This code appears in the following versions (click to see it in the source code):
Code variations between these versions are shown below.
.SHIP_SPLINTER EQUB 0 + (11 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 11 + 1 = 12 (Minerals) EQUW 16 * 16 \ Targetable area = 16 * 16 EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges from escape pod EQUB LO(SHIP_SPLINTER_FACES - SHIP_SPLINTER) + 24 \ Faces data offset (low)Name: SHIP_SPLINTER Type: Variable Category: Drawing ships Summary: Ship blueprint for a splinter Deep dive: Ship blueprints
The ship blueprint for the splinter reuses the edges data from the escape pod, so the edges data offset is negative.
The advanced versions of Elite have an extra edge count for the ship colour; splinters are shown in red.
Tap on a block to expand it, and tap it again to revert.
EQUB 0 \ Gun vertex = 0 EQUB 22 \ Explosion count = 4, as (4 * n) + 6 = 22 EQUB 24 \ Number of vertices = 24 / 6 = 4 EQUB 6 \ Number of edges = 6 EQUW 0 \ Bounty = 0 EQUB 16 \ Number of faces = 16 / 4 = 4 EQUB 8 \ Visibility distance = 8 EQUB 20 \ Max. energy = 20 EQUB 10 \ Max. speed = 10 EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) \ Edges from escape pod EQUB HI(SHIP_SPLINTER_FACES - SHIP_SPLINTER) \ Faces data offset (low) EQUB 5 \ Normals are scaled by = 2^5 = 32 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_SPLINTER_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -24, -25, 16, 2, 1, 3, 3, 31 \ Vertex 0 VERTEX 0, 12, -10, 2, 0, 3, 3, 31 \ Vertex 1 VERTEX 11, -6, 2, 1, 0, 3, 3, 31 \ Vertex 2 VERTEX 12, 42, 7, 1, 0, 2, 2, 31 \ Vertex 3 .SHIP_SPLINTER_FACES \ normal_x, normal_y, normal_z, visibility FACE 35, 0, 4, 31 \ Face 0 FACE 3, 4, 8, 31 \ Face 1 FACE 1, 8, 12, 31 \ Face 2 FACE 18, 12, 0, 31 \ Face 3