.BAY LDA #&FF \ Set QQ12 = &FF (the docked flag) to indicate that we STA QQ12 \ are docked \ --- Mod: Code added for Demonstration Disc: ---------> \ We now show a sequence of docked screens by "pressing" \ the relevant keys and showing various screens for five \ seconds each LDA #f8 \ Call TT102 to "press" the f8 key (Status Mode) and JSR TT102 \ wait for five seconds (the delay has been added to \ TT102) LDA #f7 \ Call TT102 to "press" the f7 key (Market Price) and JSR TT102 \ wait for five seconds (the delay has been added to \ TT167) LDA #f6 \ Call TT102 to "press" the f6 key (Data on System) and JSR TT102 \ wait for five seconds (the delay has been added to \ TT25, which falls through into DelayFiveSeconds) LDA #f3 \ Call TT102 to "press" the f3 key (Equip Ship) to start JSR TT102 \ the following sequence: \ \ * Display the Equip Ship screen, buy fuel and a \ missile and wait for five seconds (see EQSHP) \ \ * Show the Buy Cargo screen and buy some random \ cargo (see TT219) \ \ * Show the Inventory screen and wait for five \ seconds (see TT213 and TT210) LDA #f0 \ Jump into the main game loop at FRCE, setting the key JMP FRCE \ "pressed" to red key f0 (so we launch from the \ station) \ The following code is never run, and is presumably \ left over from some experiments with which screen to \ show in this part of the demo LDA #&FF \ Set QQ12 to &FF to indicate we are docked STA QQ12 \ --- End of added code -------------------------------> LDA #f8 \ Jump into the main loop at FRCE, setting the key JMP FRCE \ that's "pressed" to red key f8 (so we show the Status \ Mode screen)Name: BAY [Show more] Type: Subroutine Category: Status Summary: Go to the docking bay (i.e. show the Status Mode screen)Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
We end up here after the start-up process (load commander etc.), as well as after a successful save, an escape pod launch, a successful docking, the end of a cargo sell, and various errors (such as not having enough cash, entering too many items when buying, trying to fit an item to your ship when you already have it, running out of cargo space, and so on).
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Entry point FRCE in subroutine Main game loop (Part 6 of 6) (category: Main loop)
The entry point for the main game loop if we want to jump straight to a specific screen, by pretending to "press" a key, in which case A contains the internal key number of the key we want to "press"
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Subroutine TT102 (category: Keyboard)
Process function key, save key, hyperspace and chart key presses and update the hyperspace counter
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Configuration variable f0 = &20
Internal key number for red key f0 (Launch, Front)
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Configuration variable f3 = &73
Internal key number for red key f3 (Equip Ship, Right)
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Configuration variable f6 = &75
Internal key number for red key f6 (Data on System)
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Configuration variable f7 = &16
Internal key number for red key f7 (Market Price)
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Configuration variable f8 = &76
Internal key number for red key f8 (Status Mode)