.SFRMIS LDX #MSL ; Set X to the ship type of a missile, and call SFS1-2 JSR SFS1-2 ; to add a missile to our universe that has AI (bit 7 ; set), is hostile (bit 6 set) and has been launched ; (bit 0 clear); the target slot number is set to 31, ; but this is ignored as the hostile flags means we ; are the target BCC sfrm1 ; The C flag will be set if the call to SFS1-2 was a ; success, so if it's clear, jump to sfrm1 to return ; from the subroutine LDA #120 ; Print recursive token 120 ("INCOMING MISSILE") as an JSR MESS ; in-flight message LDY #9 ; Call the NOISE routine with Y = 9 to make the sound JMP NOISE ; of the missile being launched and return from the ; subroutine using a tail call .sfrm1 RTS ; Return from the subroutineName: SFRMIS [Show more] Type: Subroutine Category: Tactics Summary: Add an enemy missile to our local bubble of universeContext: See this subroutine in context in the source code References: This subroutine is called as follows: * TACTICS (Part 5 of 7) calls SFRMIS
An enemy has fired a missile, so add the missile to our universe if there is room, and if there is, make the appropriate warnings and noises.
[X]
Subroutine MESS (category: Flight)
Display an in-flight message
[X]
Configuration variable MSL = 1
Ship type for a missile
[X]
Subroutine NOISE (category: Sound)
Make the sound effect whose number is in Y
[X]
Label sfrm1 is local to this routine