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Drawing ships: SHIP_ASP_MK_2

[NES version, Bank 1]

Name: SHIP_ASP_MK_2 [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Asp Mk II Deep dive: Ship blueprints
Context: See this variable in context in the source code References: This variable is used as follows: * Unused copy of XX21 uses SHIP_ASP_MK_2 * XX21 uses SHIP_ASP_MK_2
.SHIP_ASP_MK_2 EQUB 0 ; Max. canisters on demise = 0 EQUW 60 * 60 ; Targetable area = 60 * 60 EQUB LO(SHIP_ASP_MK_2_EDGES - SHIP_ASP_MK_2) ; Edges data offset (low) EQUB LO(SHIP_ASP_MK_2_FACES - SHIP_ASP_MK_2) ; Faces data offset (low) EQUB 105 ; Max. edge count = (105 - 1) / 4 = 26 EQUB 32 ; Gun vertex = 32 / 4 = 8 EQUB 26 ; Explosion count = 5, as (4 * n) + 6 = 26 EQUB 114 ; Number of vertices = 114 / 6 = 19 EQUB 28 ; Number of edges = 28 EQUW 200 ; Bounty = 200 EQUB 48 ; Number of faces = 48 / 4 = 12 EQUB 40 ; Visibility distance = 40 EQUB 150 ; Max. energy = 150 EQUB 40 ; Max. speed = 40 EQUB HI(SHIP_ASP_MK_2_EDGES - SHIP_ASP_MK_2) ; Edges data offset (high) EQUB HI(SHIP_ASP_MK_2_FACES - SHIP_ASP_MK_2) ; Faces data offset (high) EQUB 1 ; Normals are scaled by = 2^1 = 2 EQUB %00101001 ; Laser power = 5 ; Missiles = 1 .SHIP_ASP_MK_2_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, -18, 0, 1, 0, 2, 2, 22 ; Vertex 0 VERTEX 0, -9, -45, 2, 1, 11, 11, 31 ; Vertex 1 VERTEX 43, 0, -45, 6, 1, 11, 11, 31 ; Vertex 2 VERTEX 69, -3, 0, 6, 1, 9, 7, 31 ; Vertex 3 VERTEX 43, -14, 28, 1, 0, 7, 7, 31 ; Vertex 4 VERTEX -43, 0, -45, 5, 2, 11, 11, 31 ; Vertex 5 VERTEX -69, -3, 0, 5, 2, 10, 8, 31 ; Vertex 6 VERTEX -43, -14, 28, 2, 0, 8, 8, 31 ; Vertex 7 VERTEX 26, -7, 73, 4, 0, 9, 7, 31 ; Vertex 8 VERTEX -26, -7, 73, 4, 0, 10, 8, 31 ; Vertex 9 VERTEX 43, 14, 28, 4, 3, 9, 6, 31 ; Vertex 10 VERTEX -43, 14, 28, 4, 3, 10, 5, 31 ; Vertex 11 VERTEX 0, 9, -45, 5, 3, 11, 6, 31 ; Vertex 12 VERTEX -17, 0, -45, 11, 11, 11, 11, 10 ; Vertex 13 VERTEX 17, 0, -45, 11, 11, 11, 11, 9 ; Vertex 14 VERTEX 0, -4, -45, 11, 11, 11, 11, 10 ; Vertex 15 VERTEX 0, 4, -45, 11, 11, 11, 11, 8 ; Vertex 16 VERTEX 0, -7, 73, 4, 0, 4, 0, 10 ; Vertex 17 VERTEX 0, -7, 83, 4, 0, 4, 0, 10 ; Vertex 18 .SHIP_ASP_MK_2_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 2, 1, 22 ; Edge 0 EDGE 0, 4, 1, 0, 22 ; Edge 1 EDGE 0, 7, 2, 0, 22 ; Edge 2 EDGE 1, 2, 11, 1, 31 ; Edge 3 EDGE 2, 3, 6, 1, 31 ; Edge 4 EDGE 3, 8, 9, 7, 16 ; Edge 5 EDGE 8, 9, 4, 0, 31 ; Edge 6 EDGE 6, 9, 10, 8, 16 ; Edge 7 EDGE 5, 6, 5, 2, 31 ; Edge 8 EDGE 1, 5, 11, 2, 31 ; Edge 9 EDGE 3, 4, 7, 1, 31 ; Edge 10 EDGE 4, 8, 7, 0, 31 ; Edge 11 EDGE 6, 7, 8, 2, 31 ; Edge 12 EDGE 7, 9, 8, 0, 31 ; Edge 13 EDGE 2, 12, 11, 6, 31 ; Edge 14 EDGE 5, 12, 11, 5, 31 ; Edge 15 EDGE 10, 12, 6, 3, 22 ; Edge 16 EDGE 11, 12, 5, 3, 22 ; Edge 17 EDGE 10, 11, 4, 3, 22 ; Edge 18 EDGE 6, 11, 10, 5, 31 ; Edge 19 EDGE 9, 11, 10, 4, 31 ; Edge 20 EDGE 3, 10, 9, 6, 31 ; Edge 21 EDGE 8, 10, 9, 4, 31 ; Edge 22 EDGE 13, 15, 11, 11, 10 ; Edge 23 EDGE 15, 14, 11, 11, 9 ; Edge 24 EDGE 14, 16, 11, 11, 8 ; Edge 25 EDGE 16, 13, 11, 11, 8 ; Edge 26 EDGE 18, 17, 4, 0, 10 ; Edge 27 .SHIP_ASP_MK_2_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, -35, 5, 31 ; Face 0 FACE 8, -38, -7, 31 ; Face 1 FACE -8, -38, -7, 31 ; Face 2 FACE 0, 24, -1, 22 ; Face 3 FACE 0, 43, 19, 31 ; Face 4 FACE -6, 28, -2, 31 ; Face 5 FACE 6, 28, -2, 31 ; Face 6 FACE 59, -64, 31, 31 ; Face 7 FACE -59, -64, 31, 31 ; Face 8 FACE 80, 46, 50, 31 ; Face 9 FACE -80, 46, 50, 31 ; Face 10 FACE 0, 0, -90, 31 ; Face 11 EQUB $00, $FF ; These bytes appear to be unused EQUB $FF, $00