INCLUDE "1-source-files/main-sources/elite-build-options.asm" _RELEASED = (_VARIANT = 1) _SOURCE_DISC = (_VARIANT = 2) _BUG_FIX = (_VARIANT = 3) GUARD &6000 \ Guard against assembling over screen memoryELITE-A SHIP BLUEPRINTS FILE W Elite-A is an extended version of BBC Micro Elite by Angus Duggan The original Elite was written by Ian Bell and David Braben and is copyright Acornsoft 1984, and the extra code in Elite-A is copyright Angus Duggan The code on this site is identical to Angus Duggan's source discs (it's just been reformatted, and the label names have been changed to be consistent with the sources for the original BBC Micro disc version on which it is based) 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: * S.W.binCODE% = &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]Configuration variables\ \ 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 aboveORG CODE%.XX21 EQUW SHIP_MISSILE \ MSL = 1 = Missile Missile EQUW SHIP_CORIOLIS \ SST = 2 = Coriolis space station Station EQUW SHIP_ESCAPE_POD \ ESC = 3 = Escape pod Escape pod EQUW 0 \ Cargo EQUW SHIP_CANISTER \ OIL = 5 = Cargo canister Cargo EQUW 0 \ Mining EQUW 0 \ Mining EQUW 0 \ Mining EQUW 0 \ Shuttle EQUW SHIP_TRANSPORTER \ 10 = Transporter Transporter EQUW 0 \ Trader EQUW 0 \ Trader EQUW SHIP_FER_DE_LANCE \ 13 = Fer-de-lance Trader EQUW SHIP_DRAGON \ 14 = Dragon Large ship EQUW SHIP_SIDEWINDER \ 15 = Sidewinder Small ship EQUW SHIP_VIPER \ COPS = 16 = Viper Cop EQUW SHIP_SIDEWINDER \ 17 = Sidewinder Pirate EQUW SHIP_KRAIT \ 18 = Krait Pirate EQUW SHIP_MAMBA \ 19 = Mamba Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW 0 \ Pirate EQUW SHIP_FER_DE_LANCE \ 24 = Fer-de-lance Pirate EQUW SHIP_FER_DE_LANCE \ 25 = Fer-de-lance Bounty hunter EQUW 0 \ Bounty hunter EQUW 0 \ Bounty hunter EQUW SHIP_SIDEWINDER \ 28 = Sidewinder Bounty hunter EQUW 0 \ Thargoid EQUW 0 \ Thargoid EQUW 0 \ ConstrictorName: XX21 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints lookup table for the S.W file Deep dive: Ship blueprints in Elite-AContext: See this variable on its own page References: No direct references to this variable in this source file.E% EQUB %00000000 \ Missile EQUB %01000000 \ Coriolis space station Cop EQUB %01000001 \ Escape pod Trader, cop EQUB 0 EQUB %00000000 \ Cargo canister EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB %01100001 \ Transporter Trader, innocent, cop EQUB 0 EQUB 0 EQUB %10100000 \ Fer-de-lance Innocent, escape pod EQUB %00100001 \ Dragon Trader, innocent EQUB %00001100 \ Sidewinder Hostile, pirate EQUB %11000010 \ Viper Bounty hunter, cop, escape pod EQUB %00001100 \ Sidewinder Hostile, pirate EQUB %10001100 \ Krait Hostile, pirate, escape pod EQUB %10000100 \ Mamba Hostile, escape pod EQUB 0 EQUB 0 EQUB 0 EQUB 0 EQUB %10001100 \ Fer-de-lance Hostile, pirate, escape pod EQUB %10000010 \ Fer-de-lance Bounty hunter, escape pod EQUB 0 EQUB 0 EQUB %00100010 \ Sidewinder Bounty hunter, innocent EQUB 0 EQUB 0 EQUB 0Name: E% [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprints default NEWB flags for the S.W file Deep dive: Ship blueprints in Elite-A Advanced tactics with the NEWB flagsContext: See this variable on its own page References: No direct references to this variable in this source fileMACRO 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 ENDMACROName: VERTEX [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding vertices to ship blueprints Deep dive: Ship blueprintsContext: See this macro on its own page References: This macro is used as follows: * SHIP_CANISTER uses VERTEX * SHIP_CORIOLIS uses VERTEX * SHIP_DRAGON uses VERTEX * SHIP_ESCAPE_POD uses VERTEX * SHIP_FER_DE_LANCE uses VERTEX * SHIP_KRAIT uses VERTEX * SHIP_MAMBA uses VERTEX * SHIP_SIDEWINDER uses VERTEX * SHIP_TRANSPORTER 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 shownMACRO EDGE vertex1, vertex2, face1, face2, visibility f = face1 + (face2 << 4) EQUB visibility, f, vertex1 << 2, vertex2 << 2 ENDMACROName: EDGE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding edges to ship blueprints Deep dive: Ship blueprintsContext: See this macro on its own page References: This macro is used as follows: * SHIP_CANISTER uses EDGE * SHIP_CORIOLIS uses EDGE * SHIP_DRAGON uses EDGE * SHIP_ESCAPE_POD uses EDGE * SHIP_FER_DE_LANCE uses EDGE * SHIP_KRAIT uses EDGE * SHIP_MAMBA uses EDGE * SHIP_SIDEWINDER uses EDGE * SHIP_TRANSPORTER 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 shownMACRO 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 ENDMACROName: FACE [Show more] Type: Macro Category: Drawing ships Summary: Macro definition for adding faces to ship blueprints Deep dive: Ship blueprintsContext: See this macro on its own page References: This macro is used as follows: * SHIP_CANISTER uses FACE * SHIP_CORIOLIS uses FACE * SHIP_DRAGON uses FACE * SHIP_ESCAPE_POD uses FACE * SHIP_FER_DE_LANCE uses FACE * SHIP_KRAIT uses FACE * SHIP_MAMBA uses FACE * SHIP_SIDEWINDER uses FACE * SHIP_TRANSPORTER 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.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 13Name: SHIP_CORIOLIS [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Coriolis space station Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CORIOLIS.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 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB 17 \ Max. energy = 17 \ --- And replaced by: --------------------------------> EQUB 8 \ Max. energy = 8 \ --- End of replacement ------------------------------> 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 3Name: SHIP_ESCAPE_POD [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an escape pod Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_ESCAPE_POD.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 \ --- Mod: Code removed for Elite-A: ------------------> \EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 1 \ Bounty = 1 \ --- End of replacement ------------------------------> EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 12 \ Visibility distance = 12 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB 17 \ Max. energy = 17 \ --- And replaced by: --------------------------------> EQUB 8 \ Max. energy = 8 \ --- End of replacement ------------------------------> 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 6Name: SHIP_CANISTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a cargo canister Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_CANISTER.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 \ --- Mod: Code removed for Elite-A: ------------------> \EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 200 \ Bounty = 100 \ --- End of replacement ------------------------------> EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 23 \ Visibility distance = 23 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB 100 \ Max. energy = 100 \ --- And replaced by: --------------------------------> EQUB 92 \ Max. energy = 91 \ --- End of replacement ------------------------------> 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 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB %00010001 \ Laser power = 2 \ \ Missiles = 1 \ --- And replaced by: --------------------------------> EQUB %00110001 \ Laser power = 6 \ Missiles = 1 \ --- End of replacement ------------------------------> .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 6Name: SHIP_VIPER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Viper Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_VIPER\ --- Mod: Code added for Elite-A: --------------------> .SHIP_DRAGON EQUB 0 \ Max. canisters on demise = 0 EQUW 26192 \ Targetable area = 161.83 * 161.83 EQUB LO(SHIP_DRAGON_EDGES - SHIP_DRAGON) \ Edges data offset (low) EQUB LO(SHIP_DRAGON_FACES - SHIP_DRAGON) \ Faces data offset (low) EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16 EQUB 0 \ Gun vertex = 0 EQUB 60 \ Explosion count = 13, as (4 * n) + 6 = 60 EQUB 54 \ Number of vertices = 54 / 6 = 9 EQUB 21 \ Number of edges = 21 EQUW 200 \ Bounty = 200 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 32 \ Visibility distance = 32 EQUB 255 \ Max. energy = 255 EQUB 20 \ Max. speed = 20 EQUB HI(SHIP_DRAGON_EDGES - SHIP_DRAGON) \ Edges data offset (high) EQUB HI(SHIP_DRAGON_FACES - SHIP_DRAGON) \ Faces data offset (high) EQUB 0 \ Normals are scaled by = 2^0 = 1 EQUB %01001111 \ Laser power = 9 \ Missiles = 7 .SHIP_DRAGON_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 250, 11, 6, 5, 0, 31 \ Vertex 0 VERTEX 216, 0, 124, 7, 6, 1, 0, 31 \ Vertex 1 VERTEX 216, 0, -124, 8, 7, 2, 1, 31 \ Vertex 2 VERTEX 0, 40, -250, 13, 12, 3, 2, 31 \ Vertex 3 VERTEX 0, -40, -250, 13, 12, 9, 8, 31 \ Vertex 4 VERTEX -216, 0, -124, 10, 9, 4, 3, 31 \ Vertex 5 VERTEX -216, 0, 124, 11, 10, 5, 4, 31 \ Vertex 6 VERTEX 0, 80, 0, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 \ Vertex 8 .SHIP_DRAGON_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 1, 7, 1, 0, 31 \ Edge 0 EDGE 2, 7, 2, 1, 31 \ Edge 1 EDGE 3, 7, 3, 2, 31 \ Edge 2 EDGE 5, 7, 4, 3, 31 \ Edge 3 EDGE 6, 7, 5, 4, 31 \ Edge 4 EDGE 0, 7, 0, 5, 31 \ Edge 5 EDGE 1, 8, 7, 6, 31 \ Edge 6 EDGE 2, 8, 8, 7, 31 \ Edge 7 EDGE 4, 8, 9, 8, 31 \ Edge 8 EDGE 5, 8, 10, 9, 31 \ Edge 9 EDGE 6, 8, 11, 10, 31 \ Edge 10 EDGE 0, 8, 6, 11, 31 \ Edge 11 EDGE 0, 1, 6, 0, 31 \ Edge 12 EDGE 1, 2, 7, 1, 31 \ Edge 13 EDGE 5, 6, 10, 4, 31 \ Edge 14 EDGE 0, 6, 11, 5, 31 \ Edge 15 EDGE 2, 3, 12, 2, 31 \ Edge 16 EDGE 2, 4, 12, 8, 31 \ Edge 17 EDGE 3, 5, 13, 3, 31 \ Edge 18 EDGE 4, 5, 13, 9, 31 \ Edge 19 EDGE 3, 4, 13, 12, 31 \ Edge 20 .SHIP_DRAGON_FACES \ normal_x, normal_y, normal_z, visibility FACE 16, 90, 28, 31 \ Face 0 FACE 33, 90, 0, 31 \ Face 1 FACE 25, 91, -14, 31 \ Face 2 FACE -25, 91, -14, 31 \ Face 3 FACE -33, 90, 0, 31 \ Face 4 FACE -16, 90, 28, 31 \ Face 5 FACE 16, -90, 28, 31 \ Face 6 FACE 33, -90, 0, 31 \ Face 7 FACE 25, -91, -14, 31 \ Face 8 FACE -25, -91, -14, 31 \ Face 9 FACE -33, -90, 0, 31 \ Face 10 FACE -16, -90, 28, 31 \ Face 11 FACE 48, 0, -82, 31 \ Face 12 FACE -48, 0, -82, 31 \ Face 13 \ --- End of added code ------------------------------->Name: SHIP_DRAGON [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Dragon Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_DRAGON.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 \ --- Mod: Code removed for Elite-A: ------------------> \EQUW 50 \ Bounty = 50 \ --- And replaced by: --------------------------------> EQUW 300 \ Bounty = 300 \ --- End of replacement ------------------------------> EQUB 28 \ Number of faces = 28 / 4 = 7 EQUB 20 \ Visibility distance = 20 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB 70 \ Max. energy = 70 \ --- And replaced by: --------------------------------> EQUB 81 \ Max. energy = 81 \ --- End of replacement ------------------------------> 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 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB %00010000 \ Laser power = 2 \ \ Missiles = 0 \ --- And replaced by: --------------------------------> EQUB %00101000 \ Laser power = 5 \ Missiles = 0 \ --- End of replacement ------------------------------> .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 6Name: SHIP_SIDEWINDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Sidewinder Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_SIDEWINDER.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 \ --- Mod: Code removed for Elite-A: ------------------> \EQUW 100 \ Bounty = 100 \ --- And replaced by: --------------------------------> EQUW 400 \ Bounty = 200 \ --- End of replacement ------------------------------> EQUB 24 \ Number of faces = 24 / 4 = 6 EQUB 25 \ Visibility distance = 25 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB 80 \ Max. energy = 80 \ --- And replaced by: --------------------------------> EQUB 82 \ Max. energy = 82 \ --- End of replacement ------------------------------> 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 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB %00010000 \ Laser power = 2 \ \ Missiles = 0 \ --- And replaced by: --------------------------------> EQUB %00101000 \ Laser power = 5 \ Missiles = 0 \ --- End of replacement ------------------------------> .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 5Name: SHIP_KRAIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Krait Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_KRAIT.SHIP_FER_DE_LANCE EQUB 0 \ Max. canisters on demise = 0 EQUW 40 * 40 \ Targetable area = 40 * 40 EQUB LO(SHIP_FER_DE_LANCE_EDGES - SHIP_FER_DE_LANCE) \ Edges data offset (low) EQUB LO(SHIP_FER_DE_LANCE_FACES - SHIP_FER_DE_LANCE) \ Faces data offset (low) EQUB 105 \ Max. edge count = (105 - 1) / 4 = 26 EQUB 0 \ Gun vertex = 0 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 \ Number of vertices = 114 / 6 = 19 EQUB 27 \ Number of edges = 27 \ --- Mod: Code removed for Elite-A: ------------------> \EQUW 0 \ Bounty = 0 \ --- And replaced by: --------------------------------> EQUW 550 \ Bounty = 550 \ --- End of replacement ------------------------------> EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 40 \ Visibility distance = 40 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB 160 \ Max. energy = 160 \ --- And replaced by: --------------------------------> EQUB 92 \ Max. energy = 92 \ --- End of replacement ------------------------------> EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_FER_DE_LANCE_EDGES - SHIP_FER_DE_LANCE) \ Edges data offset (high) EQUB HI(SHIP_FER_DE_LANCE_FACES - SHIP_FER_DE_LANCE) \ Faces data offset (high) EQUB 1 \ Normals are scaled by = 2^1 = 2 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB %00010010 \ Laser power = 2 \ \ Missiles = 2 \ --- And replaced by: --------------------------------> EQUB %00111010 \ Laser power = 7 \ Missiles = 2 \ --- End of replacement ------------------------------> .SHIP_FER_DE_LANCE_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -14, 108, 1, 0, 9, 5, 31 \ Vertex 0 VERTEX -40, -14, -4, 2, 1, 9, 9, 31 \ Vertex 1 VERTEX -12, -14, -52, 3, 2, 9, 9, 31 \ Vertex 2 VERTEX 12, -14, -52, 4, 3, 9, 9, 31 \ Vertex 3 VERTEX 40, -14, -4, 5, 4, 9, 9, 31 \ Vertex 4 VERTEX -40, 14, -4, 1, 0, 6, 2, 28 \ Vertex 5 VERTEX -12, 2, -52, 3, 2, 7, 6, 28 \ Vertex 6 VERTEX 12, 2, -52, 4, 3, 8, 7, 28 \ Vertex 7 VERTEX 40, 14, -4, 4, 0, 8, 5, 28 \ Vertex 8 VERTEX 0, 18, -20, 6, 0, 8, 7, 15 \ Vertex 9 VERTEX -3, -11, 97, 0, 0, 0, 0, 11 \ Vertex 10 VERTEX -26, 8, 18, 0, 0, 0, 0, 9 \ Vertex 11 VERTEX -16, 14, -4, 0, 0, 0, 0, 11 \ Vertex 12 VERTEX 3, -11, 97, 0, 0, 0, 0, 11 \ Vertex 13 VERTEX 26, 8, 18, 0, 0, 0, 0, 9 \ Vertex 14 VERTEX 16, 14, -4, 0, 0, 0, 0, 11 \ Vertex 15 VERTEX 0, -14, -20, 9, 9, 9, 9, 12 \ Vertex 16 VERTEX -14, -14, 44, 9, 9, 9, 9, 12 \ Vertex 17 VERTEX 14, -14, 44, 9, 9, 9, 9, 12 \ Vertex 18 .SHIP_FER_DE_LANCE_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 9, 1, 31 \ Edge 0 EDGE 1, 2, 9, 2, 31 \ Edge 1 EDGE 2, 3, 9, 3, 31 \ Edge 2 EDGE 3, 4, 9, 4, 31 \ Edge 3 EDGE 0, 4, 9, 5, 31 \ Edge 4 EDGE 0, 5, 1, 0, 28 \ Edge 5 EDGE 5, 6, 6, 2, 28 \ Edge 6 EDGE 6, 7, 7, 3, 28 \ Edge 7 EDGE 7, 8, 8, 4, 28 \ Edge 8 EDGE 0, 8, 5, 0, 28 \ Edge 9 EDGE 5, 9, 6, 0, 15 \ Edge 10 EDGE 6, 9, 7, 6, 11 \ Edge 11 EDGE 7, 9, 8, 7, 11 \ Edge 12 EDGE 8, 9, 8, 0, 15 \ Edge 13 EDGE 1, 5, 2, 1, 14 \ Edge 14 EDGE 2, 6, 3, 2, 14 \ Edge 15 EDGE 3, 7, 4, 3, 14 \ Edge 16 EDGE 4, 8, 5, 4, 14 \ Edge 17 EDGE 10, 11, 0, 0, 8 \ Edge 18 EDGE 11, 12, 0, 0, 9 \ Edge 19 EDGE 10, 12, 0, 0, 11 \ Edge 20 EDGE 13, 14, 0, 0, 8 \ Edge 21 EDGE 14, 15, 0, 0, 9 \ Edge 22 EDGE 13, 15, 0, 0, 11 \ Edge 23 EDGE 16, 17, 9, 9, 12 \ Edge 24 EDGE 16, 18, 9, 9, 12 \ Edge 25 EDGE 17, 18, 9, 9, 8 \ Edge 26 .SHIP_FER_DE_LANCE_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 24, 6, 28 \ Face 0 FACE -68, 0, 24, 31 \ Face 1 FACE -63, 0, -37, 31 \ Face 2 FACE 0, 0, -104, 31 \ Face 3 FACE 63, 0, -37, 31 \ Face 4 FACE 68, 0, 24, 31 \ Face 5 FACE -12, 46, -19, 28 \ Face 6 FACE 0, 45, -22, 28 \ Face 7 FACE 12, 46, -19, 28 \ Face 8 FACE 0, -28, 0, 31 \ Face 9Name: SHIP_FER_DE_LANCE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Fer-de-Lance Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_FER_DE_LANCE.SHIP_TRANSPORTER EQUB 0 \ Max. canisters on demise = 0 EQUW 50 * 50 \ Targetable area = 50 * 50 EQUB LO(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) \ Edges data offset (low) EQUB LO(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) \ Faces data offset (low) EQUB 145 \ Max. edge count = (145 - 1) / 4 = 36 EQUB 48 \ Gun vertex = 48 / 4 = 12 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 222 \ Number of vertices = 222 / 6 = 37 EQUB 46 \ Number of edges = 46 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 16 \ Visibility distance = 16 EQUB 32 \ Max. energy = 32 EQUB 10 \ Max. speed = 10 EQUB HI(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) \ Edges data offset (high) EQUB HI(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) \ Faces data offset (high) \ --- Mod: Code removed for Elite-A: ------------------> \EQUB 2 \ Normals are scaled by = 2^2 = 4 \ --- And replaced by: --------------------------------> EQUB 1 \ Normals are scaled by = 2^1 = 2 \ --- End of replacement ------------------------------> EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_TRANSPORTER_VERTICES \ --- Mod: Code removed for Elite-A: ------------------> \ \ x, y, z, face1, face2, face3, face4, visibility \VERTEX 0, 10, -26, 6, 0, 7, 7, 31 \ Vertex 0 \VERTEX -25, 4, -26, 1, 0, 7, 7, 31 \ Vertex 1 \VERTEX -28, -3, -26, 1, 0, 2, 2, 31 \ Vertex 2 \VERTEX -25, -8, -26, 2, 0, 3, 3, 31 \ Vertex 3 \VERTEX 26, -8, -26, 3, 0, 4, 4, 31 \ Vertex 4 \VERTEX 29, -3, -26, 4, 0, 5, 5, 31 \ Vertex 5 \VERTEX 26, 4, -26, 5, 0, 6, 6, 31 \ Vertex 6 \VERTEX 0, 6, 12, 15, 15, 15, 15, 19 \ Vertex 7 \VERTEX -30, -1, 12, 7, 1, 9, 8, 31 \ Vertex 8 \VERTEX -33, -8, 12, 2, 1, 9, 3, 31 \ Vertex 9 \VERTEX 33, -8, 12, 4, 3, 10, 5, 31 \ Vertex 10 \VERTEX 30, -1, 12, 6, 5, 11, 10, 31 \ Vertex 11 \VERTEX -11, -2, 30, 9, 8, 13, 12, 31 \ Vertex 12 \VERTEX -13, -8, 30, 9, 3, 13, 13, 31 \ Vertex 13 \VERTEX 14, -8, 30, 10, 3, 13, 13, 31 \ Vertex 14 \VERTEX 11, -2, 30, 11, 10, 13, 12, 31 \ Vertex 15 \VERTEX -5, 6, 2, 7, 7, 7, 7, 7 \ Vertex 16 \VERTEX -18, 3, 2, 7, 7, 7, 7, 7 \ Vertex 17 \VERTEX -5, 7, -7, 7, 7, 7, 7, 7 \ Vertex 18 \VERTEX -18, 4, -7, 7, 7, 7, 7, 7 \ Vertex 19 \VERTEX -11, 6, -14, 7, 7, 7, 7, 7 \ Vertex 20 \VERTEX -11, 5, -7, 7, 7, 7, 7, 7 \ Vertex 21 \VERTEX 5, 7, -14, 6, 6, 6, 6, 7 \ Vertex 22 \VERTEX 18, 4, -14, 6, 6, 6, 6, 7 \ Vertex 23 \VERTEX 11, 5, -7, 6, 6, 6, 6, 7 \ Vertex 24 \VERTEX 5, 6, -3, 6, 6, 6, 6, 7 \ Vertex 25 \VERTEX 18, 3, -3, 6, 6, 6, 6, 7 \ Vertex 26 \VERTEX 11, 4, 8, 6, 6, 6, 6, 7 \ Vertex 27 \VERTEX 11, 5, -3, 6, 6, 6, 6, 7 \ Vertex 28 \VERTEX -16, -8, -13, 3, 3, 3, 3, 6 \ Vertex 29 \VERTEX -16, -8, 16, 3, 3, 3, 3, 6 \ Vertex 30 \VERTEX 17, -8, -13, 3, 3, 3, 3, 6 \ Vertex 31 \VERTEX 17, -8, 16, 3, 3, 3, 3, 6 \ Vertex 32 \VERTEX -13, -3, -26, 0, 0, 0, 0, 8 \ Vertex 33 \VERTEX 13, -3, -26, 0, 0, 0, 0, 8 \ Vertex 34 \VERTEX 9, 3, -26, 0, 0, 0, 0, 5 \ Vertex 35 \VERTEX -8, 3, -26, 0, 0, 0, 0, 5 \ Vertex 36 \ --- And replaced by: --------------------------------> \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 19, -51, 6, 0, 7, 7, 31 \ Vertex 0 VERTEX -51, 7, -51, 1, 0, 7, 7, 31 \ Vertex 1 VERTEX -57, -7, -51, 1, 0, 2, 2, 31 \ Vertex 2 VERTEX -51, -17, -51, 2, 0, 3, 3, 31 \ Vertex 3 VERTEX 51, -17, -51, 3, 0, 4, 4, 31 \ Vertex 4 VERTEX 57, -7, -51, 4, 0, 5, 5, 31 \ Vertex 5 VERTEX 51, 7, -51, 5, 0, 6, 6, 31 \ Vertex 6 VERTEX 0, 12, 24, 15, 15, 15, 15, 18 \ Vertex 7 VERTEX -60, -2, 24, 7, 1, 9, 8, 31 \ Vertex 8 VERTEX -66, -17, 24, 2, 1, 9, 3, 31 \ Vertex 9 VERTEX 66, -17, 24, 4, 3, 10, 5, 31 \ Vertex 10 VERTEX 60, -2, 24, 6, 5, 11, 10, 31 \ Vertex 11 VERTEX -22, -5, 61, 9, 8, 13, 12, 31 \ Vertex 12 VERTEX -27, -17, 61, 9, 3, 13, 13, 31 \ Vertex 13 VERTEX 27, -17, 61, 10, 3, 13, 13, 31 \ Vertex 14 VERTEX 22, -5, 61, 11, 10, 13, 12, 31 \ Vertex 15 VERTEX -10, 11, 5, 7, 7, 7, 7, 6 \ Vertex 16 VERTEX -36, 5, 5, 7, 7, 7, 7, 6 \ Vertex 17 VERTEX -10, 13, -14, 7, 7, 7, 7, 6 \ Vertex 18 VERTEX -36, 7, -14, 7, 7, 7, 7, 6 \ Vertex 19 VERTEX -23, 12, -29, 7, 7, 7, 7, 6 \ Vertex 20 VERTEX -23, 10, -14, 7, 7, 7, 7, 6 \ Vertex 21 VERTEX 10, 15, -29, 6, 6, 6, 6, 6 \ Vertex 22 VERTEX 36, 9, -29, 6, 6, 6, 6, 6 \ Vertex 23 VERTEX 23, 10, -14, 6, 6, 6, 6, 6 \ Vertex 24 VERTEX 10, 12, -6, 6, 6, 6, 6, 6 \ Vertex 25 VERTEX 36, 6, -6, 6, 6, 6, 6, 6 \ Vertex 26 VERTEX 23, 7, 16, 6, 6, 6, 6, 6 \ Vertex 27 VERTEX 23, 9, -6, 6, 6, 6, 6, 6 \ Vertex 28 VERTEX -33, -17, -26, 3, 3, 3, 3, 5 \ Vertex 29 VERTEX -33, -17, 33, 3, 3, 3, 3, 5 \ Vertex 30 VERTEX 33, -17, -26, 3, 3, 3, 3, 5 \ Vertex 31 VERTEX 33, -17, 33, 3, 3, 3, 3, 5 \ Vertex 32 VERTEX -25, -6, -51, 0, 0, 0, 0, 7 \ Vertex 33 VERTEX 26, -6, -51, 0, 0, 0, 0, 7 \ Vertex 34 VERTEX 17, 6, -51, 0, 0, 0, 0, 4 \ Vertex 35 VERTEX -17, 6, -51, 0, 0, 0, 0, 4 \ Vertex 36 \ --- End of replacement ------------------------------> .SHIP_TRANSPORTER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 \ Edge 0 EDGE 1, 2, 1, 0, 31 \ Edge 1 EDGE 2, 3, 2, 0, 31 \ Edge 2 EDGE 3, 4, 3, 0, 31 \ Edge 3 EDGE 4, 5, 4, 0, 31 \ Edge 4 EDGE 5, 6, 5, 0, 31 \ Edge 5 EDGE 0, 6, 6, 0, 31 \ Edge 6 \ --- Mod: Code removed for Elite-A: ------------------> \EDGE 0, 7, 7, 6, 16 \ Edge 7 \ --- And replaced by: --------------------------------> EDGE 0, 7, 7, 6, 15 \ Edge 7 \ --- End of replacement ------------------------------> EDGE 1, 8, 7, 1, 31 \ Edge 8 \ --- Mod: Code removed for Elite-A: ------------------> \EDGE 2, 9, 2, 1, 11 \ Edge 9 \ --- And replaced by: --------------------------------> EDGE 2, 9, 2, 1, 10 \ Edge 9 \ --- End of replacement ------------------------------> EDGE 3, 9, 3, 2, 31 \ Edge 10 EDGE 4, 10, 4, 3, 31 \ Edge 11 \ --- Mod: Code removed for Elite-A: ------------------> \EDGE 5, 10, 5, 4, 11 \ Edge 12 \ --- And replaced by: --------------------------------> EDGE 5, 10, 5, 4, 10 \ Edge 12 \ --- End of replacement ------------------------------> EDGE 6, 11, 6, 5, 31 \ Edge 13 \ --- Mod: Code removed for Elite-A: ------------------> \EDGE 7, 8, 8, 7, 17 \ Edge 14 \EDGE 8, 9, 9, 1, 17 \ Edge 15 \EDGE 10, 11, 10, 5, 17 \ Edge 16 \EDGE 7, 11, 11, 6, 17 \ Edge 17 \EDGE 7, 15, 12, 11, 19 \ Edge 18 \EDGE 7, 12, 12, 8, 19 \ Edge 19 \ --- And replaced by: --------------------------------> EDGE 7, 8, 8, 7, 16 \ Edge 14 EDGE 8, 9, 9, 1, 16 \ Edge 15 EDGE 10, 11, 10, 5, 16 \ Edge 16 EDGE 7, 11, 11, 6, 16 \ Edge 17 EDGE 7, 15, 12, 11, 18 \ Edge 18 EDGE 7, 12, 12, 8, 18 \ Edge 19 \ --- End of replacement ------------------------------> EDGE 8, 12, 9, 8, 16 \ Edge 20 EDGE 9, 13, 9, 3, 31 \ Edge 21 EDGE 10, 14, 10, 3, 31 \ Edge 22 EDGE 11, 15, 11, 10, 16 \ Edge 23 EDGE 12, 13, 13, 9, 31 \ Edge 24 EDGE 13, 14, 13, 3, 31 \ Edge 25 EDGE 14, 15, 13, 10, 31 \ Edge 26 EDGE 12, 15, 13, 12, 31 \ Edge 27 \ --- Mod: Code removed for Elite-A: ------------------> \EDGE 16, 17, 7, 7, 7 \ Edge 28 \EDGE 18, 19, 7, 7, 7 \ Edge 29 \EDGE 19, 20, 7, 7, 7 \ Edge 30 \EDGE 18, 20, 7, 7, 7 \ Edge 31 \EDGE 20, 21, 7, 7, 7 \ Edge 32 \EDGE 22, 23, 6, 6, 7 \ Edge 33 \EDGE 23, 24, 6, 6, 7 \ Edge 34 \EDGE 24, 22, 6, 6, 7 \ Edge 35 \EDGE 25, 26, 6, 6, 7 \ Edge 36 \EDGE 26, 27, 6, 6, 7 \ Edge 37 \EDGE 25, 27, 6, 6, 7 \ Edge 38 \EDGE 27, 28, 6, 6, 7 \ Edge 39 \EDGE 29, 30, 3, 3, 6 \ Edge 40 \EDGE 31, 32, 3, 3, 6 \ Edge 41 \EDGE 33, 34, 0, 0, 8 \ Edge 42 \EDGE 34, 35, 0, 0, 5 \ Edge 43 \EDGE 35, 36, 0, 0, 5 \ Edge 44 \EDGE 36, 33, 0, 0, 5 \ Edge 45 \ --- And replaced by: --------------------------------> EDGE 16, 17, 7, 7, 6 \ Edge 28 EDGE 18, 19, 7, 7, 6 \ Edge 29 EDGE 19, 20, 7, 7, 6 \ Edge 30 EDGE 18, 20, 7, 7, 6 \ Edge 31 EDGE 20, 21, 7, 7, 6 \ Edge 32 EDGE 22, 23, 6, 6, 6 \ Edge 33 EDGE 23, 24, 6, 6, 6 \ Edge 34 EDGE 24, 22, 6, 6, 6 \ Edge 35 EDGE 25, 26, 6, 6, 6 \ Edge 36 EDGE 26, 27, 6, 6, 6 \ Edge 37 EDGE 25, 27, 6, 6, 6 \ Edge 38 EDGE 27, 28, 6, 6, 6 \ Edge 39 EDGE 29, 30, 3, 3, 5 \ Edge 40 EDGE 31, 32, 3, 3, 5 \ Edge 41 EDGE 33, 34, 0, 0, 7 \ Edge 42 EDGE 34, 35, 0, 0, 4 \ Edge 43 EDGE 35, 36, 0, 0, 4 \ Edge 44 EDGE 36, 33, 0, 0, 4 \ Edge 45 \ --- End of replacement ------------------------------> .SHIP_TRANSPORTER_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 0, -103, 31 \ Face 0 FACE -111, 48, -7, 31 \ Face 1 FACE -105, -63, -21, 31 \ Face 2 FACE 0, -34, 0, 31 \ Face 3 FACE 105, -63, -21, 31 \ Face 4 FACE 111, 48, -7, 31 \ Face 5 FACE 8, 32, 3, 31 \ Face 6 FACE -8, 32, 3, 31 \ Face 7 \ --- Mod: Code removed for Elite-A: ------------------> \FACE -8, 34, 11, 19 \ Face 8 \ --- And replaced by: --------------------------------> FACE -8, 34, 11, 18 \ Face 8 \ --- End of replacement ------------------------------> FACE -75, 32, 79, 31 \ Face 9 FACE 75, 32, 79, 31 \ Face 10 \ --- Mod: Code removed for Elite-A: ------------------> \FACE 8, 34, 11, 19 \ Face 11 \ --- And replaced by: --------------------------------> FACE 8, 34, 11, 18 \ Face 11 \ --- End of replacement ------------------------------> FACE 0, 38, 17, 31 \ Face 12 FACE 0, 0, 121, 31 \ Face 13Name: SHIP_TRANSPORTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Transporter Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_TRANSPORTER.SHIP_MAMBA EQUB 1 \ Max. canisters on demise = 1 EQUW 70 * 70 \ Targetable area = 70 * 70 EQUB LO(SHIP_MAMBA_EDGES - SHIP_MAMBA) \ Edges data offset (low) EQUB LO(SHIP_MAMBA_FACES - SHIP_MAMBA) \ Faces data offset (low) EQUB 93 \ Max. edge count = (93 - 1) / 4 = 23 EQUB 0 \ Gun vertex = 0 EQUB 34 \ Explosion count = 7, as (4 * n) + 6 = 34 EQUB 150 \ Number of vertices = 150 / 6 = 25 EQUB 28 \ Number of edges = 28 \ --- Mod: Code removed for Elite-A: ------------------> \EQUW 150 \ Bounty = 150 \ --- And replaced by: --------------------------------> EQUW 350 \ Bounty = 350 \ --- End of replacement ------------------------------> EQUB 20 \ Number of faces = 20 / 4 = 5 EQUB 25 \ Visibility distance = 25 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB 90 \ Max. energy = 90 \ --- And replaced by: --------------------------------> EQUB 81 \ Max. energy = 81 \ --- End of replacement ------------------------------> EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_MAMBA_EDGES - SHIP_MAMBA) \ Edges data offset (high) EQUB HI(SHIP_MAMBA_FACES - SHIP_MAMBA) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 \ --- Mod: Code removed for Elite-A: ------------------> \EQUB %00010010 \ Laser power = 2 \ \ Missiles = 2 \ --- And replaced by: --------------------------------> EQUB %00101010 \ Laser power = 5 \ Missiles = 2 \ --- End of replacement ------------------------------> .SHIP_MAMBA_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 64, 0, 1, 2, 3, 31 \ Vertex 0 VERTEX -64, -8, -32, 0, 2, 4, 4, 31 \ Vertex 1 VERTEX -32, 8, -32, 1, 2, 4, 4, 30 \ Vertex 2 VERTEX 32, 8, -32, 1, 3, 4, 4, 30 \ Vertex 3 VERTEX 64, -8, -32, 0, 3, 4, 4, 31 \ Vertex 4 VERTEX -4, 4, 16, 1, 1, 1, 1, 14 \ Vertex 5 VERTEX 4, 4, 16, 1, 1, 1, 1, 14 \ Vertex 6 VERTEX 8, 3, 28, 1, 1, 1, 1, 13 \ Vertex 7 VERTEX -8, 3, 28, 1, 1, 1, 1, 13 \ Vertex 8 VERTEX -20, -4, 16, 0, 0, 0, 0, 20 \ Vertex 9 VERTEX 20, -4, 16, 0, 0, 0, 0, 20 \ Vertex 10 VERTEX -24, -7, -20, 0, 0, 0, 0, 20 \ Vertex 11 VERTEX -16, -7, -20, 0, 0, 0, 0, 16 \ Vertex 12 VERTEX 16, -7, -20, 0, 0, 0, 0, 16 \ Vertex 13 VERTEX 24, -7, -20, 0, 0, 0, 0, 20 \ Vertex 14 VERTEX -8, 4, -32, 4, 4, 4, 4, 13 \ Vertex 15 VERTEX 8, 4, -32, 4, 4, 4, 4, 13 \ Vertex 16 VERTEX 8, -4, -32, 4, 4, 4, 4, 14 \ Vertex 17 VERTEX -8, -4, -32, 4, 4, 4, 4, 14 \ Vertex 18 VERTEX -32, 4, -32, 4, 4, 4, 4, 7 \ Vertex 19 VERTEX 32, 4, -32, 4, 4, 4, 4, 7 \ Vertex 20 VERTEX 36, -4, -32, 4, 4, 4, 4, 7 \ Vertex 21 VERTEX -36, -4, -32, 4, 4, 4, 4, 7 \ Vertex 22 VERTEX -38, 0, -32, 4, 4, 4, 4, 5 \ Vertex 23 VERTEX 38, 0, -32, 4, 4, 4, 4, 5 \ Vertex 24 .SHIP_MAMBA_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 0, 2, 31 \ Edge 0 EDGE 0, 4, 0, 3, 31 \ Edge 1 EDGE 1, 4, 0, 4, 31 \ Edge 2 EDGE 1, 2, 2, 4, 30 \ Edge 3 EDGE 2, 3, 1, 4, 30 \ Edge 4 EDGE 3, 4, 3, 4, 30 \ Edge 5 EDGE 5, 6, 1, 1, 14 \ Edge 6 EDGE 6, 7, 1, 1, 12 \ Edge 7 EDGE 7, 8, 1, 1, 13 \ Edge 8 EDGE 5, 8, 1, 1, 12 \ Edge 9 EDGE 9, 11, 0, 0, 20 \ Edge 10 EDGE 9, 12, 0, 0, 16 \ Edge 11 EDGE 10, 13, 0, 0, 16 \ Edge 12 EDGE 10, 14, 0, 0, 20 \ Edge 13 EDGE 13, 14, 0, 0, 14 \ Edge 14 EDGE 11, 12, 0, 0, 14 \ Edge 15 EDGE 15, 16, 4, 4, 13 \ Edge 16 EDGE 17, 18, 4, 4, 14 \ Edge 17 EDGE 15, 18, 4, 4, 12 \ Edge 18 EDGE 16, 17, 4, 4, 12 \ Edge 19 EDGE 20, 21, 4, 4, 7 \ Edge 20 EDGE 20, 24, 4, 4, 5 \ Edge 21 EDGE 21, 24, 4, 4, 5 \ Edge 22 EDGE 19, 22, 4, 4, 7 \ Edge 23 EDGE 19, 23, 4, 4, 5 \ Edge 24 EDGE 22, 23, 4, 4, 5 \ Edge 25 EDGE 0, 2, 1, 2, 30 \ Edge 26 EDGE 0, 3, 1, 3, 30 \ Edge 27 .SHIP_MAMBA_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, -24, 2, 30 \ Face 0 FACE 0, 24, 2, 30 \ Face 1 FACE -32, 64, 16, 30 \ Face 2 FACE 32, 64, 16, 30 \ Face 3 FACE 0, 0, -127, 30 \ Face 4 EQUB 5 \ This byte appears to be unusedName: SHIP_MAMBA [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Mamba Deep dive: Ship blueprintsContext: See this variable on its own page References: This variable is used as follows: * XX21 uses SHIP_MAMBAPRINT "S.S.W ", ~CODE%, " ", ~P%, " ", ~LOAD%, " ", ~LOAD% SAVE "3-assembled-output/S.W.bin", CODE%, CODE% + &0A00Save S.W.bin
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Macro EDGE (category: Drawing ships)
Macro definition for adding edges to ship blueprints
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Macro FACE (category: Drawing ships)
Macro definition for adding faces to ship blueprints
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Variable SHIP_CANISTER (category: Drawing ships)
Ship blueprint for a cargo canister
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Label SHIP_CANISTER_EDGES in variable SHIP_CANISTER
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Label SHIP_CANISTER_FACES in variable SHIP_CANISTER
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Variable SHIP_CORIOLIS (category: Drawing ships)
Ship blueprint for a Coriolis space station
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Label SHIP_CORIOLIS_EDGES in variable SHIP_CORIOLIS
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Label SHIP_CORIOLIS_FACES in variable SHIP_CORIOLIS
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Variable SHIP_DRAGON (category: Drawing ships)
Ship blueprint for a Dragon
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Label SHIP_DRAGON_EDGES in variable SHIP_DRAGON
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Label SHIP_DRAGON_FACES in variable SHIP_DRAGON
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Variable SHIP_ESCAPE_POD (category: Drawing ships)
Ship blueprint for an escape pod
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Label SHIP_ESCAPE_POD_EDGES in variable SHIP_ESCAPE_POD
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Label SHIP_ESCAPE_POD_FACES in variable SHIP_ESCAPE_POD
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Variable SHIP_FER_DE_LANCE (category: Drawing ships)
Ship blueprint for a Fer-de-Lance
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Label SHIP_FER_DE_LANCE_EDGES in variable SHIP_FER_DE_LANCE
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Label SHIP_FER_DE_LANCE_FACES in variable SHIP_FER_DE_LANCE
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Variable SHIP_KRAIT (category: Drawing ships)
Ship blueprint for a Krait
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Label SHIP_KRAIT_EDGES in variable SHIP_KRAIT
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Label SHIP_KRAIT_FACES in variable SHIP_KRAIT
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Variable SHIP_MAMBA (category: Drawing ships)
Ship blueprint for a Mamba
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Label SHIP_MAMBA_EDGES in variable SHIP_MAMBA
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Label SHIP_MAMBA_FACES in variable SHIP_MAMBA
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Configuration variable SHIP_MISSILE
The address of the missile ship blueprint
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Variable SHIP_SIDEWINDER (category: Drawing ships)
Ship blueprint for a Sidewinder
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Label SHIP_SIDEWINDER_EDGES in variable SHIP_SIDEWINDER
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Label SHIP_SIDEWINDER_FACES in variable SHIP_SIDEWINDER
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Variable SHIP_TRANSPORTER (category: Drawing ships)
Ship blueprint for a Transporter
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Label SHIP_TRANSPORTER_EDGES in variable SHIP_TRANSPORTER
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Label SHIP_TRANSPORTER_FACES in variable SHIP_TRANSPORTER
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Variable SHIP_VIPER (category: Drawing ships)
Ship blueprint for a Viper
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Label SHIP_VIPER_EDGES in variable SHIP_VIPER
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Label SHIP_VIPER_FACES in variable SHIP_VIPER
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Macro VERTEX (category: Drawing ships)
Macro definition for adding vertices to ship blueprints
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