.RemoveShip JSR SetupPPUForIconBar ; If the PPU has started drawing the icon bar, configure ; the PPU to use nametable 0 and pattern table 0 LDY #NI%-1 ; There are NI% bytes in each ship data block (and in ; the INWK workspace, so we set a counter in Y so we can ; loop through them .cink1 LDA (INF),Y ; Load the Y-th byte of INF and store it in the Y-th STA INWK,Y ; byte of INWK DEY ; Decrement the loop counter BPL cink1 ; Loop back for the next byte until we have copied the ; last byte from INF to INWK ; Fall through into KILLSHP to remove the ship from our ; local bubble of universeName: RemoveShip [Show more] Type: Subroutine Category: Universe Summary: Fetch a ship data block and remove that ship from our local bubble of universeContext: See this subroutine in context in the source code References: This subroutine is called as follows: * InSystemJump calls RemoveShip
Arguments: X The slot number of the ship to remove INF The address of the data block for the ship to remove
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Configuration variable NI% = 38
The number of bytes in each ship's data block (as stored in INWK and K%)
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Subroutine SetupPPUForIconBar (category: PPU)
If the PPU has started drawing the icon bar, configure the PPU to use nametable 0 and pattern table 0, while preserving A
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Label cink1 is local to this routine