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Drawing ships: SHIP_SPLINTER

[NES version, Bank 1]

Name: SHIP_SPLINTER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a splinter 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_SPLINTER * XX21 uses SHIP_SPLINTER

The ship blueprint for the splinter reuses the edges data from the escape pod, so the edges data offset is negative.
.SHIP_SPLINTER EQUB 0 + (11 << 4) ; Max. canisters on demise = 0 ; Market item when scooped = 11 + 1 = 12 (Minerals) EQUW 16 * 16 ; Targetable area = 16 * 16 EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) ; Edges from escape pod EQUB LO(SHIP_SPLINTER_FACES - SHIP_SPLINTER) + 24 ; Faces data offset (low) EQUB 29 ; Max. edge count = (29 - 1) / 4 = 7 EQUB 0 ; Gun vertex = 0 EQUB 22 ; Explosion count = 4, as (4 * n) + 6 = 22 EQUB 24 ; Number of vertices = 24 / 6 = 4 EQUB 6 ; Number of edges = 6 EQUW 0 ; Bounty = 0 EQUB 16 ; Number of faces = 16 / 4 = 4 EQUB 8 ; Visibility distance = 8 EQUB 20 ; Max. energy = 20 EQUB 10 ; Max. speed = 10 EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_SPLINTER) ; Edges from escape pod EQUB HI(SHIP_SPLINTER_FACES - SHIP_SPLINTER) ; Faces data offset (low) EQUB 5 ; Normals are scaled by = 2^5 = 32 EQUB %00000000 ; Laser power = 0 ; Missiles = 0 .SHIP_SPLINTER_VERTICES ; x, y, z, face1, face2, face3, face4, visibility VERTEX -24, -25, 16, 2, 1, 3, 3, 31 ; Vertex 0 VERTEX 0, 12, -10, 2, 0, 3, 3, 31 ; Vertex 1 VERTEX 11, -6, 2, 1, 0, 3, 3, 31 ; Vertex 2 VERTEX 12, 42, 7, 1, 0, 2, 2, 31 ; Vertex 3 .SHIP_SPLINTER_FACES ; normal_x, normal_y, normal_z, visibility FACE 35, 0, 4, 31 ; Face 0 FACE 3, 4, 8, 31 ; Face 1 FACE 1, 8, 12, 31 ; Face 2 FACE 18, 12, 0, 31 ; Face 3