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Drawing ships: SHIP_CONSTRICTOR

[NES version, Bank 1]

Name: SHIP_CONSTRICTOR [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Constrictor 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_CONSTRICTOR * XX21 uses SHIP_CONSTRICTOR
.SHIP_CONSTRICTOR EQUB 3 ; Max. canisters on demise = 3 EQUW 65 * 65 ; Targetable area = 65 * 65 EQUB LO(SHIP_CONSTRICTOR_EDGES - SHIP_CONSTRICTOR) ; Edges data offset (low) EQUB LO(SHIP_CONSTRICTOR_FACES - SHIP_CONSTRICTOR) ; Faces data offset (low) EQUB 81 ; Max. edge count = (81 - 1) / 4 = 20 EQUB 0 ; Gun vertex = 0 EQUB 46 ; Explosion count = 10, as (4 * n) + 6 = 46 EQUB 102 ; Number of vertices = 102 / 6 = 17 EQUB 24 ; Number of edges = 24 EQUW 0 ; Bounty = 0 EQUB 40 ; Number of faces = 40 / 4 = 10 EQUB 45 ; Visibility distance = 45 EQUB 252 ; Max. energy = 252 EQUB 36 ; Max. speed = 36 EQUB HI(SHIP_CONSTRICTOR_EDGES - SHIP_CONSTRICTOR) ; Edges data offset (high) EQUB HI(SHIP_CONSTRICTOR_FACES - SHIP_CONSTRICTOR) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00110100 ; Laser power = 6 ; Missiles = 4 .SHIP_CONSTRICTOR_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 20, -7, 80, 2, 0, 9, 9, 31 ; Vertex 0 VERTEX -20, -7, 80, 1, 0, 9, 9, 31 ; Vertex 1 VERTEX -54, -7, 40, 4, 1, 9, 9, 31 ; Vertex 2 VERTEX -54, -7, -40, 5, 4, 9, 8, 31 ; Vertex 3 VERTEX -20, 13, -40, 6, 5, 8, 8, 31 ; Vertex 4 VERTEX 20, 13, -40, 7, 6, 8, 8, 31 ; Vertex 5 VERTEX 54, -7, -40, 7, 3, 9, 8, 31 ; Vertex 6 VERTEX 54, -7, 40, 3, 2, 9, 9, 31 ; Vertex 7 VERTEX 20, 13, 5, 15, 15, 15, 15, 31 ; Vertex 8 VERTEX -20, 13, 5, 15, 15, 15, 15, 31 ; Vertex 9 VERTEX 20, -7, 62, 9, 9, 9, 9, 18 ; Vertex 10 VERTEX -20, -7, 62, 9, 9, 9, 9, 18 ; Vertex 11 VERTEX 25, -7, -25, 9, 9, 9, 9, 18 ; Vertex 12 VERTEX -25, -7, -25, 9, 9, 9, 9, 18 ; Vertex 13 VERTEX 15, -7, -15, 9, 9, 9, 9, 10 ; Vertex 14 VERTEX -15, -7, -15, 9, 9, 9, 9, 10 ; Vertex 15 VERTEX 0, -7, 0, 15, 9, 1, 0, 0 ; Vertex 16 .SHIP_CONSTRICTOR_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 9, 0, 31 ; Edge 0 EDGE 1, 2, 9, 1, 31 ; Edge 1 EDGE 1, 9, 1, 0, 31 ; Edge 2 EDGE 0, 8, 2, 0, 31 ; Edge 3 EDGE 0, 7, 9, 2, 31 ; Edge 4 EDGE 7, 8, 3, 2, 31 ; Edge 5 EDGE 2, 9, 4, 1, 31 ; Edge 6 EDGE 2, 3, 9, 4, 31 ; Edge 7 EDGE 6, 7, 9, 3, 31 ; Edge 8 EDGE 6, 8, 7, 3, 31 ; Edge 9 EDGE 5, 8, 7, 6, 31 ; Edge 10 EDGE 4, 9, 6, 5, 31 ; Edge 11 EDGE 3, 9, 5, 4, 31 ; Edge 12 EDGE 3, 4, 8, 5, 31 ; Edge 13 EDGE 4, 5, 8, 6, 31 ; Edge 14 EDGE 5, 6, 8, 7, 31 ; Edge 15 EDGE 3, 6, 9, 8, 31 ; Edge 16 EDGE 8, 9, 6, 0, 31 ; Edge 17 EDGE 10, 12, 9, 9, 18 ; Edge 18 EDGE 12, 14, 9, 9, 5 ; Edge 19 EDGE 14, 10, 9, 9, 10 ; Edge 20 EDGE 11, 15, 9, 9, 10 ; Edge 21 EDGE 13, 15, 9, 9, 5 ; Edge 22 EDGE 11, 13, 9, 9, 18 ; Edge 23 .SHIP_CONSTRICTOR_FACES ; normal_x, normal_y, normal_z, visibility FACE 0, 55, 15, 31 ; Face 0 FACE -24, 75, 20, 31 ; Face 1 FACE 24, 75, 20, 31 ; Face 2 FACE 44, 75, 0, 31 ; Face 3 FACE -44, 75, 0, 31 ; Face 4 FACE -44, 75, 0, 31 ; Face 5 FACE 0, 53, 0, 31 ; Face 6 FACE 44, 75, 0, 31 ; Face 7 FACE 0, 0, -160, 31 ; Face 8 FACE 0, -27, 0, 31 ; Face 9