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Drawing ships: SHIP_MISSILE

[NES version, Bank 1]

Name: SHIP_MISSILE [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a missile Deep dive: Ship blueprints
Context: See this variable in context in the source code References: This variable is used as follows: * XX21 uses SHIP_MISSILE
.SHIP_MISSILE EQUB 0 ; Max. canisters on demise = 0 EQUW 40 * 40 ; Targetable area = 40 * 40 EQUB LO(SHIP_MISSILE_EDGES - SHIP_MISSILE) ; Edges data offset (low) EQUB LO(SHIP_MISSILE_FACES - SHIP_MISSILE) ; Faces data offset (low) EQUB 85 ; Max. edge count = (85 - 1) / 4 = 21 EQUB 0 ; Gun vertex = 0 EQUB 10 ; Explosion count = 1, as (4 * n) + 6 = 10 EQUB 102 ; Number of vertices = 102 / 6 = 17 EQUB 24 ; Number of edges = 24 EQUW 0 ; Bounty = 0 EQUB 36 ; Number of faces = 36 / 4 = 9 EQUB 14 ; Visibility distance = 14 EQUB 2 ; Max. energy = 2 EQUB 44 ; Max. speed = 44 EQUB HI(SHIP_MISSILE_EDGES - SHIP_MISSILE) ; Edges data offset (high) EQUB HI(SHIP_MISSILE_FACES - SHIP_MISSILE) ; Faces data offset (high) EQUB 2 ; Normals are scaled by = 2^2 = 4 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_MISSILE_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 0, 68, 0, 1, 2, 3, 31 ; Vertex 0 VERTEX 8, -8, 36, 1, 2, 4, 5, 31 ; Vertex 1 VERTEX 8, 8, 36, 2, 3, 4, 7, 31 ; Vertex 2 VERTEX -8, 8, 36, 0, 3, 6, 7, 31 ; Vertex 3 VERTEX -8, -8, 36, 0, 1, 5, 6, 31 ; Vertex 4 VERTEX 8, 8, -44, 4, 7, 8, 8, 31 ; Vertex 5 VERTEX 8, -8, -44, 4, 5, 8, 8, 31 ; Vertex 6 VERTEX -8, -8, -44, 5, 6, 8, 8, 31 ; Vertex 7 VERTEX -8, 8, -44, 6, 7, 8, 8, 31 ; Vertex 8 VERTEX 12, 12, -44, 4, 7, 8, 8, 8 ; Vertex 9 VERTEX 12, -12, -44, 4, 5, 8, 8, 8 ; Vertex 10 VERTEX -12, -12, -44, 5, 6, 8, 8, 8 ; Vertex 11 VERTEX -12, 12, -44, 6, 7, 8, 8, 8 ; Vertex 12 VERTEX -8, 8, -12, 6, 7, 7, 7, 8 ; Vertex 13 VERTEX -8, -8, -12, 5, 6, 6, 6, 8 ; Vertex 14 VERTEX 8, 8, -12, 4, 7, 7, 7, 8 ; Vertex 15 VERTEX 8, -8, -12, 4, 5, 5, 5, 8 ; Vertex 16 .SHIP_MISSILE_EDGES ; vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 2, 31 ; Edge 0 EDGE 0, 2, 2, 3, 31 ; Edge 1 EDGE 0, 3, 0, 3, 31 ; Edge 2 EDGE 0, 4, 0, 1, 31 ; Edge 3 EDGE 1, 2, 4, 2, 31 ; Edge 4 EDGE 1, 4, 1, 5, 31 ; Edge 5 EDGE 3, 4, 0, 6, 31 ; Edge 6 EDGE 2, 3, 3, 7, 31 ; Edge 7 EDGE 2, 5, 4, 7, 31 ; Edge 8 EDGE 1, 6, 4, 5, 31 ; Edge 9 EDGE 4, 7, 5, 6, 31 ; Edge 10 EDGE 3, 8, 6, 7, 31 ; Edge 11 EDGE 7, 8, 6, 8, 31 ; Edge 12 EDGE 5, 8, 7, 8, 31 ; Edge 13 EDGE 5, 6, 4, 8, 31 ; Edge 14 EDGE 6, 7, 5, 8, 31 ; Edge 15 EDGE 6, 10, 5, 8, 8 ; Edge 16 EDGE 5, 9, 7, 8, 8 ; Edge 17 EDGE 8, 12, 7, 8, 8 ; Edge 18 EDGE 7, 11, 5, 8, 8 ; Edge 19 EDGE 9, 15, 4, 7, 8 ; Edge 20 EDGE 10, 16, 4, 5, 8 ; Edge 21 EDGE 12, 13, 6, 7, 8 ; Edge 22 EDGE 11, 14, 5, 6, 8 ; Edge 23 .SHIP_MISSILE_FACES ; normal_x, normal_y, normal_z, visibility FACE -64, 0, 16, 31 ; Face 0 FACE 0, -64, 16, 31 ; Face 1 FACE 64, 0, 16, 31 ; Face 2 FACE 0, 64, 16, 31 ; Face 3 FACE 32, 0, 0, 31 ; Face 4 FACE 0, -32, 0, 31 ; Face 5 FACE -32, 0, 0, 31 ; Face 6 FACE 0, 32, 0, 31 ; Face 7 FACE 0, 0, -176, 31 ; Face 8