type: Subroutine Category: Moving Summary: Move current ship: Move the ship in space according to our speed
This routine has multiple stages. This stage does the following: * Move the ship in space according to our speed (we already moved it according to its own speed in part 3). We do this by subtracting our speed (i.e. the distance we travel in this iteration of the loop) from the other ship's z-coordinate. We subtract because they appear to be "moving" in the opposite direction to us, and the whole MVEIT routine is about moving the other ships rather than us (even though we are the one doing the moving).
Other entry points: MV45 Rejoin the MVEIT routine after the rotation, tactics and scanner code
As the Electron has no suns, we don't need to check whether we are trying to rotate the sun, unlike in the other versions.
This variation is blank in the Electron version.
LDA TYPE \ If the ship type is not the sun (129) then skip the AND #%10000001 \ next instruction, otherwise return from the subroutine CMP #129 \ as we don't need to rotate the sun around its origin. BNE P%+3 \ Having both the AND and the CMP is a little odd, as \ the sun is the only ship type with bits 0 and 7 set, \ so the AND has no effect and could be removed RTS \ Return from the subroutine, as the ship we are moving \ is the sun and doesn't need any of the following