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Ship blueprints C

[BBC Micro disc version]

DISC ELITE SHIP BLUEPRINTS FILE C Elite was written by Ian Bell and David Braben and is copyright Acornsoft 1984 The code on this site has been reconstructed from a disassembly of the version released on Ian Bell's personal website at http://www.elitehomepage.org/ The commentary is copyright Mark Moxon, and any misunderstandings or mistakes in the documentation are entirely my fault The terminology and notations used in this commentary are explained at https://elite.bbcelite.com/terminology The deep dive articles referred to in this commentary can be found at https://elite.bbcelite.com/deep_dives
This source file produces the following binary file: * D.MOC.bin
INCLUDE "1-source-files/main-sources/elite-build-options.asm" GUARD &6000 \ Guard against assembling over screen memory
Configuration variables
CODE% = &5600 \ The flight code runs this file at address &5600, at \ label XX21 LOAD% = &5600 \ The flight code loads this file at address &5600, at \ label XX21 SHIP_MISSILE = &7F00 \ The address of the missile ship blueprint \ \ [Show more]
\ \ This variable is used by the following: \ \ * XX21 \ \ 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
ORG CODE%
Name: XX21 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints lookup table for the D.MOC file Deep dive: Ship blueprints in the disc version
Context: See this variable on its own page References: No direct references to this variable in this source file
.XX21 EQUW SHIP_MISSILE \ MSL = 1 = Missile EQUW SHIP_CORIOLIS \ SST = 2 = Coriolis space station EQUW SHIP_ESCAPE_POD \ ESC = 3 = Escape pod EQUW 0 EQUW SHIP_CANISTER \ OIL = 5 = Cargo canister EQUW 0 EQUW SHIP_ASTEROID \ AST = 7 = Asteroid EQUW SHIP_SPLINTER \ SPL = 8 = Splinter EQUW 0 EQUW 0 EQUW SHIP_COBRA_MK_3 \ CYL = 11 = Cobra Mk III EQUW 0 EQUW SHIP_BOA \ 13 = Boa EQUW 0 EQUW 0 EQUW SHIP_VIPER \ COPS = 16 = Viper EQUW SHIP_SIDEWINDER \ SH3 = 17 = Sidewinder EQUW 0 EQUW SHIP_KRAIT \ KRA = 19 = Krait EQUW 0 EQUW 0 EQUW 0 EQUW 0 EQUW 0 EQUW 0 EQUW 0 EQUW 0 EQUW 0 EQUW SHIP_THARGOID \ THG = 29 = Thargoid EQUW SHIP_THARGON \ TGL = 30 = Thargon EQUW 0
Name: E% [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints default NEWB flags for the D.MOC file Deep dive: Ship blueprints in the disc version Advanced tactics with the NEWB flags
Context: See this variable on its own page References: No direct references to this variable in this source file
.E% EQUB %00000000 \ Missile EQUB %00000000 \ Coriolis space station EQUB %00000001 \ Escape pod Trader EQUB 0 EQUB %00000000 \ Cargo canister EQUB 0 EQUB %00000000 \ Asteroid EQUB %00000000 \ Splinter EQUB 0 EQUB 0 EQUB %10100000 \ Cobra Mk III Innocent, escape pod EQUB 0 EQUB %10100000 \ Boa Innocent, escape pod EQUB 0 EQUB 0 EQUB %11000010 \ Viper Bounty hunter, cop, escape pod EQUB %00001100 \ Sidewinder Hostile, pirate EQUB 0 EQUB %10001100 \ Krait Hostile, pirate, escape pod EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB %00001100 \ Thargoid Hostile, pirate EQUB %00000100 \ Thargon Hostile EQUB 0
Name: VERTEX [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding vertices to ship blueprints Deep dive: Ship blueprints
Context: See this macro on its own page References: This macro is used as follows: * SHIP_ASTEROID uses VERTEX * SHIP_BOA uses VERTEX * SHIP_CANISTER uses VERTEX * SHIP_COBRA_MK_3 uses VERTEX * SHIP_CORIOLIS uses VERTEX * SHIP_ESCAPE_POD uses VERTEX * SHIP_KRAIT uses VERTEX * SHIP_SIDEWINDER uses VERTEX * SHIP_SPLINTER uses VERTEX * SHIP_THARGOID uses VERTEX * SHIP_THARGON uses VERTEX * SHIP_VIPER uses VERTEX

The following macro is used to build the ship blueprints: VERTEX x, y, z, face1, face2, face3, face4, visibility See the deep dive on "Ship blueprints" for details of how vertices are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how vertices are used to draw 3D wireframe ships.
Arguments: x The vertex's x-coordinate y The vertex's y-coordinate z The vertex's z-coordinate face1 The number of face 1 associated with this vertex face2 The number of face 2 associated with this vertex face3 The number of face 3 associated with this vertex face4 The number of face 4 associated with this vertex visibility The visibility distance, beyond which the vertex is not shown
MACRO VERTEX x, y, z, face1, face2, face3, face4, visibility IF x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility f1 = face1 + (face2 << 4) f2 = face3 + (face4 << 4) ax = ABS(x) ay = ABS(y) az = ABS(z) EQUB ax, ay, az, s, f1, f2 ENDMACRO
Name: EDGE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding edges to ship blueprints Deep dive: Ship blueprints
Context: See this macro on its own page References: This macro is used as follows: * SHIP_ASTEROID uses EDGE * SHIP_BOA uses EDGE * SHIP_CANISTER uses EDGE * SHIP_COBRA_MK_3 uses EDGE * SHIP_CORIOLIS uses EDGE * SHIP_ESCAPE_POD uses EDGE * SHIP_KRAIT uses EDGE * SHIP_SIDEWINDER uses EDGE * SHIP_THARGOID uses EDGE * SHIP_VIPER uses EDGE

The following macro is used to build the ship blueprints: EDGE vertex1, vertex2, face1, face2, visibility See the deep dive on "Ship blueprints" for details of how edges are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how edges are used to draw 3D wireframe ships.
Arguments: vertex1 The number of the vertex at the start of the edge vertex1 The number of the vertex at the end of the edge face1 The number of face 1 associated with this edge face2 The number of face 2 associated with this edge visibility The visibility distance, beyond which the edge is not shown
MACRO EDGE vertex1, vertex2, face1, face2, visibility f = face1 + (face2 << 4) EQUB visibility, f, vertex1 << 2, vertex2 << 2 ENDMACRO
Name: FACE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding faces to ship blueprints Deep dive: Ship blueprints
Context: See this macro on its own page References: This macro is used as follows: * SHIP_ASTEROID uses FACE * SHIP_BOA uses FACE * SHIP_CANISTER uses FACE * SHIP_COBRA_MK_3 uses FACE * SHIP_CORIOLIS uses FACE * SHIP_ESCAPE_POD uses FACE * SHIP_KRAIT uses FACE * SHIP_SIDEWINDER uses FACE * SHIP_SPLINTER uses FACE * SHIP_THARGOID uses FACE * SHIP_THARGON uses FACE * SHIP_VIPER uses FACE

The following macro is used to build the ship blueprints: FACE normal_x, normal_y, normal_z, visibility See the deep dive on "Ship blueprints" for details of how faces are stored in the ship blueprints, and the deep dive on "Drawing ships" for information on how faces are used to draw 3D wireframe ships.
Arguments: normal_x The face normal's x-coordinate normal_y The face normal's y-coordinate normal_z The face normal's z-coordinate visibility The visibility distance, beyond which the edge is always shown
MACRO FACE normal_x, normal_y, normal_z, visibility IF normal_x < 0 s_x = 1 << 7 ELSE s_x = 0 ENDIF IF normal_y < 0 s_y = 1 << 6 ELSE s_y = 0 ENDIF IF normal_z < 0 s_z = 1 << 5 ELSE s_z = 0 ENDIF s = s_x + s_y + s_z + visibility ax = ABS(normal_x) ay = ABS(normal_y) az = ABS(normal_z) EQUB s, ax, ay, az ENDMACRO
Name: SHIP_CORIOLIS [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Coriolis space station Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_CORIOLIS
.SHIP_CORIOLIS EQUB 0 \ Max. canisters on demise = 0 EQUW 160 * 160 \ Targetable area = 160 * 160 EQUB LO(SHIP_CORIOLIS_EDGES - SHIP_CORIOLIS) \ Edges data offset (low) EQUB LO(SHIP_CORIOLIS_FACES - SHIP_CORIOLIS) \ Faces data offset (low) EQUB 85 \ Max. edge count = (85 - 1) / 4 = 21 EQUB 0 \ Gun vertex = 0 EQUB 54 \ Explosion count = 12, as (4 * n) + 6 = 54 EQUB 96 \ Number of vertices = 96 / 6 = 16 EQUB 28 \ Number of edges = 28 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 120 \ Visibility distance = 120 EQUB 240 \ Max. energy = 240 EQUB 0 \ Max. speed = 0 EQUB HI(SHIP_CORIOLIS_EDGES - SHIP_CORIOLIS) \ Edges data offset (high) EQUB HI(SHIP_CORIOLIS_FACES - SHIP_CORIOLIS) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00000110 \ Laser power = 0 \ Missiles = 6 .SHIP_CORIOLIS_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 160, 0, 160, 0, 1, 2, 6, 31 \ Vertex 0 VERTEX 0, 160, 160, 0, 2, 3, 8, 31 \ Vertex 1 VERTEX -160, 0, 160, 0, 3, 4, 7, 31 \ Vertex 2 VERTEX 0, -160, 160, 0, 1, 4, 5, 31 \ Vertex 3 VERTEX 160, -160, 0, 1, 5, 6, 10, 31 \ Vertex 4 VERTEX 160, 160, 0, 2, 6, 8, 11, 31 \ Vertex 5 VERTEX -160, 160, 0, 3, 7, 8, 12, 31 \ Vertex 6 VERTEX -160, -160, 0, 4, 5, 7, 9, 31 \ Vertex 7 VERTEX 160, 0, -160, 6, 10, 11, 13, 31 \ Vertex 8 VERTEX 0, 160, -160, 8, 11, 12, 13, 31 \ Vertex 9 VERTEX -160, 0, -160, 7, 9, 12, 13, 31 \ Vertex 10 VERTEX 0, -160, -160, 5, 9, 10, 13, 31 \ Vertex 11 VERTEX 10, -30, 160, 0, 0, 0, 0, 30 \ Vertex 12 VERTEX 10, 30, 160, 0, 0, 0, 0, 30 \ Vertex 13 VERTEX -10, 30, 160, 0, 0, 0, 0, 30 \ Vertex 14 VERTEX -10, -30, 160, 0, 0, 0, 0, 30 \ Vertex 15 .SHIP_CORIOLIS_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 3, 0, 1, 31 \ Edge 0 EDGE 0, 1, 0, 2, 31 \ Edge 1 EDGE 1, 2, 0, 3, 31 \ Edge 2 EDGE 2, 3, 0, 4, 31 \ Edge 3 EDGE 3, 4, 1, 5, 31 \ Edge 4 EDGE 0, 4, 1, 6, 31 \ Edge 5 EDGE 0, 5, 2, 6, 31 \ Edge 6 EDGE 5, 1, 2, 8, 31 \ Edge 7 EDGE 1, 6, 3, 8, 31 \ Edge 8 EDGE 2, 6, 3, 7, 31 \ Edge 9 EDGE 2, 7, 4, 7, 31 \ Edge 10 EDGE 3, 7, 4, 5, 31 \ Edge 11 EDGE 8, 11, 10, 13, 31 \ Edge 12 EDGE 8, 9, 11, 13, 31 \ Edge 13 EDGE 9, 10, 12, 13, 31 \ Edge 14 EDGE 10, 11, 9, 13, 31 \ Edge 15 EDGE 4, 11, 5, 10, 31 \ Edge 16 EDGE 4, 8, 6, 10, 31 \ Edge 17 EDGE 5, 8, 6, 11, 31 \ Edge 18 EDGE 5, 9, 8, 11, 31 \ Edge 19 EDGE 6, 9, 8, 12, 31 \ Edge 20 EDGE 6, 10, 7, 12, 31 \ Edge 21 EDGE 7, 10, 7, 9, 31 \ Edge 22 EDGE 7, 11, 5, 9, 31 \ Edge 23 EDGE 12, 13, 0, 0, 30 \ Edge 24 EDGE 13, 14, 0, 0, 30 \ Edge 25 EDGE 14, 15, 0, 0, 30 \ Edge 26 EDGE 15, 12, 0, 0, 30 \ Edge 27 .SHIP_CORIOLIS_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 0, 160, 31 \ Face 0 FACE 107, -107, 107, 31 \ Face 1 FACE 107, 107, 107, 31 \ Face 2 FACE -107, 107, 107, 31 \ Face 3 FACE -107, -107, 107, 31 \ Face 4 FACE 0, -160, 0, 31 \ Face 5 FACE 160, 0, 0, 31 \ Face 6 FACE -160, 0, 0, 31 \ Face 7 FACE 0, 160, 0, 31 \ Face 8 FACE -107, -107, -107, 31 \ Face 9 FACE 107, -107, -107, 31 \ Face 10 FACE 107, 107, -107, 31 \ Face 11 FACE -107, 107, -107, 31 \ Face 12 FACE 0, 0, -160, 31 \ Face 13
Name: SHIP_ESCAPE_POD [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an escape pod Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_ESCAPE_POD
.SHIP_ESCAPE_POD EQUB 0 + (2 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 2 + 1 = 3 (slaves) EQUW 16 * 16 \ Targetable area = 16 * 16 EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) \ Edges data offset (low) EQUB LO(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) \ Faces data offset (low) EQUB 25 \ Max. edge count = (25 - 1) / 4 = 6 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 17 \ Max. energy = 17 EQUB 8 \ Max. speed = 8 EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) \ Edges data offset (high) EQUB HI(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) \ Faces data offset (high) EQUB 4 \ Normals are scaled by = 2^4 = 16 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_ESCAPE_POD_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -7, 0, 36, 2, 1, 3, 3, 31 \ Vertex 0 VERTEX -7, -14, -12, 2, 0, 3, 3, 31 \ Vertex 1 VERTEX -7, 14, -12, 1, 0, 3, 3, 31 \ Vertex 2 VERTEX 21, 0, 0, 1, 0, 2, 2, 31 \ Vertex 3 .SHIP_ESCAPE_POD_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 2, 31 \ Edge 0 EDGE 1, 2, 3, 0, 31 \ Edge 1 EDGE 2, 3, 1, 0, 31 \ Edge 2 EDGE 3, 0, 2, 1, 31 \ Edge 3 EDGE 0, 2, 3, 1, 31 \ Edge 4 EDGE 3, 1, 2, 0, 31 \ Edge 5 .SHIP_ESCAPE_POD_FACES \ normal_x, normal_y, normal_z, visibility FACE 52, 0, -122, 31 \ Face 0 FACE 39, 103, 30, 31 \ Face 1 FACE 39, -103, 30, 31 \ Face 2 FACE -112, 0, 0, 31 \ Face 3
Name: SHIP_CANISTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a cargo canister Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_CANISTER
.SHIP_CANISTER EQUB 0 \ Max. canisters on demise = 0 EQUW 20 * 20 \ Targetable area = 20 * 20 EQUB LO(SHIP_CANISTER_EDGES - SHIP_CANISTER) \ Edges data offset (low) EQUB LO(SHIP_CANISTER_FACES - SHIP_CANISTER) \ Faces data offset (low) EQUB 49 \ Max. edge count = (49 - 1) / 4 = 12 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 EQUW 0 \ Bounty = 0 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 12 \ Visibility distance = 12 EQUB 17 \ Max. energy = 17 EQUB 15 \ Max. speed = 15 EQUB HI(SHIP_CANISTER_EDGES - SHIP_CANISTER) \ Edges data offset (high) EQUB HI(SHIP_CANISTER_FACES - SHIP_CANISTER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_CANISTER_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 24, 16, 0, 0, 1, 5, 5, 31 \ Vertex 0 VERTEX 24, 5, 15, 0, 1, 2, 2, 31 \ Vertex 1 VERTEX 24, -13, 9, 0, 2, 3, 3, 31 \ Vertex 2 VERTEX 24, -13, -9, 0, 3, 4, 4, 31 \ Vertex 3 VERTEX 24, 5, -15, 0, 4, 5, 5, 31 \ Vertex 4 VERTEX -24, 16, 0, 1, 5, 6, 6, 31 \ Vertex 5 VERTEX -24, 5, 15, 1, 2, 6, 6, 31 \ Vertex 6 VERTEX -24, -13, 9, 2, 3, 6, 6, 31 \ Vertex 7 VERTEX -24, -13, -9, 3, 4, 6, 6, 31 \ Vertex 8 VERTEX -24, 5, -15, 4, 5, 6, 6, 31 \ Vertex 9 .SHIP_CANISTER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 1, 31 \ Edge 0 EDGE 1, 2, 0, 2, 31 \ Edge 1 EDGE 2, 3, 0, 3, 31 \ Edge 2 EDGE 3, 4, 0, 4, 31 \ Edge 3 EDGE 0, 4, 0, 5, 31 \ Edge 4 EDGE 0, 5, 1, 5, 31 \ Edge 5 EDGE 1, 6, 1, 2, 31 \ Edge 6 EDGE 2, 7, 2, 3, 31 \ Edge 7 EDGE 3, 8, 3, 4, 31 \ Edge 8 EDGE 4, 9, 4, 5, 31 \ Edge 9 EDGE 5, 6, 1, 6, 31 \ Edge 10 EDGE 6, 7, 2, 6, 31 \ Edge 11 EDGE 7, 8, 3, 6, 31 \ Edge 12 EDGE 8, 9, 4, 6, 31 \ Edge 13 EDGE 9, 5, 5, 6, 31 \ Edge 14 .SHIP_CANISTER_FACES \ normal_x, normal_y, normal_z, visibility FACE 96, 0, 0, 31 \ Face 0 FACE 0, 41, 30, 31 \ Face 1 FACE 0, -18, 48, 31 \ Face 2 FACE 0, -51, 0, 31 \ Face 3 FACE 0, -18, -48, 31 \ Face 4 FACE 0, 41, -30, 31 \ Face 5 FACE -96, 0, 0, 31 \ Face 6
Name: SHIP_ASTEROID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an asteroid Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_ASTEROID
.SHIP_ASTEROID EQUB 0 \ Max. canisters on demise = 0 EQUW 80 * 80 \ Targetable area = 80 * 80 EQUB LO(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) \ Edges data offset (low) EQUB LO(SHIP_ASTEROID_FACES - SHIP_ASTEROID) \ Faces data offset (low) EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 34 \ Explosion count = 7, as (4 * n) + 6 = 34 EQUB 54 \ Number of vertices = 54 / 6 = 9 EQUB 21 \ Number of edges = 21 EQUW 5 \ Bounty = 5 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 50 \ Visibility distance = 50 EQUB 60 \ Max. energy = 60 EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) \ Edges data offset (high) EQUB HI(SHIP_ASTEROID_FACES - SHIP_ASTEROID) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_ASTEROID_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 80, 0, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -80, -10, 0, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX 70, -40, 0, 15, 15, 15, 15, 31 \ Vertex 3 VERTEX 60, 50, 0, 5, 6, 12, 13, 31 \ Vertex 4 VERTEX 50, 0, 60, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX -40, 0, 70, 0, 1, 2, 3, 31 \ Vertex 6 VERTEX 0, 30, -75, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -50, -60, 8, 9, 10, 11, 31 \ Vertex 8 .SHIP_ASTEROID_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 7, 31 \ Edge 0 EDGE 0, 4, 6, 13, 31 \ Edge 1 EDGE 3, 4, 5, 12, 31 \ Edge 2 EDGE 2, 3, 4, 11, 31 \ Edge 3 EDGE 1, 2, 3, 10, 31 \ Edge 4 EDGE 1, 6, 2, 3, 31 \ Edge 5 EDGE 2, 6, 1, 3, 31 \ Edge 6 EDGE 2, 5, 1, 4, 31 \ Edge 7 EDGE 5, 6, 0, 1, 31 \ Edge 8 EDGE 0, 5, 0, 6, 31 \ Edge 9 EDGE 3, 5, 4, 5, 31 \ Edge 10 EDGE 0, 6, 0, 2, 31 \ Edge 11 EDGE 4, 5, 5, 6, 31 \ Edge 12 EDGE 1, 8, 8, 10, 31 \ Edge 13 EDGE 1, 7, 7, 8, 31 \ Edge 14 EDGE 0, 7, 7, 13, 31 \ Edge 15 EDGE 4, 7, 12, 13, 31 \ Edge 16 EDGE 3, 7, 9, 12, 31 \ Edge 17 EDGE 3, 8, 9, 11, 31 \ Edge 18 EDGE 2, 8, 10, 11, 31 \ Edge 19 EDGE 7, 8, 8, 9, 31 \ Edge 20 .SHIP_ASTEROID_FACES \ normal_x, normal_y, normal_z, visibility FACE 9, 66, 81, 31 \ Face 0 FACE 9, -66, 81, 31 \ Face 1 FACE -72, 64, 31, 31 \ Face 2 FACE -64, -73, 47, 31 \ Face 3 FACE 45, -79, 65, 31 \ Face 4 FACE 135, 15, 35, 31 \ Face 5 FACE 38, 76, 70, 31 \ Face 6 FACE -66, 59, -39, 31 \ Face 7 FACE -67, -15, -80, 31 \ Face 8 FACE 66, -14, -75, 31 \ Face 9 FACE -70, -80, -40, 31 \ Face 10 FACE 58, -102, -51, 31 \ Face 11 FACE 81, 9, -67, 31 \ Face 12 FACE 47, 94, -63, 31 \ Face 13
Name: SHIP_SPLINTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a splinter Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_SPLINTER

The ship blueprint for the splinter reuses the edges data from the escape pod, so the edges data offset is negative.
.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) EQUB 25 \ Max. edge count = (25 - 1) / 4 = 6 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
Name: SHIP_COBRA_MK_3 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Cobra Mk III Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_COBRA_MK_3
.SHIP_COBRA_MK_3 EQUB 3 \ Max. canisters on demise = 3 EQUW 95 * 95 \ Targetable area = 95 * 95 EQUB LO(SHIP_COBRA_MK_3_EDGES - SHIP_COBRA_MK_3) \ Edges data offset (low) EQUB LO(SHIP_COBRA_MK_3_FACES - SHIP_COBRA_MK_3) \ Faces data offset (low) EQUB 153 \ Max. edge count = (153 - 1) / 4 = 38 EQUB 84 \ Gun vertex = 84 / 4 = 21 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 168 \ Number of vertices = 168 / 6 = 28 EQUB 38 \ Number of edges = 38 EQUW 0 \ Bounty = 0 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 50 \ Visibility distance = 50 EQUB 150 \ Max. energy = 150 EQUB 28 \ Max. speed = 28 EQUB HI(SHIP_COBRA_MK_3_EDGES - SHIP_COBRA_MK_3) \ Edges data offset (low) EQUB HI(SHIP_COBRA_MK_3_FACES - SHIP_COBRA_MK_3) \ Faces data offset (low) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010011 \ Laser power = 2 \ Missiles = 3 .SHIP_COBRA_MK_3_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, 26, 24, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX -120, -3, -8, 3, 7, 10, 10, 31 \ Vertex 3 VERTEX 120, -3, -8, 4, 8, 12, 12, 31 \ Vertex 4 VERTEX -88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX 88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 6 VERTEX 128, -8, -40, 8, 9, 12, 12, 31 \ Vertex 7 VERTEX -128, -8, -40, 7, 9, 10, 10, 31 \ Vertex 8 VERTEX 0, 26, -40, 5, 6, 9, 9, 31 \ Vertex 9 VERTEX -32, -24, -40, 9, 10, 11, 11, 31 \ Vertex 10 VERTEX 32, -24, -40, 9, 11, 12, 12, 31 \ Vertex 11 VERTEX -36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 12 VERTEX -8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 13 VERTEX 8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 14 VERTEX 36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 15 VERTEX 36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 16 VERTEX 8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 17 VERTEX -8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 18 VERTEX -36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 19 VERTEX 0, 0, 76, 0, 11, 11, 11, 6 \ Vertex 20 VERTEX 0, 0, 90, 0, 11, 11, 11, 31 \ Vertex 21 VERTEX -80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 22 VERTEX -80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 23 VERTEX -88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 24 VERTEX 80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 25 VERTEX 88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 26 VERTEX 80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 27 .SHIP_COBRA_MK_3_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 11, 31 \ Edge 0 EDGE 0, 4, 4, 12, 31 \ Edge 1 EDGE 1, 3, 3, 10, 31 \ Edge 2 EDGE 3, 8, 7, 10, 31 \ Edge 3 EDGE 4, 7, 8, 12, 31 \ Edge 4 EDGE 6, 7, 8, 9, 31 \ Edge 5 EDGE 6, 9, 6, 9, 31 \ Edge 6 EDGE 5, 9, 5, 9, 31 \ Edge 7 EDGE 5, 8, 7, 9, 31 \ Edge 8 EDGE 2, 5, 1, 5, 31 \ Edge 9 EDGE 2, 6, 2, 6, 31 \ Edge 10 EDGE 3, 5, 3, 7, 31 \ Edge 11 EDGE 4, 6, 4, 8, 31 \ Edge 12 EDGE 1, 2, 0, 1, 31 \ Edge 13 EDGE 0, 2, 0, 2, 31 \ Edge 14 EDGE 8, 10, 9, 10, 31 \ Edge 15 EDGE 10, 11, 9, 11, 31 \ Edge 16 EDGE 7, 11, 9, 12, 31 \ Edge 17 EDGE 1, 10, 10, 11, 31 \ Edge 18 EDGE 0, 11, 11, 12, 31 \ Edge 19 EDGE 1, 5, 1, 3, 29 \ Edge 20 EDGE 0, 6, 2, 4, 29 \ Edge 21 EDGE 20, 21, 0, 11, 6 \ Edge 22 EDGE 12, 13, 9, 9, 20 \ Edge 23 EDGE 18, 19, 9, 9, 20 \ Edge 24 EDGE 14, 15, 9, 9, 20 \ Edge 25 EDGE 16, 17, 9, 9, 20 \ Edge 26 EDGE 15, 16, 9, 9, 19 \ Edge 27 EDGE 14, 17, 9, 9, 17 \ Edge 28 EDGE 13, 18, 9, 9, 19 \ Edge 29 EDGE 12, 19, 9, 9, 19 \ Edge 30 EDGE 2, 9, 5, 6, 30 \ Edge 31 EDGE 22, 24, 9, 9, 6 \ Edge 32 EDGE 23, 24, 9, 9, 6 \ Edge 33 EDGE 22, 23, 9, 9, 8 \ Edge 34 EDGE 25, 26, 9, 9, 6 \ Edge 35 EDGE 26, 27, 9, 9, 6 \ Edge 36 EDGE 25, 27, 9, 9, 8 \ Edge 37 .SHIP_COBRA_MK_3_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 62, 31, 31 \ Face 0 FACE -18, 55, 16, 31 \ Face 1 FACE 18, 55, 16, 31 \ Face 2 FACE -16, 52, 14, 31 \ Face 3 FACE 16, 52, 14, 31 \ Face 4 FACE -14, 47, 0, 31 \ Face 5 FACE 14, 47, 0, 31 \ Face 6 FACE -61, 102, 0, 31 \ Face 7 FACE 61, 102, 0, 31 \ Face 8 FACE 0, 0, -80, 31 \ Face 9 FACE -7, -42, 9, 31 \ Face 10 FACE 0, -30, 6, 31 \ Face 11 FACE 7, -42, 9, 31 \ Face 12
Name: SHIP_BOA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Boa Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_BOA
.SHIP_BOA EQUB 5 \ Max. canisters on demise = 5 EQUW 70 * 70 \ Targetable area = 70 * 70 EQUB LO(SHIP_BOA_EDGES - SHIP_BOA) \ Edges data offset (low) EQUB LO(SHIP_BOA_FACES - SHIP_BOA) \ Faces data offset (low) EQUB 89 \ Max. edge count = (89 - 1) / 4 = 22 EQUB 0 \ Gun vertex = 0 EQUB 38 \ Explosion count = 8, as (4 * n) + 6 = 38 EQUB 78 \ Number of vertices = 78 / 6 = 13 EQUB 24 \ Number of edges = 24 EQUW 0 \ Bounty = 0 EQUB 52 \ Number of faces = 52 / 4 = 13 EQUB 40 \ Visibility distance = 40 EQUB 250 \ Max. energy = 250 EQUB 24 \ Max. speed = 24 EQUB HI(SHIP_BOA_EDGES - SHIP_BOA) \ Edges data offset (high) EQUB HI(SHIP_BOA_FACES - SHIP_BOA) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %00011100 \ Laser power = 3 \ Missiles = 4 .SHIP_BOA_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 93, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX 0, 40, -87, 2, 0, 3, 3, 24 \ Vertex 1 VERTEX 38, -25, -99, 1, 0, 4, 4, 24 \ Vertex 2 VERTEX -38, -25, -99, 2, 1, 5, 5, 24 \ Vertex 3 VERTEX -38, 40, -59, 3, 2, 9, 6, 31 \ Vertex 4 VERTEX 38, 40, -59, 3, 0, 11, 6, 31 \ Vertex 5 VERTEX 62, 0, -67, 4, 0, 11, 8, 31 \ Vertex 6 VERTEX 24, -65, -79, 4, 1, 10, 8, 31 \ Vertex 7 VERTEX -24, -65, -79, 5, 1, 10, 7, 31 \ Vertex 8 VERTEX -62, 0, -67, 5, 2, 9, 7, 31 \ Vertex 9 VERTEX 0, 7, -107, 2, 0, 10, 10, 22 \ Vertex 10 VERTEX 13, -9, -107, 1, 0, 10, 10, 22 \ Vertex 11 VERTEX -13, -9, -107, 2, 1, 12, 12, 22 \ Vertex 12 .SHIP_BOA_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 5, 11, 6, 31 \ Edge 0 EDGE 0, 7, 10, 8, 31 \ Edge 1 EDGE 0, 9, 9, 7, 31 \ Edge 2 EDGE 0, 4, 9, 6, 29 \ Edge 3 EDGE 0, 6, 11, 8, 29 \ Edge 4 EDGE 0, 8, 10, 7, 29 \ Edge 5 EDGE 4, 5, 6, 3, 31 \ Edge 6 EDGE 5, 6, 11, 0, 31 \ Edge 7 EDGE 6, 7, 8, 4, 31 \ Edge 8 EDGE 7, 8, 10, 1, 31 \ Edge 9 EDGE 8, 9, 7, 5, 31 \ Edge 10 EDGE 4, 9, 9, 2, 31 \ Edge 11 EDGE 1, 4, 3, 2, 24 \ Edge 12 EDGE 1, 5, 3, 0, 24 \ Edge 13 EDGE 3, 9, 5, 2, 24 \ Edge 14 EDGE 3, 8, 5, 1, 24 \ Edge 15 EDGE 2, 6, 4, 0, 24 \ Edge 16 EDGE 2, 7, 4, 1, 24 \ Edge 17 EDGE 1, 10, 2, 0, 22 \ Edge 18 EDGE 2, 11, 1, 0, 22 \ Edge 19 EDGE 3, 12, 2, 1, 22 \ Edge 20 EDGE 10, 11, 12, 0, 14 \ Edge 21 EDGE 11, 12, 12, 1, 14 \ Edge 22 EDGE 12, 10, 12, 2, 14 \ Edge 23 .SHIP_BOA_FACES \ normal_x, normal_y, normal_z, visibility FACE 43, 37, -60, 31 \ Face 0 FACE 0, -45, -89, 31 \ Face 1 FACE -43, 37, -60, 31 \ Face 2 FACE 0, 40, 0, 31 \ Face 3 FACE 62, -32, -20, 31 \ Face 4 FACE -62, -32, -20, 31 \ Face 5 FACE 0, 23, 6, 31 \ Face 6 FACE -23, -15, 9, 31 \ Face 7 FACE 23, -15, 9, 31 \ Face 8 FACE -26, 13, 10, 31 \ Face 9 FACE 0, -31, 12, 31 \ Face 10 FACE 26, 13, 10, 31 \ Face 11 FACE 0, 0, -107, 14 \ Face 12
Name: SHIP_VIPER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Viper Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_VIPER
.SHIP_VIPER EQUB 0 \ Max. canisters on demise = 0 EQUW 75 * 75 \ Targetable area = 75 * 75 EQUB LO(SHIP_VIPER_EDGES - SHIP_VIPER) \ Edges data offset (low) EQUB LO(SHIP_VIPER_FACES - SHIP_VIPER) \ Faces data offset (low) EQUB 77 \ Max. edge count = (77 - 1) / 4 = 19 EQUB 0 \ Gun vertex = 0 EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42 EQUB 90 \ Number of vertices = 90 / 6 = 15 EQUB 20 \ Number of edges = 20 EQUW 0 \ Bounty = 0 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 23 \ Visibility distance = 23 EQUB 100 \ Max. energy = 100 EQUB 32 \ Max. speed = 32 EQUB HI(SHIP_VIPER_EDGES - SHIP_VIPER) \ Edges data offset (high) EQUB HI(SHIP_VIPER_FACES - SHIP_VIPER) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010001 \ Laser power = 2 \ Missiles = 1 .SHIP_VIPER_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 72, 1, 2, 3, 4, 31 \ Vertex 0 VERTEX 0, 16, 24, 0, 1, 2, 2, 30 \ Vertex 1 VERTEX 0, -16, 24, 3, 4, 5, 5, 30 \ Vertex 2 VERTEX 48, 0, -24, 2, 4, 6, 6, 31 \ Vertex 3 VERTEX -48, 0, -24, 1, 3, 6, 6, 31 \ Vertex 4 VERTEX 24, -16, -24, 4, 5, 6, 6, 30 \ Vertex 5 VERTEX -24, -16, -24, 5, 3, 6, 6, 30 \ Vertex 6 VERTEX 24, 16, -24, 0, 2, 6, 6, 31 \ Vertex 7 VERTEX -24, 16, -24, 0, 1, 6, 6, 31 \ Vertex 8 VERTEX -32, 0, -24, 6, 6, 6, 6, 19 \ Vertex 9 VERTEX 32, 0, -24, 6, 6, 6, 6, 19 \ Vertex 10 VERTEX 8, 8, -24, 6, 6, 6, 6, 19 \ Vertex 11 VERTEX -8, 8, -24, 6, 6, 6, 6, 19 \ Vertex 12 VERTEX -8, -8, -24, 6, 6, 6, 6, 18 \ Vertex 13 VERTEX 8, -8, -24, 6, 6, 6, 6, 18 \ Vertex 14 .SHIP_VIPER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 3, 2, 4, 31 \ Edge 0 EDGE 0, 1, 1, 2, 30 \ Edge 1 EDGE 0, 2, 3, 4, 30 \ Edge 2 EDGE 0, 4, 1, 3, 31 \ Edge 3 EDGE 1, 7, 0, 2, 30 \ Edge 4 EDGE 1, 8, 0, 1, 30 \ Edge 5 EDGE 2, 5, 4, 5, 30 \ Edge 6 EDGE 2, 6, 3, 5, 30 \ Edge 7 EDGE 7, 8, 0, 6, 31 \ Edge 8 EDGE 5, 6, 5, 6, 30 \ Edge 9 EDGE 4, 8, 1, 6, 31 \ Edge 10 EDGE 4, 6, 3, 6, 30 \ Edge 11 EDGE 3, 7, 2, 6, 31 \ Edge 12 EDGE 3, 5, 6, 4, 30 \ Edge 13 EDGE 9, 12, 6, 6, 19 \ Edge 14 EDGE 9, 13, 6, 6, 18 \ Edge 15 EDGE 10, 11, 6, 6, 19 \ Edge 16 EDGE 10, 14, 6, 6, 18 \ Edge 17 EDGE 11, 14, 6, 6, 16 \ Edge 18 EDGE 12, 13, 6, 6, 16 \ Edge 19 .SHIP_VIPER_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 32, 0, 31 \ Face 0 FACE -22, 33, 11, 31 \ Face 1 FACE 22, 33, 11, 31 \ Face 2 FACE -22, -33, 11, 31 \ Face 3 FACE 22, -33, 11, 31 \ Face 4 FACE 0, -32, 0, 31 \ Face 5 FACE 0, 0, -48, 31 \ Face 6
Name: SHIP_SIDEWINDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Sidewinder Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_SIDEWINDER
.SHIP_SIDEWINDER EQUB 0 \ Max. canisters on demise = 0 EQUW 65 * 65 \ Targetable area = 65 * 65 EQUB LO(SHIP_SIDEWINDER_EDGES - SHIP_SIDEWINDER) \ Edges data offset (low) EQUB LO(SHIP_SIDEWINDER_FACES - SHIP_SIDEWINDER) \ Faces data offset (low) EQUB 61 \ Max. edge count = (61 - 1) / 4 = 15 EQUB 0 \ Gun vertex = 0 EQUB 30 \ Explosion count = 6, as (4 * n) + 6 = 30 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 EQUW 50 \ Bounty = 50 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 20 \ Visibility distance = 20 EQUB 70 \ Max. energy = 70 EQUB 37 \ Max. speed = 37 EQUB HI(SHIP_SIDEWINDER_EDGES - SHIP_SIDEWINDER) \ Edges data offset (high) EQUB HI(SHIP_SIDEWINDER_FACES - SHIP_SIDEWINDER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 .SHIP_SIDEWINDER_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -32, 0, 36, 0, 1, 4, 5, 31 \ Vertex 0 VERTEX 32, 0, 36, 0, 2, 5, 6, 31 \ Vertex 1 VERTEX 64, 0, -28, 2, 3, 6, 6, 31 \ Vertex 2 VERTEX -64, 0, -28, 1, 3, 4, 4, 31 \ Vertex 3 VERTEX 0, 16, -28, 0, 1, 2, 3, 31 \ Vertex 4 VERTEX 0, -16, -28, 3, 4, 5, 6, 31 \ Vertex 5 VERTEX -12, 6, -28, 3, 3, 3, 3, 15 \ Vertex 6 VERTEX 12, 6, -28, 3, 3, 3, 3, 15 \ Vertex 7 VERTEX 12, -6, -28, 3, 3, 3, 3, 12 \ Vertex 8 VERTEX -12, -6, -28, 3, 3, 3, 3, 12 \ Vertex 9 .SHIP_SIDEWINDER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 5, 31 \ Edge 0 EDGE 1, 2, 2, 6, 31 \ Edge 1 EDGE 1, 4, 0, 2, 31 \ Edge 2 EDGE 0, 4, 0, 1, 31 \ Edge 3 EDGE 0, 3, 1, 4, 31 \ Edge 4 EDGE 3, 4, 1, 3, 31 \ Edge 5 EDGE 2, 4, 2, 3, 31 \ Edge 6 EDGE 3, 5, 3, 4, 31 \ Edge 7 EDGE 2, 5, 3, 6, 31 \ Edge 8 EDGE 1, 5, 5, 6, 31 \ Edge 9 EDGE 0, 5, 4, 5, 31 \ Edge 10 EDGE 6, 7, 3, 3, 15 \ Edge 11 EDGE 7, 8, 3, 3, 12 \ Edge 12 EDGE 6, 9, 3, 3, 12 \ Edge 13 EDGE 8, 9, 3, 3, 12 \ Edge 14 .SHIP_SIDEWINDER_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 32, 8, 31 \ Face 0 FACE -12, 47, 6, 31 \ Face 1 FACE 12, 47, 6, 31 \ Face 2 FACE 0, 0, -112, 31 \ Face 3 FACE -12, -47, 6, 31 \ Face 4 FACE 0, -32, 8, 31 \ Face 5 FACE 12, -47, 6, 31 \ Face 6
Name: SHIP_KRAIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Krait Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_KRAIT
.SHIP_KRAIT EQUB 1 \ Max. canisters on demise = 1 EQUW 60 * 60 \ Targetable area = 60 * 60 EQUB LO(SHIP_KRAIT_EDGES - SHIP_KRAIT) \ Edges data offset (low) EQUB LO(SHIP_KRAIT_FACES - SHIP_KRAIT) \ Faces data offset (low) EQUB 85 \ Max. edge count = (85 - 1) / 4 = 21 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 102 \ Number of vertices = 102 / 6 = 17 EQUB 21 \ Number of edges = 21 EQUW 100 \ Bounty = 100 EQUB 24 \ Number of faces = 24 / 4 = 6 EQUB 25 \ Visibility distance = 25 EQUB 80 \ Max. energy = 80 EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_KRAIT_EDGES - SHIP_KRAIT) \ Edges data offset (high) EQUB HI(SHIP_KRAIT_FACES - SHIP_KRAIT) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 .SHIP_KRAIT_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 96, 1, 0, 3, 2, 31 \ Vertex 0 VERTEX 0, 18, -48, 3, 0, 5, 4, 31 \ Vertex 1 VERTEX 0, -18, -48, 2, 1, 5, 4, 31 \ Vertex 2 VERTEX 90, 0, -3, 1, 0, 4, 4, 31 \ Vertex 3 VERTEX -90, 0, -3, 3, 2, 5, 5, 31 \ Vertex 4 VERTEX 90, 0, 87, 1, 0, 1, 1, 30 \ Vertex 5 VERTEX -90, 0, 87, 3, 2, 3, 3, 30 \ Vertex 6 VERTEX 0, 5, 53, 0, 0, 3, 3, 9 \ Vertex 7 VERTEX 0, 7, 38, 0, 0, 3, 3, 6 \ Vertex 8 VERTEX -18, 7, 19, 3, 3, 3, 3, 9 \ Vertex 9 VERTEX 18, 7, 19, 0, 0, 0, 0, 9 \ Vertex 10 VERTEX 18, 11, -39, 4, 4, 4, 4, 8 \ Vertex 11 VERTEX 18, -11, -39, 4, 4, 4, 4, 8 \ Vertex 12 VERTEX 36, 0, -30, 4, 4, 4, 4, 8 \ Vertex 13 VERTEX -18, 11, -39, 5, 5, 5, 5, 8 \ Vertex 14 VERTEX -18, -11, -39, 5, 5, 5, 5, 8 \ Vertex 15 VERTEX -36, 0, -30, 5, 5, 5, 5, 8 \ Vertex 16 .SHIP_KRAIT_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 3, 0, 31 \ Edge 0 EDGE 0, 2, 2, 1, 31 \ Edge 1 EDGE 0, 3, 1, 0, 31 \ Edge 2 EDGE 0, 4, 3, 2, 31 \ Edge 3 EDGE 1, 4, 5, 3, 31 \ Edge 4 EDGE 4, 2, 5, 2, 31 \ Edge 5 EDGE 2, 3, 4, 1, 31 \ Edge 6 EDGE 3, 1, 4, 0, 31 \ Edge 7 EDGE 3, 5, 1, 0, 30 \ Edge 8 EDGE 4, 6, 3, 2, 30 \ Edge 9 EDGE 1, 2, 5, 4, 8 \ Edge 10 EDGE 7, 10, 0, 0, 9 \ Edge 11 EDGE 8, 10, 0, 0, 6 \ Edge 12 EDGE 7, 9, 3, 3, 9 \ Edge 13 EDGE 8, 9, 3, 3, 6 \ Edge 14 EDGE 11, 13, 4, 4, 8 \ Edge 15 EDGE 13, 12, 4, 4, 8 \ Edge 16 EDGE 12, 11, 4, 4, 7 \ Edge 17 EDGE 14, 15, 5, 5, 7 \ Edge 18 EDGE 15, 16, 5, 5, 8 \ Edge 19 EDGE 16, 14, 5, 5, 8 \ Edge 20 .SHIP_KRAIT_FACES \ normal_x, normal_y, normal_z, visibility FACE 3, 24, 3, 31 \ Face 0 FACE 3, -24, 3, 31 \ Face 1 FACE -3, -24, 3, 31 \ Face 2 FACE -3, 24, 3, 31 \ Face 3 FACE 38, 0, -77, 31 \ Face 4 FACE -38, 0, -77, 31 \ Face 5
Name: SHIP_THARGOID [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Thargoid mothership Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_THARGOID
.SHIP_THARGOID EQUB 0 \ Max. canisters on demise = 0 EQUW 99 * 99 \ Targetable area = 99 * 99 EQUB LO(SHIP_THARGOID_EDGES - SHIP_THARGOID) \ Edges data offset (low) EQUB LO(SHIP_THARGOID_FACES - SHIP_THARGOID) \ Faces data offset (low) EQUB 101 \ Max. edge count = (101 - 1) / 4 = 25 EQUB 60 \ Gun vertex = 60 / 4 = 15 EQUB 38 \ Explosion count = 8, as (4 * n) + 6 = 38 EQUB 120 \ Number of vertices = 120 / 6 = 20 EQUB 26 \ Number of edges = 26 EQUW 500 \ Bounty = 500 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 55 \ Visibility distance = 55 EQUB 240 \ Max. energy = 240 EQUB 39 \ Max. speed = 39 EQUB HI(SHIP_THARGOID_EDGES - SHIP_THARGOID) \ Edges data offset (high) EQUB HI(SHIP_THARGOID_FACES - SHIP_THARGOID) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010110 \ Laser power = 2 \ Missiles = 6 .SHIP_THARGOID_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 32, -48, 48, 0, 4, 8, 8, 31 \ Vertex 0 VERTEX 32, -68, 0, 0, 1, 4, 4, 31 \ Vertex 1 VERTEX 32, -48, -48, 1, 2, 4, 4, 31 \ Vertex 2 VERTEX 32, 0, -68, 2, 3, 4, 4, 31 \ Vertex 3 VERTEX 32, 48, -48, 3, 4, 5, 5, 31 \ Vertex 4 VERTEX 32, 68, 0, 4, 5, 6, 6, 31 \ Vertex 5 VERTEX 32, 48, 48, 4, 6, 7, 7, 31 \ Vertex 6 VERTEX 32, 0, 68, 4, 7, 8, 8, 31 \ Vertex 7 VERTEX -24, -116, 116, 0, 8, 9, 9, 31 \ Vertex 8 VERTEX -24, -164, 0, 0, 1, 9, 9, 31 \ Vertex 9 VERTEX -24, -116, -116, 1, 2, 9, 9, 31 \ Vertex 10 VERTEX -24, 0, -164, 2, 3, 9, 9, 31 \ Vertex 11 VERTEX -24, 116, -116, 3, 5, 9, 9, 31 \ Vertex 12 VERTEX -24, 164, 0, 5, 6, 9, 9, 31 \ Vertex 13 VERTEX -24, 116, 116, 6, 7, 9, 9, 31 \ Vertex 14 VERTEX -24, 0, 164, 7, 8, 9, 9, 31 \ Vertex 15 VERTEX -24, 64, 80, 9, 9, 9, 9, 30 \ Vertex 16 VERTEX -24, 64, -80, 9, 9, 9, 9, 30 \ Vertex 17 VERTEX -24, -64, -80, 9, 9, 9, 9, 30 \ Vertex 18 VERTEX -24, -64, 80, 9, 9, 9, 9, 30 \ Vertex 19 .SHIP_THARGOID_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 7, 4, 8, 31 \ Edge 0 EDGE 0, 1, 0, 4, 31 \ Edge 1 EDGE 1, 2, 1, 4, 31 \ Edge 2 EDGE 2, 3, 2, 4, 31 \ Edge 3 EDGE 3, 4, 3, 4, 31 \ Edge 4 EDGE 4, 5, 4, 5, 31 \ Edge 5 EDGE 5, 6, 4, 6, 31 \ Edge 6 EDGE 6, 7, 4, 7, 31 \ Edge 7 EDGE 0, 8, 0, 8, 31 \ Edge 8 EDGE 1, 9, 0, 1, 31 \ Edge 9 EDGE 2, 10, 1, 2, 31 \ Edge 10 EDGE 3, 11, 2, 3, 31 \ Edge 11 EDGE 4, 12, 3, 5, 31 \ Edge 12 EDGE 5, 13, 5, 6, 31 \ Edge 13 EDGE 6, 14, 6, 7, 31 \ Edge 14 EDGE 7, 15, 7, 8, 31 \ Edge 15 EDGE 8, 15, 8, 9, 31 \ Edge 16 EDGE 8, 9, 0, 9, 31 \ Edge 17 EDGE 9, 10, 1, 9, 31 \ Edge 18 EDGE 10, 11, 2, 9, 31 \ Edge 19 EDGE 11, 12, 3, 9, 31 \ Edge 20 EDGE 12, 13, 5, 9, 31 \ Edge 21 EDGE 13, 14, 6, 9, 31 \ Edge 22 EDGE 14, 15, 7, 9, 31 \ Edge 23 EDGE 16, 17, 9, 9, 30 \ Edge 24 EDGE 18, 19, 9, 9, 30 \ Edge 25 .SHIP_THARGOID_FACES \ normal_x, normal_y, normal_z, visibility FACE 103, -60, 25, 31 \ Face 0 FACE 103, -60, -25, 31 \ Face 1 FACE 103, -25, -60, 31 \ Face 2 FACE 103, 25, -60, 31 \ Face 3 FACE 64, 0, 0, 31 \ Face 4 FACE 103, 60, -25, 31 \ Face 5 FACE 103, 60, 25, 31 \ Face 6 FACE 103, 25, 60, 31 \ Face 7 FACE 103, -25, 60, 31 \ Face 8 FACE -48, 0, 0, 31 \ Face 9
Name: SHIP_THARGON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Thargon Deep dive: Ship blueprints
Context: See this variable on its own page Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_THARGON

The ship blueprint for the Thargon reuses the edges data from the cargo canister, so the edges data offset is negative.
.SHIP_THARGON EQUB 0 + (15 << 4) \ Max. canisters on demise = 0 \ Market item when scooped = 15 + 1 = 16 (alien items) EQUW 40 * 40 \ Targetable area = 40 * 40 EQUB LO(SHIP_CANISTER_EDGES - SHIP_THARGON) \ Edges from canister EQUB LO(SHIP_THARGON_FACES - SHIP_THARGON) \ Faces data offset (low) EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18 EQUB 60 \ Number of vertices = 60 / 6 = 10 EQUB 15 \ Number of edges = 15 EQUW 50 \ Bounty = 50 EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 20 \ Visibility distance = 20 EQUB 20 \ Max. energy = 20 EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_CANISTER_EDGES - SHIP_THARGON) \ Edges from canister EQUB HI(SHIP_THARGON_FACES - SHIP_THARGON) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 EQUB %00010000 \ Laser power = 2 \ Missiles = 0 .SHIP_THARGON_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX -9, 0, 40, 1, 0, 5, 5, 31 \ Vertex 0 VERTEX -9, -38, 12, 1, 0, 2, 2, 31 \ Vertex 1 VERTEX -9, -24, -32, 2, 0, 3, 3, 31 \ Vertex 2 VERTEX -9, 24, -32, 3, 0, 4, 4, 31 \ Vertex 3 VERTEX -9, 38, 12, 4, 0, 5, 5, 31 \ Vertex 4 VERTEX 9, 0, -8, 5, 1, 6, 6, 31 \ Vertex 5 VERTEX 9, -10, -15, 2, 1, 6, 6, 31 \ Vertex 6 VERTEX 9, -6, -26, 3, 2, 6, 6, 31 \ Vertex 7 VERTEX 9, 6, -26, 4, 3, 6, 6, 31 \ Vertex 8 VERTEX 9, 10, -15, 5, 4, 6, 6, 31 \ Vertex 9 .SHIP_THARGON_FACES \ normal_x, normal_y, normal_z, visibility FACE -36, 0, 0, 31 \ Face 0 FACE 20, -5, 7, 31 \ Face 1 FACE 46, -42, -14, 31 \ Face 2 FACE 36, 0, -104, 31 \ Face 3 FACE 46, 42, -14, 31 \ Face 4 FACE 20, 5, 7, 31 \ Face 5 FACE 36, 0, 0, 31 \ Face 6
Save D.MOC.bin
PRINT "S.D.MOC ", ~CODE%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD% SAVE "3-assembled-output/D.MOC.bin", CODE%, CODE% + &0A00