.S% \ --- Mod: Code removed for Elite-A: ------------------> \JMP DEEOR \ Decrypt the main flight code and join the main loop \ \JMP DEEOR \ Decrypt the main flight code and start a new game \ \JMP TT26 \ WRCHV is set to point here by elite-loader3.asm \ \EQUW IRQ1 \ IRQ1V is set to point here by elite-loader3.asm \ \JMP BRBR1 \ BRKV is set to point here by elite-loader3.asm \ --- And replaced by: --------------------------------> JMP RSHIPS \ Load a new set of ship blueprints, set the space view \ and jump into the main game loop JMP RSHIPS \ Load a new set of ship blueprints, set the space view \ and jump into the main game loop JMP TT26 \ WRCHV is set to point here by elite-loader.asm EQUW IRQ1 \ IRQ1V is set to point here by elite-loader.asm JMP BRBR1 \ BRKV is set to point here by elite-loader.asm \ --- End of replacement ------------------------------> PRINT "S% workspace (flight) from ", ~S%, "to ", ~P%-1, "inclusive"Name: S% [Show more] Type: Workspace Address: &11E3 to &11F0 Category: Workspaces Summary: Entry points and vector addresses in the main flight code Deep dive: Swapping between the docked and flight codeContext: See this workspace in context in the source code References: No direct references to this workspace in this source file
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Configuration variable BRBR1 = &11D5
The address of the main break handler, which BRKV points to as set in elite-loader.asm
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Configuration variable IRQ1 = &114B
The address of the IRQ1 routine that implements the split screen interrupt handler, as set in elite-loader.asm
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Subroutine RSHIPS (category: Loader)
Launch from the station, load a new set of ship blueprints and jump into the main game loop
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Subroutine TT26 (category: Text)
Print a character at the text cursor by poking into screen memory