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Start and end: DEATH

[BBC Master version]

Name: DEATH [Show more] Type: Subroutine Category: Start and end Summary: Display the death screen
Context: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * Main flight loop (Part 9 of 16) calls DEATH * Main flight loop (Part 15 of 16) calls DEATH * OOPS calls DEATH

We have been killed, so display the chaos of our destruction above a "GAME OVER" sign, and clean up the mess ready for the next attempt.
.DEATH LDY #soexpl \ Call the NOISE routine with Y = 4 to make the sound of JSR NOISE \ us dying JSR RES2 \ Reset a number of flight variables and workspaces ASL DELTA \ Divide our speed in DELTA by 4 ASL DELTA LDX #24 \ Set the screen to only show 24 text rows, which hides JSR DET1 \ the dashboard, setting A to 6 in the process LDA #13 \ Clear the top part of the screen, draw a white border, JSR TT66 \ and set the current view type in QQ11 to 13 (which \ is not a space view, though I'm not quite sure why \ this value is chosen, as it gets overwritten by the \ next instruction anyway) STZ QQ11 \ Set QQ11 to 0, so from here on we are using a space \ view JSR BOX \ Call BOX to redraw the same white border (BOX is part \ of TT66), which removes the border as it is drawn \ using EOR logic JSR nWq \ Create a cloud of stardust containing the correct \ number of dust particles (i.e. NOSTM of them) LDA #CYAN \ Change the current colour to cyan STA COL LDA #12 \ Move the text cursor to column 12 on row 12 STA XC STA YC LDA #146 \ Print recursive token 146 ("{all caps}GAME OVER") JSR ex .D1 JSR Ze \ Call Ze to initialise INWK to a potentially hostile \ ship, and set A and X to random values LSR A \ Set A = A / 4, so A is now between 0 and 63, and LSR A \ store in byte #0 (x_lo) STA INWK LDY #0 \ Set the following to 0: x_hi, y_hi, z_hi and the AI STY INWK+1 \ flag (no AI or E.C.M. and not hostile) STY INWK+4 STY INWK+7 STY INWK+32 DEY \ Set Y = 255 STY MCNT \ Reset the main loop counter to 255, so all timer-based \ calls will be stopped EOR #%00101010 \ Flip bits 1, 3 and 5 in A (x_lo) to get another number STA INWK+3 \ between 48 and 63, and store in byte #3 (y_lo) ORA #%01010000 \ Set bits 4 and 6 of A to bump it up to between 112 and STA INWK+6 \ 127, and store in byte #6 (z_lo) TXA \ Set A to the random number in X and keep bits 0-3 and AND #%10001111 \ the sign in bit 7 to get a number between -15 and +15, STA INWK+29 \ and store in byte #29 (roll counter) to give our ship \ a gentle roll with damping LDY #64 \ Set the laser count to 64 to act as a counter in the STY LASCT \ D2 loop below, so this setting determines how long the \ death animation lasts (it's 64 * 2 iterations of the \ main flight loop) SEC \ Set the C flag ROR A \ This sets A to a number between 0 and +7, which we AND #%10000111 \ store in byte #30 (the pitch counter) to give our ship STA INWK+30 \ a very gentle downwards pitch with damping LDX #OIL \ Set X to #OIL, the ship type for a cargo canister LDA XX21-1+2*PLT \ Fetch the byte from location XX21 - 1 + 2 * PLT, which \ equates to XX21 + 7 (the high byte of the address of \ SHIP_PLATE), which seems a bit odd. It might make more \ sense to do LDA (XX21-2+2*PLT) as this would fetch the \ first byte of the alloy plate's blueprint (which \ determines what happens when alloys are destroyed), \ but there aren't any brackets, so instead this always \ returns &D0, which is never zero, so the following \ BEQ is never true. (If the brackets were there, then \ we could stop plates from spawning on death by setting \ byte #0 of the blueprint to 0... but then scooping \ plates wouldn't give us alloys, so who knows what this \ is all about?) BEQ D3 \ If A = 0, jump to D3 to skip the following instruction BCC D3 \ If the C flag is clear, which will be random following \ the above call to Ze, jump to D3 to skip the following \ instruction DEX \ Decrement X, which sets it to #PLT, the ship type for \ an alloy plate .D3 JSR fq1 \ Call fq1 with X set to #OIL or #PLT, which adds a new \ cargo canister or alloy plate to our local bubble of \ universe and points it away from us with double DELTA \ speed (i.e. 6, as DELTA was set to 3 by the call to \ RES2 above). INF is set to point to the new arrival's \ ship data block in K% JSR DORND \ Set A and X to random numbers and extract bit 7 from A AND #%10000000 LDY #31 \ Store this in byte #31 of the ship's data block, so it STA (INF),Y \ has a 50% chance of marking our new arrival as being \ killed (so it will explode) LDA FRIN+4 \ The call we made to RES2 before we entered the loop at BEQ D1 \ D1 will have reset all the ship slots at FRIN, so this \ checks to see if the fifth slot is empty, and if it \ is we loop back to D1 to add another canister, until \ we have added five of them \JSR U% \ This instruction is commented out in the original \ source LDA #0 \ Set our speed in DELTA to 0, as we aren't going STA DELTA \ anywhere any more JSR M% \ Call the M% routine to do the main flight loop once, \ which will display our exploding canister scene and \ move everything about, as well as decrementing the \ value in LASCT \JSR NOSPRITES \ This instruction is commented out in the original \ source .D2 JSR M% \ Call the M% routine to do the main flight loop once, \ which will display our exploding canister scene and \ move everything about, as well as decrementing the \ value in LASCT DEC LASCT \ Decrement the counter in LASCT, which we set above, \ so for each loop around D2, we decrement LASCT by 5 \ (the main loop decrements it by 4, and this one makes \ it 5) BNE D2 \ Loop back to call the main flight loop again, until we \ have called it 127 times LDX #31 \ Set the screen to show all 31 text rows, which shows JSR DET1 \ the dashboard JMP DEATH2 \ Jump to DEATH2 to reset and restart the game