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Version analysis of NWSPS

This code appears in the following versions (click to see it in the source code):

Code variations between these versions are shown below.

Name: NWSPS Type: Subroutine Category: Universe Summary: Add a new space station to our local bubble of universe
.NWSPS JSR SPBLB \ Light up the space station bulb on the dashboard

Code variation 1 of 3Related to an enhanced feature

Space stations in the enhanced versions are always set to be aggressive if attacked, but they start out friendly; in the cassette and Electron versions, they have no aggression at all until they are attacked.

Tap on a block to expand it, and tap it again to revert.

LDX #%00000001 \ Set the AI flag in byte #32 to %00000001 (friendly, no STX INWK+32 \ AI, has an E.C.M.) DEX \ Set pitch counter to 0 (no pitch, roll only) STX INWK+30
LDX #%10000001 \ Set the AI flag in byte #32 to %10000001 (hostile, STX INWK+32 \ no AI, has an E.C.M.) LDX #0 \ Set pitch counter to 0 (no pitch, roll only) STX INWK+30 STX NEWB \ Set NEWB to %00000000, though this gets overridden by \ the default flags from E% in NWSHP below

Code variation 2 of 3A variation in the comments only

This variation is blank in the Disc (flight) and Electron versions.

\STX INWK+31 \ This instruction is commented out in the original \ source. It would set the exploding state and missile \ count to 0
 STX FRIN+1             \ Set the second slot in the FRIN table to 0, so when we
                        \ fall through into NWSHP below, the new station that
                        \ gets created will go into slot FRIN+1, as this will be
                        \ the first empty slot that the routine finds

 DEX                    \ Set the roll counter to 255 (maximum anti-clockwise
 STX INWK+29            \ roll with no damping)

 LDX #10                \ Call NwS1 to flip the sign of nosev_x_hi (byte #10)
 JSR NwS1

 JSR NwS1               \ And again to flip the sign of nosev_y_hi (byte #12)

 JSR NwS1               \ And again to flip the sign of nosev_z_hi (byte #14)

Code variation 3 of 3Specific to an individual platform

This variation is blank in the Cassette, Disc (flight) and Electron versions.

LDA spasto \ Copy the address of the Coriolis space station's ship STA XX21+2*SST-2 \ blueprint from spasto to the #SST entry in the LDA spasto+1 \ blueprint lookup table at XX21, so when we spawn a STA XX21+2*SST-1 \ ship of type #SST, it will be a Coriolis station LDA tek \ If the system's tech level in tek is less than 10, CMP #10 \ jump to notadodo, so tech levels 0 to 9 have Coriolis BCC notadodo \ stations, while 10 and above will have Dodo stations LDA XX21+2*DOD-2 \ Copy the address of the Dodo space station's ship STA XX21+2*SST-2 \ blueprint from spasto to the #SST entry in the LDA XX21+2*DOD-1 \ blueprint lookup table at XX21, so when we spawn a STA XX21+2*SST-1 \ ship of type #SST, it will be a Dodo station .notadodo
 LDA #LO(LSO)           \ Set bytes #33 and #34 to point to LSO for the ship
 STA INWK+33            \ line heap for the space station
 LDA #HI(LSO)
 STA INWK+34

 LDA #SST               \ Set A to the space station type, and fall through
                        \ into NWSHP to finish adding the space station to the
                        \ universe