Skip to navigation

Main loop: Main game loop (Part 1 of 6)

[NES version, Bank 0]

Name: Main game loop (Part 1 of 6) [Show more] Type: Subroutine Category: Main loop Summary: Spawn a trader (a Cobra Mk III, Python, Boa or Anaconda) Deep dive: Program flow of the main game loop Ship data blocks Aggression and hostility in ship tactics
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file

This is part of the main game loop. This is where the core loop of the game lives, and it's in two parts. The shorter loop (just parts 5 and 6) is iterated when we are docked, while the entire loop from part 1 to 6 iterates if we are in space. This section covers the following: * Spawn a trader, i.e. a Cobra Mk III, Python, Boa or Anaconda, with a 50% chance of it having an E.C.M., a 50% chance of it docking, a random aggression level, a speed between 16 and 31, and a gentle clockwise roll We call this from within the main loop.
.MTT4 JSR DORND ; Set A and X to random numbers LSR A ; Clear bit 7 of our random number in A and set the C ; flag to bit 0 of A, which is random STA INWK+32 ; Store this in the ship's AI flag, so this ship does ; not have AI STA INWK+29 ; Store A in the ship's roll counter, giving it a ; clockwise roll (as bit 7 is clear), and a 1 in 127 ; chance of it having no damping ROL INWK+31 ; This instruction would appear to set bit 0 of the ; ship's missile count randomly (as the C flag was set), ; giving the ship either no missiles or one missile ; ; However, INWK+31 is overwritten in the call to the ; NWSHP routine below, where it is set to the number of ; missiles from the ship blueprint, and the value of the ; C flag is not used, so this instruction actually has ; no effect ; ; Interestingly, the original source code for the NWSPS ; routine also has an instruction that sets INWK+31 and ; which gets overwritten when it falls through into ; NWSHP, but in this case the instruction is commented ; out in the source. Perhaps the original version of ; NWSHP didn't set the missile count and instead relied ; on the calling code to set it, and when the authors ; changed it, they commented out the INWK+31 instruction ; in NWSPS and forgot about this one. Who knows? AND #15 ; Set the ship speed to our random number, set to a ADC #10 ; minimum of 10 and a maximum of 26 (as the C flag is STA INWK+27 ; also randomly set) JSR DORND ; Set A and X to random numbers, plus the C flag BMI nodo ; If A is negative (50% chance), jump to nodo to skip ; the following ; If we get here then we are going to spawn a ship that ; is minding its own business and trying to dock LDA INWK+32 ; Set bits 6 and 7 of A, so the ship has AI (bit 7) and ORA #%11000000 ; an aggression level of at least 32 out of 63 (this STA INWK+32 ; makes the ship more likely to turn towards its target, ; which in this case is the space station, as we are ; about to set the ship flags so it is docking) LDX #%00010000 ; Set bit 4 of the ship's NEWB flags, to indicate that STX NEWB ; this ship is docking .nodo AND #2 ; This reduces A to a random value of either 0 or 2 ADC #CYL ; Set A = A + C + #CYL ; ; where A is 0 or 2 and C is 0 or 1, so this gives us a ; ship type from the following: Cobra Mk III, Python, ; Boa or Anaconda CMP #HER ; If A is not the ship type of a rock hermit, jump to BNE game1 ; game1 to skip the following instruction LDA #CYL ; This is a rock hermit, so set A = #CYL so we spawn a ; Cobra Mk III .game1 JSR NWSHP ; Add a new ship of type A to the local bubble and fall ; through into the main game loop again JMP MLOOP ; Jump down to MLOOP to do some end-of-loop tidying and ; restart the main loop