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Main loop: FlightLoop4To16

[NES version, Bank 0]

Name: FlightLoop4To16 [Show more] Type: Subroutine Category: Main loop Summary: Display in-flight messages, call parts 4 to 12 of the main flight loop for each slot, and fall through into parts 13 to 16 Deep dive: Splitting the main loop in the NES version The NES combat demo
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * DEATH calls FlightLoop4To16 * Main flight loop (Part 3 of 16) calls FlightLoop4To16 * RunDemoFlightLoop calls FlightLoop4To16
.main24 DEC DLY ; Decrement the delay counter in DLY, which is used to ; control how long flight messages remain on-screen BMI main27 ; If DLY is now negative, jump to main27 to set DLY to ; zero and skip the following, as there is no flight ; message to display BEQ main25 ; DLY is now zero so it must have been non-zero before ; we decremented it, so jump to main25 to remove the ; flight message from the screen, as its timer has run ; down ; DLY is non-zero, so we need to redraw any flight ; messages we may have, so they remain on-screen while ; DLY is still ticking down JSR PrintFlightMessage ; Print the current in-flight message, if there is one JMP main26 ; Jump to main26 to display the message we just printed ; and continue with the rest of the main loop .main25 JSR CLYNS ; Clear the bottom two text rows of the upper screen, ; and move the text cursor to the first cleared row .main26 JSR DrawMessageInNMI ; Configure the NMI to update the in-flight message part ; of the screen (which is either the current in-flight ; message, or the part of the screen that the call to ; CLYNS just cleared) JMP MA16 ; Jump to MA16 to skip the following and continue with ; the rest of the main loop .FlightLoop4To16 LDA QQ11 ; If this is not the space view (i.e. QQ11 is non-zero), BNE main24 ; jump to main24 to print the flight message for ; non-space views, rejoining the main subroutine at MA16 ; below DEC DLY ; Decrement the delay counter in DLY, which is used to ; control how long flight messages remain on-screen BMI main27 ; If DLY is now 0 or negative, jump to main27 to set DLY BEQ main27 ; to zero and skip the following, as there is no flight ; message to display ; DLY is non-zero, so we need to redraw any flight ; messages we may have, so they remain on-screen while ; DLY is still ticking down JSR PrintFlightMessage ; Print the current flight message, if there is one JMP MA16 ; Jump to MA16 to skip the following and continue with ; the rest of the main loop .main27 LDA #0 ; Set DLY to 0 so that it doesn't decrement below zero STA DLY .MA16 LDA ECMP ; If our E.C.M is not on, skip to MA69, otherwise keep BEQ MA69 ; going to drain some energy JSR DENGY ; Call DENGY to deplete our energy banks by 1 BEQ MA70 ; If we have no energy left, jump to MA70 to turn our ; E.C.M. off .MA69 LDA ECMA ; If an E.C.M is going off (ours or an opponent's) then BEQ MA66 ; keep going, otherwise skip to MA66 LDA #128 ; Set K+2 = 128 to send to the DrawLightning routine as STA K+2 ; the x-coordinate of the centre of the lightning, so ; it is centred on-screen LDA #127 ; Set K = 127 to send to the DrawLightning routine as STA K ; half the height of the lightning, so it fills the ; whole screen width LDA halfScreenHeight ; Set K+3 to the y-coordinate of the centre of the STA K+3 ; screen in halfScreenHeight, to send to the ; DrawLightning routine as the y-coordinate of the ; centre of the lightning, so it is centred on-screen STA K+1 ; Set K+1 to the y-coordinate of the centre of the ; screen in halfScreenHeight, to send to the ; DrawLightning routine as half the height of the ; lightning, so it fills the whole screen height JSR DrawLightning_b6 ; Draw the lightning effect of the E.C.M. going off DEC ECMA ; Decrement the E.C.M. countdown timer, and if it has BNE MA66 ; reached zero, keep going, otherwise skip to MA66 .MA70 JSR ECMOF ; If we get here then either we have either run out of ; energy, or the E.C.M. timer has run down, so switch ; off the E.C.M. .MA66 LDX #0 ; We are about to work our way through all the ships in ; the bubble, calling MAL1 (parts 4 to 12 of the main ; flight loop) for each of them, so set X as a ship slot ; counter LDA FRIN ; If slot 0 is empty, jump to main28 to move on to the BEQ main28 ; next slot JSR MAL1 ; Call parts 4 to 12 of the main flight loop to update ; the ship in slot 0 .main28 LDX #2 ; We deal with the sun/space station in slot 1 below, so ; we now skip to slot 2 by setting X accordingly .main29 LDA FRIN,X ; If slot X is empty then we have reached the last slot, BEQ main30 ; so jump to main30 to stop updating the slots JSR MAL1 ; Call parts 4 to 12 of the main flight loop to update ; the ship in slot X JMP main29 ; Loop back until we have updated all the ship slots .main30 LDX #1 ; We now process the sun/space station in slot 1, so we ; set X as the slot number LDA FRIN+1 ; If slot 1 is empty then there is no sun or space BEQ MA18 ; station (which can happen in witchspace), so jump to ; part 13 of the main loop as we are done updating the ; ship slots BPL main31 ; If bit 7 of the ship type is clear, then this is the ; space station rather than the sun, so jump to main31 ; to skip the following LDY #0 ; Set the "space station present" flag to 0, as we are STY SSPR ; no longer in the space station's safe zone .main31 JSR MAL1 ; Call parts 4 to 12 of the main flight loop to update ; the sun or space station in slot 2 ; Fall through into part 13 to continue working through ; the main flight loop