This index contains every subroutine and entry point that appears in the source code for the Acorn Electron version of Elite, grouped by category. An entry points is a label within a subroutine that is called from outside the subroutine, which typically implements a subset or variation of the functionality of the parent subroutine.
- Charts
- Copy protection
- Dashboard
- Drawing circles
- Drawing lines
- Drawing pixels
- Drawing planets
- Drawing ships
- Drawing the screen
- Equipment
- Flight
- Keyboard
- Loader
- Main loop
- Market
- Maths (Arithmetic)
- Maths (Geometry)
- Moving
- Save and load
- Sound
- Stardust
- Start and end
- Status
- Tactics
- Text
- Universe
- Utility routines
Charts
| |
hm | Select the closest system and redraw the chart crosshairs |
TT103 | Draw a small set of crosshairs on a chart |
TT105 | Draw crosshairs on the Short-range Chart, with clipping |
TT114 | Display either the Long-range or Short-range Chart |
TT123 | Move galactic coordinates by a signed delta |
TT16 | Move the crosshairs on a chart |
TT180 | Contains an RTS |
TT22 | Show the Long-range Chart (FUNC-5) |
TT23 | Show the Short-range Chart (FUNC-6) |
Copy protection
| |
BEGIN% (Loader) | Single-byte decryption and copying routine, run on the stack |
crunchit (Loader) | Multi-byte decryption and copying routine |
David7 (Loader) | Part of the multi-jump obfuscation code in PROT1 |
doPROT1 (Loader) | Routine to self-modify the loader code |
swine (Loader) | Resets the machine if the copy protection detects a problem |
Dashboard
| |
ABORT | Disarm missiles and update the dashboard indicators |
ABORT-2 | Set the indicator to disarmed (white square) |
ABORT2 | Set/unset the lock target for a missile and update the dashboard |
BULB | Draw an indicator bulb on the dashboard |
BULB-2 | Set the Y screen address |
BUMP2 | Bump up the value of the pitch or roll dashboard indicator |
cntr | Apply damping to the pitch or roll dashboard indicator |
COMPAS | Update the compass |
DIALS (Part 1 of 4) | Update the dashboard: speed indicator |
DIALS (Part 2 of 4) | Update the dashboard: pitch and roll indicators |
DIALS (Part 3 of 4) | Update the dashboard: four energy banks |
DIALS (Part 4 of 4) | Update the dashboard: shields, fuel, laser & cabin temp, altitude |
DIL | The range of the indicator is 0-16 (for the energy banks) |
DIL-1 | The range of the indicator is 0-32 (for the speed indicator) |
DIL2 | Update the roll or pitch indicator on the dashboard |
DILX | Update a bar-based indicator on the dashboard |
DILX+2 | The range of the indicator is 0-64 (for the fuel indicator) |
DOT | Draw a dash on the compass |
ECBLB | Light up the E.C.M. indicator bulb ("E") on the dashboard |
ECBLB2 | Start up the E.C.M. (light up the indicator, start the countdown and make the E.C.M. sound) |
MSBAR | Draw a specific indicator in the dashboard's missile bar |
msblob | Display the dashboard's missile indicators as white squares |
RE2+2 | Restore A from T and return from the subroutine |
RE3+2 | Auto-recentre the value in X, if keyboard auto-recentre is configured |
REDU2 | Reduce the value of the pitch or roll dashboard indicator |
SCAN | Display the current ship on the scanner |
SP1 | Draw the space station on the compass |
SP2 | Draw a dot on the compass, given the planet/station vector |
SPBLB | Light up the space station indicator ("S") on the dashboard |
WPSHPS | Clear the scanner and reset the ball line heap |
Drawing circles
| |
BLINE | Draw a circle segment and add it to the ball line heap |
CHKON | Check whether any part of a circle appears on the extended screen |
CIRCLE | Draw a circle for the planet |
CIRCLE2 | Draw a circle (for the planet or chart) |
HFS2 | Draw the launch or hyperspace tunnel |
LAUN | Make the launch sound and draw the launch tunnel |
LL164 | Make the hyperspace sound and draw the hyperspace tunnel |
TT128 | Draw a circle on a chart |
TT14 | Draw a circle with crosshairs on a chart |
Drawing lines
| |
HL6 | Contains an RTS |
HLOIN | Draw a horizontal line from (X1, Y1) to (X2, Y1) |
LASLI | Draw the laser lines for when we fire our lasers |
LASLI-1 | Contains an RTS |
LASLI2 | Just draw the current laser lines without moving the centre point, draining energy or heating up. This has the effect of removing the lines from the screen |
LL118 | Move a point along a line until it is on-screen |
LL118-1 | Contains an RTS |
LL145 (Part 1 of 4) | Clip line: Work out which end-points are on-screen, if any |
LL145 (Part 2 of 4) | Clip line: Work out if any part of the line is on-screen |
LL145 (Part 3 of 4) | Clip line: Calculate the line's gradient |
LL145 (Part 4 of 4) | Clip line: Call the routine in LL188 to do the actual clipping |
LL147 | Don't initialise the values in SWAP or A |
LL30 | LL30 is a synonym for LOIN and draws a line from (X1, Y1) to (X2, Y2) |
LOIN (Part 1 of 7) | Draw a line: Calculate the line gradient in the form of deltas |
LOIN (Part 2 of 7) | Draw a line: Line has a shallow gradient, step right along x-axis |
LOIN (Part 3 of 7) | Draw a shallow line going right and up or left and down |
LOIN (Part 4 of 7) | Draw a shallow line going right and down or left and up |
LOIN (Part 5 of 7) | Draw a line: Line has a steep gradient, step up along y-axis |
LOIN (Part 6 of 7) | Draw a steep line going up and left or down and right |
LOIN (Part 7 of 7) | Draw a steep line going up and right or down and left |
NLIN | Draw a horizontal line at pixel row 23 to box in a title |
NLIN2 | Draw a screen-wide horizontal line at the pixel row in A |
NLIN3 | Print a title and draw a horizontal line at row 19 to box it in |
NLIN4 | Draw a horizontal line at pixel row 19 to box in a title |
TT15 | Draw a set of crosshairs |
Drawing pixels
| |
CPIX2 | Draw a single-height dash on the dashboard |
CPIX4 | Draw a double-height dot on the dashboard |
PIX (Loader) | Draw a single pixel at a specific coordinate |
PIX-1 (Loader) | Contains an RTS |
PIXEL | Draw a one-pixel dot, two-pixel dash or four-pixel square |
PIXEL2 | Draw a stardust particle relative to the screen centre |
PX4 | Contains an RTS |
Drawing planets
| |
PL2 | Remove the planet from the screen |
PL2-1 | Contains an RTS |
PL21 | Return from a planet-drawing routine with a failure flag |
PL44 | Clear the C flag and return from the subroutine |
PLANET | Draw the planet |
PLL1 (Part 1 of 3) (Loader) | Draw Saturn on the loading screen (draw the planet) |
PLL1 (Part 2 of 3) (Loader) | Draw Saturn on the loading screen (draw the stars) |
PLL1 (Part 3 of 3) (Loader) | Draw Saturn on the loading screen (draw the rings) |
PLS6 | Calculate (X K) = (A P+1 P) / (z_sign z_hi z_lo) |
WP1 | Reset the ball line heap |
WPLS2 | Remove the planet from the screen |
Drawing ships
| |
DOEXP | Draw an exploding ship |
EE51 | Remove the current ship from the screen, called from SHPPT before drawing the ship as a point |
LL10-1 | Contains an RTS |
LL66 | A re-entry point into the ship-drawing routine, used by the LL62 routine to store 128 - (U R) on the XX3 heap |
LL70+1 | Contains an RTS (as the first byte of an LDA instruction) |
LL81+2 | Draw the contents of the ship line heap, used to draw the ship as a dot from SHPPT |
LL9 (Part 1 of 12) | Draw ship: Check if ship is exploding, check if ship is in front |
LL9 (Part 2 of 12) | Draw ship: Check if ship is in field of view, close enough to draw |
LL9 (Part 3 of 12) | Draw ship: Set up orientation vector, ship coordinate variables |
LL9 (Part 4 of 12) | Draw ship: Set visibility for exploding ship (all faces visible) |
LL9 (Part 5 of 12) | Draw ship: Calculate the visibility of each of the ship's faces |
LL9 (Part 6 of 12) | Draw ship: Calculate the visibility of each of the ship's vertices |
LL9 (Part 7 of 12) | Draw ship: Calculate the visibility of each of the ship's vertices |
LL9 (Part 8 of 12) | Draw ship: Calculate the screen coordinates of visible vertices |
LL9 (Part 9 of 12) | Draw ship: Draw laser beams if the ship is firing its laser at us |
LL9 (Part 10 of 12) | Draw ship: Calculate the visibility of each of the ship's edges |
LL9 (Part 11 of 12) | Draw ship: Add all visible edges to the ship line heap |
LL9 (Part 12 of 12) | Draw ship: Draw all the visible edges from the ship line heap |
SHPPT | Draw a distant ship as a point rather than a full wireframe |
Drawing the screen
| |
BORDER | Just draw the border |
BOX | Just draw the border and (if this is a space view) the view name. This can be used to remove the border and view name, as it is drawn using EOR logic |
CLYNS | Clear the bottom three text rows of the space view |
LYN | Clear most of a row of pixels |
NEXTR | Move to the next character row in the Electron mode 4 screen |
SC5 | Contains an RTS |
TT66 | Clear the screen and set the current view type |
TT66-2 | Call TT66 with A = 1 |
TTX66 | Clear the top part of the screen, draw a border box and configure the specified view |
Equipment
| |
c | Contains an RTS |
eq | Subtract the price of equipment from the cash pot |
EQSHP | Show the Equip Ship screen (FUNC-4) |
err | Beep, pause and go to the docking bay (i.e. show the Status Mode screen) |
pres | Given an item number A with the item name in recursive token Y, show an error to say that the item is already present, refund the cost of the item, and then beep and exit to the docking bay (i.e. show the Status Mode screen) |
prx | Return the price of a piece of equipment |
prx-3 | Return the price of the item with number A - 1 c Contains an RTS |
qv | Print a menu of the four space views, for buying lasers |
Flight
| |
DENGY | Drain some energy from the energy banks |
ee3 | Print the hyperspace countdown in the top-left of the screen |
ESCAPE | Launch our escape pod |
Ghy | Perform a galactic hyperspace jump |
Ghy-1 | Contains an RTS |
hy6 | Print a message to say there is no hyperspacing allowed inside the station |
hyp | Start the hyperspace process |
LO2 | Contains an RTS |
LOOK1 | Initialise the space view |
me1 | Erase an old in-flight message and display a new one |
me2 | Remove an in-flight message from the space view |
mes9 | Print a text token, possibly followed by " DESTROYED" |
MESS | Display an in-flight message |
OOPS | Take some damage |
ou2 | Display "E.C.M.SYSTEM DESTROYED" as an in-flight message |
ou3 | Display "FUEL SCOOPS DESTROYED" as an in-flight message |
OUCH | Potentially lose cargo or equipment following damage |
PLUT | Flip the coordinate axes for the four different views |
PU1-1 | Contains an RTS |
SESCP | Spawn an escape pod from the current (parent) ship |
SHD | Charge a shield and drain some energy from the energy banks |
SIGHT | Draw the laser crosshairs |
TT110 | Launch from a station or show the front space view |
TT147 | Print an error when a system is out of hyperspace range |
TT18 | Try to initiate a jump into hyperspace |
WARP | Perform an in-system jump |
wW | Start a hyperspace countdown |
zZ+1 | Contains an RTS Ghy-1 Contains an RTS |
Keyboard
| |
CAPSL | Scan the keyboard to see if CAPS LOCK is being pressed |
DK4 | Scan for pause, configuration and secondary flight keys |
DKS2 | Read the joystick position |
DKS2-1 | Contains an RTS |
DKS3 | Toggle a configuration setting and emit a beep |
DKS4 | Scan the keyboard to see if a specific key is being pressed |
DOKEY | Scan for the seven primary flight controls |
FLKB | Flush the keyboard buffer |
KEY1 | The main keyboard interrupt handler (KEYV points here) |
KYTB | Contains an RTS |
out | Contains an RTS |
RDKEY | Scan the keyboard for key presses |
T95 | Print the distance to the selected system |
TT102 | Process function key, save key, hyperspace and chart key presses and update the hyperspace counter |
TT17 | Scan the keyboard for cursor key movement |
TT214 | Ask a question with a "Y/N?" prompt and return the response |
TT217 | Scan the keyboard until a key is pressed |
U% | Clear the key logger |
Loader
| |
Elite loader (Part 1 of 5) (Loader) | Include binaries for recursive tokens and images |
Elite loader (Part 2 of 5) (Loader) | Perform a number of OS calls, set up sound, push routines on stack |
Elite loader (Part 3 of 5) (Loader) | Move recursive tokens and images |
Elite loader (Part 4 of 5) (Loader) | Call part 5 of the loader now that is has been relocated |
Elite loader (Part 5 of 5) (Loader) | Set up interrupt vectors, calculate checksums, run main game code |
Ian1 (Loader) | Re-entry point following the wild goose chase obfuscation |
Main loop
| |
FRCE | 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" |
GOIN | We jump here from part 3 of the main flight loop if the docking computer is activated by pressing "C" |
M% | The entry point for the main flight loop |
Main flight loop (Part 1 of 16) | Seed the random number generator |
Main flight loop (Part 2 of 16) | Calculate the alpha and beta angles from the current pitch and roll of our ship |
Main flight loop (Part 3 of 16) | Scan for flight keys and process the results |
Main flight loop (Part 4 of 16) | For each nearby ship: Copy the ship's data block from K% to the zero-page workspace at INWK |
Main flight loop (Part 5 of 16) | For each nearby ship: If an energy bomb has been set off, potentially kill this ship |
Main flight loop (Part 6 of 16) | For each nearby ship: Move the ship in space and copy the updated INWK data block back to K% |
Main flight loop (Part 7 of 16) | For each nearby ship: Check whether we are docking, scooping or colliding with it |
Main flight loop (Part 8 of 16) | For each nearby ship: Process us potentially scooping this item |
Main flight loop (Part 9 of 16) | For each nearby ship: If it is a space station, check whether we are successfully docking with it |
Main flight loop (Part 10 of 16) | For each nearby ship: Remove if scooped, or process collisions |
Main flight loop (Part 11 of 16) | For each nearby ship: Process missile lock and firing our laser |
Main flight loop (Part 12 of 16) | For each nearby ship: Draw the ship, remove if killed, loop back |
Main flight loop (Part 13 of 16) | Show energy bomb effect, charge shields and energy banks |
Main flight loop (Part 14 of 16) | Spawn a space station if we are close enough to the planet |
Main flight loop (Part 15 of 16) | Perform altitude checks with the planet |
Main flight loop (Part 16 of 16) | Process laser pulsing, E.C.M. energy drain, call stardust routine |
Main game loop (Part 1 of 6) | Spawn a trader (a peaceful Cobra Mk III) |
Main game loop (Part 2 of 6) | Call the main flight loop, and potentially spawn a trader, an asteroid, or a cargo canister |
Main game loop (Part 3 of 6) | Potentially spawn a cop, particularly if we've been bad |
Main game loop (Part 4 of 6) | Potentially spawn a lone bounty hunter or up to four pirates |
Main game loop (Part 5 of 6) | Cool down lasers, make calls to update the dashboard |
Main game loop (Part 6 of 6) | Process non-flight key presses (FUNC keys, docked keys) |
MAL1 | Marks the beginning of the ship analysis loop, so we can jump back here from part 12 of the main flight loop to work our way through each ship in the local bubble. We also jump back here when a ship is removed from the bubble, so we can continue processing from the next ship |
me3 | Used by me2 to jump back into the main game loop after printing an in-flight message |
MLOOP | The entry point for the main game loop. This entry point comes after the call to the main flight loop and spawning routines, so it marks the start of the main game loop for when we are docked (as we don't need to call the main flight loop or spawning routines if we aren't in space) |
TT100 | The entry point for the start of the main game loop, which calls the main flight loop and the moves into the spawning routine |
Market
| |
BAY2 | Jump into the main loop at FRCE, setting the key "pressed" to FUNC-0 (so we show the Inventory screen) |
dn | Print the amount of money we have left in the cash pot, then make a short, high beep and delay for 1 second |
gnum | Get a number from the keyboard |
tnpr | Work out if we have space for a specific amount of cargo |
TT151 | Print the name, price and availability of a market item |
TT152 | Print the unit ("t", "kg" or "g") for a market item |
TT160 | Print "t" (for tonne) and a space |
TT161 | Print "kg" (for kilograms) |
TT163 | Print the headers for the table of market prices |
TT167 | Show the Market Price screen (FUNC-8) |
TT16a | Print "g" (for grams) |
TT208 | Show the Sell Cargo screen (FUNC-3) |
TT210 | Show a list of current cargo in our hold, optionally to sell |
TT213 | Show the Inventory screen (FUNC-0) |
TT219 | Show the Buy Cargo screen (FUNC-2) |
var | Calculate QQ19+3 = economy * |economic_factor| |
Maths (Arithmetic)
| |
ADD | Calculate (A X) = (A P) + (S R) |
DORND | Generate random numbers |
DORND (Loader) | Generate random numbers |
DORND2 | Make sure the C flag doesn't affect the outcome |
DV41 | Calculate (P R) = 256 * DELTA / A |
DV42 | Calculate (P R) = 256 * DELTA / z_hi |
DVID3B2 | Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo) |
DVID4 | Calculate (P R) = 256 * A / Q |
DVIDT | Calculate (P+1 A) = (A P) / Q |
FMLTU | Calculate A = A * Q / 256 |
FMLTU2 | Calculate A = K * sin(A) |
GC2 | Calculate (Y X) = (A P) * 4 |
GCASH | Calculate (Y X) = P * Q * 4 |
LCASH | Subtract an amount of cash from the cash pot |
LL120 | Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2 |
LL121 | Calculate (Y X) = (S R) / Q and set the sign to the opposite of the top byte on the stack |
LL122 | Calculate (Y X) = (S R) * Q and set the sign to the opposite of the top byte on the stack |
LL123 | Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2 |
LL128 | Contains an RTS |
LL129 | Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R| |
LL133 | Negate (Y X) and return from the subroutine LL128 Contains an RTS |
LL28 | Calculate R = 256 * A / Q |
LL28+4 | Skips the A >= Q check and always returns with C flag cleared, so this can be called if we know the division will work |
LL31 | Skips the A >= Q check and does not set the R counter, so this can be used for jumping straight into the division loop if R is already set to 254 and we know the division will work |
LL38 | Calculate (S A) = (S R) + (A Q) |
LL5 | Calculate Q = SQRT(R Q) |
LL61 | Calculate (U R) = 256 * A / Q |
LL62 | Calculate 128 - (U R) |
MAD | Calculate (A X) = Q * A + (S R) |
MAS3 | Calculate A = x_hi^2 + y_hi^2 + z_hi^2 in the K% block |
MCASH | Add an amount of cash to the cash pot |
MLS1 | Calculate (A P) = ALP1 * A |
MLS2 | Calculate (S R) = XX(1 0) and (A P) = A * ALP1 |
MLTU2 | Calculate (A P+1 P) = (A ~P) * Q |
MLTU2-2 | Set Q to X, so this calculates (A P+1 P) = (A ~P) * X |
MLU1 | Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust |
MLU2 | Calculate (A P) = |A| * Q |
MU1 | Copy X into P and A, and clear the C flag |
MU11 | Calculate (A P) = P * X |
MU5 | Set K(3 2 1 0) = (A A A A) and clear the C flag |
MU6 | Set P(1 0) = (A A) |
MULT1 | Calculate (A P) = Q * A |
MULT12 | Calculate (S R) = Q * A |
MULT3 | Calculate K(3 2 1 0) = (A P+1 P) * Q |
MULTS-2 | Calculate (A P) = X * A |
MULTU | Calculate (A P) = P * Q |
MUT1 | Calculate R = XX and (A P) = Q * A |
MUT2 | Calculate (S R) = XX(1 0) and (A P) = Q * A |
MUT3 | An unused routine that does the same as MUT2 |
PIX1 | Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle |
ROOT (Loader) | Calculate ZP = SQRT(ZP(1 0)) |
SPS2 | Calculate (Y X) = A / 10 |
SQUA | Clear bit 7 of A and calculate (A P) = A * A |
SQUA2 | Calculate (A P) = A * A |
SQUA2 (Loader) | Calculate (A P) = A * A |
TAS1 | Calculate K3 = (x_sign x_hi x_lo) - V(1 0) |
TIS1 | Calculate (A ?) = (-X * A + (S R)) / 96 |
TIS2 | Calculate A = A / Q |
TIS3 | Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3 |
TT113 | Contains an RTS |
Unused duplicate of MULTU | An unused duplicate of the MULTU routine |
Maths (Geometry)
| |
ARCTAN | Calculate A = arctan(P / Q) |
FAROF | Compare x_hi, y_hi and z_hi with 224 |
FAROF2 | Compare x_hi, y_hi and z_hi with A |
LL51 | Calculate the dot product of XX15 and XX16 |
m | Do not include A in the calculation |
MA9 | Contains an RTS |
MAS1 | Add an orientation vector coordinate to an INWK coordinate |
MAS2 | Calculate a cap on the maximum distance to the planet |
MAS4 | Calculate a cap on the maximum distance to a ship |
NO1 | Contains an RTS |
NORM | Normalise the three-coordinate vector in XX15 |
PROJ | Project the current ship or planet onto the screen |
RTS2 | Contains an RTS |
SPS1 | Calculate the vector to the planet and store it in XX15 |
SPS1+1 | A BRK instruction |
SPS3 | Copy a space coordinate from the K% block into K3 |
SPS4 | Calculate the vector to the space station |
TA2 | Calculate the length of the vector in XX15 (ignoring the low coordinates), returning it in Q |
TAS2 | Normalise the three-coordinate vector in K3 |
TAS3 | Calculate the dot product of XX15 and an orientation vector |
TIDY | Orthonormalise the orientation vectors for a ship |
Moving
| |
MV40 | Rotate the planet's location in space by the amount of pitch and roll of our ship |
MV40-1 | Contains an RTS |
MV45 | Rejoin the MVEIT routine after the rotation, tactics and scanner code |
MVEIT (Part 1 of 9) | Move current ship: Tidy the orientation vectors |
MVEIT (Part 2 of 9) | Move current ship: Call tactics routine, remove ship from scanner |
MVEIT (Part 3 of 9) | Move current ship: Move ship forward according to its speed |
MVEIT (Part 4 of 9) | Move current ship: Apply acceleration to ship's speed as a one-off |
MVEIT (Part 5 of 9) | Move current ship: Rotate ship's location by our pitch and roll |
MVEIT (Part 6 of 9) | Move current ship: Move the ship in space according to our speed |
MVEIT (Part 7 of 9) | Move current ship: Rotate ship's orientation vectors by pitch/roll |
MVEIT (Part 8 of 9) | Move current ship: Rotate ship about itself by its own pitch/roll |
MVEIT (Part 9 of 9) | Move current ship: Redraw on scanner, if it hasn't been destroyed |
MVS4 | Apply pitch and roll to an orientation vector |
MVS5 | Apply a 3.6 degree pitch or roll to an orientation vector |
MVT1 | Calculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R) |
MVT1-2 | Clear bits 0-6 of A before entering MVT1 |
MVT3 | Calculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1) |
MVT6 | Calculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1) |
SFS2 | Move a ship in space along one of the coordinate axes |
Save and load
| |
CHECK | Calculate the checksum for the last saved commander data block |
GTNME | Fetch the name of a commander file to save or load |
LOD | Load a commander file |
QUS1 | Save or load the commander file |
SVE | Save the commander file |
TR1 | Copy the last saved commander's name from NA% to INWK |
TRNME | Copy the last saved commander's name from INWK to NA% |
Sound
| |
BEEP | Make a short, high beep |
BELL | Make a standard system beep |
ECMOF | Switch off the E.C.M. |
ECMOF-1 | Contains an RTS |
EXNO | Make the sound of a laser strike or ship explosion |
EXNO-2 | Set X = 7 and fall through into EXNO to make the sound of a ship exploding |
EXNO3 | Make an explosion sound |
NO3 | Make a sound from a prepared sound block |
NOISE | Make the sound whose number is in A |
NOS1 | Prepare a sound block |
Stardust
| |
FLIP | Reflect the stardust particles in the screen diagonal and redraw the stardust field |
nWq | Create a random cloud of stardust |
NWSTARS | Initialise the stardust field |
STARS | The main routine for processing the stardust |
STARS1 | Process the stardust for the front view |
STARS2 | Process the stardust for the left or right view |
STARS6 | Process the stardust for the rear view |
Start and end
| |
BR1 (Part 1 of 2) | Show the "Load New Commander (Y/N)?" screen and start the game |
BR1 (Part 2 of 2) | Show the "Press Fire or Space, Commander" screen and start the game |
DEATH | Display the death screen |
DEATH2 | Reset most of the game and restart from the title screen |
QU5 | Reset the current commander data block to the last saved commander |
RES2 | Reset a number of flight variables and workspaces |
RES4 | Reset the shields and energy banks, then fall through into RES2 to reset the stardust and the ship workspace at INWK |
RESET | Reset most variables |
TITLE | Display a title screen with a rotating ship and prompt |
TT170 | Main entry point for the Elite game code |
Status
| |
BAD | Calculate how bad we have been |
BAY | Go to the docking bay (i.e. show the Status Mode screen) |
cmn | Print the commander's name |
cmn-1 | Contains an RTS |
csh | Print the current amount of cash |
EXNO2 | Process us making a kill |
fwl | Print fuel and cash levels |
STATUS | Show the Status Mode screen (FUNC-9) |
Tactics
| |
ANGRY | Make a ship hostile |
fq1 | Used to add a cargo canister to the universe |
FR1 | Display the "missile jammed" message |
FR1-2 | Clear the C flag and return from the subroutine |
FRMIS | Fire a missile from our ship |
FRS1 | Launch a ship straight ahead of us, below the laser sights |
HI1 | Contains an RTS |
HITCH | Work out if the ship in INWK is in our crosshairs |
SFRMIS | Add an enemy missile to our local bubble of universe |
TACTICS (Part 1 of 7) | Apply tactics: Process missiles, both enemy missiles and our own |
TACTICS (Part 2 of 7) | Apply tactics: Escape pod, station, safe-zone pirate |
TACTICS (Part 3 of 7) | Apply tactics: Calculate dot product to determine ship's aim |
TACTICS (Part 4 of 7) | Apply tactics: Check energy levels, maybe launch escape pod if low |
TACTICS (Part 5 of 7) | Apply tactics: Consider whether to launch a missile at us |
TACTICS (Part 6 of 7) | Apply tactics: Consider firing a laser at us, if aim is true |
TACTICS (Part 7 of 7) | Apply tactics: Set pitch, roll, and acceleration |
Text
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BPRNT | Print a 32-bit number, left-padded to a specific number of digits, with an optional decimal point |
crlf | Tab to column 21 and print a colon |
dn2 | Make a short, high beep and delay for 1 second |
ex | Print a recursive token |
plf | Print a text token followed by a newline |
plf2 | Print text followed by a newline and indent of 6 characters |
pr2 | Print an 8-bit number, left-padded to 3 digits, and optional point |
pr2+2 | Print the 8-bit number in X to the number of digits in A |
pr5 | Print a 16-bit number, left-padded to 5 digits, and optional point |
pr6 | Print 16-bit number, left-padded to 5 digits, no point |
prq | Print a text token followed by a question mark |
prq+3 | Print a question mark |
qw | Print a recursive token in the range 128-145 |
RREN | Prints the character definition pointed to by P(2 1) at the screen address pointed to by (A SC). Used by the BULB routine |
rT9 | Contains an RTS |
spc | Print a text token followed by a space |
TT11 | Print a 16-bit number, left-padded to n digits, and optional point |
TT162 | Print a space |
TT162+2 | Jump to TT27 to print the text token in A |
TT26 | Print a character at the text cursor by poking into screen memory |
TT27 | Print a text token |
TT41 | Print a letter according to Sentence Case |
TT42 | Print a letter in lower case |
TT43 | Print a two-letter token or recursive token 0-95 |
TT44 | Jumps to TT26 to print the character in A (used to enable us to use a branch instruction to jump to TT26) |
TT45 | Print a letter in lower case |
TT46 | Print a character and switch to capitals |
TT48 | Contains an RTS |
TT60 | Print a text token and a paragraph break |
TT67 | Print a newline |
TT68 | Print a text token followed by a colon |
TT69 | Set Sentence Case and print a newline |
TT73 | Print a colon |
TT74 | Print a character |
TTX69 | Print a paragraph break |
Universe
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cpl | Print the selected system name |
GINF | Fetch the address of a ship's data block into INF |
GVL | Calculate the availability of market items |
hy5 | Contains an RTS |
hyp1 | Process a jump to the system closest to (QQ9, QQ10) |
hyp1+3 | Jump straight to the system at (QQ9, QQ10) without first calculating which system is closest. We do this if we already know that (QQ9, QQ10) points to a system |
hyR | Contains an RTS |
jmp | Set the current system to the selected system |
KILLSHP | Remove a ship from our local bubble of universe |
KS1 | Remove the current ship from our local bubble of universe |
KS2 | Check the local bubble for missiles with target lock |
KS3 | Set the SLSP ship line heap pointer after shuffling ship slots |
KS4 | Remove the space station and replace with a placeholder |
NwS1 | Flip the sign and double an INWK byte |
NWSHP | Add a new ship to our local bubble of universe |
NWSPS | Add a new space station to our local bubble of universe |
ping | Set the selected system to the current system |
SFS1 | Spawn a child ship from the current (parent) ship |
SFS1-2 | Add a missile to the local bubble that has AI enabled, is hostile, but has no E.C.M. |
SOLAR | Set up various aspects of arriving in a new system |
SOS1 | Update the missile indicators, set up the planet data block |
tal | Print the current galaxy number |
TT111 | Set the current system to the nearest system to a point |
TT111-1 | Contains an RTS |
TT146 | Print the distance to the selected system in light years |
TT20 | Twist the selected system's seeds four times |
TT24 | Calculate system data from the system seeds |
TT25 | Show the Data on System screen (FUNC-7) |
TT54 | Twist the selected system's seeds |
TT70 | Display "MAINLY " and jump to TT72 |
TT72 | Used by TT70 to re-enter the routine after displaying "MAINLY" for the economy type |
TT81 | Set the selected system's seeds to those of system 0 |
ypl | Print the current system name |
ypl-1 | Contains an RTS |
Ze | Initialise the INWK workspace to a hostile ship |
ZINF | Reset the INWK workspace and orientation vectors |
Utility routines
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DEL8 | Wait for 30 delay loops' worth of time DELAY-5 Wait for 1 delay loop's worth of time |
DELAY | Wait for a specified time, measured in loop iterations |
DELAY-5 | Wait for 1 delay loop's worth of time |
FX200 | Set the behaviour of the ESCAPE and BREAK keys |
IRQ1 | The main interrupt handler (IRQ1V points here) |
OSB (Loader) | A convenience routine for calling OSBYTE with Y = 0 |
ZERO | Zero-fill pages &9, &A, &B, &C and &D |
ZES1 | Zero-fill the page whose number is in X |
ZES2 | Zero-fill a specific page |