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Drawing ships: SHIP_BOULDER

[NES version, Bank 1]

Name: SHIP_BOULDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a boulder Deep dive: Ship blueprints
Context: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_BOULDER
.SHIP_BOULDER EQUB 0 ; Max. canisters on demise = 0 EQUW 30 * 30 ; Targetable area = 30 * 30 EQUB LO(SHIP_BOULDER_EDGES - SHIP_BOULDER) ; Edges data offset (low) EQUB LO(SHIP_BOULDER_FACES - SHIP_BOULDER) ; Faces data offset (low) EQUB 49 ; Max. edge count = (49 - 1) / 4 = 12 EQUB 0 ; Gun vertex = 0 EQUB 14 ; Explosion count = 2, as (4 * n) + 6 = 14 EQUB 42 ; Number of vertices = 42 / 6 = 7 EQUB 15 ; Number of edges = 15 EQUW 1 ; Bounty = 1 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 20 ; Visibility distance = 20 EQUB 20 ; Max. energy = 20 EQUB 30 ; Max. speed = 30 EQUB HI(SHIP_BOULDER_EDGES - SHIP_BOULDER) ; Edges data offset (high) EQUB HI(SHIP_BOULDER_FACES - SHIP_BOULDER) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_BOULDER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -18, 37, -11, 1, 0, 9, 5, 31 ; Vertex 0 VERTEX 30, 7, 12, 2, 1, 6, 5, 31 ; Vertex 1 VERTEX 28, -7, -12, 3, 2, 7, 6, 31 ; Vertex 2 VERTEX 2, 0, -39, 4, 3, 8, 7, 31 ; Vertex 3 VERTEX -28, 34, -30, 4, 0, 9, 8, 31 ; Vertex 4 VERTEX 5, -10, 13, 15, 15, 15, 15, 31 ; Vertex 5 VERTEX 20, 17, -30, 15, 15, 15, 15, 31 ; Vertex 6 .SHIP_BOULDER_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 5, 1, 31 ; Edge 0 EDGE 1, 2, 6, 2, 31 ; Edge 1 EDGE 2, 3, 7, 3, 31 ; Edge 2 EDGE 3, 4, 8, 4, 31 ; Edge 3 EDGE 4, 0, 9, 0, 31 ; Edge 4 EDGE 0, 5, 1, 0, 31 ; Edge 5 EDGE 1, 5, 2, 1, 31 ; Edge 6 EDGE 2, 5, 3, 2, 31 ; Edge 7 EDGE 3, 5, 4, 3, 31 ; Edge 8 EDGE 4, 5, 4, 0, 31 ; Edge 9 EDGE 0, 6, 9, 5, 31 ; Edge 10 EDGE 1, 6, 6, 5, 31 ; Edge 11 EDGE 2, 6, 7, 6, 31 ; Edge 12 EDGE 3, 6, 8, 7, 31 ; Edge 13 EDGE 4, 6, 9, 8, 31 ; Edge 14 .SHIP_BOULDER_FACES ; normal_x, normal_y, normal_z, visibility FACE -15, -3, 8, 31 ; Face 0 FACE -7, 12, 30, 31 ; Face 1 FACE 32, -47, 24, 31 ; Face 2 FACE -3, -39, -7, 31 ; Face 3 FACE -5, -4, -1, 31 ; Face 4 FACE 49, 84, 8, 31 ; Face 5 FACE 112, 21, -21, 31 ; Face 6 FACE 76, -35, -82, 31 ; Face 7 FACE 22, 56, -137, 31 ; Face 8 FACE 40, 110, -38, 31 ; Face 9