.HideShip LDA #0 ; Zero byte #33 in the current ship's data block at K%, LDY #33 ; so it is not shown on the scanner (a non-zero byte #33 STA (INF),Y ; represents the ship's number on the scanner, with a ; ship number of zero indicating that the ship is not ; shown on the scanner) ; Fall through into HideFromScanner to hide the scanner ; sprites for this ship and reset byte #33 in the INWK ; workspaceName: HideShip [Show more] Type: Subroutine Category: Dashboard Summary: Update the current ship so it is no longer shown on the scannerContext: See this subroutine in context in the source code References: This subroutine is called as follows: * LL9 (Part 1 of 12) calls HideShip