This page contains a map of all the routines, variables and macros in Elite-A, Angus Duggan's modified version of BBC Micro disc Elite. The source files are structured like this:
- The Loader, which displays the loading screen, checks for Tube and BBC Master hardware, and sets things up for the main game.
- The Text tokens and Missile ship blueprint, which are bundled as part of the loader and get unpacked during the loading process.
- The main game source for when we are docked, which consists of Workspaces, Elite A, Elite B, Elite C, Elite D, Elite E, Elite F, Elite G, Elite H and Ship hangar blueprints.
- The main game source for flight, which consists of Workspaces, Elite A, Elite B, Elite C, Elite D, Elite E, Elite F, Elite G and Elite H.
- The main game source for the encyclopedia, which consists of Workspaces, Elite A, Elite B, Elite C, Elite D, Elite E, Elite F, Elite G and Elite H.
- The 23 ship blueprint files, one of which gets loaded on launching from the station: A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V and W.
- The 6502 Second Processor version of the game, which consists of the I/O processor source, which runs on the BBC Micro, and the parasite source, which runs on the 6502 Second Processor and consists of Workspaces, Elite A, Elite B, Elite C, Elite D, Elite E, Elite F, Elite G, Elite H, Elite I, Elite J, Elite K, Elite L, Elite M and Ship blueprints.
You can click on the links above to jump to the relevant part of the map.
Loader
------
Category | Details |
---|---|
Workspaces | Important variables used by the loader |
Drawing the screen | VDU commands for setting the square mode 4 screen |
Sound | Sound envelope definitions |
Sound | Macro definition for defining a sound envelope |
Loader | Subroutine: Elite loader (Part 1 of 3) (Loader) Set up the split screen mode, move code around, set up the sound envelopes and configure the system |
Dashboard | Subroutine: iff_index_code (Loader) The iff_index routine, bundled up in the loader so it can be moved to &0D7A to be run |
Dashboard | Subroutine: iff_index (Loader) Return the type index for this ship in the I.F.F. system |
Loader | Encrypted LOAD routine, bundled up in the loader so it can be moved to &0B00 to be run |
Loader | Load the main docked code, set up various vectors, run a checksum and start the game |
Drawing planets | Subroutine: PLL1 (Part 1 of 3) (Loader) Draw Saturn on the loading screen (draw the planet) |
Drawing planets | Subroutine: PLL1 (Part 2 of 3) (Loader) Draw Saturn on the loading screen (draw the stars) |
Drawing planets | Subroutine: PLL1 (Part 3 of 3) (Loader) Draw Saturn on the loading screen (draw the rings) |
Maths (Arithmetic) | Generate random numbers |
Drawing planets | The random number seed used for drawing Saturn |
Maths (Arithmetic) | Calculate (A P) = A * A |
Drawing pixels | Draw a single pixel at a specific coordinate |
Drawing pixels | Ready-made single-pixel character row bytes for mode 4 |
Drawing planets | A counter for use in drawing Saturn's planetary body |
Drawing planets | A counter for use in drawing Saturn's background stars |
Drawing planets | A counter for use in drawing Saturn's rings |
Copy protection | Part of the CHKSM copy protection checksum calculation |
Maths (Arithmetic) | Calculate ZP = SQRT(ZP(1 0)) |
Utility routines | A convenience routine for calling OSBYTE with Y = 0 |
Utility routines | Move a page of memory |
Utility routines | Move a multi-page block of memory |
Loader | The OS command string for changing the disc directory to E |
Loader | Subroutine: Elite loader (Part 2 of 3) (Loader) Include binaries for recursive tokens, Missile blueprint and images |
Loader | Code block at &1100-&11E2 that remains resident in both docked and flight mode (palettes, screen mode routine and commander data) |
Drawing the screen | Palette data for space and the two dashboard colour schemes |
Drawing the screen | The main screen-mode interrupt handler (IRQ1V points here) |
Save and load | The drive and directory number used when saving or loading a commander file |
Save and load | The data block for the last saved commander |
Save and load | Second checksum byte for the saved commander data file |
Save and load | First checksum byte for the saved commander data file |
Loader | Loader break handler: print a newline and the error message, and then hang the computer |
Loader | Subroutine: Elite loader (Part 3 of 3) (Loader) Include binaries for the loading screen images |
Loader | BBC Master code for saving and restoring the MOS character set, bundled up in the loader so it can be moved to &DD00 to be run |
Loader | The custom handler for OSFILE calls in the BBC Master version |
Loader | Save the filing system workspace in a safe place and replace it with the MOS character set |
Loader | The custom handler for filing system calls in the BBC Master version |
Loader | Subroutine: restorews (Loader) Restore the filing system workspace |
Loader | The custom handler for OSBYTE calls in the BBC Master version |
Loader | Subroutine: set_vectors (Loader) Set the FILEV, FSCV and BYTEV vectors to point to our custom handlers |
Loader | Subroutine: old_BYTEV (Loader) Call the default OSBYTE handler |
Utility routines | Flag to keep track of whether we have saved or restored the filing system workspace |
Text tokens
-----------
Category | Details |
---|---|
Text | Macro definition for characters in the recursive token table |
Text | Macro definition for two-letter tokens in the token table |
Text | Macro definition for control codes in the recursive token table |
Text | Macro definition for recursive tokens in the recursive token table |
Text | The recursive token table for tokens 0-148 |
Maths (Geometry) | Sine/cosine table |
Maths (Geometry) | Arctan table |
Missile ship blueprint
----------------------
Category | Details |
---|---|
Drawing ships | Macro: VERTEX (Missile ship blueprint) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Missile ship blueprint) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Missile ship blueprint) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_MISSILE (Missile ship blueprint) Ship blueprint for a missile |
Drawing the screen | Variable: VEC (Missile ship blueprint) The original value of the IRQ1 vector |
Workspaces (Docked)
-------------------
Category | Details |
---|---|
Workspaces | Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here |
Workspaces | Temporary storage space for complex calculations |
Workspaces | Ship slots, variables |
Workspaces | Ship data blocks and ship line heaps |
Workspaces | Variables |
Elite A (Docked)
----------------
Category | Details |
---|---|
Workspaces | Entry points and vector addresses in the main docked code |
Loader | Set the break handler and go to the docking bay without showing the tunnel or ship hangar, or checking mission progress |
Loader | Initialise the configuration variables and start the game |
Loader | Subroutine: DEEOR, Removed (Docked) Decrypt the main docked code between &1300 and &5FFF and the main game loop |
Flight | Dock at the space station, show the ship hangar and work out any mission progression |
Loader | Set the save_lock variable and break handler |
Save and load | Set the standard BRKV handler for the game |
Text | Print an extended recursive token from the RUTOK token table |
Text | Print the captain's name during mission briefings |
Text | Print the location hint during the mission 1 briefing |
Text | Subroutine: DETOK3, Moved (Docked) Print an extended recursive token from the RUTOK token table |
Text | Print an extended recursive token from the TKN1 token table |
Text | Print an extended text token (1-255) |
Text | Switch to ALL CAPS when printing extended tokens |
Text | Switch to Sentence Case when printing extended tokens |
Text | Tab to column 6 and start a new word when printing extended tokens |
Text | Clear the screen and set the current view type to 1 |
Text | Switch to lower case when printing extended tokens |
Text | Switch to standard tokens in Sentence Case |
Text | Switch to extended tokens |
Text | Switch to justified text when printing extended tokens |
Text | Switch to left-aligned text when printing extended tokens |
Text | Print the selected system's adjective, e.g. Lavian for Lave |
Text | Print a random 1-8 letter word in Sentence Case |
Text | Capitalise the next letter |
Text | Test whether a character is a vowel |
Text | The extended token table for jump tokens 1-32 (DETOK) |
Text | The extended two-letter token lookup table |
Text | The two-letter token lookup table |
Moving | Subroutine: MVEIT (Part 1 of 9) (Docked) Move current ship: Tidy the orientation vectors |
Moving | Subroutine: MVEIT (Part 7 of 9) (Docked) Move current ship: Rotate ship's orientation vectors by pitch/roll |
Moving | Subroutine: MVEIT (Part 8 of 9) (Docked) Move current ship: Rotate ship about itself by its own pitch/roll |
Moving | Subroutine: MVEIT (Part 9 of 9) (Docked) Return from the subroutine (the scanner is not used when docked) |
Moving | Subroutine: MVT1, Removed (Docked) Calculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R) |
Moving | Subroutine: MVT3, Removed (Docked) Calculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1) |
Moving | Apply pitch and roll to an orientation vector |
Moving | Apply a 3.6 degree pitch or roll to an orientation vector |
Moving | Subroutine: MVT6, Removed (Docked) Calculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1) |
Universe | Table of pointers to the local universe's ship data blocks |
Elite B (Docked)
----------------
Category | Details |
---|---|
Drawing pixels | Ready-made single-pixel character row bytes for mode 4 |
Drawing pixels | Ready-made double-pixel character row bytes for mode 4 |
Drawing pixels | Ready-made single-pixel character row bytes for mode 5 |
Drawing lines | Subroutine: LOIN (Part 1 of 7) (Docked) Draw a line: Calculate the line gradient in the form of deltas |
Drawing lines | Subroutine: LOIN (Part 2 of 7) (Docked) Draw a line: Line has a shallow gradient, step right along x-axis |
Drawing lines | Subroutine: LOIN (Part 3 of 7) (Docked) Draw a shallow line going right and up or left and down |
Drawing lines | Subroutine: LOIN (Part 4 of 7) (Docked) Draw a shallow line going right and down or left and up |
Drawing lines | Subroutine: LOIN (Part 5 of 7) (Docked) Draw a line: Line has a steep gradient, step up along y-axis |
Drawing lines | Subroutine: LOIN (Part 6 of 7) (Docked) Draw a steep line going up and left or down and right |
Drawing lines | Subroutine: LOIN (Part 7 of 7) (Docked) Draw a steep line going up and right or down and left |
Keyboard | Flush the keyboard buffer |
Drawing lines | Print a title and draw a horizontal line at row 19 to box it in |
Drawing lines | Draw a horizontal line at pixel row 19 to box in a title |
Drawing lines | Draw a horizontal line at pixel row 23 to box in a title |
Drawing lines | Draw a screen-wide horizontal line at the pixel row in A |
Drawing lines | Remove a line from the sun line heap and draw it on-screen |
Drawing lines | Draw a horizontal line from (X1, Y1) to (X2, Y1) |
Drawing lines | Ready-made character rows for the left end of a horizontal line in mode 4 |
Drawing lines | Ready-made character rows for the right end of a horizontal line in mode 4 |
Drawing pixels | Plot a single pixel at (X, Y) within a character block |
Maths (Arithmetic) | Subroutine: PIX1, Removed (Docked) Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle |
Drawing pixels | Subroutine: PIXEL2, Removed (Docked) Draw a stardust particle relative to the screen centre |
Drawing pixels | Draw a one-pixel dot, two-pixel dash or four-pixel square |
Drawing circles | Draw a circle segment and add it to the ball line heap |
Stardust | Subroutine: FLIP, Removed (Docked) Reflect the stardust particles in the screen diagonal and redraw the stardust field |
Equipment | Equipment prices |
Status | Show the Status Mode screen (red key f8) |
Text | Subroutine: plf2, Removed (Docked) Print text followed by a newline and indent of 6 characters |
Text | Subroutine: status_equip (Docked) Print equipment name, adding a sell prompt if appropriate |
Text | A constant used when printing large numbers in BPRNT |
Text | Print an 8-bit number, left-padded to 3 digits, and optional point |
Text | Print a 16-bit number, left-padded to n digits, and optional point |
Text | Print a 32-bit number, left-padded to a specific number of digits, with an optional decimal point |
Text | A mask for applying the lower case part of Sentence Case to extended text tokens |
Text | A flag that indicates whether we are currently printing a word |
Text | A flag for switching between standard and extended text tokens |
Text | Flags that govern how justified extended text tokens are printed |
Text | The size of the justified text buffer at BUF |
Text | A flag to denote whether printing in lower case is enabled for extended text tokens |
Text | A mask for capitalising the next letter in an extended text token |
Text | Print a newline |
Text | Print the character in variable DTW7 |
Text | Print a character at the text cursor, with support for verified text in extended tokens |
Sound | Make a standard system beep |
Text | Print a character at the text cursor by poking into screen memory |
Utility routines | Subroutine: SwitchToCharSet (Docked) Switch the MOS character definitions into memory at &C000 on a BBC Master |
Utility routines | Subroutine: SwitchToFileSys (Docked) Restore the filing system workspace to &C000 on a BBC Master |
Dashboard | Subroutine: DIALS (Part 1 of 4) (Docked) Update the dashboard: speed indicator |
Dashboard | Subroutine: DIALS (Part 2 of 4) (Docked) Update the dashboard: pitch and roll indicators |
Dashboard | Subroutine: DIALS (Part 3 of 4) (Docked) Update the dashboard: four energy banks |
Dashboard | Subroutine: DIALS (Part 4 of 4) (Docked) Update the dashboard: shields, fuel, laser & cabin temp, altitude |
Dashboard | Fetch the current dashboard colours, to support flashing |
Dashboard | Update a bar-based indicator on the dashboard |
Dashboard | Update the roll or pitch indicator on the dashboard |
Charts | Search the galaxy for a system |
Elite C (Docked)
----------------
Category | Details |
---|---|
Ship hangar | Ship hangar group table |
Ship hangar | Draw the ships in the ship hangar, then draw the hangar |
Ship hangar | Display the ship hangar |
Ship hangar | Draw a ship in the ship hangar |
Ship hangar | Draw a hangar background line from left to right |
Ship hangar | Draw a hangar background line from right to left |
Ship hangar | Switch the main line-drawing routine between EOR and OR logic |
Drawing circles | Subroutine: LL164, Removed (Docked) Make the hyperspace sound and draw the hyperspace tunnel |
Drawing circles | Subroutine: LAUN, Removed (Docked) Make the launch sound and draw the launch tunnel |
Drawing circles | Draw the launch or hyperspace tunnel |
Utility routines | Variable: Unused block, Removed (Docked) These bytes appear to be unused (the same block appears in both the flight and docked code) |
Maths (Arithmetic) | Subroutine: MU5, Removed (Docked) Set K(3 2 1 0) = (A A A A) and clear the C flag |
Maths (Arithmetic) | Subroutine: MLS2, Removed (Docked) Calculate (S R) = XX(1 0) and (A P) = A * ALP1 |
Maths (Arithmetic) | Clear bit 7 of A and calculate (A P) = A * A |
Maths (Arithmetic) | Calculate (A P) = A * A |
Maths (Arithmetic) | Copy X into P and A, and clear the C flag |
Maths (Arithmetic) | Subroutine: MLU1, Removed (Docked) Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust |
Maths (Arithmetic) | Subroutine: MLU2, Removed (Docked) Calculate (A P) = |A| * Q |
Maths (Arithmetic) | Calculate (A P) = P * Q |
Maths (Arithmetic) | Calculate (A P) = P * X |
Maths (Arithmetic) | Subroutine: MU6, Removed (Docked) Set P(1 0) = (A A) |
Maths (Arithmetic) | Calculate A = K * sin(A) |
Maths (Arithmetic) | Calculate A = A * Q / 256 |
Maths (Arithmetic) | Subroutine: Unused duplicate of MULTU, Removed (Docked) An unused duplicate of the MULTU routine |
Maths (Arithmetic) | Subroutine: MLTU2, Removed (Docked) Calculate (A P+1 P) = (A ~P) * Q |
Maths (Arithmetic) | Subroutine: MUT3, Removed (Docked) An unused routine that does the same as MUT2 |
Maths (Arithmetic) | Subroutine: MUT2, Removed (Docked) Calculate (S R) = XX(1 0) and (A P) = Q * A |
Maths (Arithmetic) | Subroutine: MUT1, Removed (Docked) Calculate R = XX and (A P) = Q * A |
Maths (Arithmetic) | Calculate (A P) = Q * A |
Maths (Arithmetic) | Calculate (S R) = Q * A |
Maths (Geometry) | Subroutine: TAS3, Removed (Docked) Calculate the dot product of XX15 and an orientation vector |
Maths (Arithmetic) | Calculate (A X) = Q * A + (S R) |
Maths (Arithmetic) | Calculate (A X) = (A P) + (S R) |
Maths (Arithmetic) | Calculate (A ?) = (-X * A + (S R)) / 96 |
Maths (Arithmetic) | Subroutine: DV42, Removed (Docked) Calculate (P R) = 256 * DELTA / z_hi |
Maths (Arithmetic) | Subroutine: DV41, Removed (Docked) Calculate (P R) = 256 * DELTA / A |
Maths (Arithmetic) | Calculate (P R) = 256 * A / Q |
Maths (Arithmetic) | Subroutine: DVID3B2, Removed (Docked) Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo) |
Dashboard | Subroutine: cntr, Removed (Docked) Apply damping to the pitch or roll dashboard indicator |
Dashboard | Subroutine: BUMP2, Removed (Docked) Bump up the value of the pitch or roll dashboard indicator |
Dashboard | Subroutine: REDU2, Removed (Docked) Reduce the value of the pitch or roll dashboard indicator |
Universe | Print the system's extended description or a mission 1 directive |
Missions | Start mission 2 |
Missions | Print an extended token and show the Status Mode screen |
Missions | Receive the briefing and plans for mission 2 |
Missions | Finish mission 2 |
Missions | Finish mission 1 |
Missions | Start mission 1 and show the mission briefing |
Missions | Clear the screen, display "INCOMING MESSAGE" and wait for 2 seconds |
Missions | Display a rotating ship, waiting until a key is pressed, then remove the ship from the screen |
Text | Move to row 10, switch to white text, and switch to lower case when printing extended tokens |
Text | Move to row 6, switch to white text, and switch to lower case when printing extended tokens |
Missions | Display a rotating ship at space coordinates (0, 112, 256) and scan the keyboard |
Keyboard | Wait until a key is pressed, ignoring any existing key press |
Flight | Subroutine: SIGHT, Removed (Docked) Draw the laser crosshairs |
Drawing the screen | Clear the screen and set the current view type |
Drawing the screen | Clear the top part of the screen, draw a border box and configure the specified view |
Utility routines | Wait for a specified time, in 1/50s of a second |
Drawing the screen | Clear the bottom three text rows of the space view |
Drawing the screen | Clear most of a row of pixels |
Drawing pixels | Subroutine: CPIX4, Removed (Docked) Draw a double-height dot on the dashboard |
Drawing pixels | Subroutine: CPIX2, Removed (Docked) Draw a single-height dash on the dashboard |
Drawing the screen | Wait for the vertical sync |
Elite D (Docked)
----------------
Category | Details |
---|---|
Market | Work out if we have space for a specific amount of cargo |
Universe | Twist the selected system's seeds four times |
Universe | Twist the selected system's seeds |
Universe | Print the distance to the selected system in light years |
Text | Print a text token and a paragraph break |
Text | Print a paragraph break |
Text | Set Sentence Case and print a newline |
Text | Print a newline |
Universe | Display "MAINLY " and jump to TT72 |
Text | Print a text token followed by a space |
Universe | Show the Data on System screen (red key f6) or Encyclopedia screen (CTRL-f6) |
Universe | Calculate system data from the system seeds |
Charts | Show the Long-range Chart (red key f4) |
Drawing lines | Draw a set of crosshairs |
Drawing circles | Draw a circle with crosshairs on a chart |
Drawing circles | Draw a circle on a chart |
Market | Show the Buy Cargo screen (red key f1) or Special Cargo screen (CTRL-f1) |
Text | Print a "Sell(Y/N)?" prompt and get a number from the keyboard |
Market | Get a number from the keyboard |
Equipment | Subroutine: sell_jump (Docked) Show the Sell Equipment screen (CTRL-f2) |
Market | Print an "ITEM?" error, make a beep and rejoin the TT210 routine |
Market | Show the Sell Cargo screen (red key f2) or Sell Equipment screen (CTRL-f2) |
Market | Show a list of current cargo in our hold, optionally to sell |
Market | Show the Inventory screen (red key f9) |
Keyboard | Subroutine: TT214, Removed (Docked) Ask a question with a "Y/N?" prompt and return the response |
Charts | Move the crosshairs on a chart |
Charts | Draw a small set of crosshairs on a chart |
Charts | Move galactic coordinates by a signed delta |
Charts | Draw crosshairs on the Short-range Chart, with clipping |
Charts | Show the Short-range Chart (red key f5) |
Universe | Set the selected system's seeds to those of system 0 |
Universe | Set the current system to the nearest system to a point |
Flight | Subroutine: hyp, Removed (Docked) Start the hyperspace process |
Flight | Subroutine: wW, Removed (Docked) Start a hyperspace countdown |
Flight | Subroutine: TTX110, Removed (Docked) Set the current system to the nearest system and return to hyp |
Flight | Subroutine: Ghy, Removed (Docked) Perform a galactic hyperspace jump |
Universe | Set the current system to the selected system |
Text | Print 16-bit number, left-padded to 5 digits, no point |
Text | Print a 16-bit number, left-padded to 5 digits, and optional point |
Flight | Subroutine: TT147, Removed (Docked) Print an error when a system is out of hyperspace range |
Text | Print a text token followed by a question mark |
Market | Print the name, price and availability of a market item |
Market | Print the unit ("t", "kg" or "g") for a market item |
Text | Print a space |
Market | Print "t" (for tonne) and a space |
Market | Print "kg" (for kilograms) |
Market | Print "g" (for grams) |
Market | Print the headers for the table of market prices |
Market | Show the Market Price screen (red key f7) |
Market | Calculate QQ19+3 = economy * |economic_factor| |
Universe | Process a jump to the system closest to (QQ9, QQ10) |
Loader | Subroutine: encyclopedia (Docked) Load and run the encyclopedia code in 1.E |
Flight | Launch from a station or show the front space view Swapping between the docked and flight code |
Maths (Arithmetic) | Subtract an amount of cash from the cash pot |
Maths (Arithmetic) | Add an amount of cash to the cash pot |
Maths (Arithmetic) | Calculate (Y X) = P * Q * 4 |
Maths (Arithmetic) | Calculate (Y X) = (A P) * 4 |
Loader | The OS command string for running the flight code in file 1.F |
Equipment | Show the Equip Ship screen (red key f3) or Buy Ship screen (CTRL-f3) |
Market | Print the amount of money we have left in the cash pot, then make a short, high beep and delay for 1 second |
Text | Make a short, high beep and delay for 1 second |
Equipment | Subtract the price of equipment from the cash pot |
Equipment | Return the price of a piece of equipment |
Equipment | Print a menu of the four space views, for buying lasers |
Charts | Select the closest system and redraw the chart crosshairs |
Equipment | Subroutine: refund, Removed (Docked) Install a new laser, processing a refund if applicable |
Elite E (Docked)
----------------
Category | Details |
---|---|
Universe | Print the selected system name |
Status | Print the commander's name |
Universe | Print the current system name |
Universe | Print the current galaxy number |
Status | Print fuel and cash levels |
Status | Print the current amount of cash |
Text | Print a text token followed by a newline |
Text | Print a text token followed by a colon |
Text | Print a colon |
Text | Print a text token |
Text | Print a letter in lower case |
Text | Print a letter according to Sentence Case |
Text | Print a recursive token in the range 128-145 |
Text | Tab to column 21 and print a colon |
Text | Print a letter in lower case |
Text | Print a character and switch to capitals |
Text | Print a character |
Text | Print a two-letter token or recursive token 0-95 |
Text | Print a recursive token |
Drawing ships | Subroutine: DOEXP, Removed (Docked) Draw an exploding ship |
Dashboard | Clear the scanner, reset the ball line and sun line heaps |
Drawing suns | Reset the sun line heap |
Drawing the screen | Subroutine: DET1, Removed (Docked) Show or hide the dashboard (for when we die) |
Flight | Subroutine: SHD, Removed (Docked) Charge a shield and drain some energy from the energy banks |
Flight | Subroutine: DENGY, Removed (Docked) Drain some energy from the energy banks |
Maths (Geometry) | Subroutine: SPS3, Removed (Docked) Copy a space coordinate from the K% block into K3 |
Universe | Fetch the address of a ship's data block into INF |
Universe | Add a new ship to our local bubble of universe |
Universe | Subroutine: NwS1, Removed (Docked) Flip the sign and double an INWK byte |
Dashboard | Subroutine: ABORT, Removed (Docked) Disarm missiles and update the dashboard indicators |
Dashboard | Subroutine: ABORT2, Removed (Docked) Set/unset the lock target for a missile and update the dashboard |
Dashboard | Subroutine: SPBLB, Removed (Docked) Light up the space station indicator ("S") on the dashboard |
Dashboard | Subroutine: BULB, Removed (Docked) Draw an indicator bulb on the dashboard |
Dashboard | Variable: SPBT, Removed (Docked) The bitmap definition for the space station indicator bulb |
Dashboard | Draw a specific indicator in the dashboard's missile bar |
Drawing suns | Subroutine: SUN (Part 1 of 4) (Docked) Draw the sun: Set up all the variables needed to draw the sun |
Drawing suns | Subroutine: SUN (Part 2 of 4) (Docked) Draw the sun: Start from the bottom of the screen and erase the old sun line by line |
Drawing suns | Subroutine: SUN (Part 3 of 4) (Docked) Draw the sun: Continue to move up the screen, drawing the new sun line by line |
Drawing suns | Subroutine: SUN (Part 4 of 4) (Docked) Draw the sun: Continue to the top of the screen, erasing the old sun line by line |
Drawing circles | Subroutine: CIRCLE, Removed (Docked) Draw a circle for the planet |
Drawing circles | Draw a circle (for the planet or chart) |
Drawing planets | Subroutine: WP1, Removed (Docked) Reset the ball line heap |
Drawing suns | Subroutine: WPLS, Removed (Docked) Remove the sun from the screen |
Drawing lines | Draw a horizontal line given a centre and a half-width |
Drawing planets | Return from a planet/sun-drawing routine with a failure flag |
Drawing circles | Check whether any part of a circle appears on the extended screen |
Keyboard | Scan the keyboard for cursor key or joystick movement |
Universe | Set the selected system to the current system |
Elite F (Docked)
----------------
Category | Details |
---|---|
Sound | Sound data |
Start and end | Reset most variables |
Start and end | Reset a number of flight variables and workspaces |
Universe | Reset the INWK workspace and orientation vectors |
Dashboard | Display the dashboard's missile indicators in green |
Flight | Remove an in-flight message from the space view |
Universe | Subroutine: Ze, Removed (Docked) Initialise the INWK workspace to a hostile ship |
Maths (Arithmetic) | Generate random numbers |
Main loop | Subroutine: Main game loop (Part 2 of 6) (Docked) Update the main loop counters |
Main loop | Subroutine: Main game loop (Part 5 of 6) (Docked) Cool down lasers, make calls to update the dashboard |
Main loop | Subroutine: Main game loop (Part 6 of 6) (Docked) Process non-flight key presses (red function keys, docked keys) |
Keyboard | Process function key, save key, hyperspace and chart key presses |
Status | Subroutine: BAD, Removed (Docked) Calculate how bad we have been |
Utility routines | A flag that indicates whether a system error has occured |
Utility routines | The standard BRKV handler for the game |
Start and end | Reset most of the game and restart from the title screen |
Loader | Initialise the configuration variables and start the game |
Start and end | Main entry point for the Elite game code |
Start and end | Subroutine: BR1 (Part 1 of 2) (Docked) Show the "Load New Commander (Y/N)?" screen and start the game |
Start and end | Subroutine: BR1 (Part 2 of 2) (Docked) Show the "Press Fire or Space, Commander" screen and start the game |
Status | Go to the docking bay (i.e. show the Status Mode screen) |
Start and end | Reset the current commander data block to the last saved commander |
Start and end | Display a title screen with a rotating ship and prompt |
Save and load | Calculate the checksum for the last saved commander data block |
Save and load | Copy the last saved commander's name from INWK to NA% |
Save and load | Copy the last saved commander's name from NA% to INWK |
Save and load | Fetch the name of a commander file to save or load |
Text | Fetch a line of text from the keyboard |
Text | The OSWORD configuration block used to fetch a line of text from the keyboard |
Utility routines | Reset the local bubble of universe and ship status |
Utility routines | Zero-fill pages &B and &C |
Utility routines | Zero-fill the page whose number is in X |
Utility routines | Zero-fill a specific page |
Save and load | The OS command string for cataloguing a disc |
Save and load | The OS command string for deleting a file |
Save and load | Ask for a disc drive number and print a catalogue of that drive |
Save and load | Catalogue a disc, ask for a filename to delete, and delete the file |
Save and load | Variable: stack, Removed (Docked) Temporary storage for the stack pointer when switching the BRKV handler between BRBR and MEBRK |
Save and load | The BRKV handler for disc access operations |
Save and load | Catalogue a disc, wait for a key press and display the disc access menu |
Save and load | Scan the keyboard until a key is pressed and display the disc access menu |
Save and load | Save the commander file |
Save and load | Print "ARE YOU SURE?" and wait for a response |
Save and load | Save or load the commander file |
Save and load | Get an ASCII disc drive number from the keyboard |
Save and load | Load a commander file |
Utility routines | Set the behaviour of the ESCAPE and BREAK keys |
Utility routines | Subroutine: GTNMES, Removed (Docked) An unused routine that fetches the name of a commander file |
Maths (Geometry) | Subroutine: SPS1, Removed (Docked) Calculate the vector to the planet, sun or station and store it in XX15 |
Maths (Geometry) | Subroutine: TAS2, Removed (Docked) Normalise the three-coordinate vector in K3 |
Maths (Geometry) | Normalise the three-coordinate vector in XX15 |
Keyboard | Scan the keyboard for key presses |
Sound | Switch off the E.C.M. |
Sound | Subroutine: EXNO3, Removed (Docked) Make an explosion sound |
Sound | Make a short, high beep |
Status | Subroutine: EXNO2, Removed (Docked) Process us making a kill |
Sound | Subroutine: EXNO, Removed (Docked) Make the sound of a laser strike or ship explosion |
Sound | Make the sound whose number is in A |
Sound | Make a sound from a prepared sound block |
Sound | Prepare a sound block |
Keyboard | Scan the keyboard to see if CTRL is currently pressed |
Keyboard | Scan the keyboard to see if a specific key is being pressed |
Keyboard | Read the joystick position |
Keyboard | Toggle a configuration setting and emit a beep |
Keyboard | Subroutine: DKJ1, Removed (Docked) Read joystick and flight controls |
Keyboard | Scan for the joystick |
Keyboard | Scan for pause, configuration and secondary flight keys |
Keyboard | Scan the keyboard until a key is pressed |
Flight | Erase an old in-flight message and display a new one |
Flight | Display an in-flight message |
Flight | Print a text token, possibly followed by " DESTROYED" |
Market | Macro definition for the market prices table |
Market | Market prices table |
Maths (Geometry) | Orthonormalise the orientation vectors for a ship |
Maths (Arithmetic) | Calculate A = A / Q |
Maths (Arithmetic) | Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3 |
Maths (Arithmetic) | Calculate (P+1 A) = (A P) / Q |
Elite G (Docked)
----------------
Category | Details |
---|---|
Drawing ships | Draw a distant ship as a point in the middle of the screen |
Maths (Arithmetic) | Calculate Q = SQRT(R Q) |
Maths (Arithmetic) | Calculate R = 256 * A / Q |
Maths (Arithmetic) | Calculate (S A) = (S R) + (A Q) |
Maths (Geometry) | Calculate the dot product of XX15 and XX16 |
Drawing ships | Subroutine: LL9 (Part 1 of 12) (Docked) Draw ship: Check if ship is exploding, check if ship is in front |
Drawing ships | Subroutine: LL9 (Part 2 of 12) (Docked) Draw ship: Check if ship is in field of view, close enough to draw |
Drawing ships | Subroutine: LL9 (Part 3 of 12) (Docked) Draw ship: Set up orientation vector, ship coordinate variables |
Drawing ships | Subroutine: LL9 (Part 4 of 12) (Docked) Draw ship: Set visibility for exploding ship (all faces visible) |
Drawing ships | Subroutine: LL9 (Part 5 of 12) (Docked) Draw ship: Calculate the visibility of each of the ship's faces |
Drawing ships | Subroutine: LL9 (Part 6 of 12) (Docked) Draw ship: Calculate the visibility of each of the ship's vertices |
Maths (Arithmetic) | Calculate (U R) = 256 * A / Q |
Maths (Arithmetic) | Calculate 128 - (U R) |
Drawing ships | Subroutine: LL9 (Part 7 of 12) (Docked) Draw ship: Calculate the visibility of each of the ship's vertices |
Drawing ships | Subroutine: LL9 (Part 8 of 12) (Docked) Draw ship: Calculate the screen coordinates of visible vertices |
Drawing ships | Subroutine: LL9 (Part 9 of 12) (Docked) Draw ship: Draw laser beams if the ship is firing its laser at us |
Drawing ships | Subroutine: LL9 (Part 10 of 12) (Docked) Draw ship: Calculate the visibility of each of the ship's edges |
Drawing lines | Subroutine: LL145 (Part 1 of 4) (Docked) Clip line: Work out which end-points are on-screen, if any |
Drawing lines | Subroutine: LL145 (Part 2 of 4) (Docked) Clip line: Work out if any part of the line is on-screen |
Drawing lines | Subroutine: LL145 (Part 3 of 4) (Docked) Clip line: Calculate the line's gradient |
Drawing lines | Subroutine: LL145 (Part 4 of 4) (Docked) Clip line: Call the routine in LL188 to do the actual clipping |
Drawing ships | Subroutine: LL9 (Part 11 of 12) (Docked) Draw ship: Add all visible edges to the ship line heap |
Drawing ships | Subroutine: LL9 (Part 12 of 12) (Docked) Draw ship: Draw all the visible edges from the ship line heap |
Drawing lines | Move a point along a line until it is on-screen |
Maths (Arithmetic) | Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2 |
Maths (Arithmetic) | Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2 |
Maths (Arithmetic) | Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R| |
Buying ships | Subroutine: n_buyship (Docked) Show the Buy Ship screen (CTRL-f3) |
Buying ships | Load the name and flight characteristics for the current ship type |
Buying ships | Offsets from LASER for equipment that takes up space in the hold |
Text | Print the type of a given ship |
Buying ships | Set K(0 1 2 3) to the price of a given ship |
Missions | Show the Special Cargo screen (CTRL-f1) |
Missions | Subroutine: cour_count (Docked) Generate a single special cargo mission and display its menu item |
Missions | Subroutine: cour_dock (Docked) Update the current special cargo delivery mission on docking |
Market | Subroutine: stay_here (Docked) Pay a docking fee and refresh the system's market prices |
Universe | Calculate the availability of market items |
Buying ships | Variable: new_offsets (Docked) Table of offsets for each ship type |
Buying ships | Ship names and prices for the different ship types we can buy |
Buying ships | Variable: new_details (Docked) The flight characteristics for each of the different ship types |
Elite H (Docked)
----------------
Category | Details |
---|---|
Text | Macro definition for jump tokens in the extended token table |
Text | Macro definition for characters in the extended token table |
Text | Macro definition for recursive tokens in the extended token table |
Text | Macro definition for two-letter tokens in the extended token table |
Text | Macro definition for random tokens in the extended token table |
Text | Macro definition for standard tokens in the extended token table |
Text | The first extended token table for recursive tokens 0-255 (DETOK) |
Text | System numbers that have extended description overrides |
Text | The criteria for systems with extended description overrides |
Text | The second extended token table for recursive tokens 0-26 (DETOK3) |
Text | Lookup table for random tokens in the extended token table (0-37) |
Copy protection | Copy protection is disabled in Elite-A, so this block is unused |
Ship hangar blueprints
----------------------
Category | Details |
---|---|
Drawing ships | Ship blueprints lookup table for the ship hangar and mission 1 briefing |
Drawing ships | Ship blueprints default NEWB flags for the ship hangar |
Drawing ships | Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro definition for adding edges to ship blueprints |
Drawing ships | Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CANISTER (Docked) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_SHUTTLE (Docked) Ship blueprint for a Shuttle |
Drawing ships | Variable: SHIP_TRANSPORTER (Docked) Ship blueprint for a Transporter |
Drawing ships | Variable: SHIP_COBRA_MK_3 (Docked) Ship blueprint for a Cobra Mk III |
Drawing ships | Variable: SHIP_PYTHON (Docked) Ship blueprint for a Python |
Drawing ships | Ship blueprint for a Viper |
Drawing ships | Ship blueprint for a Krait |
Drawing ships | Variable: SHIP_CONSTRICTOR (Docked) Ship blueprint for a Constrictor |
Workspaces (Flight)
-------------------
Category | Details |
---|---|
Workspaces | Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here |
Workspaces | Temporary storage space for complex calculations |
Workspaces | Ship slots, variables |
Workspaces | Ship data blocks and ship line heaps |
Workspaces | Variables |
Elite A (Flight)
----------------
Category | Details |
---|---|
Workspaces | Entry points and vector addresses in the main flight code |
Loader | Load and run the main docked code in 1.D |
Loader | The OS command string for loading the docked code in file 1.D |
Loader | Subroutine: DEEOR, Removed (Flight) Decrypt the main flight code between &1300 and &55FF and jump into the main game loop |
Loader | Load and run the docked code |
Start and end | Reset most of the game and restart from the title screen |
Main loop | Subroutine: Main flight loop (Part 1 of 16) (Flight) Seed the random number generator |
Main loop | Subroutine: Main flight loop (Part 2 of 16) (Flight) Calculate the alpha and beta angles from the current pitch and roll of our ship |
Main loop | Subroutine: Main flight loop (Part 3 of 16) (Flight) Scan for flight keys and process the results |
Main loop | Subroutine: Main flight loop (Part 4 of 16) (Flight) For each nearby ship: Copy the ship's data block from K% to the zero-page workspace at INWK |
Main loop | Subroutine: Main flight loop (Part 5 of 16), Removed (Flight) For each nearby ship: If an energy bomb has been set off, potentially kill this ship |
Main loop | Subroutine: Main flight loop (Part 6 of 16) (Flight) For each nearby ship: Move the ship in space and copy the updated INWK data block back to K% |
Main loop | Subroutine: Main flight loop (Part 7 of 16) (Flight) For each nearby ship: Check whether we are docking, scooping or colliding with it |
Main loop | Subroutine: Main flight loop (Part 8 of 16) (Flight) For each nearby ship: Process us potentially scooping this item |
Main loop | Subroutine: Main flight loop (Part 9 of 16) (Flight) For each nearby ship: If it is a space station, check whether we are successfully docking with it |
Main loop | Subroutine: Main flight loop (Part 10 of 16) (Flight) For each nearby ship: Remove if scooped, or process collisions |
Main loop | Subroutine: Main flight loop (Part 11 of 16) (Flight) For each nearby ship: Process missile lock and firing our laser |
Main loop | Subroutine: Main flight loop (Part 12 of 16) (Flight) For each nearby ship: Draw the ship, remove if killed, loop back |
Main loop | Subroutine: Main flight loop (Part 13 of 16) (Flight) Charge shields and energy banks |
Main loop | Subroutine: Main flight loop (Part 14 of 16) (Flight) Spawn a space station if we are close enough to the planet |
Main loop | Subroutine: Main flight loop (Part 15 of 16) (Flight) Perform altitude checks with the planet and sun and process fuel scooping if appropriate |
Main loop | Subroutine: Main flight loop (Part 16 of 16) (Flight) Process laser pulsing, E.C.M. energy drain, call stardust routine |
Universe | Randomly spawn cargo from a destroyed ship |
Elite B (Flight)
----------------
Category | Details |
---|---|
Universe | Table of pointers to the local universe's ship data blocks |
Drawing pixels | Ready-made single-pixel character row bytes for mode 4 |
Drawing pixels | Ready-made double-pixel character row bytes for mode 4 |
Drawing pixels | Ready-made single-pixel character row bytes for mode 5 |
Drawing lines | Subroutine: LOIN (Part 1 of 7) (Flight) Draw a line: Calculate the line gradient in the form of deltas |
Drawing lines | Subroutine: LOIN (Part 2 of 7) (Flight) Draw a line: Line has a shallow gradient, step right along x-axis |
Drawing lines | Subroutine: LOIN (Part 3 of 7) (Flight) Draw a shallow line going right and up or left and down |
Drawing lines | Subroutine: LOIN (Part 4 of 7) (Flight) Draw a shallow line going right and down or left and up |
Drawing lines | Subroutine: LOIN (Part 5 of 7) (Flight) Draw a line: Line has a steep gradient, step up along y-axis |
Drawing lines | Subroutine: LOIN (Part 6 of 7) (Flight) Draw a steep line going up and left or down and right |
Drawing lines | Subroutine: LOIN (Part 7 of 7) (Flight) Draw a steep line going up and right or down and left |
Keyboard | Subroutine: FLKB, Removed (Flight) Flush the keyboard buffer |
Drawing lines | Print a title and draw a horizontal line at row 19 to box it in |
Drawing lines | Draw a horizontal line at pixel row 19 to box in a title |
Drawing lines | Draw a horizontal line at pixel row 23 to box in a title |
Drawing lines | Draw a screen-wide horizontal line at the pixel row in A |
Drawing lines | Remove a line from the sun line heap and draw it on-screen |
Drawing lines | Draw a horizontal line from (X1, Y1) to (X2, Y1) |
Drawing lines | Ready-made character rows for the left end of a horizontal line in mode 4 |
Drawing lines | Ready-made character rows for the right end of a horizontal line in mode 4 |
Drawing pixels | Subroutine: PX3, Removed (Flight) Plot a single pixel at (X, Y) within a character block |
Maths (Arithmetic) | Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle |
Drawing pixels | Draw a stardust particle relative to the screen centre |
Drawing pixels | Draw a one-pixel dot, two-pixel dash or four-pixel square |
Drawing circles | Draw a circle segment and add it to the ball line heap |
Stardust | Reflect the stardust particles in the screen diagonal and redraw the stardust field |
Stardust | The main routine for processing the stardust |
Stardust | Process the stardust for the front view |
Stardust | Process the stardust for the rear view |
Maths (Geometry) | Add an orientation vector coordinate to an INWK coordinate |
Maths (Geometry) | Calculate a cap on the maximum distance to the planet or sun |
Maths (Arithmetic) | Calculate A = x_hi^2 + y_hi^2 + z_hi^2 in the K% block |
Status | Show the Status Mode screen (red key f8) |
Text | Print text followed by a newline and indent of 6 characters |
Moving | Calculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1) |
Moving | Apply a 3.6 degree pitch or roll to an orientation vector |
Text | A constant used when printing large numbers in BPRNT |
Text | Print an 8-bit number, left-padded to 3 digits, and optional point |
Text | Print a 16-bit number, left-padded to n digits, and optional point |
Text | Print a 32-bit number, left-padded to a specific number of digits, with an optional decimal point |
Sound | Make a standard system beep |
Text | Print a character at the text cursor by poking into screen memory |
Dashboard | Subroutine: DIALS (Part 1 of 4) (Flight) Update the dashboard: speed indicator |
Dashboard | Subroutine: DIALS (Part 2 of 4) (Flight) Update the dashboard: pitch and roll indicators |
Dashboard | Subroutine: DIALS (Part 3 of 4) (Flight) Update the dashboard: four energy banks |
Dashboard | Subroutine: DIALS (Part 4 of 4) (Flight) Update the dashboard: shields, fuel, laser & cabin temp, altitude |
Dashboard | Fetch the current dashboard colours, to support flashing |
Dashboard | Update a bar-based indicator on the dashboard |
Dashboard | Update the roll or pitch indicator on the dashboard |
Flight | Launch our escape pod |
Elite C (Flight)
----------------
Category | Details |
---|---|
Tactics | Subroutine: TACTICS (Part 1 of 7) (Flight) Apply tactics: Process missiles, both enemy missiles and our own |
Tactics | Subroutine: TACTICS (Part 2 of 7) (Flight) Apply tactics: Escape pod, station, lone Thargon, safe-zone pirate |
Tactics | Subroutine: TACTICS (Part 3 of 7) (Flight) Apply tactics: Calculate dot product to determine ship's aim |
Tactics | Subroutine: TACTICS (Part 4 of 7) (Flight) Apply tactics: Check energy levels, maybe launch escape pod if low |
Tactics | Subroutine: TACTICS (Part 5 of 7) (Flight) Apply tactics: Consider whether to launch a missile at us |
Tactics | Subroutine: TACTICS (Part 6 of 7) (Flight) Apply tactics: Consider firing a laser at us, if aim is true |
Tactics | Subroutine: TACTICS (Part 7 of 7) (Flight) Apply tactics: Set pitch, roll, and acceleration |
Flight | Apply docking manoeuvres to the ship in INWK |
Maths (Arithmetic) | Calculate vector K3(8 0) = [x y z] - coordinates of the sun or space station |
Maths (Arithmetic) | Calculate vector K3(8 0) = [x y z] - coordinates in (A V) |
Maths (Arithmetic) | Calculate K3 = (x_sign x_hi x_lo) - V(1 0) |
Maths (Geometry) | Calculate the dot product of XX15 and one of the space station's orientation vectors |
Maths (Geometry) | Negate the vector in XX15 so it points in the opposite direction |
Flight | Calculate the vector from the ideal docking position to the ship |
Tactics | Work out if the ship in INWK is in our crosshairs |
Tactics | Launch a ship straight ahead of us, below the laser sights |
Tactics | Fire a missile from our ship |
Tactics | Make the current ship angry |
Tactics | Make a ship hostile |
Tactics | Display the "missile jammed" message |
Flight | Spawn an escape pod from the current (parent) ship |
Universe | Spawn a child ship from the current (parent) ship |
Moving | Move a ship in space along one of the coordinate axes |
Drawing circles | Make the hyperspace sound and draw the hyperspace tunnel |
Drawing circles | Make the launch sound and draw the launch tunnel |
Drawing circles | Draw the launch or hyperspace tunnel |
Stardust | Process the stardust for the left or right view |
Maths (Arithmetic) | Set K(3 2 1 0) = (A A A A) and clear the C flag |
Maths (Arithmetic) | Calculate K(3 2 1 0) = (A P+1 P) * Q |
Maths (Arithmetic) | Calculate (S R) = XX(1 0) and (A P) = A * ALP1 |
Maths (Arithmetic) | Calculate (A P) = ALP1 * A |
Maths (Arithmetic) | Clear bit 7 of A and calculate (A P) = A * A |
Maths (Arithmetic) | Calculate (A P) = A * A |
Maths (Arithmetic) | Copy X into P and A, and clear the C flag |
Maths (Arithmetic) | Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust |
Maths (Arithmetic) | Calculate (A P) = |A| * Q |
Maths (Arithmetic) | Calculate (A P) = P * Q |
Maths (Arithmetic) | Calculate (A P) = P * X |
Maths (Arithmetic) | Set P(1 0) = (A A) |
Maths (Arithmetic) | Calculate A = K * sin(A) |
Maths (Arithmetic) | Calculate A = A * Q / 256 |
Maths (Arithmetic) | Subroutine: Unused duplicate of MULTU (Flight) An unused duplicate of the MULTU routine |
Maths (Arithmetic) | Calculate (A P+1 P) = (A ~P) * Q |
Maths (Arithmetic) | Calculate (S R) = XX(1 0) and (A P) = Q * A |
Maths (Arithmetic) | Subroutine: MUT3, Removed (Flight) An unused routine that does the same as MUT2 |
Maths (Arithmetic) | Calculate R = XX and (A P) = Q * A |
Maths (Arithmetic) | Calculate (A P) = Q * A |
Maths (Arithmetic) | Calculate (S R) = Q * A |
Maths (Geometry) | Calculate the dot product of XX15 and an orientation vector |
Maths (Arithmetic) | Calculate (A X) = Q * A + (S R) |
Maths (Arithmetic) | Calculate (A X) = (A P) + (S R) |
Maths (Arithmetic) | Calculate (A ?) = (-X * A + (S R)) / 96 |
Maths (Arithmetic) | Calculate (P R) = 256 * DELTA / z_hi |
Maths (Arithmetic) | Calculate (P R) = 256 * DELTA / A |
Maths (Arithmetic) | Calculate (P R) = 256 * A / Q |
Maths (Arithmetic) | Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo) |
Dashboard | Apply damping to the pitch or roll dashboard indicator |
Dashboard | Bump up the value of the pitch or roll dashboard indicator |
Dashboard | Reduce the value of the pitch or roll dashboard indicator |
Maths (Geometry) | Calculate A = arctan(P / Q) |
Drawing lines | Draw the laser lines for when we fire our lasers |
Utility routines | Variable: Unused block, Removed (Flight) These bytes appear to be unused (the same block appears in both the flight and docked code) |
Elite D (Flight)
----------------
Category | Details |
---|---|
Market | Subroutine: tnpr1, Removed (Flight) Work out if we have space for one tonne of cargo |
Market | Work out if we have space for one tonne of cargo |
Universe | Twist the selected system's seeds four times |
Universe | Twist the selected system's seeds |
Universe | Print the distance to the selected system in light years |
Text | Print a text token and a paragraph break |
Text | Print a paragraph break |
Text | Set Sentence Case and print a newline |
Text | Print a newline |
Universe | Display "MAINLY " and jump to TT72 |
Text | Print a text token followed by a space |
Universe | Show the Data on System screen (red key f6) or Encyclopedia screen (CTRL-f6) |
Universe | Calculate system data from the system seeds |
Charts | Show the Long-range Chart (red key f4) |
Drawing lines | Draw a set of crosshairs |
Drawing circles | Draw a circle with crosshairs on a chart |
Drawing circles | Draw a circle on a chart |
Market | Show a list of current cargo in our hold, optionally to sell |
Market | Show the Inventory screen (red key f9) |
Charts | Move the crosshairs on a chart |
Charts | Draw a small set of crosshairs on a chart |
Charts | Move galactic coordinates by a signed delta |
Charts | Draw crosshairs on the Short-range Chart, with clipping |
Charts | Show the Short-range Chart (red key f5) |
Universe | Set the selected system's seeds to those of system 0 |
Universe | Set the current system to the nearest system to a point |
Flight | Start the hyperspace process |
Flight | Start a hyperspace countdown |
Flight | Perform a galactic hyperspace jump |
Universe | Set the current system to the selected system |
Flight | Print the hyperspace countdown in the top-left of the screen |
Text | Print 16-bit number, left-padded to 5 digits, no point |
Text | Print a 16-bit number, left-padded to 5 digits, and optional point |
Flight | Print an error when a system is out of hyperspace range |
Text | Print a text token followed by a question mark |
Flight | Subroutine: TTX110, Removed (Flight) Set the current system to the nearest system and return to hyp |
Market | Print the name, price and availability of a market item |
Market | Print the unit ("t", "kg" or "g") for a market item |
Text | Print a space |
Market | Print "t" (for tonne) and a space |
Market | Print "kg" (for kilograms) |
Market | Print "g" (for grams) |
Market | Print the headers for the table of market prices |
Market | Show the Market Price screen (red key f7) |
Market | Calculate QQ19+3 = economy * |economic_factor| |
Universe | Process a jump to the system closest to (QQ9, QQ10) |
Universe | Calculate the availability of market items |
Universe | Spawn a Thargoid ship and a Thargon companion |
Flight | Process a mis-jump into witchspace |
Flight | Try to initiate a jump into hyperspace |
Flight | Launch from a station or show the front space view |
Charts | Display either the Long-range or Short-range Chart |
Maths (Arithmetic) | Add an amount of cash to the cash pot |
Maths (Arithmetic) | Subroutine: GCASH, Removed (Flight) Calculate (Y X) = P * Q * 4 |
Maths (Arithmetic) | Calculate (Y X) = (A P) * 4 |
Charts | Select the closest system and redraw the chart crosshairs |
Elite E (Flight)
----------------
Category | Details |
---|---|
Universe | Print the selected system name |
Status | Print the commander's name |
Universe | Print the current system name |
Universe | Print the current galaxy number |
Status | Print fuel and cash levels |
Status | Print the current amount of cash |
Text | Print a text token followed by a newline |
Text | Print a text token followed by a colon |
Text | Print a colon |
Text | Print a text token |
Text | Print a letter in lower case |
Text | Print a letter according to Sentence Case |
Text | Print a recursive token in the range 128-145 |
Text | Tab to column 21 and print a colon |
Text | Print a letter in lower case |
Text | Print a character and switch to capitals |
Text | Print a character |
Text | Print a two-letter token or recursive token 0-95 |
Text | Print a recursive token |
Drawing ships | Draw an exploding ship |
Universe | Update the missile indicators, set up the planet data block |
Universe | Set up various aspects of arriving in a new system |
Stardust | Initialise the stardust field |
Stardust | Create a random cloud of stardust |
Dashboard | Clear the scanner, reset the ball line and sun line heaps |
Drawing suns | Reset the sun line heap |
Drawing the screen | Show or hide the dashboard (for when we die) |
Flight | Charge a shield and drain some energy from the energy banks |
Flight | Drain some energy from the energy banks |
Maths (Arithmetic) | Calculate (Y X) = A / 10 |
Dashboard | Update the compass |
Maths (Arithmetic) | Subroutine: SPS2, Moved (Flight) Calculate (Y X) = A / 10 |
Maths (Geometry) | Subroutine: SPS4, Removed (Flight) Calculate the vector to the space station |
Dashboard | Subroutine: SP1, Removed (Flight) Draw the space station on the compass |
Dashboard | Draw a dot on the compass, given the planet/station vector |
Dashboard | Draw a dash on the compass |
Drawing pixels | Draw a double-height dot on the dashboard |
Drawing pixels | Draw a single-height dash on the dashboard |
Flight | Take some damage, taking our ship's shields into consideration |
Flight | Take some damage |
Maths (Geometry) | Copy a space coordinate from the K% block into K3 |
Universe | Fetch the address of a ship's data block into INF |
Universe | Add a new space station to our local bubble of universe |
Universe | Add a new ship to our local bubble of universe |
Universe | Flip the sign and double an INWK byte |
Dashboard | Disarm missiles and update the dashboard indicators |
Dashboard | Set/unset the lock target for a missile and update the dashboard |
Dashboard | Start up the E.C.M. (light up the indicator, start the countdown and make the E.C.M. sound) |
Dashboard | Light up the E.C.M. indicator bulb ("E") on the dashboard |
Dashboard | Light up the space station indicator ("S") on the dashboard |
Dashboard | Draw an indicator bulb on the dashboard |
Dashboard | The character bitmap for the E.C.M. indicator bulb |
Dashboard | The bitmap definition for the space station indicator bulb |
Dashboard | Draw a specific indicator in the dashboard's missile bar |
Maths (Geometry) | Project the current ship or planet onto the screen |
Drawing planets | Remove the planet or sun from the screen |
Drawing planets | Draw the planet or sun |
Drawing planets | Subroutine: PL9 (Part 1 of 3) (Flight) Draw the planet, with either an equator and meridian, or a crater |
Drawing planets | Subroutine: PL9 (Part 2 of 3) (Flight) Draw the planet's equator and meridian |
Drawing planets | Subroutine: PL9 (Part 3 of 3) (Flight) Draw the planet's crater |
Drawing planets | Calculate (Y A) = nosev_x / z |
Drawing planets | Draw a half-ellipse |
Drawing planets | Draw an ellipse or half-ellipse |
Drawing suns | Subroutine: SUN (Part 1 of 4) (Flight) Draw the sun: Set up all the variables needed to draw the sun |
Drawing suns | Subroutine: SUN (Part 2 of 4) (Flight) Draw the sun: Start from the bottom of the screen and erase the old sun line by line |
Drawing suns | Subroutine: SUN (Part 3 of 4) (Flight) Draw the sun: Continue to move up the screen, drawing the new sun line by line |
Drawing suns | Subroutine: SUN (Part 4 of 4) (Flight) Draw the sun: Continue to the top of the screen, erasing the old sun line by line |
Drawing circles | Draw a circle for the planet |
Drawing circles | Draw a circle (for the planet or chart) |
Drawing planets | Remove the planet from the screen |
Drawing planets | Reset the ball line heap |
Drawing suns | Remove the sun from the screen |
Drawing lines | Draw a horizontal line given a centre and a half-width |
Drawing circles | Check whether any part of a circle appears on the extended screen |
Drawing planets | Return from a planet/sun-drawing routine with a failure flag |
Drawing planets | Calculate (Y A P) = 222 * roofv_x / z |
Drawing planets | Calculate CNT2 = arctan(P / A) / 4 |
Drawing planets | Calculate roofv_x / z and roofv_y / z |
Drawing planets | Calculate (X K) = (A P+1 P) / (z_sign z_hi z_lo) |
Keyboard | Scan the keyboard for cursor key or joystick movement |
Universe | Set the selected system to the current system |
Universe | Set the SLSP ship line heap pointer after shuffling ship slots |
Universe | Remove the current ship from our local bubble of universe |
Universe | Remove the space station and replace it with the sun |
Universe | Check the local bubble for missiles with target lock |
Universe | Remove a ship from our local bubble of universe |
Elite F (Flight)
----------------
Category | Details |
---|---|
Sound | Sound data |
Universe | Subroutine: rand_posn (Flight) Set up the INWK workspace for a ship in a random ship position |
Missions | Check whether we are in the Constrictor's system in mission 1 |
Start and end | Reset most variables |
Start and end | Reset a number of flight variables and workspaces |
Universe | Reset the INWK workspace and orientation vectors |
Dashboard | Display the dashboard's missile indicators in green |
Flight | Remove an in-flight message from the space view |
Universe | Initialise the INWK workspace to a hostile ship |
Maths (Arithmetic) | Generate random numbers |
Main loop | Subroutine: Main game loop (Part 1 of 6) (Flight) Spawn a trader (a Cobra Mk III, Python, Boa or Anaconda) |
Main loop | Subroutine: Main game loop (Part 2 of 6) (Flight) Call the main flight loop, and potentially spawn a trader, an asteroid, or a cargo canister |
Main loop | Subroutine: Main game loop (Part 3 of 6) (Flight) Potentially spawn a cop, particularly if we've been bad |
Main loop | Subroutine: Main game loop (Part 4 of 6) (Flight) Potentially spawn a lone bounty hunter or up to four pirates |
Main loop | Subroutine: Main game loop (Part 5 of 6) (Flight) Cool down lasers, make calls to update the dashboard |
Main loop | Subroutine: Main game loop (Part 6 of 6) (Flight) Process non-flight key presses (red function keys, docked keys) |
Keyboard | Process function key, save key, hyperspace and chart key presses and update the hyperspace counter |
Status | Subroutine: BAD, Removed (Flight) Calculate how bad we have been |
Maths (Geometry) | Compare x_hi, y_hi and z_hi with 224 |
Maths (Geometry) | Compare x_hi, y_hi and z_hi with A |
Maths (Geometry) | Calculate a cap on the maximum distance to a ship |
Start and end | Display the death screen |
Loader | Launch from the station, load a new set of ship blueprints and jump into the main game loop |
Loader | Load a new ship blueprints file |
Loader | The OS command string for loading a ship blueprints file |
Utility routines | Reset the local bubble of universe and ship status |
Utility routines | Zero-fill the page whose number is in X |
Utility routines | Zero-fill a specific page |
Maths (Geometry) | Calculate the vector to the planet, sun or station and store it in XX15 |
Maths (Geometry) | Normalise the three-coordinate vector in K3 |
Maths (Geometry) | Normalise the three-coordinate vector in XX15 |
Keyboard | Scan the keyboard for key presses |
Flight | Perform an in-system jump |
Sound | Switch off the E.C.M. |
Sound | Make an explosion sound |
Sound | Make a short, high beep |
Tactics | Add an enemy missile to our local bubble of universe |
Status | Process us making a kill |
Sound | Make the sound of a laser strike or ship explosion |
Sound | Make the sound whose number is in A |
Sound | Make a sound from a prepared sound block |
Sound | Prepare a sound block |
Keyboard | Lookup table for in-flight keyboard controls |
Keyboard | Lookup table for Delta 14B joystick buttons |
Keyboard | Scan the Delta 14B joystick buttons |
Keyboard | Scan the keyboard for a flight key |
Keyboard | Scan the keyboard to see if CTRL is currently pressed |
Keyboard | Scan the keyboard to see if a specific key is being pressed |
Keyboard | Read the joystick position |
Keyboard | Toggle a configuration setting and emit a beep |
Keyboard | Read joystick and flight controls |
Keyboard | Clear the key logger |
Keyboard | Scan for the seven primary flight controls and apply the docking computer manoeuvring code |
Keyboard | Scan for pause, configuration and secondary flight keys |
Flight | Erase an old in-flight message and display a new one |
Flight | Subroutine: ou2, Removed (Flight) Display "E.C.M.SYSTEM DESTROYED" as an in-flight message |
Flight | Subroutine: ou3, Removed (Flight) Display "FUEL SCOOPS DESTROYED" as an in-flight message |
Text | Subroutine: cargo_mtok (Flight) Print the name of a specific cargo item |
Flight | Display an in-flight message |
Flight | Print a text token, possibly followed by " DESTROYED" |
Flight | Potentially lose cargo or equipment following damage |
Market | Macro definition for the market prices table |
Market | Market prices table |
Maths (Geometry) | Orthonormalise the orientation vectors for a ship |
Maths (Arithmetic) | Calculate A = A / Q |
Maths (Arithmetic) | Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3 |
Maths (Arithmetic) | Calculate (P+1 A) = (A P) / Q |
Elite G (Flight)
----------------
Category | Details |
---|---|
Drawing ships | Draw a distant ship as a point rather than a full wireframe |
Maths (Arithmetic) | Calculate Q = SQRT(R Q) |
Maths (Arithmetic) | Calculate R = 256 * A / Q |
Maths (Arithmetic) | Calculate (S A) = (S R) + (A Q) |
Maths (Geometry) | Calculate the dot product of XX15 and XX16 |
Drawing ships | Subroutine: LL9 (Part 1 of 12) (Flight) Draw ship: Check if ship is exploding, check if ship is in front |
Drawing ships | Subroutine: LL9 (Part 2 of 12) (Flight) Draw ship: Check if ship is in field of view, close enough to draw |
Drawing ships | Subroutine: LL9 (Part 3 of 12) (Flight) Draw ship: Set up orientation vector, ship coordinate variables |
Drawing ships | Subroutine: LL9 (Part 4 of 12) (Flight) Draw ship: Set visibility for exploding ship (all faces visible) |
Drawing ships | Subroutine: LL9 (Part 5 of 12) (Flight) Draw ship: Calculate the visibility of each of the ship's faces |
Drawing ships | Subroutine: LL9 (Part 6 of 12) (Flight) Draw ship: Calculate the visibility of each of the ship's vertices |
Maths (Arithmetic) | Calculate (U R) = 256 * A / Q |
Maths (Arithmetic) | Calculate 128 - (U R) |
Drawing ships | Subroutine: LL9 (Part 7 of 12) (Flight) Draw ship: Calculate the visibility of each of the ship's vertices |
Drawing ships | Subroutine: LL9 (Part 8 of 12) (Flight) Draw ship: Calculate the screen coordinates of visible vertices |
Drawing ships | Subroutine: LL9 (Part 9 of 12) (Flight) Draw ship: Draw laser beams if the ship is firing its laser at us |
Drawing ships | Subroutine: LL9 (Part 10 of 12) (Flight) Draw ship: Calculate the visibility of each of the ship's edges |
Drawing lines | Subroutine: LL145 (Part 1 of 4) (Flight) Clip line: Work out which end-points are on-screen, if any |
Drawing lines | Subroutine: LL145 (Part 2 of 4) (Flight) Clip line: Work out if any part of the line is on-screen |
Drawing lines | Subroutine: LL145 (Part 3 of 4) (Flight) Clip line: Calculate the line's gradient |
Drawing lines | Subroutine: LL145 (Part 4 of 4) (Flight) Clip line: Call the routine in LL188 to do the actual clipping |
Drawing ships | Subroutine: LL9 (Part 11 of 12) (Flight) Draw ship: Add all visible edges to the ship line heap |
Drawing ships | Subroutine: LL9 (Part 12 of 12) (Flight) Draw ship: Draw all the visible edges from the ship line heap |
Drawing lines | Move a point along a line until it is on-screen |
Maths (Arithmetic) | Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2 |
Maths (Arithmetic) | Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2 |
Maths (Arithmetic) | Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R| |
Elite H (Flight)
----------------
Category | Details |
---|---|
Moving | Subroutine: MVEIT (Part 1 of 9) (Flight) Move current ship: Tidy the orientation vectors |
Moving | Subroutine: MVEIT (Part 2 of 9) (Flight) Move current ship: Call tactics routine, remove ship from scanner |
Moving | Subroutine: MVEIT (Part 3 of 9) (Flight) Move current ship: Move ship forward according to its speed |
Moving | Subroutine: MVEIT (Part 4 of 9) (Flight) Move current ship: Apply acceleration to ship's speed as a one-off |
Moving | Subroutine: MVEIT (Part 5 of 9) (Flight) Move current ship: Rotate ship's location by our pitch and roll |
Moving | Subroutine: MVEIT (Part 6 of 9) (Flight) Move current ship: Move the ship in space according to our speed |
Moving | Subroutine: MVEIT (Part 7 of 9) (Flight) Move current ship: Rotate ship's orientation vectors by pitch/roll |
Moving | Subroutine: MVEIT (Part 8 of 9) (Flight) Move current ship: Rotate ship about itself by its own pitch/roll |
Moving | Subroutine: MVEIT (Part 9 of 9) (Flight) Move current ship: Redraw on scanner, if it hasn't been destroyed |
Moving | Calculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R) |
Moving | Apply pitch and roll to an orientation vector |
Moving | Calculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1) |
Moving | Rotate the planet or sun's location in space by the amount of pitch and roll of our ship |
Flight | Flip the coordinate axes for the four different views |
Flight | Initialise the space view |
Flight | Draw the laser crosshairs |
Drawing the screen | Clear the screen and set the current view type |
Drawing the screen | Clear the top part of the screen, draw a border box and configure the specified view |
Utility routines | Wait for a specified time, in 1/50s of a second |
Drawing the screen | Clear the bottom three text rows of the space view |
Drawing the screen | Clear most of a row of pixels |
Dashboard | The EOR value for different types of ship in the I.F.F. system for creating striped sticks in the scanner |
Dashboard | Base colours for different types of ship in the I.F.F. system |
Dashboard | Display the current ship on the scanner |
Drawing the screen | Wait for the vertical sync |
Workspaces (Encyclopedia)
-------------------------
Category | Details |
---|---|
Workspaces | Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here |
Workspaces | Temporary storage space for complex calculations |
Workspaces | Ship slots, variables |
Workspaces | Ship data blocks and ship line heaps |
Workspaces | Variables |
Elite A (Encyclopedia)
----------------------
Category | Details |
---|---|
Workspaces | Entry points and vector addresses in the main docked code |
Loader | Subroutine: INBAY (Encyclopedia) Load and run the main docked code in 1.D |
Loader | The OS command string for loading the docked code in file 1.D |
Loader | Subroutine: launch (Encyclopedia) Load and run the main docked code in 1.D |
Start and end | Subroutine: escape (Encyclopedia) Load the main docked code so that it shows the docking tunnel |
Loader | Subroutine: DOENTRY (Encyclopedia) Initialise the encyclopedia and show the menu screen |
Save and load | Subroutine: BRKBK (Encyclopedia) Set the standard BRKV handler for the game |
Text | Subroutine: write_msg3 (Encyclopedia) Print an extended recursive token from the msg_3 token table |
Text | Subroutine: MT27 (Encyclopedia) Print the captain's name during mission briefings |
Text | Subroutine: MT28 (Encyclopedia) Print the location hint during the mission 1 briefing |
Text | Subroutine: DETOK (Encyclopedia) Print an extended recursive token from the TKN1 token table |
Text | Subroutine: DETOK2 (Encyclopedia) Print an extended text token (1-255) |
Text | Subroutine: MT1 (Encyclopedia) Switch to ALL CAPS when printing extended tokens |
Text | Subroutine: MT2 (Encyclopedia) Switch to Sentence Case when printing extended tokens |
Text | Subroutine: column_16 (Encyclopedia) Tab to column 16 and start a new word when printing extended tokens |
Text | Subroutine: MT8 (Encyclopedia) Tab to column 6 and start a new word when printing extended tokens |
Text | Subroutine: MT9 (Encyclopedia) Clear the screen and set the current view type to 1 |
Text | Subroutine: MT13 (Encyclopedia) Switch to lower case when printing extended tokens |
Text | Subroutine: clr_vdustat (Encyclopedia) Switch to standard tokens in lower case |
Text | Subroutine: MT6 (Encyclopedia) Switch to standard tokens in Sentence Case |
Text | Subroutine: MT5 (Encyclopedia) Switch to extended tokens |
Text | Subroutine: MT14 (Encyclopedia) Switch to justified text when printing extended tokens |
Text | Subroutine: MT15 (Encyclopedia) Switch to left-aligned text when printing extended tokens |
Text | Subroutine: MT17 (Encyclopedia) Print the selected system's adjective, e.g. Lavian for Lave |
Text | Subroutine: MT18 (Encyclopedia) Print a random 1-8 letter word in Sentence Case |
Text | Subroutine: MT19 (Encyclopedia) Capitalise the next letter |
Text | Subroutine: VOWEL (Encyclopedia) Test whether a character is a vowel |
Text | The extended token table for jump tokens 1-32 (DETOK) |
Text | The extended two-letter token lookup table |
Text | The two-letter token lookup table |
Moving | Subroutine: MVEIT (Part 1 of 9) (Encyclopedia) Move current ship: Tidy the orientation vectors |
Moving | Subroutine: MVEIT (Part 7 of 9) (Encyclopedia) Move current ship: Rotate ship's orientation vectors by pitch/roll |
Moving | Subroutine: MVEIT (Part 8 of 9) (Encyclopedia) Move current ship: Rotate ship about itself by its own pitch/roll |
Moving | Subroutine: MVEIT (Part 9 of 9) (Encyclopedia) Move current ship: Redraw on scanner, if it hasn't been destroyed |
Moving | Subroutine: MVS4 (Encyclopedia) Apply pitch and roll to an orientation vector |
Moving | Subroutine: MVS5 (Encyclopedia) Apply a 3.6 degree pitch or roll to an orientation vector |
Universe | Table of pointers to the local universe's ship data blocks |
Elite B (Encyclopedia)
----------------------
Category | Details |
---|---|
Drawing pixels | Ready-made single-pixel character row bytes for mode 4 |
Drawing pixels | Variable: TWOS2 (Encyclopedia) Ready-made double-pixel character row bytes for mode 4 |
Drawing pixels | Variable: CTWOS (Encyclopedia) Ready-made single-pixel character row bytes for mode 5 |
Drawing lines | Subroutine: LOIN (Part 1 of 7) (Encyclopedia) Draw a line: Calculate the line gradient in the form of deltas |
Drawing lines | Subroutine: LOIN (Part 2 of 7) (Encyclopedia) Draw a line: Line has a shallow gradient, step right along x-axis |
Drawing lines | Subroutine: LOIN (Part 3 of 7) (Encyclopedia) Draw a shallow line going right and up or left and down |
Drawing lines | Subroutine: LOIN (Part 4 of 7) (Encyclopedia) Draw a shallow line going right and down or left and up |
Drawing lines | Subroutine: LOIN (Part 5 of 7) (Encyclopedia) Draw a line: Line has a steep gradient, step up along y-axis |
Drawing lines | Subroutine: LOIN (Part 6 of 7) (Encyclopedia) Draw a steep line going up and left or down and right |
Drawing lines | Subroutine: LOIN (Part 7 of 7) (Encyclopedia) Draw a steep line going up and right or down and left |
Keyboard | Subroutine: FLKB (Encyclopedia) Flush the keyboard buffer |
Drawing lines | Subroutine: NLIN3 (Encyclopedia) Print a title and draw a horizontal line at row 19 to box it in |
Drawing lines | Subroutine: NLIN4 (Encyclopedia) Draw a horizontal line at pixel row 19 to box in a title |
Drawing lines | Subroutine: NLIN (Encyclopedia) Draw a horizontal line at pixel row 23 to box in a title |
Drawing lines | Subroutine: NLIN2 (Encyclopedia) Draw a screen-wide horizontal line at the pixel row in A |
Drawing lines | Subroutine: HLOIN2 (Encyclopedia) Remove a line from the sun line heap and draw it on-screen |
Drawing lines | Subroutine: HLOIN (Encyclopedia) Draw a horizontal line from (X1, Y1) to (X2, Y1) |
Drawing lines | Ready-made character rows for the left end of a horizontal line in mode 4 |
Drawing lines | Ready-made character rows for the right end of a horizontal line in mode 4 |
Drawing pixels | Subroutine: PX3 (Encyclopedia) Plot a single pixel at (X, Y) within a character block |
Drawing pixels | Subroutine: PIXEL (Encyclopedia) Draw a one-pixel dot, two-pixel dash or four-pixel square |
Drawing circles | Subroutine: BLINE (Encyclopedia) Draw a circle segment and add it to the ball line heap |
Text | A constant used when printing large numbers in BPRNT |
Text | Subroutine: pr2 (Encyclopedia) Print an 8-bit number, left-padded to 3 digits, and optional point |
Text | Subroutine: TT11 (Encyclopedia) Print a 16-bit number, left-padded to n digits, and optional point |
Text | Subroutine: BPRNT (Encyclopedia) Print a 32-bit number, left-padded to a specific number of digits, with an optional decimal point |
Text | A mask for applying the lower case part of Sentence Case to extended text tokens |
Text | A flag that indicates whether we are currently printing a word |
Text | A flag for switching between standard and extended text tokens |
Text | Flags that govern how justified extended text tokens are printed |
Text | The size of the justified text buffer at BUF |
Text | A flag to denote whether printing in lower case is enabled for extended text tokens |
Text | A mask for capitalising the next letter in an extended text token |
Text | Subroutine: FEED (Encyclopedia) Print a newline |
Text | Subroutine: MT16 (Encyclopedia) Print the character in variable DTW7 |
Text | Subroutine: TT26 (Encyclopedia) Print a character at the text cursor, with support for verified text in extended tokens |
Sound | Subroutine: BELL (Encyclopedia) Make a standard system beep |
Text | Subroutine: CHPR (Encyclopedia) Print a character at the text cursor by poking into screen memory |
Charts | Subroutine: HME2 (Encyclopedia) Search the galaxy for a system |
Elite C (Encyclopedia)
----------------------
Category | Details |
---|---|
Maths (Arithmetic) | Subroutine: SQUA (Encyclopedia) Clear bit 7 of A and calculate (A P) = A * A |
Maths (Arithmetic) | Subroutine: SQUA2 (Encyclopedia) Calculate (A P) = A * A |
Maths (Arithmetic) | Subroutine: MU1 (Encyclopedia) Copy X into P and A, and clear the C flag |
Maths (Arithmetic) | Subroutine: MULTU (Encyclopedia) Calculate (A P) = P * Q |
Maths (Arithmetic) | Subroutine: MU11 (Encyclopedia) Calculate (A P) = P * X |
Maths (Arithmetic) | Subroutine: FMLTU2 (Encyclopedia) Calculate A = K * sin(A) |
Maths (Arithmetic) | Subroutine: FMLTU (Encyclopedia) Calculate A = A * Q / 256 |
Maths (Arithmetic) | Subroutine: MULT1 (Encyclopedia) Calculate (A P) = Q * A |
Maths (Arithmetic) | Subroutine: MULT12 (Encyclopedia) Calculate (S R) = Q * A |
Maths (Arithmetic) | Subroutine: MAD (Encyclopedia) Calculate (A X) = Q * A + (S R) |
Maths (Arithmetic) | Subroutine: ADD (Encyclopedia) Calculate (A X) = (A P) + (S R) |
Maths (Arithmetic) | Subroutine: TIS1 (Encyclopedia) Calculate (A ?) = (-X * A + (S R)) / 96 |
Universe | Subroutine: PDESC (Encyclopedia) Print the system's extended description or a mission 1 directive |
Text | Subroutine: MT23 (Encyclopedia) Move to row 10, switch to white text, and switch to lower case when printing extended tokens |
Text | Subroutine: MT29 (Encyclopedia) Move to row 6, switch to white text, and switch to lower case when printing extended tokens |
Keyboard | Subroutine: PAUSE2 (Encyclopedia) Wait until a key is pressed, ignoring any existing key press |
Drawing the screen | Subroutine: TT66 (Encyclopedia) Clear the screen and set the current view type |
Drawing the screen | Subroutine: TTX66 (Encyclopedia) Clear the top part of the screen, draw a border box and configure the specified view |
Utility routines | Subroutine: DELAY (Encyclopedia) Wait for a specified time, in 1/50s of a second |
Drawing the screen | Subroutine: CLYNS (Encyclopedia) Clear the bottom three text rows of the space view |
Drawing the screen | Subroutine: LYN (Encyclopedia) Clear most of a row of pixels |
Drawing the screen | Subroutine: WSCAN (Encyclopedia) Wait for the vertical sync |
Elite D (Encyclopedia)
----------------------
Category | Details |
---|---|
Universe | Subroutine: TT20 (Encyclopedia) Twist the selected system's seeds four times |
Universe | Subroutine: TT54 (Encyclopedia) Twist the selected system's seeds |
Universe | Subroutine: TT146 (Encyclopedia) Print the distance to the selected system in light years |
Text | Subroutine: TT60 (Encyclopedia) Print a text token and a paragraph break |
Text | Subroutine: TTX69 (Encyclopedia) Print a paragraph break |
Text | Subroutine: TT67 (Encyclopedia) Print a newline |
Universe | Subroutine: TT70 (Encyclopedia) Display "MAINLY " and jump to TT72 |
Text | Subroutine: spc (Encyclopedia) Print a text token followed by a space |
Universe | Subroutine: TT25 (Encyclopedia) Show the Data on System screen (red key f6) or Encyclopedia screen (CTRL-f6) |
Universe | Subroutine: TT24 (Encyclopedia) Calculate system data from the system seeds |
Charts | Subroutine: TT22 (Encyclopedia) Show the Long-range Chart (red key f4) |
Drawing lines | Subroutine: TT15 (Encyclopedia) Draw a set of crosshairs |
Drawing circles | Subroutine: TT14 (Encyclopedia) Draw a circle with crosshairs on a chart |
Drawing circles | Subroutine: TT128 (Encyclopedia) Draw a circle on a chart |
Charts | Subroutine: TT16 (Encyclopedia) Move the crosshairs on a chart |
Charts | Subroutine: TT103 (Encyclopedia) Draw a small set of crosshairs on a chart |
Charts | Subroutine: TT123 (Encyclopedia) Move galactic coordinates by a signed delta |
Charts | Subroutine: TT105 (Encyclopedia) Draw crosshairs on the Short-range Chart, with clipping |
Charts | Subroutine: TT23 (Encyclopedia) Show the Short-range Chart (red key f5) |
Universe | Subroutine: TT81 (Encyclopedia) Set the selected system's seeds to those of system 0 |
Universe | Subroutine: TT111 (Encyclopedia) Set the current system to the nearest system to a point |
Text | Subroutine: pr6 (Encyclopedia) Print 16-bit number, left-padded to 5 digits, no point |
Text | Subroutine: pr5 (Encyclopedia) Print a 16-bit number, left-padded to 5 digits, and optional point |
Text | Subroutine: TT162 (Encyclopedia) Print a space |
Keyboard | Variable: func_tab (Encyclopedia) Lookup table for internal numbers of red function keys |
Buying ships | Subroutine: buy_invnt (Encyclopedia) Process key presses in the encyclopedia |
Market | Subroutine: gnum (Encyclopedia) Get a number from the keyboard |
Text | Subroutine: dn2 (Encyclopedia) Make a short, high beep and delay for 1 second |
Charts | Select the closest system and redraw the chart crosshairs |
Elite E (Encyclopedia)
----------------------
Category | Details |
---|---|
Universe | Subroutine: cpl (Encyclopedia) Print the selected system name |
Status | Subroutine: cmn (Encyclopedia) Print the commander's name |
Universe | Subroutine: ypl (Encyclopedia) Print the current system name |
Universe | Subroutine: tal (Encyclopedia) Print the current galaxy number |
Status | Subroutine: fwl (Encyclopedia) Print fuel and cash levels |
Status | Subroutine: csh (Encyclopedia) Print the current amount of cash |
Text | Subroutine: plf (Encyclopedia) Print a text token followed by a newline |
Text | Subroutine: TT68 (Encyclopedia) Print a text token followed by a colon |
Text | Subroutine: TT73 (Encyclopedia) Print a colon |
Text | Subroutine: TT27 (Encyclopedia) Print a text token |
Text | Subroutine: TT42 (Encyclopedia) Print a letter in lower case |
Text | Subroutine: TT41 (Encyclopedia) Print a letter according to Sentence Case |
Text | Print a recursive token in the range 128-145 |
Text | Subroutine: crlf (Encyclopedia) Tab to column 21 and print a colon |
Text | Subroutine: TT45 (Encyclopedia) Print a letter in lower case |
Text | Subroutine: TT46 (Encyclopedia) Print a character and switch to capitals |
Text | Subroutine: TT74 (Encyclopedia) Print a character |
Text | Subroutine: TT43 (Encyclopedia) Print a two-letter token or recursive token 0-95 |
Text | Print a recursive token |
Dashboard | Subroutine: WPSHPS (Encyclopedia) Clear the scanner, reset the ball line and sun line heaps |
Drawing suns | Subroutine: FLFLLS (Encyclopedia) Reset the sun line heap |
Universe | Subroutine: GINF (Encyclopedia) Fetch the address of a ship's data block into INF |
Universe | Subroutine: NWSHP (Encyclopedia) Add a new ship to our local bubble of universe |
Drawing suns | Subroutine: SUN (Part 1 of 4) (Encyclopedia) Draw the sun: Set up all the variables needed to draw the sun |
Drawing suns | Subroutine: SUN (Part 2 of 4) (Encyclopedia) Draw the sun: Start from the bottom of the screen and erase the old sun line by line |
Drawing suns | Subroutine: SUN (Part 3 of 4) (Encyclopedia) Draw the sun: Continue to move up the screen, drawing the new sun line by line |
Drawing suns | Subroutine: SUN (Part 4 of 4) (Encyclopedia) Draw the sun: Continue to the top of the screen, erasing the old sun line by line |
Drawing circles | Subroutine: CIRCLE2 (Encyclopedia) Draw a circle (for the planet or chart) |
Drawing lines | Subroutine: EDGES (Encyclopedia) Draw a horizontal line given a centre and a half-width |
Drawing planets | Subroutine: PL21 (Encyclopedia) Return from a planet/sun-drawing routine with a failure flag |
Drawing circles | Subroutine: CHKON (Encyclopedia) Check whether any part of a circle appears on the extended screen |
Keyboard | Subroutine: TT17 (Encyclopedia) Scan the keyboard for cursor key or joystick movement |
Universe | Subroutine: ping (Encyclopedia) Set the selected system to the current system |
Elite F (Encyclopedia)
----------------------
Category | Details |
---|---|
Sound | Sound data |
Start and end | Subroutine: RES2 (Encyclopedia) Reset a number of flight variables and workspaces |
Universe | Subroutine: ZINF (Encyclopedia) Reset the INWK workspace and orientation vectors |
Flight | Subroutine: me2 (Encyclopedia) Remove an in-flight message from the space view |
Maths (Arithmetic) | Subroutine: DORND (Encyclopedia) Generate random numbers |
Main loop | Subroutine: Main game loop (Part 2 of 6) (Encyclopedia) Update the main loop counters |
Main loop | Subroutine: Main game loop (Part 5 of 6) (Encyclopedia) Cool down lasers, make calls to update the dashboard |
Main loop | Subroutine: Main game loop (Part 6 of 6) (Encyclopedia) Process non-flight key presses (red function keys, docked keys) |
Keyboard | Subroutine: TT102 (Encyclopedia) Process function key, save key, hyperspace and chart key presses |
Utility routines | A flag that indicates whether a system error has occured |
Start and end | Subroutine: BR1 (Encyclopedia) Show the "Load New Commander (Y/N)?" screen and start the game |
Utility routines | Subroutine: BRBR (Encyclopedia) The standard BRKV handler for the game |
Start and end | Subroutine: DEATH2 (Encyclopedia) Reset most of the game and restart from the title screen |
Status | Subroutine: BAY (Encyclopedia) Go to the docking bay (i.e. show the Encyclopedia screen) |
Text | Subroutine: MT26 (Encyclopedia) Fetch a line of text from the keyboard |
Text | Variable: RLINE (Encyclopedia) The OSWORD configuration block used to fetch a line of text from the keyboard |
Utility routines | Subroutine: ZERO (Encyclopedia) Reset the local bubble of universe and ship status |
Utility routines | Subroutine: ZES1 (Encyclopedia) Zero-fill the page whose number is in X |
Utility routines | Subroutine: ZES2 (Encyclopedia) Zero-fill a specific page |
Maths (Geometry) | Subroutine: NORM (Encyclopedia) Normalise the three-coordinate vector in XX15 |
Keyboard | Subroutine: RDKEY (Encyclopedia) Scan the keyboard for key presses |
Sound | Subroutine: ECMOF (Encyclopedia) Switch off the E.C.M. |
Sound | Subroutine: BEEP (Encyclopedia) Make a short, high beep |
Sound | Subroutine: NOISE (Encyclopedia) Make the sound whose number is in A |
Sound | Subroutine: NO3 (Encyclopedia) Make a sound from a prepared sound block |
Sound | Subroutine: NOS1 (Encyclopedia) Prepare a sound block |
Keyboard | Subroutine: CTRL (Encyclopedia) Scan the keyboard to see if CTRL is currently pressed |
Keyboard | Subroutine: DKS4 (Encyclopedia) Scan the keyboard to see if a specific key is being pressed |
Keyboard | Subroutine: DKS2 (Encyclopedia) Read the joystick position |
Keyboard | Subroutine: DKS3 (Encyclopedia) Toggle a configuration setting and emit a beep |
Keyboard | Subroutine: DOKEY (Encyclopedia) Scan for the seven primary flight controls and apply the docking computer manoeuvring code |
Keyboard | Subroutine: DK4 (Encyclopedia) Scan for pause, configuration and secondary flight keys |
Keyboard | Subroutine: TT217 (Encyclopedia) Scan the keyboard until a key is pressed |
Flight | Subroutine: me1 (Encyclopedia) Erase an old in-flight message and display a new one |
Flight | Subroutine: MESS (Encyclopedia) Display an in-flight message |
Flight | Subroutine: mes9 (Encyclopedia) Print a text token, possibly followed by " DESTROYED" |
Maths (Geometry) | Subroutine: TIDY (Encyclopedia) Orthonormalise the orientation vectors for a ship |
Maths (Arithmetic) | Subroutine: TIS2 (Encyclopedia) Calculate A = A / Q |
Maths (Arithmetic) | Subroutine: TIS3 (Encyclopedia) Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3 |
Maths (Arithmetic) | Subroutine: DVIDT (Encyclopedia) Calculate (P+1 A) = (A P) / Q |
Elite G (Encyclopedia)
----------------------
Category | Details |
---|---|
Drawing ships | Subroutine: SHPPT (Encyclopedia) Draw a distant ship as a point in the middle of the screen |
Maths (Arithmetic) | Subroutine: LL5 (Encyclopedia) Calculate Q = SQRT(R Q) |
Maths (Arithmetic) | Subroutine: LL28 (Encyclopedia) Calculate R = 256 * A / Q |
Maths (Arithmetic) | Subroutine: LL38 (Encyclopedia) Calculate (S A) = (S R) + (A Q) |
Maths (Geometry) | Subroutine: LL51 (Encyclopedia) Calculate the dot product of XX15 and XX16 |
Drawing ships | Subroutine: LL9 (Part 1 of 12) (Encyclopedia) Draw ship: Check if ship is exploding, check if ship is in front |
Drawing ships | Subroutine: LL9 (Part 2 of 12) (Encyclopedia) Draw ship: Check if ship is in field of view, close enough to draw |
Drawing ships | Subroutine: LL9 (Part 3 of 12) (Encyclopedia) Draw ship: Set up orientation vector, ship coordinate variables |
Drawing ships | Subroutine: LL9 (Part 4 of 12) (Encyclopedia) Draw ship: Set visibility for exploding ship (all faces visible) |
Drawing ships | Subroutine: LL9 (Part 5 of 12) (Encyclopedia) Draw ship: Calculate the visibility of each of the ship's faces |
Drawing ships | Subroutine: LL9 (Part 6 of 12) (Encyclopedia) Draw ship: Calculate the visibility of each of the ship's vertices |
Maths (Arithmetic) | Subroutine: LL61 (Encyclopedia) Calculate (U R) = 256 * A / Q |
Maths (Arithmetic) | Subroutine: LL62 (Encyclopedia) Calculate 128 - (U R) |
Drawing ships | Subroutine: LL9 (Part 7 of 12) (Encyclopedia) Draw ship: Calculate the visibility of each of the ship's vertices |
Drawing ships | Subroutine: LL9 (Part 8 of 12) (Encyclopedia) Draw ship: Calculate the screen coordinates of visible vertices |
Drawing ships | Subroutine: LL9 (Part 9 of 12) (Encyclopedia) Draw ship: Draw laser beams if the ship is firing its laser at us |
Drawing ships | Subroutine: LL9 (Part 10 of 12) (Encyclopedia) Draw ship: Calculate the visibility of each of the ship's edges |
Drawing lines | Subroutine: LL145 (Part 1 of 4) (Encyclopedia) Clip line: Work out which end-points are on-screen, if any |
Drawing lines | Subroutine: LL145 (Part 2 of 4) (Encyclopedia) Clip line: Work out if any part of the line is on-screen |
Drawing lines | Subroutine: LL145 (Part 3 of 4) (Encyclopedia) Clip line: Calculate the line's gradient |
Drawing lines | Subroutine: LL145 (Part 4 of 4) (Encyclopedia) Clip line: Call the routine in LL188 to do the actual clipping |
Drawing ships | Subroutine: LL9 (Part 11 of 12) (Encyclopedia) Draw ship: Add all visible edges to the ship line heap |
Drawing ships | Subroutine: LL9 (Part 12 of 12) (Encyclopedia) Draw ship: Draw all the visible edges from the ship line heap |
Drawing lines | Subroutine: LL118 (Encyclopedia) Move a point along a line until it is on-screen |
Maths (Arithmetic) | Subroutine: LL120 (Encyclopedia) Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2 |
Maths (Arithmetic) | Subroutine: LL123 (Encyclopedia) Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2 |
Maths (Arithmetic) | Subroutine: LL129 (Encyclopedia) Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R| |
Elite H (Encyclopedia)
----------------------
Category | Details |
---|---|
Encyclopedia | Subroutine: info_menu (Encyclopedia) Show the Encyclopedia screen |
Encyclopedia | Subroutine: ships_ag (Encyclopedia) Show the Ships A-G or Ships K-W menu and display the chosen ship card |
Encyclopedia | Subroutine: controls (Encyclopedia) Show the Controls menu and display the chosen page |
Encyclopedia | Subroutine: equip_data (Encyclopedia) Show the Equipment menu and display the chosen page |
Encyclopedia | Subroutine: trading (Encyclopedia) Wait until a key is pressed and show the Encyclopedia screen |
Encyclopedia | Subroutine: write_card (Encyclopedia) Display a ship card in the encyclopedia |
Encyclopedia | Variable: ship_load (Encyclopedia) The OS command string for loading a ship blueprints file |
Encyclopedia | Variable: ship_file (Encyclopedia) Table containing the letter of the relevant ship blueprints file that we load for each ship card |
Encyclopedia | Variable: ship_posn (Encyclopedia) Table containing the number of this ship blueprint within the ship blueprints file that we load for each ship card |
Encyclopedia | Variable: ship_dist (Encyclopedia) Table containing the closest distance to show the ship for each ship card |
Encyclopedia | Subroutine: menu (Encyclopedia) Display a menu and ask for a choice |
Encyclopedia | Variable: menu_title (Encyclopedia) Table containing text token numbers for each menu's title |
Encyclopedia | Variable: menu_titlex (Encyclopedia) Table containing column positions for each menu's title |
Encyclopedia | Variable: menu_offset (Encyclopedia) Table containing token numbers for the first item in each menu |
Encyclopedia | Variable: menu_entry (Encyclopedia) Table containing the number of entries in each menu |
Encyclopedia | Variable: menu_query (Encyclopedia) Table containing token numbers for each menu's query prompt |
Utility routines | Subroutine: SwitchToCharSet (Encyclopedia) Switch the MOS character definitions into memory at &C000 on a BBC Master |
Text | Macro definition for jump tokens in the extended token table |
Text | Macro definition for characters in the extended token table |
Text | Macro definition for recursive tokens in the extended token table |
Text | Macro definition for two-letter tokens in the extended token table |
Text | Macro definition for random tokens in the extended token table |
Text | Macro definition for standard tokens in the extended token table |
Text | The first extended token table for recursive tokens 0-255 (DETOK) |
Text | Variable: msg_3 (Encyclopedia) The second extended token table for recursive tokens 0-255 (write_msg3) |
Text | Lookup table for random tokens in the extended token table (0-37) |
Encyclopedia | Variable: ship_centre (Encyclopedia) Table containing column positions for each ship card's title |
Encyclopedia | Variable: card_pattern (Encyclopedia) Layout pattern for the encyclopedia's ship cards |
Encyclopedia | Variable: card_addr (Encyclopedia) Lookup table for the encyclopedia's ship cards |
Text | Macro definition for ship data in the encyclopedia's ship cards |
Encyclopedia | Variable: adder (Encyclopedia) Ship card data for the encyclopedia entry for the Adder |
Encyclopedia | Variable: anaconda (Encyclopedia) Ship card data for the encyclopedia entry for the Anaconda |
Encyclopedia | Variable: asp_2 (Encyclopedia) Ship card data for the encyclopedia entry for the Asp Mk II |
Encyclopedia | Ship card data for the encyclopedia entry for the Boa |
Encyclopedia | Variable: bushmaster (Encyclopedia) Ship card data for the encyclopedia entry for the Bushmaster |
Encyclopedia | Variable: chameleon (Encyclopedia) Ship card data for the encyclopedia entry for the Chameleon |
Encyclopedia | Variable: cobra_1 (Encyclopedia) Ship card data for the encyclopedia entry for the Cobra Mk I |
Encyclopedia | Variable: cobra_3 (Encyclopedia) Ship card data for the encyclopedia entry for the Cobra Mk III |
Encyclopedia | Variable: coriolis (Encyclopedia) Ship card data for the encyclopedia entry for the Coriolis station |
Encyclopedia | Variable: dodecagon (Encyclopedia) Ship card data for the encyclopedia entry for the Dodo station |
Encyclopedia | Variable: escape_pod (Encyclopedia) Ship card data for the encyclopedia entry for the escape pod |
Encyclopedia | Variable: fer_de_lance (Encyclopedia) Ship card data for the encyclopedia entry for the Fer-de-Lance |
Encyclopedia | Variable: gecko (Encyclopedia) Ship card data for the encyclopedia entry for the Gecko |
Encyclopedia | Variable: ghavial (Encyclopedia) Ship card data for the encyclopedia entry for the Ghavial |
Encyclopedia | Variable: iguana (Encyclopedia) Ship card data for the encyclopedia entry for the Iguana |
Encyclopedia | Variable: krait (Encyclopedia) Ship card data for the encyclopedia entry for the Krait |
Encyclopedia | Variable: mamba (Encyclopedia) Ship card data for the encyclopedia entry for the Mamba |
Encyclopedia | Variable: monitor (Encyclopedia) Ship card data for the encyclopedia entry for the Monitor |
Encyclopedia | Variable: moray (Encyclopedia) Ship card data for the encyclopedia entry for the Moray |
Encyclopedia | Variable: ophidian (Encyclopedia) Ship card data for the encyclopedia entry for the Ophidian |
Encyclopedia | Variable: python (Encyclopedia) Ship card data for the encyclopedia entry for the Python |
Encyclopedia | Variable: shuttle (Encyclopedia) Ship card data for the encyclopedia entry for the Shuttle |
Encyclopedia | Variable: sidewinder (Encyclopedia) Ship card data for the encyclopedia entry for the Sidewinder |
Encyclopedia | Variable: thargoid (Encyclopedia) Ship card data for the encyclopedia entry for the Thargoid |
Encyclopedia | Variable: thargon (Encyclopedia) Ship card data for the encyclopedia entry for the Thargon |
Encyclopedia | Variable: transporter (Encyclopedia) Ship card data for the encyclopedia entry for the Transporter |
Encyclopedia | Variable: viper (Encyclopedia) Ship card data for the encyclopedia entry for the Viper |
Encyclopedia | Ship card data for the encyclopedia entry for the Worm |
Ship blueprints A
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints A) Ship blueprints lookup table for the S.A file |
Drawing ships | Variable: E% (Ship blueprints A) Ship blueprints default NEWB flags for the S.A file |
Drawing ships | Macro: VERTEX (Ship blueprints A) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints A) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints A) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints A) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints A) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints A) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints A) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_ADDER (Ship blueprints A) Ship blueprint for an Adder |
Drawing ships | Variable: SHIP_MONITOR (Ship blueprints A) Ship blueprint for a Monitor |
Drawing ships | Variable: SHIP_COBRA_MK_1 (Ship blueprints A) Ship blueprint for a Cobra Mk I |
Drawing ships | Variable: SHIP_MORAY (Ship blueprints A) Ship blueprint for a Moray |
Drawing ships | Variable: SHIP_OPHIDIAN (Ship blueprints A) Ship blueprint for an Ophidian |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints A) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints A) Ship blueprint for an alloy plate |
Drawing ships | Variable: SHIP_BOULDER (Ship blueprints A) Ship blueprint for a boulder |
Ship blueprints B
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints B) Ship blueprints lookup table for the S.B file |
Drawing ships | Variable: E% (Ship blueprints B) Ship blueprints default NEWB flags for the S.B file |
Drawing ships | Macro: VERTEX (Ship blueprints B) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints B) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints B) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints B) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints B) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints B) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints B) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_COBRA_MK_1 (Ship blueprints B) Ship blueprint for a Cobra Mk I |
Drawing ships | Variable: SHIP_GHAVIAL (Ship blueprints B) Ship blueprint for a Ghavial |
Drawing ships | Variable: SHIP_MONITOR (Ship blueprints B) Ship blueprint for a Monitor |
Drawing ships | Variable: SHIP_COBRA_MK_3 (Ship blueprints B) Ship blueprint for a Cobra Mk III |
Drawing ships | Variable: SHIP_SHUTTLE_MK_2 (Ship blueprints B) Ship blueprint for a Shuttle Mk II |
Drawing ships | Variable: SHIP_IGUANA (Ship blueprints B) Ship blueprint for an Iguana |
Ship blueprints C
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints C) Ship blueprints lookup table for the S.C file |
Drawing ships | Variable: E% (Ship blueprints C) Ship blueprints default NEWB flags for the S.C file |
Drawing ships | Macro: VERTEX (Ship blueprints C) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints C) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints C) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints C) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints C) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints C) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_THARGOID (Ship blueprints C) Ship blueprint for a Thargoid mothership |
Drawing ships | Variable: SHIP_THARGON (Ship blueprints C) Ship blueprint for a Thargon |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints C) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_RATTLER (Ship blueprints C) Ship blueprint for a Rattler |
Drawing ships | Variable: SHIP_CHAMELEON (Ship blueprints C) Ship blueprint for a Chameleon |
Drawing ships | Variable: SHIP_PYTHON (Ship blueprints C) Ship blueprint for a Python |
Drawing ships | Variable: SHIP_TRANSPORTER (Ship blueprints C) Ship blueprint for a Transporter |
Ship blueprints D
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints D) Ship blueprints lookup table for the S.D file |
Drawing ships | Variable: E% (Ship blueprints D) Ship blueprints default NEWB flags for the S.D file |
Drawing ships | Macro: VERTEX (Ship blueprints D) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints D) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints D) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints D) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints D) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints D) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_THARGOID (Ship blueprints D) Ship blueprint for a Thargoid mothership |
Drawing ships | Variable: SHIP_THARGON (Ship blueprints D) Ship blueprint for a Thargon |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints D) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_BOA (Ship blueprints D) Ship blueprint for a Boa |
Drawing ships | Variable: SHIP_SIDEWINDER (Ship blueprints D) Ship blueprint for a Sidewinder |
Drawing ships | Variable: SHIP_DRAGON (Ship blueprints D) Ship blueprint for a Dragon |
Drawing ships | Variable: SHIP_BUSHMASTER (Ship blueprints D) Ship blueprint for a Bushmaster |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints D) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints D) Ship blueprint for an alloy plate |
Drawing ships | Variable: SHIP_BOULDER (Ship blueprints D) Ship blueprint for a boulder |
Ship blueprints E
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints E) Ship blueprints lookup table for the S.E file |
Drawing ships | Variable: E% (Ship blueprints E) Ship blueprints default NEWB flags for the S.E file |
Drawing ships | Macro: VERTEX (Ship blueprints E) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints E) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints E) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints E) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints E) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints E) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints E) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_PYTHON (Ship blueprints E) Ship blueprint for a Python |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints E) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_RATTLER (Ship blueprints E) Ship blueprint for a Rattler |
Drawing ships | Variable: SHIP_IGUANA (Ship blueprints E) Ship blueprint for an Iguana |
Drawing ships | Variable: SHIP_ADDER (Ship blueprints E) Ship blueprint for an Adder |
Drawing ships | Variable: SHIP_ASTEROID (Ship blueprints E) Ship blueprint for an asteroid |
Drawing ships | Variable: SHIP_SPLINTER (Ship blueprints E) Ship blueprint for a splinter |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints E) Ship blueprint for an alloy plate |
Ship blueprints F
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints F) Ship blueprints lookup table for the S.F file |
Drawing ships | Variable: E% (Ship blueprints F) Ship blueprints default NEWB flags for the S.F file |
Drawing ships | Macro: VERTEX (Ship blueprints F) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints F) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints F) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints F) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints F) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints F) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints F) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_OPHIDIAN (Ship blueprints F) Ship blueprint for an Ophidian |
Drawing ships | Variable: SHIP_PYTHON (Ship blueprints F) Ship blueprint for a Python |
Drawing ships | Variable: SHIP_BOA (Ship blueprints F) Ship blueprint for a Boa |
Drawing ships | Variable: SHIP_BUSHMASTER (Ship blueprints F) Ship blueprint for a Bushmaster |
Drawing ships | Variable: SHIP_IGUANA (Ship blueprints F) Ship blueprint for an Iguana |
Drawing ships | Variable: SHIP_MAMBA (Ship blueprints F) Ship blueprint for a Mamba |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints F) Ship blueprint for an alloy plate |
Ship blueprints G
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints G) Ship blueprints lookup table for the S.G file |
Drawing ships | Variable: E% (Ship blueprints G) Ship blueprints default NEWB flags for the S.G file |
Drawing ships | Macro: VERTEX (Ship blueprints G) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints G) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints G) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints G) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints G) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints G) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints G) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_CONSTRICTOR (Ship blueprints G) Ship blueprint for a Constrictor |
Drawing ships | Variable: SHIP_IGUANA (Ship blueprints G) Ship blueprint for an Iguana |
Drawing ships | Variable: SHIP_ADDER (Ship blueprints G) Ship blueprint for an Adder |
Drawing ships | Variable: SHIP_ASTEROID (Ship blueprints G) Ship blueprint for an asteroid |
Drawing ships | Variable: SHIP_SPLINTER (Ship blueprints G) Ship blueprint for a splinter |
Drawing ships | Variable: SHIP_WORM (Ship blueprints G) Ship blueprint for a Worm |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints G) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_BOA (Ship blueprints G) Ship blueprint for a Boa |
Ship blueprints H
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints H) Ship blueprints lookup table for the S.H file |
Drawing ships | Variable: E% (Ship blueprints H) Ship blueprints default NEWB flags for the S.H file |
Drawing ships | Macro: VERTEX (Ship blueprints H) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints H) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints H) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints H) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints H) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints H) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints H) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_ANACONDA (Ship blueprints H) Ship blueprint for an Anaconda |
Drawing ships | Variable: SHIP_WORM (Ship blueprints H) Ship blueprint for a Worm |
Drawing ships | Variable: SHIP_COBRA_MK_1 (Ship blueprints H) Ship blueprint for a Cobra Mk I |
Drawing ships | Variable: SHIP_RATTLER (Ship blueprints H) Ship blueprint for a Rattler |
Drawing ships | Variable: SHIP_ADDER (Ship blueprints H) Ship blueprint for an Adder |
Drawing ships | Variable: SHIP_GHAVIAL (Ship blueprints H) Ship blueprint for a Ghavial |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints H) Ship blueprint for an alloy plate |
Ship blueprints I
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints I) Ship blueprints lookup table for the S.I file |
Drawing ships | Variable: E% (Ship blueprints I) Ship blueprints default NEWB flags for the S.I file |
Drawing ships | Macro: VERTEX (Ship blueprints I) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints I) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints I) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints I) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints I) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints I) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints I) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_KRAIT (Ship blueprints I) Ship blueprint for a Krait |
Drawing ships | Variable: SHIP_ASP_MK_2 (Ship blueprints I) Ship blueprint for an Asp Mk II |
Drawing ships | Variable: SHIP_COBRA_MK_1 (Ship blueprints I) Ship blueprint for a Cobra Mk I |
Drawing ships | Variable: SHIP_ANACONDA (Ship blueprints I) Ship blueprint for an Anaconda |
Drawing ships | Variable: SHIP_WORM (Ship blueprints I) Ship blueprint for a Worm |
Drawing ships | Variable: SHIP_GHAVIAL (Ship blueprints I) Ship blueprint for a Ghavial |
Drawing ships | Variable: SHIP_OPHIDIAN (Ship blueprints I) Ship blueprint for an Ophidian |
Ship blueprints J
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints J) Ship blueprints lookup table for the S.J file |
Drawing ships | Variable: E% (Ship blueprints J) Ship blueprints default NEWB flags for the S.J file |
Drawing ships | Macro: VERTEX (Ship blueprints J) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints J) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints J) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints J) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints J) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints J) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints J) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_BUSHMASTER (Ship blueprints J) Ship blueprint for a Bushmaster |
Drawing ships | Variable: SHIP_MAMBA (Ship blueprints J) Ship blueprint for a Mamba |
Drawing ships | Variable: SHIP_SIDEWINDER (Ship blueprints J) Ship blueprint for a Sidewinder |
Drawing ships | Variable: SHIP_FER_DE_LANCE (Ship blueprints J) Ship blueprint for a Fer-de-Lance |
Drawing ships | Variable: SHIP_MORAY (Ship blueprints J) Ship blueprint for a Moray |
Drawing ships | Variable: SHIP_WORM (Ship blueprints J) Ship blueprint for a Worm |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints J) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints J) Ship blueprint for an alloy plate |
Ship blueprints K
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints K) Ship blueprints lookup table for the S.K file |
Drawing ships | Variable: E% (Ship blueprints K) Ship blueprints default NEWB flags for the S.K file |
Drawing ships | Macro: VERTEX (Ship blueprints K) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints K) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints K) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints K) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints K) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints K) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints K) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_BOA (Ship blueprints K) Ship blueprint for a Boa |
Drawing ships | Variable: SHIP_OPHIDIAN (Ship blueprints K) Ship blueprint for an Ophidian |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints K) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_FER_DE_LANCE (Ship blueprints K) Ship blueprint for a Fer-de-Lance |
Drawing ships | Variable: SHIP_KRAIT (Ship blueprints K) Ship blueprint for a Krait |
Drawing ships | Variable: SHIP_BOULDER (Ship blueprints K) Ship blueprint for a boulder |
Drawing ships | Variable: SHIP_ASTEROID (Ship blueprints K) Ship blueprint for an asteroid |
Drawing ships | Variable: SHIP_SPLINTER (Ship blueprints K) Ship blueprint for a splinter |
Ship blueprints L
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints L) Ship blueprints lookup table for the S.L file |
Drawing ships | Variable: E% (Ship blueprints L) Ship blueprints default NEWB flags for the S.L file |
Drawing ships | Macro: VERTEX (Ship blueprints L) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints L) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints L) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints L) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints L) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints L) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints L) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_SHUTTLE (Ship blueprints L) Ship blueprint for a Shuttle |
Drawing ships | Variable: SHIP_SIDEWINDER (Ship blueprints L) Ship blueprint for a Sidewinder |
Drawing ships | Variable: SHIP_OPHIDIAN (Ship blueprints L) Ship blueprint for an Ophidian |
Drawing ships | Variable: SHIP_BOA (Ship blueprints L) Ship blueprint for a Boa |
Drawing ships | Variable: SHIP_CHAMELEON (Ship blueprints L) Ship blueprint for a Chameleon |
Drawing ships | Variable: SHIP_KRAIT (Ship blueprints L) Ship blueprint for a Krait |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints L) Ship blueprint for an alloy plate |
Ship blueprints M
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints M) Ship blueprints lookup table for the S.M file |
Drawing ships | Variable: E% (Ship blueprints M) Ship blueprints default NEWB flags for the S.M file |
Drawing ships | Macro: VERTEX (Ship blueprints M) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints M) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints M) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints M) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints M) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints M) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints M) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_MAMBA (Ship blueprints M) Ship blueprint for a Mamba |
Drawing ships | Variable: SHIP_FER_DE_LANCE (Ship blueprints M) Ship blueprint for a Fer-de-Lance |
Drawing ships | Variable: SHIP_COBRA_MK_1 (Ship blueprints M) Ship blueprint for a Cobra Mk I |
Drawing ships | Variable: SHIP_OPHIDIAN (Ship blueprints M) Ship blueprint for an Ophidian |
Drawing ships | Variable: SHIP_CHAMELEON (Ship blueprints M) Ship blueprint for a Chameleon |
Drawing ships | Variable: SHIP_BUSHMASTER (Ship blueprints M) Ship blueprint for a Bushmaster |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints M) Ship blueprint for an alloy plate |
Ship blueprints N
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints N) Ship blueprints lookup table for the S.N file |
Drawing ships | Variable: E% (Ship blueprints N) Ship blueprints default NEWB flags for the S.N file |
Drawing ships | Macro: VERTEX (Ship blueprints N) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints N) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints N) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints N) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints N) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints N) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints N) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_COBRA_MK_3 (Ship blueprints N) Ship blueprint for a Cobra Mk III |
Drawing ships | Variable: SHIP_RATTLER (Ship blueprints N) Ship blueprint for a Rattler |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints N) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_ASP_MK_2 (Ship blueprints N) Ship blueprint for an Asp Mk II |
Drawing ships | Variable: SHIP_PYTHON (Ship blueprints N) Ship blueprint for a Python |
Drawing ships | Variable: SHIP_KRAIT (Ship blueprints N) Ship blueprint for a Krait |
Ship blueprints O
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints O) Ship blueprints lookup table for the S.O file |
Drawing ships | Variable: E% (Ship blueprints O) Ship blueprints default NEWB flags for the S.O file |
Drawing ships | Macro: VERTEX (Ship blueprints O) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints O) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints O) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints O) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints O) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints O) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints O) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_MORAY (Ship blueprints O) Ship blueprint for a Moray |
Drawing ships | Variable: SHIP_SHUTTLE_MK_2 (Ship blueprints O) Ship blueprint for a Shuttle Mk II |
Drawing ships | Variable: SHIP_BOULDER (Ship blueprints O) Ship blueprint for a boulder |
Drawing ships | Variable: SHIP_ADDER (Ship blueprints O) Ship blueprint for an Adder |
Drawing ships | Variable: SHIP_ASTEROID (Ship blueprints O) Ship blueprint for an asteroid |
Drawing ships | Variable: SHIP_SPLINTER (Ship blueprints O) Ship blueprint for a splinter |
Drawing ships | Variable: SHIP_COBRA_MK_1 (Ship blueprints O) Ship blueprint for a Cobra Mk I |
Drawing ships | Variable: SHIP_PYTHON (Ship blueprints O) Ship blueprint for a Python |
Ship blueprints P
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints P) Ship blueprints lookup table for the S.P file |
Drawing ships | Variable: E% (Ship blueprints P) Ship blueprints default NEWB flags for the S.P file |
Drawing ships | Macro: VERTEX (Ship blueprints P) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints P) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints P) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints P) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints P) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints P) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints P) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_TRANSPORTER (Ship blueprints P) Ship blueprint for a Transporter |
Drawing ships | Variable: SHIP_CHAMELEON (Ship blueprints P) Ship blueprint for a Chameleon |
Drawing ships | Variable: SHIP_MAMBA (Ship blueprints P) Ship blueprint for a Mamba |
Drawing ships | Variable: SHIP_OPHIDIAN (Ship blueprints P) Ship blueprint for an Ophidian |
Drawing ships | Variable: SHIP_MORAY (Ship blueprints P) Ship blueprint for a Moray |
Ship blueprints Q
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints Q) Ship blueprints lookup table for the S.Q file |
Drawing ships | Variable: E% (Ship blueprints Q) Ship blueprints default NEWB flags for the S.Q file |
Drawing ships | Macro: VERTEX (Ship blueprints Q) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints Q) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints Q) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints Q) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints Q) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints Q) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints Q) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_BOULDER (Ship blueprints Q) Ship blueprint for a boulder |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints Q) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_COBRA_MK_3 (Ship blueprints Q) Ship blueprint for a Cobra Mk III |
Drawing ships | Variable: SHIP_BUSHMASTER (Ship blueprints Q) Ship blueprint for a Bushmaster |
Drawing ships | Variable: SHIP_PYTHON (Ship blueprints Q) Ship blueprint for a Python |
Drawing ships | Variable: SHIP_IGUANA (Ship blueprints Q) Ship blueprint for an Iguana |
Drawing ships | Variable: SHIP_MORAY (Ship blueprints Q) Ship blueprint for a Moray |
Ship blueprints R
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints R) Ship blueprints lookup table for the S.R file |
Drawing ships | Variable: E% (Ship blueprints R) Ship blueprints default NEWB flags for the S.R file |
Drawing ships | Macro: VERTEX (Ship blueprints R) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints R) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints R) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints R) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints R) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints R) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints R) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_BOA (Ship blueprints R) Ship blueprint for a Boa |
Drawing ships | Variable: SHIP_BUSHMASTER (Ship blueprints R) Ship blueprint for a Bushmaster |
Drawing ships | Variable: SHIP_ASTEROID (Ship blueprints R) Ship blueprint for an asteroid |
Drawing ships | Variable: SHIP_SPLINTER (Ship blueprints R) Ship blueprint for a splinter |
Drawing ships | Variable: SHIP_SIDEWINDER (Ship blueprints R) Ship blueprint for a Sidewinder |
Drawing ships | Variable: SHIP_OPHIDIAN (Ship blueprints R) Ship blueprint for an Ophidian |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints R) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints R) Ship blueprint for an alloy plate |
Drawing ships | Variable: SHIP_BOULDER (Ship blueprints R) Ship blueprint for a boulder |
Ship blueprints S
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints S) Ship blueprints lookup table for the S.S file |
Drawing ships | Variable: E% (Ship blueprints S) Ship blueprints default NEWB flags for the S.S file |
Drawing ships | Macro: VERTEX (Ship blueprints S) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints S) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints S) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints S) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints S) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints S) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints S) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_SIDEWINDER (Ship blueprints S) Ship blueprint for a Sidewinder |
Drawing ships | Variable: SHIP_GECKO (Ship blueprints S) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_BOULDER (Ship blueprints S) Ship blueprint for a boulder |
Drawing ships | Variable: SHIP_MAMBA (Ship blueprints S) Ship blueprint for a Mamba |
Drawing ships | Variable: SHIP_BUSHMASTER (Ship blueprints S) Ship blueprint for a Bushmaster |
Drawing ships | Variable: SHIP_GHAVIAL (Ship blueprints S) Ship blueprint for a Ghavial |
Drawing ships | Variable: SHIP_MONITOR (Ship blueprints S) Ship blueprint for a Monitor |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints S) Ship blueprint for an alloy plate |
Ship blueprints T
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints T) Ship blueprints lookup table for the S.T file |
Drawing ships | Variable: E% (Ship blueprints T) Ship blueprints default NEWB flags for the S.T file |
Drawing ships | Macro: VERTEX (Ship blueprints T) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints T) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints T) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints T) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints T) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints T) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints T) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_SHUTTLE_MK_2 (Ship blueprints T) Ship blueprint for a Shuttle Mk II |
Drawing ships | Variable: SHIP_IGUANA (Ship blueprints T) Ship blueprint for an Iguana |
Drawing ships | Variable: SHIP_KRAIT (Ship blueprints T) Ship blueprint for a Krait |
Drawing ships | Variable: SHIP_COBRA_MK_3 (Ship blueprints T) Ship blueprint for a Cobra Mk III |
Drawing ships | Variable: SHIP_ASP_MK_2 (Ship blueprints T) Ship blueprint for an Asp Mk II |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints T) Ship blueprint for an alloy plate |
Ship blueprints U
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints U) Ship blueprints lookup table for the S.U file |
Drawing ships | Variable: E% (Ship blueprints U) Ship blueprints default NEWB flags for the S.U file |
Drawing ships | Macro: VERTEX (Ship blueprints U) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints U) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints U) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints U) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints U) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints U) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints U) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_KRAIT (Ship blueprints U) Ship blueprint for a Krait |
Drawing ships | Variable: SHIP_ASTEROID (Ship blueprints U) Ship blueprint for an asteroid |
Drawing ships | Variable: SHIP_SPLINTER (Ship blueprints U) Ship blueprint for a splinter |
Drawing ships | Variable: SHIP_CHAMELEON (Ship blueprints U) Ship blueprint for a Chameleon |
Drawing ships | Variable: SHIP_PYTHON (Ship blueprints U) Ship blueprint for a Python |
Drawing ships | Variable: SHIP_GHAVIAL (Ship blueprints U) Ship blueprint for a Ghavial |
Drawing ships | Variable: SHIP_COBRA_MK_1 (Ship blueprints U) Ship blueprint for a Cobra Mk I |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints U) Ship blueprint for an alloy plate |
Drawing ships | Variable: SHIP_BOULDER (Ship blueprints U) Ship blueprint for a boulder |
Ship blueprints V
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints V) Ship blueprints lookup table for the S.V file |
Drawing ships | Variable: E% (Ship blueprints V) Ship blueprints default NEWB flags for the S.V file |
Drawing ships | Macro: VERTEX (Ship blueprints V) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints V) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints V) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Ship blueprints V) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints V) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints V) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints V) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_COBRA_MK_1 (Ship blueprints V) Ship blueprint for a Cobra Mk I |
Drawing ships | Variable: SHIP_SIDEWINDER (Ship blueprints V) Ship blueprint for a Sidewinder |
Drawing ships | Variable: SHIP_BOULDER (Ship blueprints V) Ship blueprint for a boulder |
Drawing ships | Variable: SHIP_COBRA_MK_3 (Ship blueprints V) Ship blueprint for a Cobra Mk III |
Drawing ships | Variable: SHIP_BOA (Ship blueprints V) Ship blueprint for a Boa |
Drawing ships | Variable: SHIP_ADDER (Ship blueprints V) Ship blueprint for an Adder |
Drawing ships | Variable: SHIP_PLATE (Ship blueprints V) Ship blueprint for an alloy plate |
Ship blueprints W
-----------------
Category | Details |
---|---|
Drawing ships | Variable: XX21 (Ship blueprints W) Ship blueprints lookup table for the S.W file |
Drawing ships | Variable: E% (Ship blueprints W) Ship blueprints default NEWB flags for the S.W file |
Drawing ships | Macro: VERTEX (Ship blueprints W) Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro: EDGE (Ship blueprints W) Macro definition for adding edges to ship blueprints |
Drawing ships | Macro: FACE (Ship blueprints W) Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_CORIOLIS (Ship blueprints W) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Ship blueprints W) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_CANISTER (Ship blueprints W) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_VIPER (Ship blueprints W) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_DRAGON (Ship blueprints W) Ship blueprint for a Dragon |
Drawing ships | Variable: SHIP_SIDEWINDER (Ship blueprints W) Ship blueprint for a Sidewinder |
Drawing ships | Variable: SHIP_KRAIT (Ship blueprints W) Ship blueprint for a Krait |
Drawing ships | Variable: SHIP_FER_DE_LANCE (Ship blueprints W) Ship blueprint for a Fer-de-Lance |
Drawing ships | Variable: SHIP_TRANSPORTER (Ship blueprints W) Ship blueprint for a Transporter |
Drawing ships | Variable: SHIP_MAMBA (Ship blueprints W) Ship blueprint for a Mamba |
I/O processor
-------------
Category | Details |
---|---|
Workspaces | Important variables used by the I/O processor |
Tube | Subroutine: tube_elite (I/O processor) Set the vectors to receive Tube communications, run the parasite code, and terminate the I/O processor's loading process |
Tube | Variable: tube_run (I/O processor) The OS command string for running the Tube version's parasite code in file 2.T |
Tube | Subroutine: tube_get (I/O processor) As the I/O processor, fetch a byte that's been sent over the Tube from the parasite |
Tube | Subroutine: tube_put (I/O processor) As the I/O processor, send a byte across the Tube to the parasite |
Tube | Subroutine: tube_func (I/O processor) Call the corresponding routine for a Tube command |
Tube | Variable: tube_table (I/O processor) Lookup table for Tube commands sent from the parasite to the I/O processor |
Text | Subroutine: CHPR (I/O processor) Implement the write_xyc command (write a character to the screen) |
Text | Subroutine: tube_wrch (I/O processor) Write characters to the screen and process Tube commands from the parasite |
Text | Subroutine: wrch_font (I/O processor) Set the font and screen address for printing characters on-screen |
Utility routines | Subroutine: SwitchToCharSet (I/O processor) Switch the MOS character definitions into memory at &C000 on a BBC Master |
Utility routines | Subroutine: SwitchToFileSys (I/O processor) Restore the filing system workspace to &C000 on a BBC Master |
Drawing pixels | Variable: TWOS (I/O processor) Ready-made single-pixel character row bytes for mode 4 |
Drawing pixels | Variable: TWOS2 (I/O processor) Ready-made double-pixel character row bytes for mode 4 |
Drawing pixels | Variable: CTWOS (I/O processor) Ready-made single-pixel character row bytes for mode 5 |
Drawing lines | Subroutine: LOIN (Part 1 of 7) (I/O processor) Implement the draw_line command (draw a line) |
Drawing lines | Subroutine: LOIN (Part 2 of 7) (I/O processor) Draw a line: Line has a shallow gradient, step right along x-axis |
Drawing lines | Subroutine: LOIN (Part 3 of 7) (I/O processor) Draw a shallow line going right and up or left and down |
Drawing lines | Subroutine: LOIN (Part 4 of 7) (I/O processor) Draw a shallow line going right and down or left and up |
Drawing lines | Subroutine: LOIN (Part 5 of 7) (I/O processor) Draw a line: Line has a steep gradient, step up along y-axis |
Drawing lines | Subroutine: LOIN (Part 6 of 7) (I/O processor) Draw a steep line going up and left or down and right |
Drawing lines | Subroutine: LOIN (Part 7 of 7) (I/O processor) Draw a steep line going up and right or down and left |
Drawing lines | Subroutine: HLOIN (I/O processor) Implement the draw_hline command (draw a horizontal line |
Drawing lines | Variable: TWFL (I/O processor) Ready-made character rows for the left end of a horizontal line in mode 4 |
Drawing lines | Variable: TWFR (I/O processor) Ready-made character rows for the right end of a horizontal line in mode 4 |
Drawing pixels | Subroutine: PX3 (I/O processor) Plot a single pixel at (X, Y) within a character block |
Drawing pixels | Subroutine: PIXEL (I/O processor) Implement the draw_pixel command (draw space view pixels) |
Utility routines | Subroutine: clr_scrn (I/O processor) Clear the top part of the screen (the space view) |
Utility routines | Subroutine: ZES1 (I/O processor) Zero-fill the page whose number is in X |
Utility routines | Subroutine: ZES2 (I/O processor) Zero-fill a specific page |
Drawing the screen | Subroutine: CLYNS (I/O processor) Clear the bottom three text rows of the space view |
Drawing the screen | Subroutine: LYN (I/O processor) Clear most of a row of pixels |
Drawing the screen | Subroutine: sync_in (I/O processor) Implement the sync_in command (wait for the vertical sync) |
Drawing the screen | Subroutine: WSCAN (I/O processor) Wait for the vertical sync |
Dashboard | Subroutine: DILX (I/O processor) Implement the draw_bar command (update a bar-based indicator on the dashboard |
Dashboard | Subroutine: DIL2 (I/O processor) Implement the draw_angle command (update the roll or pitch indicator on the dashboard) |
Dashboard | Subroutine: MSBAR (I/O processor) Implement the put_missle command (update a missile indicator on the dashboard) |
Keyboard | Subroutine: scan_fire (I/O processor) Implement the scan_fire command (scan the joystick's fire button) |
Keyboard | Subroutine: write_fe4e (I/O processor) Implement the write_fe4e command (update the System VIA interrupt enable register) |
Keyboard | Subroutine: scan_xin (I/O processor) Implement the scan_xin command (scan the keyboard for a specific key press) |
Keyboard | Subroutine: DKS4 (I/O processor) Scan the keyboard to see if a specific key is being pressed |
Keyboard | Subroutine: scan_10in (I/O processor) Implement the scan_10in command (scan the keyboard) |
Keyboard | Subroutine: RDKEY (I/O processor) Scan the keyboard for key presses |
Keyboard | Subroutine: get_key (I/O processor) Implement the get_key command (wait for a key press) |
Dashboard | Subroutine: write_pod (I/O processor) Implement the write_pod command (show the correct palette for the dashboard and hyperspace tunnel) |
Drawing pixels | Subroutine: draw_blob (I/O processor) Implement the draw_blob command (draw a single-height dash on the dashboard) |
Drawing pixels | Subroutine: CPIX2 (I/O processor) Draw a single-height dash on the dashboard |
Dashboard | Subroutine: draw_tail (I/O processor) Implement the draw_tail command (draw a ship on the 3D scanner) |
Dashboard | Subroutine: ECBLB (I/O processor) Light up the E.C.M. indicator bulb ("E") on the dashboard |
Dashboard | Subroutine: SPBLB (I/O processor) Light up the space station indicator ("S") on the dashboard |
Dashboard | Subroutine: BULB (I/O processor) Draw an indicator bulb on the dashboard |
Dashboard | Variable: ECBT (I/O processor) The character bitmap for the E.C.M. indicator bulb |
Dashboard | Variable: SPBT (I/O processor) The bitmap definition for the space station indicator bulb |
Ship hangar | Subroutine: UNWISE (I/O processor) Switch the main line-drawing routine between EOR and OR logic |
Drawing the screen | Subroutine: DET1 (I/O processor) Show or hide the dashboard (for when we die) |
Keyboard | Variable: KYTB (I/O processor) Lookup table for in-flight keyboard controls |
Keyboard | Variable: b_table (I/O processor) Lookup table for Delta 14B joystick buttons |
Keyboard | Subroutine: b_14 (I/O processor) Scan the Delta 14B joystick buttons |
Keyboard | Subroutine: scan_y (I/O processor) Implement the scan_y command (scan for a specific flight key or Delta 14B button press) |
Tube | Subroutine: write_0346 (I/O processor) Implement the write_0346 command (update LASCT) |
Tube | Subroutine: read_0346 (I/O processor) Implement the read_0346 command (read LASCT) |
Ship hangar | Subroutine: HANGER (I/O processor) Implement the picture_h command (draw horizontal lines for the ship hangar floor) |
Ship hangar | Subroutine: HA2 (I/O processor) Implement the picture_v command (draw vertical lines for the ship hangar background) |
Ship hangar | Subroutine: HAS2 (I/O processor) Draw a hangar background line from left to right |
Ship hangar | Subroutine: HAS3 (I/O processor) Draw a hangar background line from right to left |
Text | Subroutine: printer (I/O processor) Send the screen to the printer, following a CTRL-P key press |
Text | Variable: print_tone (I/O processor) Lookup table for converting mode 5 colour pixel rows to monochrome pixel pairs |
Text | Subroutine: print_esc (I/O processor) Send an escape sequence to the printer |
Text | Subroutine: print_wrch (I/O processor) Send a character to the printer |
Text | Subroutine: print_safe (I/O processor) Print a character using the VDU routine in the MOS, to bypass our custom WRCHV handler |
Workspaces (Parasite)
---------------------
Category | Details |
---|---|
Workspaces | Lots of important variables are stored in the zero page workspace as it is quicker and more space-efficient to access memory here |
Workspaces | Temporary storage space for complex calculations |
Workspaces | Ship slots, variables |
Workspaces | Ship data blocks and ship line heaps |
Workspaces | Variables |
Elite A (Parasite)
------------------
Category | Details |
---|---|
Save and load | The drive and directory number used when saving or loading a commander file |
Save and load | The data block for the last saved commander |
Save and load | Second checksum byte for the saved commander data file |
Save and load | First checksum byte for the saved commander data file |
Tube | Subroutine: tube_write (Parasite) As the parasite, send a byte across the Tube to the I/O processor |
Tube | Subroutine: tube_read (Parasite) As the parasite, fetch a byte that's been sent over the Tube from the I/O processor |
Flight | Subroutine: DOENTRY (Parasite) Dock at the space station, show the ship hangar and work out any mission progression |
Loader | Set the save_lock variable and break handler |
Save and load | Set the standard BRKV handler for the game |
Text | Subroutine: write_msg3 (Parasite) Print an extended recursive token from the msg_3 token table |
Text | Print an extended recursive token from the RUTOK token table |
Text | Print the captain's name during mission briefings |
Text | Print the location hint during the mission 1 briefing |
Text | Print an extended recursive token from the TKN1 token table |
Text | Print an extended text token (1-255) |
Text | Switch to ALL CAPS when printing extended tokens |
Text | Switch to Sentence Case when printing extended tokens |
Text | Tab to column 6 and start a new word when printing extended tokens |
Text | Clear the screen and set the current view type to 1 |
Text | Switch to lower case when printing extended tokens |
Text | Switch to standard tokens in Sentence Case |
Text | Switch to extended tokens |
Text | Switch to justified text when printing extended tokens |
Text | Switch to left-aligned text when printing extended tokens |
Text | Print the selected system's adjective, e.g. Lavian for Lave |
Text | Print a random 1-8 letter word in Sentence Case |
Text | Capitalise the next letter |
Text | Test whether a character is a vowel |
Text | The extended token table for jump tokens 1-32 (DETOK) |
Text | The extended two-letter token lookup table |
Text | The two-letter token lookup table |
Moving | Subroutine: MVEIT (Part 1 of 9) (Parasite) Move current ship: Tidy the orientation vectors |
Moving | Subroutine: MVEIT (Part 7 of 9) (Parasite) Move current ship: Rotate ship's orientation vectors by pitch/roll |
Moving | Subroutine: MVEIT (Part 8 of 9) (Parasite) Move current ship: Rotate ship about itself by its own pitch/roll |
Moving | Subroutine: MVEIT (Part 9 of 9) (Parasite) Move current ship: Redraw on scanner, if it hasn't been destroyed |
Moving | Apply pitch and roll to an orientation vector |
Moving | Apply a 3.6 degree pitch or roll to an orientation vector |
Elite B (Parasite)
------------------
Category | Details |
---|---|
Drawing lines | Draw a one-segment line by sending a draw_line command to the I/O processor |
Keyboard | Flush the keyboard buffer |
Drawing lines | Print a title and draw a horizontal line at row 19 to box it in |
Drawing lines | Draw a horizontal line at pixel row 19 to box in a title |
Drawing lines | Draw a horizontal line at pixel row 23 to box in a title |
Drawing lines | Draw a screen-wide horizontal line at the pixel row in A |
Drawing lines | Remove a line from the sun line heap and draw it on-screen |
Drawing lines | Draw a horizontal line by sending a draw_hline command to the I/O processor |
Drawing pixels | Draw a one-pixel dot, two-pixel dash or four-pixel square by sending a draw_pixel command to the I/O processor |
Drawing circles | Draw a circle segment and add it to the ball line heap |
Equipment | Equipment prices |
Status | Show the Status Mode screen (red key f8) |
Text | Subroutine: status_equip (Parasite) Print equipment name, adding a sell prompt if appropriate |
Text | A constant used when printing large numbers in BPRNT |
Text | Print an 8-bit number, left-padded to 3 digits, and optional point |
Text | Print a 16-bit number, left-padded to n digits, and optional point |
Text | Print a 32-bit number, left-padded to a specific number of digits, with an optional decimal point |
Text | A mask for applying the lower case part of Sentence Case to extended text tokens |
Text | A flag that indicates whether we are currently printing a word |
Text | A flag for switching between standard and extended text tokens |
Text | Flags that govern how justified extended text tokens are printed |
Text | The size of the justified text buffer at BUF |
Text | A flag to denote whether printing in lower case is enabled for extended text tokens |
Text | A mask for capitalising the next letter in an extended text token |
Text | Print a newline |
Text | Print the character in variable DTW7 |
Text | Print a character at the text cursor, with support for verified text in extended tokens |
Sound | Make a standard system beep |
Text | Print a character at the text cursor by sending a write_xyc command to the I/O processor |
Dashboard | Subroutine: DIALS (Part 1 of 4) (Parasite) Update the dashboard: speed indicator |
Dashboard | Subroutine: DIALS (Part 2 of 4) (Parasite) Update the dashboard: pitch and roll indicators |
Dashboard | Subroutine: DIALS (Part 3 of 4) (Parasite) Update the dashboard: four energy banks |
Dashboard | Subroutine: DIALS (Part 4 of 4) (Parasite) Update the dashboard: shields, fuel, laser & cabin temp, altitude |
Dashboard | Fetch the current dashboard colours, to support flashing |
Dashboard | Update a bar-based indicator on the dashboard by sending a draw_bar command to the I/O processor |
Dashboard | Update the roll or pitch indicator on the dashboard by sending a draw_angle command to the I/O processor |
Charts | Search the galaxy for a system |
Elite C (Parasite)
------------------
Category | Details |
---|---|
Ship hangar | Ship hangar group table |
Ship hangar | Draw the ships in the ship hangar, then draw the hangar |
Ship hangar | Display the ship hangar by sending picture_h and picture_v commands to the I/O processor |
Ship hangar | Draw a ship in the ship hangar |
Ship hangar | Switch the main line-drawing routine between EOR and OR logic by sending a draw_mode command to the I/O processor |
Drawing circles | Draw the launch or hyperspace tunnel |
Maths (Arithmetic) | Clear bit 7 of A and calculate (A P) = A * A |
Maths (Arithmetic) | Calculate (A P) = A * A |
Maths (Arithmetic) | Copy X into P and A, and clear the C flag |
Maths (Arithmetic) | Calculate (A P) = P * Q |
Maths (Arithmetic) | Calculate (A P) = P * X |
Maths (Arithmetic) | Calculate A = K * sin(A) |
Maths (Arithmetic) | Calculate A = A * Q / 256 |
Maths (Arithmetic) | Calculate (A P) = Q * A |
Maths (Arithmetic) | Calculate (S R) = Q * A |
Maths (Arithmetic) | Calculate (A X) = Q * A + (S R) |
Maths (Arithmetic) | Calculate (A X) = (A P) + (S R) |
Maths (Arithmetic) | Calculate (A ?) = (-X * A + (S R)) / 96 |
Maths (Arithmetic) | Calculate (P R) = 256 * A / Q |
Universe | Print the system's extended description or a mission 1 directive |
Missions | Start mission 2 |
Missions | Print an extended token and show the Status Mode screen |
Missions | Receive the briefing and plans for mission 2 |
Missions | Subroutine: DEBRIEF2 (Parasite) Finish mission 2 |
Missions | Subroutine: DEBRIEF (Parasite) Finish mission 1 |
Missions | Start mission 1 and show the mission briefing |
Missions | Clear the screen, display "INCOMING MESSAGE" and wait for 2 seconds |
Missions | Display a rotating ship, waiting until a key is pressed, then remove the ship from the screen |
Text | Move to row 10, switch to white text, and switch to lower case when printing extended tokens |
Text | Move to row 6, switch to white text, and switch to lower case when printing extended tokens |
Missions | Display a rotating ship at space coordinates (0, 112, 256) and scan the keyboard |
Keyboard | Wait until a key is pressed, ignoring any existing key press |
Drawing the screen | Clear the screen and set the current view type |
Drawing the screen | Clear the top part of the screen and draw a border box by sending a clr_scrn command to the I/O processor |
Utility routines | Wait for a specified time, in 1/50s of a second |
Drawing the screen | Clear the bottom three text rows of the mode 4 screen by sending a clr_line command to the I/O processor |
Drawing the screen | Wait for the vertical sync by sending a sync_in command to the I/O processor |
Elite D (Parasite)
------------------
Category | Details |
---|---|
Market | Work out if we have space for a specific amount of cargo |
Universe | Twist the selected system's seeds four times |
Universe | Twist the selected system's seeds |
Universe | Print the distance to the selected system in light years |
Text | Print a text token and a paragraph break |
Text | Print a paragraph break |
Text | Set Sentence Case and print a newline |
Text | Print a newline |
Universe | Display "MAINLY " and jump to TT72 |
Text | Print a text token followed by a space |
Universe | Show the Data on System screen (red key f6) or Encyclopedia screen (CTRL-f6) |
Universe | Calculate system data from the system seeds |
Charts | Show the Long-range Chart (red key f4) |
Drawing lines | Draw a set of crosshairs |
Drawing circles | Draw a circle with crosshairs on a chart |
Drawing circles | Draw a circle on a chart |
Market | Show the Buy Cargo screen (red key f1) or Special Cargo screen (CTRL-f1) |
Text | Subroutine: sell_yn (Parasite) Print a "Sell(Y/N)?" prompt and get a number from the keyboard |
Market | Get a number from the keyboard |
Equipment | Subroutine: sell_jump (Parasite) Show the Sell Equipment screen (CTRL-f2) |
Market | Print an "ITEM?" error, make a beep and rejoin the TT210 routine |
Market | Show the Sell Cargo screen (red key f2) or Sell Equipment screen (CTRL-f2) |
Market | Show a list of current cargo in our hold, optionally to sell |
Market | Show the Inventory screen (red key f9) |
Charts | Move the crosshairs on a chart |
Charts | Draw a small set of crosshairs on a chart |
Charts | Move galactic coordinates by a signed delta |
Charts | Draw crosshairs on the Short-range Chart, with clipping |
Charts | Show the Short-range Chart (red key f5) |
Universe | Set the selected system's seeds to those of system 0 |
Universe | Set the current system to the nearest system to a point |
Universe | Set the current system to the selected system |
Text | Print 16-bit number, left-padded to 5 digits, no point |
Text | Print a 16-bit number, left-padded to 5 digits, and optional point |
Text | Print a text token followed by a question mark |
Market | Print the name, price and availability of a market item |
Market | Print the unit ("t", "kg" or "g") for a market item |
Text | Print a space |
Market | Print "t" (for tonne) and a space |
Market | Print "kg" (for kilograms) |
Market | Print "g" (for grams) |
Market | Print the headers for the table of market prices |
Market | Show the Market Price screen (red key f7) |
Market | Calculate QQ19+3 = economy * |economic_factor| |
Universe | Process a jump to the system closest to (QQ9, QQ10) |
Maths (Arithmetic) | Subtract an amount of cash from the cash pot |
Maths (Arithmetic) | Add an amount of cash to the cash pot |
Maths (Arithmetic) | Calculate (Y X) = P * Q * 4 |
Maths (Arithmetic) | Calculate (Y X) = (A P) * 4 |
Dashboard | Subroutine: update_pod (Parasite) Ensure the correct palette is shown for the dashboard/hyperspace tunnel, by sending a write_pod command to the I/O processor |
Equipment | Show the Equip Ship screen (red key f3) or Buy Ship screen (CTRL-f3) |
Market | Print the amount of money we have left in the cash pot, then make a short, high beep and delay for 1 second |
Text | Make a short, high beep and delay for 1 second |
Equipment | Subtract the price of equipment from the cash pot |
Equipment | Return the price of a piece of equipment |
Equipment | Print a menu of the four space views, for buying lasers |
Charts | Select the closest system and redraw the chart crosshairs |
Elite E (Parasite)
------------------
Category | Details |
---|---|
Universe | Print the selected system name |
Status | Print the commander's name |
Universe | Print the current system name |
Universe | Print the current galaxy number |
Status | Print fuel and cash levels |
Status | Print the current amount of cash |
Text | Print a text token followed by a newline |
Text | Print a text token followed by a colon |
Text | Print a colon |
Text | Print a text token |
Text | Print a letter in lower case |
Text | Print a letter according to Sentence Case |
Text | Print a recursive token in the range 128-145 |
Text | Tab to column 21 and print a colon |
Text | Print a letter in lower case |
Text | Print a character and switch to capitals |
Text | Print a character |
Text | Print a two-letter token or recursive token 0-95 |
Text | Print a recursive token |
Dashboard | Clear the scanner, reset the ball line and sun line heaps |
Drawing suns | Reset the sun line heap |
Dashboard | Draw a specific indicator in the dashboard's missile bar by sending a put_missle command to the I/O processor |
Drawing suns | Subroutine: SUN (Part 1 of 4) (Parasite) Draw the sun: Set up all the variables needed to draw the sun |
Drawing suns | Subroutine: SUN (Part 2 of 4) (Parasite) Draw the sun: Start from the bottom of the screen and erase the old sun line by line |
Drawing suns | Subroutine: SUN (Part 3 of 4) (Parasite) Draw the sun: Continue to move up the screen, drawing the new sun line by line |
Drawing suns | Subroutine: SUN (Part 4 of 4) (Parasite) Draw the sun: Continue to the top of the screen, erasing the old sun line by line |
Drawing circles | Subroutine: CIRCLE2 (Parasite) Draw a circle (for the planet or chart) |
Drawing lines | Draw a horizontal line given a centre and a half-width |
Drawing planets | Return from a planet/sun-drawing routine with a failure flag |
Drawing circles | Check whether any part of a circle appears on the extended screen |
Keyboard | Scan the keyboard for cursor key or joystick movement |
Universe | Set the selected system to the current system |
Elite F (Parasite)
------------------
Category | Details |
---|---|
Sound | Sound data |
Start and end | Reset most variables |
Start and end | Reset a number of flight variables and workspaces |
Universe | Reset the INWK workspace and orientation vectors |
Dashboard | Display the dashboard's missile indicators in green |
Flight | Remove an in-flight message from the space view |
Main loop | Subroutine: Main game loop (Part 2 of 6) (Parasite) Update the main loop counters |
Main loop | Subroutine: Main game loop (Part 5 of 6) (Parasite) Cool down lasers, make calls to update the dashboard |
Main loop | Subroutine: Main game loop (Part 6 of 6) (Parasite) Process non-flight key presses (red function keys, docked keys) |
Maths (Arithmetic) | Generate random numbers |
Utility routines | A flag that indicates whether a system error has occured |
Loader | Restart the game upon death |
Loader | Subroutine: boot_in (Parasite) The entry point for the game |
Utility routines | The standard BRKV handler for the game |
Loader | Initialise the configuration variables and start the game |
Start and end | Subroutine: BR1 (Part 1 of 2) (Parasite) Show the "Load New Commander (Y/N)?" screen and start the game |
Start and end | Subroutine: BR1 (Part 2 of 2) (Parasite) Show the "Press Fire or Space, Commander" screen and start the game |
Status | Go to the docking bay (i.e. show the Status Mode screen) |
Start and end | Reset the current commander data block to the last saved commander |
Start and end | Display a title screen with a rotating ship and prompt |
Save and load | Calculate the checksum for the last saved commander data block |
Save and load | Copy the last saved commander's name from INWK to NA% |
Save and load | Copy the last saved commander's name from NA% to INWK |
Save and load | Fetch the name of a commander file to save or load |
Text | Fetch a line of text from the keyboard |
Text | The OSWORD configuration block used to fetch a line of text from the keyboard |
Utility routines | Reset the local bubble of universe and ship status |
Utility routines | Zero-fill pages &B and &C |
Utility routines | Zero-fill the page whose number is in X |
Utility routines | Zero-fill a specific page |
Save and load | The OS command string for cataloguing a disc |
Save and load | The OS command string for deleting a file |
Save and load | Ask for a disc drive number and print a catalogue of that drive |
Save and load | Catalogue a disc, ask for a filename to delete, and delete the file |
Save and load | The BRKV handler for disc access operations |
Save and load | Catalogue a disc, wait for a key press and display the disc access menu |
Save and load | Scan the keyboard until a key is pressed and display the disc access menu |
Save and load | Save the commander file |
Save and load | Subroutine: confirm (Parasite) Print "ARE YOU SURE?" and wait for a response |
Save and load | Save or load the commander file |
Save and load | Get an ASCII disc drive number from the keyboard |
Save and load | Load a commander file |
Utility routines | Set the behaviour of the ESCAPE and BREAK keys |
Maths (Geometry) | Normalise the three-coordinate vector in XX15 |
Keyboard | Subroutine: scan_fire (Parasite) Check whether the joystick's fire button is being pressed by sending a scan_fire command to the I/O processor |
Keyboard | Scan the keyboard for key presses by sending a scan_10in command to the I/O processor |
Sound | Switch off the E.C.M. |
Sound | Make a short, high beep |
Sound | Make the sound whose number is in A |
Sound | Make a sound from a prepared sound block |
Sound | Prepare a sound block |
Keyboard | Scan the keyboard to see if CTRL is currently pressed |
Keyboard | Scan for a particular key press by sending a scan_xin command to the I/O processor |
Keyboard | Read the joystick position |
Keyboard | Toggle a configuration setting and emit a beep |
Keyboard | Scan for the seven primary flight controls and apply the docking computer manoeuvring code |
Keyboard | Scan for pause, configuration and secondary flight keys |
Keyboard | Scan the keyboard until a key is pressed by sending a get_key command to the I/O processor |
Market | Macro definition for the market prices table |
Market | Market prices table |
Maths (Geometry) | Orthonormalise the orientation vectors for a ship |
Maths (Arithmetic) | Calculate A = A / Q |
Maths (Arithmetic) | Calculate -(nosev_1 * roofv_1 + nosev_2 * roofv_2) / nosev_3 |
Maths (Arithmetic) | Calculate (P+1 A) = (A P) / Q |
Elite G (Parasite)
------------------
Category | Details |
---|---|
Drawing ships | Draw a distant ship as a point rather than a full wireframe |
Maths (Arithmetic) | Calculate Q = SQRT(R Q) |
Maths (Arithmetic) | Calculate R = 256 * A / Q |
Maths (Arithmetic) | Calculate (S A) = (S R) + (A Q) |
Maths (Geometry) | Calculate the dot product of XX15 and XX16 |
Drawing ships | Subroutine: LL9 (Part 1 of 12) (Parasite) Draw ship: Check if ship is exploding, check if ship is in front |
Drawing ships | Subroutine: LL9 (Part 2 of 12) (Parasite) Draw ship: Check if ship is in field of view, close enough to draw |
Drawing ships | Subroutine: LL9 (Part 3 of 12) (Parasite) Draw ship: Set up orientation vector, ship coordinate variables |
Drawing ships | Subroutine: LL9 (Part 4 of 12) (Parasite) Draw ship: Set visibility for exploding ship (all faces visible) |
Drawing ships | Subroutine: LL9 (Part 5 of 12) (Parasite) Draw ship: Calculate the visibility of each of the ship's faces |
Drawing ships | Subroutine: LL9 (Part 6 of 12) (Parasite) Draw ship: Calculate the visibility of each of the ship's vertices |
Maths (Arithmetic) | Calculate (U R) = 256 * A / Q |
Maths (Arithmetic) | Calculate 128 - (U R) |
Drawing ships | Subroutine: LL9 (Part 7 of 12) (Parasite) Draw ship: Calculate the visibility of each of the ship's vertices |
Drawing ships | Subroutine: LL9 (Part 8 of 12) (Parasite) Draw ship: Calculate the screen coordinates of visible vertices |
Drawing ships | Subroutine: LL9 (Part 9 of 12) (Parasite) Draw ship: Draw laser beams if the ship is firing its laser at us |
Drawing ships | Subroutine: LL9 (Part 10 of 12) (Parasite) Draw ship: Calculate the visibility of each of the ship's edges |
Drawing lines | Subroutine: LL145 (Part 1 of 4) (Parasite) Clip line: Work out which end-points are on-screen, if any |
Drawing lines | Subroutine: LL145 (Part 2 of 4) (Parasite) Clip line: Work out if any part of the line is on-screen |
Drawing lines | Subroutine: LL145 (Part 3 of 4) (Parasite) Clip line: Calculate the line's gradient |
Drawing lines | Subroutine: LL145 (Part 4 of 4) (Parasite) Clip line: Call the routine in LL188 to do the actual clipping |
Drawing ships | Subroutine: LL9 (Part 11 of 12) (Parasite) Draw ship: Add all visible edges to the ship line heap |
Drawing ships | Subroutine: LL9 (Part 12 of 12) (Parasite) Draw ship: Draw all the visible edges from the ship line heap |
Drawing lines | Move a point along a line until it is on-screen |
Maths (Arithmetic) | Calculate (Y X) = (S x1_lo) * XX12+2 or (S x1_lo) / XX12+2 |
Maths (Arithmetic) | Calculate (Y X) = (S R) / XX12+2 or (S R) * XX12+2 |
Maths (Arithmetic) | Calculate Q = XX12+2, A = S EOR XX12+3 and (S R) = |S R| |
Buying ships | Subroutine: n_buyship (Parasite) Show the Buy Ship screen (CTRL-f3) |
Buying ships | Load the name and flight characteristics for the current ship type |
Buying ships | Variable: count_offs (Parasite) Offsets from LASER for equipment that takes up space in the hold |
Text | Print the type of a given ship |
Buying ships | Subroutine: n_price (Parasite) Set K(0 1 2 3) to the price of a given ship |
Missions | Subroutine: cour_buy (Parasite) Show the Special Cargo screen (CTRL-f1) |
Missions | Subroutine: cour_count (Parasite) Generate a single special cargo mission and display its menu item |
Missions | Subroutine: cour_dock (Parasite) Update the current special cargo delivery mission on docking |
Market | Subroutine: stay_here (Parasite) Pay a docking fee and refresh the system's market prices |
Universe | Calculate the availability of market items |
Buying ships | Variable: new_offsets (Parasite) Table of offsets for each ship type |
Buying ships | Variable: new_ships (Parasite) Ship names and prices for the different ship types we can buy |
Buying ships | Variable: new_details (Parasite) The flight characteristics for each of the different ship types |
Elite H (Parasite)
------------------
Category | Details |
---|---|
Text | Macro definition for jump tokens in the extended token table |
Text | Macro definition for characters in the extended token table |
Text | Macro definition for recursive tokens in the extended token table |
Text | Macro definition for two-letter tokens in the extended token table |
Text | Macro definition for random tokens in the extended token table |
Text | Macro definition for standard tokens in the extended token table |
Text | The first extended token table for recursive tokens 0-255 (DETOK) |
Text | System numbers that have extended description overrides |
Text | The criteria for systems with extended description overrides |
Text | The second extended token table for recursive tokens 0-26 (DETOK3) |
Text | Lookup table for random tokens in the extended token table (0-37) |
Text | The second extended token table for recursive tokens 0-255 (write_msg3) |
Text | Macro definition for characters in the recursive token table |
Text | Macro definition for two-letter tokens in the token table |
Text | Macro definition for control codes in the recursive token table |
Text | Macro definition for recursive tokens in the recursive token table |
Text | The recursive token table for tokens 0-148 |
Maths (Geometry) | Sine/cosine table |
Maths (Geometry) | Arctan table |
Encyclopedia | Subroutine: encyclopedia (Parasite) Show the Encyclopedia screen |
Encyclopedia | Subroutine: ships_ag (Parasite) Show the Ships A-G or Ships K-W menu and display the chosen ship card |
Encyclopedia | Subroutine: controls (Parasite) Show the Controls menu and display the chosen page |
Encyclopedia | Subroutine: equip_data (Parasite) Show the Equipment menu and display the chosen page |
Encyclopedia | Subroutine: trading (Parasite) Wait until a key is pressed and show the Encyclopedia screen |
Keyboard | Subroutine: check_keys (Parasite) Wait until a key is pressed, quitting the game if the game is paused and ESCAPE is pressed |
Encyclopedia | Subroutine: write_card (Parasite) Display a ship card in the encyclopedia |
Encyclopedia | Variable: ship_posn (Parasite) Table containing the number of this ship in the ship_list table |
Encyclopedia | Variable: ship_dist (Parasite) Table containing the closest distance to show the ship for each ship card |
Encyclopedia | Display a menu and ask for a choice |
Encyclopedia | Variable: menu_title (Parasite) Table containing text token numbers for each menu's title |
Encyclopedia | Variable: menu_titlex (Parasite) Table containing column positions for each menu's title |
Encyclopedia | Variable: menu_offset (Parasite) Table containing token numbers for the first item in each menu |
Encyclopedia | Variable: menu_entry (Parasite) Table containing the number of entries in each menu |
Encyclopedia | Variable: menu_query (Parasite) Table containing token numbers for each menu's query prompt |
Encyclopedia | Variable: ship_centre (Parasite) Table containing column positions for each ship card's title |
Encyclopedia | Variable: card_pattern (Parasite) Layout pattern for the encyclopedia's ship cards |
Encyclopedia | Variable: card_addr (Parasite) Lookup table for the encyclopedia's ship cards |
Text | Macro definition for ship data in the encyclopedia's ship cards |
Encyclopedia | Ship card data for the encyclopedia entry for the Adder |
Encyclopedia | Ship card data for the encyclopedia entry for the Anaconda |
Encyclopedia | Ship card data for the encyclopedia entry for the Asp Mk II |
Encyclopedia | Ship card data for the encyclopedia entry for the Boa |
Encyclopedia | Variable: bushmaster (Parasite) Ship card data for the encyclopedia entry for the Bushmaster |
Encyclopedia | Variable: chameleon (Parasite) Ship card data for the encyclopedia entry for the Chameleon |
Encyclopedia | Ship card data for the encyclopedia entry for the Cobra Mk I |
Encyclopedia | Ship card data for the encyclopedia entry for the Cobra Mk III |
Encyclopedia | Ship card data for the encyclopedia entry for the Coriolis station |
Encyclopedia | Variable: dodecagon (Parasite) Ship card data for the encyclopedia entry for the Dodo station |
Encyclopedia | Variable: escape_pod (Parasite) Ship card data for the encyclopedia entry for the escape pod |
Encyclopedia | Variable: fer_de_lance (Parasite) Ship card data for the encyclopedia entry for the Fer-de-Lance |
Encyclopedia | Ship card data for the encyclopedia entry for the Gecko |
Encyclopedia | Ship card data for the encyclopedia entry for the Ghavial |
Encyclopedia | Ship card data for the encyclopedia entry for the Iguana |
Encyclopedia | Ship card data for the encyclopedia entry for the Krait |
Encyclopedia | Ship card data for the encyclopedia entry for the Mamba |
Encyclopedia | Ship card data for the encyclopedia entry for the Monitor |
Encyclopedia | Ship card data for the encyclopedia entry for the Moray |
Encyclopedia | Ship card data for the encyclopedia entry for the Ophidian |
Encyclopedia | Ship card data for the encyclopedia entry for the Python |
Encyclopedia | Ship card data for the encyclopedia entry for the Shuttle |
Encyclopedia | Variable: sidewinder (Parasite) Ship card data for the encyclopedia entry for the Sidewinder |
Encyclopedia | Ship card data for the encyclopedia entry for the Thargoid |
Encyclopedia | Ship card data for the encyclopedia entry for the Thargon |
Encyclopedia | Variable: transporter (Parasite) Ship card data for the encyclopedia entry for the Transporter |
Encyclopedia | Ship card data for the encyclopedia entry for the Viper |
Encyclopedia | Ship card data for the encyclopedia entry for the Worm |
Universe | Subroutine: install_ship (Parasite) Install a ship blueprint into the ship blueprints lookup table |
Text | Subroutine: printer (Parasite) This routine is commented out in the original source |
Loader | Subroutine: DOENTRYS (Parasite) Dock at the space station, show the ship hangar and work out any mission progression |
Start and end | Reset most of the game and restart from the title screen |
Elite J (Parasite)
------------------
Category | Details |
---|---|
Main loop | Subroutine: Main flight loop (Part 1 of 16) (Parasite) Seed the random number generator |
Main loop | Subroutine: Main flight loop (Part 2 of 16) (Parasite) Calculate the alpha and beta angles from the current pitch and roll of our ship |
Main loop | Subroutine: Main flight loop (Part 3 of 16) (Parasite) Scan for flight keys and process the results |
Main loop | Subroutine: Main flight loop (Part 4 of 16) (Parasite) For each nearby ship: Copy the ship's data block from K% to the zero-page workspace at INWK |
Main loop | Subroutine: Main flight loop (Part 6 of 16) (Parasite) For each nearby ship: Move the ship in space and copy the updated INWK data block back to K% |
Main loop | Subroutine: Main flight loop (Part 7 of 16) (Parasite) For each nearby ship: Check whether we are docking, scooping or colliding with it |
Main loop | Subroutine: Main flight loop (Part 8 of 16) (Parasite) For each nearby ship: Process us potentially scooping this item |
Main loop | Subroutine: Main flight loop (Part 9 of 16) (Parasite) For each nearby ship: If it is a space station, check whether we are successfully docking with it |
Main loop | Subroutine: Main flight loop (Part 10 of 16) (Parasite) For each nearby ship: Remove if scooped, or process collisions |
Main loop | Subroutine: Main flight loop (Part 11 of 16) (Parasite) For each nearby ship: Process missile lock and firing our laser |
Main loop | Subroutine: Main flight loop (Part 12 of 16) (Parasite) For each nearby ship: Draw the ship, remove if killed, loop back |
Main loop | Subroutine: Main flight loop (Part 13 of 16) (Parasite) Charge shields and energy banks |
Main loop | Subroutine: Main flight loop (Part 14 of 16) (Parasite) Spawn a space station if we are close enough to the planet |
Main loop | Subroutine: Main flight loop (Part 15 of 16) (Parasite) Perform altitude checks with the planet and sun and process fuel scooping if appropriate |
Main loop | Subroutine: Main flight loop (Part 16 of 16) (Parasite) Process laser pulsing, E.C.M. energy drain, call stardust routine |
Universe | Randomly spawn cargo from a destroyed ship |
Maths (Arithmetic) | Calculate (YY+1 SYL+Y) = (A P) + (S R) and draw stardust particle |
Drawing pixels | Draw a stardust particle relative to the screen centre |
Stardust | Reflect the stardust particles in the screen diagonal and redraw the stardust field |
Stardust | The main routine for processing the stardust |
Stardust | Process the stardust for the front view |
Stardust | Process the stardust for the rear view |
Maths (Geometry) | Add an orientation vector coordinate to an INWK coordinate |
Maths (Geometry) | Calculate a cap on the maximum distance to the planet or sun |
Maths (Arithmetic) | Calculate A = x_hi^2 + y_hi^2 + z_hi^2 in the K% block |
Moving | Calculate K(3 2 1) = (x_sign x_hi x_lo) + K(3 2 1) |
Flight | Launch our escape pod |
Elite K (Parasite)
------------------
Category | Details |
---|---|
Tactics | Subroutine: TACTICS (Part 1 of 7) (Parasite) Apply tactics: Process missiles, both enemy missiles and our own |
Tactics | Subroutine: TACTICS (Part 2 of 7) (Parasite) Apply tactics: Escape pod, station, lone Thargon, safe-zone pirate |
Tactics | Subroutine: TACTICS (Part 3 of 7) (Parasite) Apply tactics: Calculate dot product to determine ship's aim |
Tactics | Subroutine: TACTICS (Part 4 of 7) (Parasite) Apply tactics: Check energy levels, maybe launch escape pod if low |
Tactics | Subroutine: TACTICS (Part 5 of 7) (Parasite) Apply tactics: Consider whether to launch a missile at us |
Tactics | Subroutine: TACTICS (Part 6 of 7) (Parasite) Apply tactics: Consider firing a laser at us, if aim is true |
Tactics | Subroutine: TACTICS (Part 7 of 7) (Parasite) Apply tactics: Set pitch, roll, and acceleration |
Flight | Apply docking manoeuvres to the ship in INWK |
Maths (Arithmetic) | Calculate vector K3(8 0) = [x y z] - coordinates of the sun or space station |
Maths (Arithmetic) | Calculate vector K3(8 0) = [x y z] - coordinates in (A V) |
Maths (Arithmetic) | Calculate K3 = (x_sign x_hi x_lo) - V(1 0) |
Maths (Geometry) | Calculate the dot product of XX15 and one of the space station's orientation vectors |
Maths (Geometry) | Negate the vector in XX15 so it points in the opposite direction |
Flight | Calculate the vector from the ideal docking position to the ship |
Tactics | Work out if the ship in INWK is in our crosshairs |
Tactics | Launch a ship straight ahead of us, below the laser sights |
Tactics | Fire a missile from our ship |
Tactics | Subroutine: anger_8c (Parasite) Make the current ship angry |
Tactics | Make a ship hostile |
Tactics | Display the "missile jammed" message |
Flight | Spawn an escape pod from the current (parent) ship |
Universe | Spawn a child ship from the current (parent) ship |
Moving | Move a ship in space along one of the coordinate axes |
Drawing circles | Make the hyperspace sound and draw the hyperspace tunnel |
Drawing circles | Make the launch sound and draw the launch tunnel |
Drawing circles | Clear the screen and draw the launch or hyperspace tunnel |
Stardust | Process the stardust for the left or right view |
Maths (Arithmetic) | Set K(3 2 1 0) = (A A A A) and clear the C flag |
Maths (Arithmetic) | Calculate K(3 2 1 0) = (A P+1 P) * Q |
Maths (Arithmetic) | Calculate (S R) = XX(1 0) and (A P) = A * ALP1 |
Maths (Arithmetic) | Calculate (A P) = ALP1 * A |
Maths (Arithmetic) | Calculate Y1 = y_hi and (A P) = |y_hi| * Q for Y-th stardust |
Maths (Arithmetic) | Calculate (A P) = |A| * Q |
Maths (Arithmetic) | Set P(1 0) = (A A) |
Maths (Arithmetic) | Subroutine: Unused duplicate of MULTU (Parasite) An unused duplicate of the MULTU routine |
Maths (Arithmetic) | Calculate (A P+1 P) = (A ~P) * Q |
Maths (Arithmetic) | Calculate (S R) = XX(1 0) and (A P) = Q * A |
Maths (Arithmetic) | Calculate R = XX and (A P) = Q * A |
Maths (Geometry) | Calculate the dot product of XX15 and an orientation vector |
Maths (Arithmetic) | Calculate (P R) = 256 * DELTA / z_hi |
Maths (Arithmetic) | Calculate (P R) = 256 * DELTA / A |
Maths (Arithmetic) | Subroutine: DVID3B2 (Parasite) Calculate K(3 2 1 0) = (A P+1 P) / (z_sign z_hi z_lo) |
Dashboard | Apply damping to the pitch or roll dashboard indicator |
Dashboard | Bump up the value of the pitch or roll dashboard indicator |
Dashboard | Reduce the value of the pitch or roll dashboard indicator |
Maths (Geometry) | Calculate A = arctan(P / Q) |
Drawing lines | Draw the laser lines for when we fire our lasers |
Elite L (Parasite)
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Category | Details |
---|---|
Market | Work out if we have space for one tonne of cargo |
Flight | Start the hyperspace process |
Flight | Start a hyperspace countdown |
Flight | Perform a galactic hyperspace jump |
Flight | Print the hyperspace countdown in the top-left of the screen |
Flight | Print an error when a system is out of hyperspace range |
Universe | Subroutine: hyp1_FLIGHT (Parasite) Process a jump to the system closest to (QQ9, QQ10) (flight version) |
Universe | Spawn a Thargoid ship and a Thargon companion |
Flight | Process a mis-jump into witchspace |
Flight | Try to initiate a jump into hyperspace |
Flight | Launch from a station or show the front space view |
Charts | Display either the Long-range or Short-range Chart |
Tube | Subroutine: write_0346 (Parasite) Update the value of LASCT by sending a write_0346 command to the I/O processor |
Tube | Subroutine: read_0346 (Parasite) Get the value of LASCT by sending a read_0346 command to the I/O processor |
Drawing ships | Draw an exploding ship |
Universe | Update the missile indicators, set up the planet data block |
Universe | Set up various aspects of arriving in a new system |
Stardust | Subroutine: NWSTARS (Parasite) Initialise the stardust field |
Stardust | Create a random cloud of stardust |
Dashboard | Subroutine: WPSHPSS (Parasite) Clear the scanner, reset the ball line and sun line heaps |
Drawing the screen | Show or hide the dashboard (for when we die) by sending a write_crtc command to the I/O processor |
Flight | Charge a shield and drain some energy from the energy banks |
Flight | Drain some energy from the energy banks |
Maths (Arithmetic) | Calculate (Y X) = A / 10 |
Dashboard | Update the compass |
Dashboard | Draw a dot on the compass, given the planet/station vector |
Dashboard | Draw a dash on the compass |
Drawing pixels | Draw a double-height dot on the dashboard |
Drawing pixels | Draw a single-height dash on the dashboard by sending a draw_blob command to the I/O processor |
Flight | Take some damage, taking our ship's shields into consideration |
Flight | Take some damage |
Maths (Geometry) | Copy a space coordinate from the K% block into K3 |
Universe | Table of pointers to the local universe's ship data blocks |
Universe | Fetch the address of a ship's data block into INF |
Universe | Add a new space station to our local bubble of universe |
Universe | Add a new ship to our local bubble of universe |
Universe | Flip the sign and double an INWK byte |
Dashboard | Disarm missiles and update the dashboard indicators |
Dashboard | Set/unset the lock target for a missile and update the dashboard |
Dashboard | Start up the E.C.M. (light up the indicator, start the countdown and make the E.C.M. sound) |
Dashboard | Light up the E.C.M. indicator bulb ("E") on the dashboard by sending a draw_E command to the I/O processor |
Dashboard | Light up the space station indicator ("S") on the dashboard by sending a draw_S command to the I/O processor |
Dashboard | Draw a specific indicator in the dashboard's missile bar |
Maths (Geometry) | Project the current ship or planet onto the screen |
Drawing planets | Remove the planet or sun from the screen |
Drawing planets | Draw the planet or sun |
Drawing planets | Subroutine: PL9 (Part 1 of 3) (Parasite) Draw the planet, with either an equator and meridian, or a crater |
Drawing planets | Subroutine: PL9 (Part 2 of 3) (Parasite) Draw the planet's equator and meridian |
Drawing planets | Subroutine: PL9 (Part 3 of 3) (Parasite) Draw the planet's crater |
Drawing planets | Calculate (Y A) = nosev_x / z |
Drawing planets | Draw a half-ellipse |
Drawing planets | Draw an ellipse or half-ellipse |
Drawing circles | Draw a circle for the planet |
Drawing planets | Remove the planet from the screen |
Drawing planets | Reset the ball line heap |
Drawing suns | Remove the sun from the screen |
Drawing planets | Calculate (Y A P) = 222 * roofv_x / z |
Drawing planets | Calculate CNT2 = arctan(P / A) / 4 |
Drawing planets | Calculate roofv_x / z and roofv_y / z |
Drawing planets | Calculate (X K) = (A P+1 P) / (z_sign z_hi z_lo) |
Drawing planets | Return from a planet/sun-drawing routine with a failure flag |
Universe | Set the SLSP ship line heap pointer after shuffling ship slots |
Universe | Remove the current ship from our local bubble of universe |
Universe | Remove the space station and replace it with the sun |
Universe | Check the local bubble for missiles with target lock |
Universe | Subroutine: KILLSHP (Parasite) Remove a ship from our local bubble of universe |
Elite M (Parasite)
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Category | Details |
---|---|
Universe | Subroutine: rand_posn (Parasite) Set up the INWK workspace for a ship in a random ship position |
Missions | Check whether we are in the Constrictor's system in mission 1 |
Universe | Initialise the INWK workspace to a hostile ship |
Maths (Arithmetic) | Generate random numbers, making sure the C flag doesn't affect the outcome |
Main loop | Subroutine: Main game loop for flight (Part 1 of 6) (Parasite) Spawn a trader (a Cobra Mk III, Python, Boa or Anaconda) |
Main loop | Subroutine: Main game loop for flight (Part 2 of 6) (Parasite) Update the main loop counters |
Main loop | Subroutine: Main game loop for flight (Part 3 of 6) (Parasite) Potentially spawn a cop, particularly if we've been bad |
Main loop | Subroutine: Main game loop for flight (Part 4 of 6) (Parasite) Potentially spawn a lone bounty hunter or up to four pirates |
Main loop | Subroutine: Main game loop for flight (Part 5 of 6) (Parasite) Cool down lasers, make calls to update the dashboard |
Main loop | Subroutine: Main game loop for flight (Part 6 of 6) (Parasite) Process non-flight key presses (red function keys, docked keys) |
Keyboard | Process function key, save key, hyperspace and chart key presses |
Maths (Geometry) | Compare x_hi, y_hi and z_hi with 224 |
Maths (Geometry) | Compare x_hi, y_hi and z_hi with A |
Maths (Geometry) | Calculate a cap on the maximum distance to a ship |
Start and end | Display the death screen |
Loader | Launch from the station, load a new set of ship blueprints and jump into the main game loop |
Universe | Populate the ship blueprints table at XX21 with a random selection of ships and set the compass to point to the planet |
Loader | Lookup table for locating a specific bit in the 32-bit word for a given ship blueprint position |
Maths (Geometry) | Calculate the vector to the planet, sun or station and store it in XX15 |
Maths (Geometry) | Normalise the three-coordinate vector in K3 |
Flight | Perform an in-system jump |
Sound | Make an explosion sound |
Tactics | Add an enemy missile to our local bubble of universe |
Status | Process us making a kill |
Sound | Make the sound of a laser strike or ship explosion |
Keyboard | Scan the keyboard or joystick for a flight key by sending a scan_y command to the I/O processor |
Keyboard | Read joystick and flight controls |
Keyboard | Clear the key logger |
Keyboard | Subroutine: DOKEY_FLIGHT (Parasite) Scan for the seven primary flight controls (flight version) |
Keyboard | Subroutine: DK4_FLIGHT (Parasite) Scan for pause, configuration and secondary flight keys (flight version) |
Flight | Erase an old in-flight message and display a new one |
Text | Subroutine: cargo_mtok (Parasite) Print the name of a specific cargo item |
Flight | Display an in-flight message |
Flight | Print a text token, possibly followed by " DESTROYED" |
Flight | Potentially lose cargo or equipment following damage |
Drawing ships | Subroutine: LL9_FLIGHT (Parasite) Draw a ship (flight version) |
Moving | Subroutine: MVEIT_FLIGHT (Part 1 of 6) (Parasite) Move current ship (flight version) |
Moving | Subroutine: MVEIT_FLIGHT (Part 2 of 6) (Parasite) Move current ship: Call tactics routine, remove ship from scanner |
Moving | Subroutine: MVEIT_FLIGHT (Part 3 of 6) (Parasite) Move current ship: Move ship forward according to its speed |
Moving | Subroutine: MVEIT_FLIGHT (Part 4 of 6) (Parasite) Move current ship: Apply acceleration to ship's speed as a one-off |
Moving | Subroutine: MVEIT_FLIGHT (Part 5 of 6) (Parasite) Move current ship: Rotate ship's location by our pitch and roll |
Moving | Subroutine: MVEIT_FLIGHT (Part 6 of 6) (Parasite) Move current ship: Move the ship in space according to our speed |
Moving | Calculate (x_sign x_hi x_lo) = (x_sign x_hi x_lo) + (A R) |
Moving | Calculate (A P+2 P+1) = (x_sign x_hi x_lo) + (A P+2 P+1) |
Moving | Rotate the planet or sun's location in space by the amount of pitch and roll of our ship |
Flight | Flip the coordinate axes for the four different views |
Flight | Initialise the space view |
Flight | Draw the laser crosshairs |
Dashboard | The EOR value for different types of ship in the I.F.F. system for creating striped sticks in the scanner |
Dashboard | Base colours for different types of ship in the I.F.F. system |
Dashboard | Display the current ship on the scanner by sending a draw_tail command to the I/O processor |
Ship blueprints (Parasite)
--------------------------
Category | Details |
---|---|
Drawing ships | Macro definition for adding vertices to ship blueprints |
Drawing ships | Macro definition for adding edges to ship blueprints |
Drawing ships | Macro definition for adding faces to ship blueprints |
Drawing ships | Variable: SHIP_DODO (Parasite) Ship blueprint for a Dodecahedron ("Dodo") space station |
Drawing ships | Variable: SHIP_CORIOLIS (Parasite) Ship blueprint for a Coriolis space station |
Drawing ships | Variable: SHIP_ESCAPE_POD (Parasite) Ship blueprint for an escape pod |
Drawing ships | Variable: SHIP_PLATE (Parasite) Ship blueprint for an alloy plate |
Drawing ships | Variable: SHIP_CANISTER (Parasite) Ship blueprint for a cargo canister |
Drawing ships | Variable: SHIP_THARGOID (Parasite) Ship blueprint for a Thargoid mothership |
Drawing ships | Variable: SHIP_THARGON (Parasite) Ship blueprint for a Thargon |
Drawing ships | Variable: SHIP_BOULDER (Parasite) Ship blueprint for a boulder |
Drawing ships | Variable: SHIP_ASTEROID (Parasite) Ship blueprint for an asteroid |
Drawing ships | Variable: SHIP_SPLINTER (Parasite) Ship blueprint for a splinter |
Drawing ships | Variable: SHIP_SHUTTLE (Parasite) Ship blueprint for a Shuttle |
Drawing ships | Variable: SHIP_TRANSPORTER (Parasite) Ship blueprint for a Transporter |
Drawing ships | Variable: SHIP_COBRA_MK_3 (Parasite) Ship blueprint for a Cobra Mk III |
Drawing ships | Variable: SHIP_PYTHON (Parasite) Ship blueprint for a Python |
Drawing ships | Ship blueprint for a Boa |
Drawing ships | Variable: SHIP_ANACONDA (Parasite) Ship blueprint for an Anaconda |
Drawing ships | Variable: SHIP_WORM (Parasite) Ship blueprint for a Worm |
Drawing ships | Variable: SHIP_MISSILE (Parasite) Ship blueprint for a missile |
Drawing ships | Variable: SHIP_VIPER (Parasite) Ship blueprint for a Viper |
Drawing ships | Variable: SHIP_SIDEWINDER (Parasite) Ship blueprint for a Sidewinder |
Drawing ships | Variable: SHIP_MAMBA (Parasite) Ship blueprint for a Mamba |
Drawing ships | Variable: SHIP_KRAIT (Parasite) Ship blueprint for a Krait |
Drawing ships | Variable: SHIP_ADDER (Parasite) Ship blueprint for an Adder |
Drawing ships | Variable: SHIP_GECKO (Parasite) Ship blueprint for a Gecko |
Drawing ships | Variable: SHIP_COBRA_MK_1 (Parasite) Ship blueprint for a Cobra Mk I |
Drawing ships | Variable: SHIP_ASP_MK_2 (Parasite) Ship blueprint for an Asp Mk II |
Drawing ships | Variable: SHIP_FER_DE_LANCE (Parasite) Ship blueprint for a Fer-de-Lance |
Drawing ships | Variable: SHIP_MORAY (Parasite) Ship blueprint for a Moray |
Drawing ships | Variable: SHIP_CONSTRICTOR (Parasite) Ship blueprint for a Constrictor |
Drawing ships | Variable: SHIP_DRAGON (Parasite) Ship blueprint for a Dragon |
Drawing ships | Variable: SHIP_MONITOR (Parasite) Ship blueprint for a Monitor |
Drawing ships | Variable: SHIP_OPHIDIAN (Parasite) Ship blueprint for an Ophidian |
Drawing ships | Variable: SHIP_GHAVIAL (Parasite) Ship blueprint for a Ghavial |
Drawing ships | Variable: SHIP_BUSHMASTER (Parasite) Ship blueprint for a Bushmaster |
Drawing ships | Variable: SHIP_RATTLER (Parasite) Ship blueprint for a Rattler |
Drawing ships | Variable: SHIP_IGUANA (Parasite) Ship blueprint for an Iguana |
Drawing ships | Variable: SHIP_SHUTTLE_MK_2 (Parasite) Ship blueprint for a Shuttle Mk II |
Drawing ships | Variable: SHIP_CHAMELEON (Parasite) Ship blueprint for a Chameleon |
Drawing ships | Variable: ship_list (Parasite) A list of all available ship types in Elite-A, for populating the ship blueprints table |
Drawing ships | Ship blueprints lookup table for flight in Elite-A |
Drawing ships | Ship blueprints default NEWB flags |
Drawing ships | Variable: ship_bits (Parasite) Table of allowed ship blueprint positions for each ship type |
Drawing ships | Variable: ship_bytes (Parasite) Table of data used when adding each ship type to the positions in the blueprints table |