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Status: GetStatusCondition

[NES version, Bank 7]

Name: GetStatusCondition [Show more] Type: Subroutine Category: Status Summary: Calculate our ship's status condition
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * DIALS calls GetStatusCondition * DrawSpaceViewInNMI calls GetStatusCondition * STATUS calls GetStatusCondition

Returns: statusCondition Our ship's status condition: * 0 = Docked * 1 = Green * 2 = Yellow * 3 = Red X Also contains the status condition
.GetStatusCondition LDX #0 ; We start with a status condition of 0, which means ; there is nothing to worry about LDY QQ12 ; Fetch the docked status from QQ12, and if we are BNE cond2 ; docked, jump to cond2 to return 0 ("Docked") as our ; status condition INX ; We are in space, so increment X to 1 ("Green") LDY JUNK ; Set Y to the number of junk items in our local bubble ; of universe (where junk is asteroids, canisters, ; escape pods and so on) LDA FRIN+2,Y ; The ship slots at FRIN are ordered with the first two ; slots reserved for the planet and sun/space station, ; and then any ships, so if the slot at FRIN+2+Y is not ; empty (i.e. is non-zero), then that means the number ; of non-asteroids in the vicinity is at least 1 BEQ cond2 ; So if X = 0, there are no ships in the vicinity, so ; jump to cond2 to store 1 ("Green") as our status ; condition INX ; Otherwise there are non-asteroids in the vicinity, so ; increment X to 2 ("Yellow") LDY statusCondition ; If the previous condition in statusCondition was 3 CPY #3 ; ("Red"), then jump to cond3 BEQ cond3 LDA ENERGY ; If our energy levels are 128 or greater, jump to cond2 BMI cond2 ; to store 2 ("Yellow") as our status condition .cond1 ; If we get here then either our energy levels are less ; than 128, or our previous condition was "Red" and our ; energy levels are less than 160 ; ; So once our energy levels are low enough to trigger a ; "Red" status, it stays that way until our energy ; levels recover to a higher level INX ; Increment X to 3 ("Red") .cond2 STX statusCondition ; Store our new status condition in statusCondition RTS ; Return from the subroutine .cond3 LDA ENERGY ; If our energy levels are less than 160, jump to cond1 CMP #160 ; to return a "Red" status condition BCC cond1 BCS cond2 ; Jump to cond2 to return a "Yellow" status condition ; (this BCS is effectively a JMP as we just passed ; through a BCC)