This index contains every variable that appears in the source code for the NES version of Elite, grouped by category. A variable is defined as a labelled memory location that is used for storing data, and this list includes both variables that are defined in workspaces, and variables that are declared within the body of the source code.
- Charts
- Combat demo
- Dashboard
- Drawing lines
- Drawing pixels
- Drawing ships
- Drawing the screen
- Equipment
- Flight
- Icon bar
- Market
- Maths (Arithmetic)
- Maths (Geometry)
- Save and load
- Ship hangar
- Sound
- Start and end
- Status
- Text
- Universe
- Utility routines
- Workspace variables
Charts
| |
xShortRange (Bank 0) | The text column for the Short-range Chart title for each language |
Combat demo
| |
autoPlayKeys1_DE (Bank 7) | Auto-play commands for the first part of the auto-play combat demo (combat practice) when German is the chosen language |
autoPlayKeys1_EN (Bank 7) | Auto-play commands for the first part of the auto-play combat demo (combat practice) when English is the chosen language |
autoPlayKeys1_FR (Bank 7) | Auto-play commands for the first part of the auto-play combat demo (combat practice) when French is the chosen language |
autoPlayKeys1Hi (Bank 5) | High byte of the address of the auto-play key table for each language |
autoPlayKeys1Lo (Bank 5) | Low byte of the address of the auto-play key table for each language |
autoPlayKeys2 (Bank 7) | Auto-play commands for the second part of the auto-play demo (demonstrating the game itself) |
creditsText1 (Bank 6) | Text for the first part of the credits scroll text |
creditsText1Hi (Bank 6) | Lookup table for the high byte of the address of the creditsText1 text for each language |
creditsText1Lo (Bank 6) | Lookup table for the low byte of the address of the creditsText1 text for each language |
creditsText2 (Bank 6) | Text for the second part of the credits scroll text |
creditsText2Hi (Bank 6) | Lookup table for the high byte of the address of the creditsText2 text for each language |
creditsText2Lo (Bank 6) | Lookup table for the low byte of the address of the creditsText2 text for each language |
creditsText3 (Bank 6) | Text for the third part of the credits scroll text |
creditsText3Hi (Bank 6) | Lookup table for the high byte of the address of the creditsText3 text for each language |
creditsText3Lo (Bank 6) | Lookup table for the low byte of the address of the creditsText3 text for each language |
LTDEF (Bank 6) | Line definitions for characters in the Star Wars scroll text |
NOFX (Bank 6) | The x-coordinates of the scroll text letter grid |
NOFY (Bank 6) | The y-coordinates of the scroll text letter grid |
scrollText1_DE (Bank 6) | Text for the first scroll text in German |
scrollText1_EN (Bank 6) | Text for the first scroll text in English |
scrollText1_FR (Bank 6) | Text for the first scroll text in French |
scrollText1Hi (Bank 6) | Lookup table for the high byte of the address of the scrollText1 text for each language |
scrollText1Lo (Bank 6) | Lookup table for the low byte of the address of the scrollText1 text for each language |
scrollText2_DE (Bank 6) | Text for the second scroll text in German |
scrollText2_EN (Bank 6) | Text for the second scroll text in English |
scrollText2_FR (Bank 6) | Text for the second scroll text in French |
scrollText2Hi (Bank 6) | Lookup table for the high byte of the address of the scrollText2 text for each language |
scrollText2Lo (Bank 6) | Lookup table for the low byte of the address of the scrollText2 text for each language |
Dashboard
| |
conditionAttrs (Bank 6) | Sprite attributes for the status condition indicator on the dashboard |
conditionPatts (Bank 6) | Pattern numbers for the status condition indicator on the dashboard |
dashImage (Bank 3) | Packed image data for the dashboard |
dashNames (Bank 3) | Nametable entries for the dashboard |
missileNames (Bank 7) | Tile numbers for the four missile indicators on the dashboard, as offsets from the start of tile row 22 |
missileNames_b6 (Bank 6) | Tile numbers for the four missile indicators on the dashboard, as offsets from the start of tile row 22 |
Drawing lines
| |
lineImage (Bank 7) | Image data for the horizontal line, vertical line and block images |
TWFL (Bank 7) | Ready-made character rows for the left end of a horizontal line in the space view |
TWFR (Bank 7) | Ready-made character rows for the right end of a horizontal line in the space view |
Drawing pixels
| |
TWOS (Bank 7) | Ready-made single-pixel character row bytes for the space view |
TWOS2 (Bank 7) | Ready-made double-pixel character row bytes for the space view |
yLookupHi (Bank 7) | Lookup table for converting pixel y-coordinate to tile number (high byte) |
yLookupLo (Bank 7) | Lookup table for converting pixel y-coordinate to tile number (low byte) |
Drawing ships
| |
E% (Bank 1) | Ship blueprints default NEWB flags |
scacol (Bank 0) | Ship colours on the scanner |
SHIP_ADDER (Bank 1) | Ship blueprint for an Adder |
SHIP_ANACONDA (Bank 1) | Ship blueprint for an Anaconda |
SHIP_ASP_MK_2 (Bank 1) | Ship blueprint for an Asp Mk II |
SHIP_ASTEROID (Bank 1) | Ship blueprint for an asteroid |
SHIP_BOA (Bank 1) | Ship blueprint for a Boa |
SHIP_BOULDER (Bank 1) | Ship blueprint for a boulder |
SHIP_CANISTER (Bank 1) | Ship blueprint for a cargo canister |
SHIP_COBRA_MK_1 (Bank 1) | Ship blueprint for a Cobra Mk I |
SHIP_COBRA_MK_3 (Bank 1) | Ship blueprint for a Cobra Mk III |
SHIP_COBRA_MK_3_P (Bank 1) | Ship blueprint for a Cobra Mk III (pirate) |
SHIP_CONSTRICTOR (Bank 1) | Ship blueprint for a Constrictor |
SHIP_CORIOLIS (Bank 1) | Ship blueprint for a Coriolis space station |
SHIP_COUGAR (Bank 1) | Ship blueprint for a Cougar |
SHIP_DODO (Bank 1) | Ship blueprint for a Dodecahedron ("Dodo") space station |
SHIP_ESCAPE_POD (Bank 1) | Ship blueprint for an escape pod |
SHIP_FER_DE_LANCE (Bank 1) | Ship blueprint for a Fer-de-Lance |
SHIP_GECKO (Bank 1) | Ship blueprint for a Gecko |
SHIP_KRAIT (Bank 1) | Ship blueprint for a Krait |
SHIP_MAMBA (Bank 1) | Ship blueprint for a Mamba |
SHIP_MISSILE (Bank 1) | Ship blueprint for a missile |
SHIP_MORAY (Bank 1) | Ship blueprint for a Moray |
SHIP_PLATE (Bank 1) | Ship blueprint for an alloy plate |
SHIP_PYTHON (Bank 1) | Ship blueprint for a Python |
SHIP_PYTHON_P (Bank 1) | Ship blueprint for a Python (pirate) |
SHIP_ROCK_HERMIT (Bank 1) | Ship blueprint for a rock hermit (asteroid) |
SHIP_SHUTTLE (Bank 1) | Ship blueprint for a Shuttle |
SHIP_SIDEWINDER (Bank 1) | Ship blueprint for a Sidewinder |
SHIP_SPLINTER (Bank 1) | Ship blueprint for a splinter |
SHIP_THARGOID (Bank 1) | Ship blueprint for a Thargoid mothership |
SHIP_THARGON (Bank 1) | Ship blueprint for a Thargon |
SHIP_TRANSPORTER (Bank 1) | Ship blueprint for a Transporter |
SHIP_VIPER (Bank 1) | Ship blueprint for a Viper |
SHIP_WORM (Bank 1) | Ship blueprint for a Worm |
Unused copy of XX21 (Bank 1) | Remnants of an unused copy of the XX21 ship blueprints lookup table |
XX21 (Bank 7) | Ship blueprints lookup table |
Drawing the screen
| |
boxEdgeImages (Bank 3) | Image data for patterns 0 to 4 |
fadeColours (Bank 3) | Lookup table that converts a NES colour to the same colour but with a smaller brightness value |
flagsForClearing (Bank 7) | A bitplane mask to control how bitplane buffer clearing works in the ClearPlaneBuffers routine |
nameBufferHiAddr (Bank 7) | The high bytes of the addresses of the two nametable buffers |
paletteForView (Bank 3) | Palette numbers for each view |
pattBufferHiAddr (Bank 7) | The high bytes of the addresses of the two pattern buffers |
viewAttrCount (Bank 3) | The number of sets of view attributes in the viewAttrOffset table |
viewAttributes0 (Bank 3) | Packed view attribute data for attribute set 0 |
viewAttributes1 (Bank 3) | Packed view attribute data for attribute set 1 |
viewAttributes10 (Bank 3) | Packed view attribute data for attribute set 10 |
viewAttributes11 (Bank 3) | Packed view attribute data for attribute set 11 |
viewAttributes12 (Bank 3) | Packed view attribute data for attribute set 12 |
viewAttributes13 (Bank 3) | Packed view attribute data for attribute set 13 |
viewAttributes14 (Bank 3) | Packed view attribute data for attribute set 14 |
viewAttributes15 (Bank 3) | Packed view attribute data for attribute set 15 |
viewAttributes16 (Bank 3) | Packed view attribute data for attribute set 16 |
viewAttributes17 (Bank 3) | Packed view attribute data for attribute set 17 |
viewAttributes18 (Bank 3) | Packed view attribute data for attribute set 18 |
viewAttributes19 (Bank 3) | Packed view attribute data for attribute set 19 |
viewAttributes2 (Bank 3) | Packed view attribute data for attribute set 2 |
viewAttributes20 (Bank 3) | Packed view attribute data for attribute set 20 |
viewAttributes21 (Bank 3) | Packed view attribute data for attribute set 21 |
viewAttributes22 (Bank 3) | Packed view attribute data for attribute set 22 |
viewAttributes23 (Bank 3) | Packed view attribute data for attribute set 23 |
viewAttributes3 (Bank 3) | Packed view attribute data for attribute set 3 |
viewAttributes4 (Bank 3) | Packed view attribute data for attribute set 4 |
viewAttributes5 (Bank 3) | Packed view attribute data for attribute set 5 |
viewAttributes6 (Bank 3) | Packed view attribute data for attribute set 6 |
viewAttributes7 (Bank 3) | Packed view attribute data for attribute set 7 |
viewAttributes8 (Bank 3) | Packed view attribute data for attribute set 8 |
viewAttributes9 (Bank 3) | Packed view attribute data for attribute set 9 |
viewAttributes_DE (Bank 3) | The view attributes to use for each view type in German |
viewAttributes_EN (Bank 3) | The view attributes to use for each view type in English |
viewAttributes_FR (Bank 3) | The view attributes to use for each view type in French |
viewAttributesHi (Bank 3) | The high byte of the view attributes lookup table for each language |
viewAttributesLo (Bank 3) | The low byte of the view attributes lookup table for each language |
viewAttrOffset (Bank 3) | Offset to the data for each of the 24 sets of view attributes |
viewPalettes (Bank 3) | The palettes to use for the different views |
Equipment
| |
cobraImage (Bank 3) | Packed image data for the Cobra Mk III shown on the Equip Ship screen |
equipSprites (Bank 6) | Sprite configuration data for the sprites that show the equipment fitted to our Cobra Mk III on the Equip Ship screen |
inventoryIcon (Bank 3) | Image data for the inventory icon shown on the icon bar in the Market Price screen |
popupWidth (Bank 0) | The width of the popup that shows the views available for installing lasers in the Equipment screen |
PRXS (Bank 0) | Equipment prices |
xEquipShip (Bank 0) | The text column for the Equip Ship title for each language |
xLaserView (Bank 0) | The text column of the right edge of the laser-buying popup, so the popup gets filled with spaces and covers what's underneath it |
Flight
| |
hyperspaceColour (Bank 6) | The different colours that can be used for the hyperspace effect |
xSpaceView (Bank 7) | The text column for the space view name for each language |
Icon bar
| |
barNames0 (Bank 3) | Nametable entries for icon bar 0 (Docked) |
barNames1 (Bank 3) | Nametable entries for icon bar 1 (Flight) |
barNames2 (Bank 3) | Nametable entries for icon bar 2 (Charts) |
barNames3 (Bank 3) | Nametable entries for icon bar 3 (Pause) |
barNames4 (Bank 3) | Nametable entries for icon bar 4 (Title screen copyright message) |
iconBarButtons (Bank 7) | A list of button numbers for each icon bar type |
iconBarImage0 (Bank 3) | Image data for icon bar 0 (Docked) |
iconBarImage1 (Bank 3) | Image data for icon bar 1 (Flight) |
iconBarImage2 (Bank 3) | Image data for icon bar 2 (Charts) |
iconBarImage3 (Bank 3) | Image data for icon bar 3 (Pause) |
iconBarImage4 (Bank 3) | Image data for icon bar 4 (Title screen copyright message) |
Market
| |
QQ23 (Bank 0) | Market prices table |
xCash (Bank 0) | The text column for our cash levels on the Market Price page |
yCash (Bank 0) | The text row for the cash levels on the Market Price page |
yMarketPrice (Bank 0) | The text row for the Market Price title for each language |
Maths (Arithmetic)
| |
antilog (Bank 7) | Binary antilogarithm table |
antilogODD (Bank 7) | Binary antilogarithm table |
log (Bank 7) | Binary logarithm table (high byte) |
logL (Bank 7) | Binary logarithm table (low byte) |
Maths (Geometry)
| |
ACT (Bank 7) | Arctan table |
SNE (Bank 7) | Sine/cosine table |
Save and load
| |
cheatCmdrName (Bank 6) | The commander name that triggers cheat mode in each language |
cobraNames (Bank 4) | Nametable entries for the Cobra Mk III shown on the Equip Ship screen |
galaxySeeds (Bank 6) | The galaxy seeds to add to a commander save file |
NA2% (Bank 6) | The data block for the default commander |
saveBracketPatts (Bank 6) | Pattern numbers for the bracket on the Save and Load screen |
saveHeader1Hi (Bank 6) | Lookup table for the high byte of the address of the saveHeader1 text for each language |
saveHeader1Lo (Bank 6) | Lookup table for the low byte of the address of the saveHeader1 text for each language |
saveHeader2Hi (Bank 6) | Lookup table for the high byte of the address of the saveHeader2 text for each language |
saveHeader2Lo (Bank 6) | Lookup table for the low byte of the address of the saveHeader2 text for each language |
saveSlotAddr1 (Bank 6) | The address of the first saved part for each save slot |
saveSlotAddr2 (Bank 6) | The address of the second saved part for each save slot |
saveSlotAddr3 (Bank 6) | The address of the third saved part for each save slot |
smallLogoImage (Bank 3) | Packed image data for the small Elite logo shown on the Save and Load screen |
smallLogoTile (Bank 4) | Pattern numbers in the smallLogoImage table for the sprites that make up the small Elite logo on the Save and Load screen |
xSaveHeader (Bank 6) | The text column for the Save and Load screen headers for each language |
Ship hangar
| |
HATB (Bank 1) | Ship hangar group table |
yHangarFloor (Bank 1) | Pixel y-coordinates for the four horizontal lines that make up the floor of the ship hangar |
Sound
| |
explosionSounds (Bank 0) | Sound numbers for explosions at different distances from our ship |
noteFrequency (Bank 6) | A table of note frequencies |
pitchEnvelope (Bank 6) | Pitch envelope data for the game music |
soundChannel (Bank 7) | The sound channels used by each sound effect |
soundData (Bank 6) | Sound data for the sound effects |
soundPriority (Bank 7) | The default priority for each sound effect |
soundVolume (Bank 6) | Volume envelope data for the sound effects |
trumbleSounds (Bank 0) | The range of sounds that the Trumbles make in the hold |
tuneData (Bank 6) | Data for the tunes played in the game |
volumeEnvelope (Bank 6) | Volume envelope data for the game music |
Start and end
| |
bigLogoImage (Bank 4) | Packed image data for the big Elite logo shown on the Start screen |
bigLogoNames (Bank 4) | Nametable entries for the big Elite logo on the Start screen |
iNES header (iNES header) | The iNES header for running in an emulator |
logoBallImage (Bank 3) | Packed image data for the ball at the bottom of the big Elite logo shown on the Start screen |
ResetMMC1_b7 (Bank 7) | The MMC1 mapper reset routine at the start of the ROM bank |
titleShipDist (Bank 7) | The distances at which to show the rotating title screen ships |
titleShipType (Bank 7) | The types of ship to show rotating on the title screen |
xLanguage (Bank 6) | The text column for the language buttons on the Start screen |
xTitleScreen (Bank 7) | The text column for the title screen's title for each language |
yLanguage (Bank 6) | The text row for the language buttons on the Start screen |
Status
| |
alertColours (Bank 7) | Colours for the background of the commander image to show the status condition when we are not looking at the space view |
faceCount (Bank 4) | The number of commander face images in the faceOffset table |
faceImage0 (Bank 4) | Packed image data for commander face image 0 |
faceImage1 (Bank 4) | Packed image data for commander face image 1 |
faceImage10 (Bank 4) | Packed image data for commander face image 10 |
faceImage11 (Bank 4) | Packed image data for commander face image 11 |
faceImage12 (Bank 4) | Packed image data for commander face image 12 |
faceImage13 (Bank 4) | Packed image data for commander face image 13 |
faceImage2 (Bank 4) | Packed image data for commander face image 2 |
faceImage3 (Bank 4) | Packed image data for commander face image 3 |
faceImage4 (Bank 4) | Packed image data for commander face image 4 |
faceImage5 (Bank 4) | Packed image data for commander face image 5 |
faceImage6 (Bank 4) | Packed image data for commander face image 6 |
faceImage7 (Bank 4) | Packed image data for commander face image 7 |
faceImage8 (Bank 4) | Packed image data for commander face image 8 |
faceImage9 (Bank 4) | Packed image data for commander face image 9 |
faceOffset (Bank 4) | Offset to the data for each of the 14 commander face images |
glassesImage (Bank 4) | Packed image data for the glasses, earrings and medallion that the commander can wear |
headCount (Bank 4) | The number of commander headshot images in the headOffset table |
headImage0 (Bank 4) | Packed image data for commander headshot image 0 |
headImage1 (Bank 4) | Packed image data for commander headshot image 1 |
headImage10 (Bank 4) | Packed image data for commander headshot image 10 |
headImage11 (Bank 4) | Packed image data for commander headshot image 11 |
headImage12 (Bank 4) | Packed image data for commander headshot image 12 |
headImage13 (Bank 4) | Packed image data for commander headshot image 13 |
headImage2 (Bank 4) | Packed image data for commander headshot image 2 |
headImage3 (Bank 4) | Packed image data for commander headshot image 3 |
headImage4 (Bank 4) | Packed image data for commander headshot image 4 |
headImage5 (Bank 4) | Packed image data for commander headshot image 5 |
headImage6 (Bank 4) | Packed image data for commander headshot image 6 |
headImage7 (Bank 4) | Packed image data for commander headshot image 7 |
headImage8 (Bank 4) | Packed image data for commander headshot image 8 |
headImage9 (Bank 4) | Packed image data for commander headshot image 9 |
headOffset (Bank 4) | Offset to the data for each of the 14 commander headshot images |
headShotsByRank (Bank 4) | Lookup table for headshots by rank and status condition |
KWH% (Bank 1) | Integer number of kills awarded for destroying each type of ship |
KWL% (Bank 1) | Fractional number of kills awarded for destroying each type of ship |
xStatusMode (Bank 0) | The text column for the Status Mode entries for each language |
yHeadshot (Bank 0) | The text row for the headshot on the Status Mode page |
Text
| |
characterEndLang (Bank 6) | The number of the character beyond the end of the printable character set in each language |
Copyright and version message (Bank 3) | A copyright and version message buried in the code |
Copyright message (Bank 5) | A copyright message buried in the code, complete with typo |
decimalPointLang (Bank 6) | The decimal point character to use for each language |
extendedTokensHi (Bank 6) | High byte of the extended text token table for each language |
extendedTokensLo (Bank 6) | Low byte of the extended text token table for each language |
fontImage (Bank 7) | Image data for the text font |
JMTB (Bank 2) | The extended token table for jump tokens 1-32 (DETOK) |
languageIndexes (Bank 6) | The index of the chosen language for looking up values from language-indexed tables |
languageLength (Bank 6) | The length of each language name |
languageNumbers (Bank 6) | The language number for each language, as a set bit within a flag byte |
lowerCase (Bank 2) | Lookup table for converting ASCII characters to lower case characters in the game's text font |
MTIN (Bank 2) | Lookup table for random tokens in the extended token table (0-37) |
NRU (Bank 2) | The number of planetary systems with extended system description overrides in the RUTOK table (NRU%) in three different languages |
QQ16 (Bank 2) | The two-letter token lookup table |
QQ18 (Bank 2) | The recursive token table for tokens 0-148 |
QQ18_DE (Bank 2) | The recursive token table for tokens 0-148 (German) |
QQ18_FR (Bank 2) | The recursive token table for tokens 0-148 (French) |
RUGAL (Bank 2) | The criteria for systems with extended description overrides |
RUGAL_DE (Bank 2) | The criteria for systems with extended description overrides (German) |
RUGAL_FR (Bank 2) | The criteria for systems with extended description overrides (French) |
rugalHi (Bank 2) | Address lookup table for the RUGAL text token table in three different languages (high byte) |
rugalLo (Bank 2) | Address lookup table for the RUGAL text token table in three different languages (low byte) |
RUPLA (Bank 2) | System numbers that have extended description overrides |
RUPLA_DE (Bank 2) | System numbers that have extended description overrides (German) |
RUPLA_FR (Bank 2) | System numbers that have extended description overrides (French) |
ruplaHi (Bank 2) | Address lookup table for the RUPLA text token table in three different languages (high byte) |
ruplaLo (Bank 2) | Address lookup table for the RUPLA text token table in three different languages (low byte) |
RUTOK (Bank 2) | The second extended token table for recursive tokens 0-26 (DETOK3) |
RUTOK_DE (Bank 2) | The second extended token table for recursive tokens 0-26 (DETOK3) (German) |
RUTOK_FR (Bank 2) | The second extended token table for recursive tokens 0-26 (DETOK3) (French) |
rutokHi (Bank 2) | Address lookup table for the RUTOK text token table in three different languages (high byte) |
rutokLo (Bank 2) | Address lookup table for the RUTOK text token table in three different languages (low byte) |
TENS (Bank 0) | A constant used when printing large numbers in BPRNT |
TKN1 (Bank 2) | The first extended token table for recursive tokens 0-255 (DETOK) |
TKN1_DE (Bank 2) | The first extended token table for recursive tokens 0-255 (DETOK) (German) |
TKN1_FR (Bank 2) | The first extended token table for recursive tokens 0-255 (DETOK) (French) |
TKN2 (Bank 2) | The extended two-letter token lookup table |
tokensHi (Bank 6) | High byte of the text token table for each language |
tokensLo (Bank 6) | Low byte of the text token table for each language |
versionNumber_b0 (Bank 0) | The game's version number in bank 0 |
versionNumber_b1 (Bank 1) | The game's version number in bank 1 |
versionNumber_b2 (Bank 2) | The game's version number in bank 2 |
versionNumber_b3 (Bank 3) | The game's version number in bank 3 |
versionNumber_b4 (Bank 4) | The game's version number in bank 4 |
versionNumber_b5 (Bank 5) | The game's version number in bank 5 |
versionNumber_b6 (Bank 6) | The game's version number in bank 6 |
Universe
| |
radiusText (Bank 0) | The text string "RADIUS" for use in the Data on System screen |
systemCount (Bank 5) | The number of system images in the systemOffset table |
systemImage0 (Bank 5) | Packed image data for system image 0 |
systemImage1 (Bank 5) | Packed image data for system image 1 |
systemImage10 (Bank 5) | Packed image data for system image 10 |
systemImage11 (Bank 5) | Packed image data for system image 11 |
systemImage12 (Bank 5) | Packed image data for system image 12 |
systemImage13 (Bank 5) | Packed image data for system image 13 |
systemImage14 (Bank 5) | Packed image data for system image 14 |
systemImage2 (Bank 5) | Packed image data for system image 2 |
systemImage3 (Bank 5) | Packed image data for system image 3 |
systemImage4 (Bank 5) | Packed image data for system image 4 |
systemImage5 (Bank 5) | Packed image data for system image 5 |
systemImage6 (Bank 5) | Packed image data for system image 6 |
systemImage7 (Bank 5) | Packed image data for system image 7 |
systemImage8 (Bank 5) | Packed image data for system image 8 |
systemImage9 (Bank 5) | Packed image data for system image 9 |
systemOffset (Bank 5) | Offset to the data for each of the 15 system images |
systemPalettes (Bank 3) | Palettes for the system images |
UNIV (Bank 7) | Table of pointers to the local universe's ship data blocks |
xDataOnSystem (Bank 0) | The text column for the Data on System title for each language |
Utility routines
| |
Vectors_b0 (Bank 0) | Vectors and padding at the end of ROM bank 0 |
Vectors_b1 (Bank 1) | Vectors and padding at the end of ROM bank 1 |
Vectors_b2 (Bank 2) | Vectors and padding at the end of ROM bank 2 |
Vectors_b3 (Bank 3) | Vectors and padding at the end of ROM bank 3 |
Vectors_b4 (Bank 4) | Vectors and padding at the end of ROM bank 4 |
Vectors_b5 (Bank 5) | Vectors and padding at the end of ROM bank 5 |
Vectors_b6 (Bank 6) | Vectors and padding at the end of ROM bank 6 |
Vectors_b7 (Bank 7) | Vectors at the end of ROM bank 7 |
Workspace variables
| |
addr (Common) | Temporary storage, used in a number of places to hold an address |
allowInSystemJump (Common) | Bits 6 and 7 record whether it is safe to perform an in-system jump |
ALP1 (Common) | Magnitude of the roll angle alpha, i.e. |alpha|, which is a positive value between 0 and 31 |
ALP2 (Common) | Bit 7 of ALP2 = sign of the roll angle in ALPHA |
ALPHA (Common) | The current roll angle alpha, which is reduced from JSTX to a sign-magnitude value between -31 and +31 |
ALTIT (Common) | Our altitude above the surface of the planet or sun |
applyVolumeNOISE (Common) | A flag that determines whether to apply the volume envelope to the NOISE channel |
applyVolumeSQ1 (Common) | A flag that determines whether to apply the volume envelope to the SQ1 channel |
applyVolumeSQ2 (Common) | A flag that determines whether to apply the volume envelope to the SQ2 channel |
asciiToPattern (Common) | The number to add to an ASCII code to get the pattern number in the PPU of the corresponding character image |
ASH (Common) | Aft shield status |
attrBuffer0 (Common) | The buffer for attribute table 0 that gets sent to the PPU during VBlank |
attrBuffer1 (Common) | The buffer for attribute table 0 that gets sent to the PPU during VBlank |
attrSprite0 (Common) | Attributes for sprite 0 |
attrSprite1 (Common) | Attributes for sprite 1 |
attrSprite10 (Common) | Attributes for sprite 10 |
attrSprite11 (Common) | Attributes for sprite 11 |
attrSprite12 (Common) | Attributes for sprite 12 |
attrSprite13 (Common) | Attributes for sprite 13 |
attrSprite14 (Common) | Attributes for sprite 14 |
attrSprite15 (Common) | Attributes for sprite 15 |
attrSprite16 (Common) | Attributes for sprite 16 |
attrSprite17 (Common) | Attributes for sprite 17 |
attrSprite18 (Common) | Attributes for sprite 18 |
attrSprite19 (Common) | Attributes for sprite 19 |
attrSprite2 (Common) | Attributes for sprite 2 |
attrSprite20 (Common) | Attributes for sprite 20 |
attrSprite21 (Common) | Attributes for sprite 21 |
attrSprite22 (Common) | Attributes for sprite 22 |
attrSprite23 (Common) | Attributes for sprite 23 |
attrSprite24 (Common) | Attributes for sprite 24 |
attrSprite25 (Common) | Attributes for sprite 25 |
attrSprite26 (Common) | Attributes for sprite 26 |
attrSprite27 (Common) | Attributes for sprite 27 |
attrSprite28 (Common) | Attributes for sprite 28 |
attrSprite29 (Common) | Attributes for sprite 29 |
attrSprite3 (Common) | Attributes for sprite 3 |
attrSprite30 (Common) | Attributes for sprite 30 |
attrSprite31 (Common) | Attributes for sprite 31 |
attrSprite32 (Common) | Attributes for sprite 32 |
attrSprite33 (Common) | Attributes for sprite 33 |
attrSprite34 (Common) | Attributes for sprite 34 |
attrSprite35 (Common) | Attributes for sprite 35 |
attrSprite36 (Common) | Attributes for sprite 36 |
attrSprite37 (Common) | Attributes for sprite 37 |
attrSprite38 (Common) | Attributes for sprite 38 |
attrSprite39 (Common) | Attributes for sprite 39 |
attrSprite4 (Common) | Attributes for sprite 4 |
attrSprite40 (Common) | Attributes for sprite 40 |
attrSprite41 (Common) | Attributes for sprite 41 |
attrSprite42 (Common) | Attributes for sprite 42 |
attrSprite43 (Common) | Attributes for sprite 43 |
attrSprite44 (Common) | Attributes for sprite 44 |
attrSprite45 (Common) | Attributes for sprite 45 |
attrSprite46 (Common) | Attributes for sprite 46 |
attrSprite47 (Common) | Attributes for sprite 47 |
attrSprite48 (Common) | Attributes for sprite 48 |
attrSprite49 (Common) | Attributes for sprite 49 |
attrSprite5 (Common) | Attributes for sprite 5 |
attrSprite50 (Common) | Attributes for sprite 50 |
attrSprite51 (Common) | Attributes for sprite 51 |
attrSprite52 (Common) | Attributes for sprite 52 |
attrSprite53 (Common) | Attributes for sprite 53 |
attrSprite54 (Common) | Attributes for sprite 54 |
attrSprite55 (Common) | Attributes for sprite 55 |
attrSprite56 (Common) | Attributes for sprite 56 |
attrSprite57 (Common) | Attributes for sprite 57 |
attrSprite58 (Common) | Attributes for sprite 58 |
attrSprite59 (Common) | Attributes for sprite 59 |
attrSprite6 (Common) | Attributes for sprite 6 |
attrSprite60 (Common) | Attributes for sprite 60 |
attrSprite61 (Common) | Attributes for sprite 61 |
attrSprite62 (Common) | Attributes for sprite 62 |
attrSprite63 (Common) | Attributes for sprite 63 |
attrSprite7 (Common) | Attributes for sprite 7 |
attrSprite8 (Common) | Attributes for sprite 8 |
attrSprite9 (Common) | Attributes for sprite 9 |
auto (Common) | Docking computer activation status |
autoPlayDemo (Common) | Controls whether to play the demo automatically (which happens after it is left idle for a while) |
autoPlayKey (Common) | Stores the buttons to be automatically pressed during auto-play |
autoPlayKeys (Common) | The address of the table containing the key presses to apply when auto-playing the demo |
autoPlayRepeat (Common) | Stores the number of times a step should be repeated during auto-play |
AVL (Common) | Market availability in the current system |
barButtons (Common) | The address of the list of button numbers in the iconBarButtons table for the current icon bar |
barPatternCounter (Common) | The number of icon bar nametable and pattern entries that need to be sent to the PPU in the NMI handler |
BET1 (Common) | The magnitude of the pitch angle beta, i.e. |beta|, which is a positive value between 0 and 8 |
BET2 (Common) | Bit 7 of BET2 = sign of the pitch angle in BETA |
BETA (Common) | The current pitch angle beta, which is reduced from JSTY to a sign-magnitude value between -8 and +8 |
bitplaneFlags (Common) | Flags for bitplane 0 that control the sending of data for this bitplane to the PPU during VBlank in the NMI handler: |
BOMB (Common) | Energy bomb |
boxEdge1 (Common) | The tile number for drawing the left edge of a box |
boxEdge2 (Common) | The tile number for drawing the right edge of a box |
BST (Common) | Fuel scoops (BST stands for "barrel status") |
BUF (Common) | The line buffer used by DASC to print justified text |
burstSpriteIndex (Common) | The index into the sprite buffer of the explosion burst sprite that is set up in DrawExplosionBurst |
CABTMP (Common) | Cabin temperature |
CASH (Common) | Our current cash pot |
channelPriority (Common) | The priority of the sound on the current channel (0 to 2) |
characterEnd (Common) | The number of the character beyond the end of the printable character set for the chosen language |
chargeDockingFee (Common) | Records whether we have been charged a docking fee, so we don't get charged twice: |
chartToShow (Common) | Controls which chart is shown when choosing the chart button on the icon bar (as the Long-range and Short-range Charts share the same button) |
clearAddress (Common) | The address of a block of memory to clear, for example when clearing the buffers |
clearBlockSize (Common) | The size of the block of memory to clear, for example when clearing the buffers |
clearingNameTile (Common) | The number of the first tile to clear in nametable buffer 0 when the NMI handler clears tiles, divided by 8 |
clearingPattern (Common) | The number of the first pattern to clear in pattern buffer 0 when the NMI handler clears patterns |
cloudSize (Common) | Used to store the explosion cloud size in PTCLS |
CNT (Common) | Temporary storage, typically used for storing the number of iterations required when looping |
CNT2 (Common) | Temporary storage, used in the planet-drawing routine to store the segment number where the arc of a partial circle should start |
COK (Common) | A flag to record whether cheat mode has been applied (by renaming the commander file to CHEATER, BETRUG or TRICHER) |
controller1A (Common) | A shift register for recording presses of the A button on controller 1 |
controller1B (Common) | A shift register for recording presses of the B button on controller 1 |
controller1Down (Common) | A shift register for recording presses of the down button on controller 1 |
controller1Left (Common) | A shift register for recording presses of the left button on controller 1 |
controller1Left03 (Common) | Bits 0 to 3 of the left button controller variable |
controller1Right (Common) | A shift register for recording presses of the right button on controller 1 |
controller1Right03 (Common) | Bits 0 to 3 of the right button controller variable |
controller1Select (Common) | A shift register for recording presses of the Select button on controller 1 |
controller1Start (Common) | A shift register for recording presses of the Start button on controller 1 |
controller1Up (Common) | A shift register for recording presses of the up button on controller 1 |
controller2A (Common) | A shift register for recording presses of the A button on controller 2 |
controller2B (Common) | A shift register for recording presses of the B button on controller 2 |
controller2Down (Common) | A shift register for recording presses of the down button on controller 2 |
controller2Left (Common) | A shift register for recording presses of the left button on controller 2 |
controller2Right (Common) | A shift register for recording presses of the right button on controller 2 |
controller2Select (Common) | A shift register for recording presses of the Select button on controller 2 |
controller2Start (Common) | A shift register for recording presses of the Start button on controller 2 |
controller2Up (Common) | A shift register for recording presses of the up button on controller 2 |
CRGO (Common) | Our ship's cargo capacity |
currentBank (Common) | Contains the number of the ROM bank (0 to 6) that is currently paged into memory at $8000 |
currentSlot (Common) | The save slot for the currently selected commander file |
cycleCount (Common) | Counts the number of CPU cycles left in the current VBlank in the NMI handler |
DAMP (Common) | Controller damping configuration setting |
dataForPPU (Common) | An address pointing to data that we send to the PPU |
de (Common) | Equipment destruction flag |
decimalPoint (Common) | The decimal point character for the chosen language |
DELT4 (Common) | Our current speed * 64 as a 16-bit value |
DELTA (Common) | Our current speed, in the range 1-40 |
demoInProgress (Common) | A flag to determine whether we are playing the demo: |
disableMusic (Common) | Music on/off configuration setting |
distaway (Common) | Used to store the nearest distance of the rotating ship on the title screen |
DKCMP (Common) | Docking computer |
DLY (Common) | In-flight message delay |
DNOIZ (Common) | Sound on/off configuration setting |
drawingBitplane (Common) | Flipped manually by calling FlipDrawingPlane, controls whether we are showing nametable/palette buffer 0 or 1 |
drawingPlaneDebug (Common) | This variable is set to 0 whenever the drawing bitplane changes, but it is never read, so maybe this is part of some debug code that was left behind? |
DTW1 (Common) | A mask for applying the lower case part of Sentence Case to extended text tokens |
DTW2 (Common) | A flag that indicates whether we are currently printing a word |
DTW3 (Common) | A flag for switching between standard and extended text tokens |
DTW4 (Common) | Flags that govern how justified extended text tokens are printed |
DTW5 (Common) | The size of the justified text buffer at BUF |
DTW6 (Common) | A flag to denote whether printing in lower case is enabled for extended text tokens |
DTW8 (Common) | A mask for capitalising the next letter in an extended text token |
dutyLoopEnvSQ1 (Common) | The high nibble to use for SQ1_VOL, when setting the following for the SQ1 channel: |
dutyLoopEnvSQ2 (Common) | The high nibble to use for SQ2_VOL, when setting the following for the SQ2 channel: |
ECM (Common) | E.C.M. system |
ECMA (Common) | The E.C.M. countdown timer, which determines whether an E.C.M. system is currently operating: |
ECMP (Common) | Our E.C.M. status |
effectOnNOISE (Common) | Records whether a sound effect is being made on the NOISE channel |
effectOnSQ1 (Common) | Records whether a sound effect is being made on the SQ1 channel |
effectOnSQ2 (Common) | Records whether a sound effect is being made on the SQ2 channel |
enableBitplanes (Common) | A flag to control whether two different bitplanes are implemented when drawing the screen, so smooth vector graphics can be shown |
enableSound (Common) | Controls sound effects and music in David Whittaker's sound module |
ENERGY (Common) | Energy bank status |
ENGY (Common) | Energy unit |
ESCP (Common) | Escape pod |
EV (Common) | The "extra vessels" spawning counter |
firstBox (Common) | Used to detect the first iteration of the box-drawing loop when drawing the launch tunnel |
firstFreePattern (Common) | Contains the number of the first free pattern in the pattern buffer that we can draw into next (or 0 if there are no free patterns) |
firstNameTile (Common) | The number of the first tile for which we send nametable data to the PPU in the NMI handler (potentially for both bitplanes, if both are configured to be sent) |
firstPattern (Common) | The number of the first pattern for which we send data to the PPU in the NMI handler (potentially for both bitplanes, if both are configured to be sent) |
FIST (Common) | Our legal status (FIST stands for "fugitive/innocent status"): |
FLAG (Common) | A flag that's used to define whether this is the first call to the ball line routine in BLINE, so it knows whether to wait for the second call before storing segment data in the ball line heap |
fontStyle (Common) | The font style to use when printing text: |
FRIN (Common) | Slots for the ships in the local bubble of universe |
FSH (Common) | Forward shield status |
GCNT (Common) | The number of the current galaxy (0-7) |
GHYP (Common) | Galactic hyperdrive |
GNTMP (Common) | Laser temperature (or "gun temperature") |
gov (Common) | The current system's government type (0-7) |
halfScreenHeight (Common) | Half the height of the drawable part of the screen in pixels (can be 72, 77 or 104 pixels) |
HANGFLAG (Common) | The number of ships being displayed in the ship hangar |
HFX (Common) | This flag is unused in this version of Elite. In the other versions, setting HFX to a non-zero value makes the hyperspace rings multi-coloured, but the NES has a different hyperspace effect, so this variable is not used |
hiddenBitplane (Common) | The bitplane that is currently hidden from view in the space view |
hiddenColour (Common) | Contains the colour to use for pixels that are hidden in palette 0, e.g. $0F for black |
iconBarChoice (Common) | The number of the icon bar button that's just been selected |
iconBarImageHi (Common) | Contains the high byte of the address of the image data for the current icon bar, i.e. HI(iconBarImage0) through to HI(iconBarImage4) |
iconBarKeyPress (Common) | The button number of an icon bar button if an icon bar button has been chosen |
iconBarRow (Common) | The row on which the icon bar appears |
iconBarType (Common) | The type of the current icon bar: |
imageSentToPPU (Common) | Records when images have been sent to the PPU or unpacked into the buffers, so we don't repeat the process unnecessarily |
INF (Common) | Temporary storage, typically used for storing the address of a ship's data block, so it can be copied to and from the internal workspace at INWK |
inputNameSize (Common) | The maximum size of the name to be fetched by the InputName routine |
INWK (Common) | The zero-page internal workspace for the current ship data block |
joystickDelta (Common) | Used to store the amount to change the pitch and roll rates when converting controller button presses into joystick values |
JSTGY (Common) | Reverse controller y-axis configuration setting |
JSTX (Common) | Our current roll rate |
JSTY (Common) | Our current pitch rate |
JUNK (Common) | The amount of junk in the local bubble |
K (Common) | Temporary storage, used in a number of places |
K2 (Common) | Temporary storage, used in a number of places |
K3 (Common) | Temporary storage, used in a number of places |
K4 (Common) | Temporary storage, used in a number of places |
K5 (Common) | Temporary storage used to store segment coordinates across successive calls to BLINE, the ball line routine |
K6 (Common) | Temporary storage, typically used for storing coordinates during vector calculations |
KL (Common) | The following bytes implement a key logger that gets updated according to the controller button presses |
KY1 (Common) | One pilot is configured and the down and B buttons are both being pressed on controller 1 |
KY2 (Common) | One pilot is configured and the up and B buttons are both being pressed on controller 1 |
KY3 (Common) | One pilot is configured and the left button is being pressed on controller 1 (and the B button is not being pressed) |
KY4 (Common) | One pilot is configured and the right button is being pressed on controller 1 (and the B button is not being pressed) |
KY5 (Common) | One pilot is configured and the down button is being pressed on controller 1 (and the B button is not being pressed) |
KY6 (Common) | One pilot is configured and the up button is being pressed on controller 1 (and the B button is not being pressed) |
KY7 (Common) | The A button is being pressed on controller 1 (fire lasers) |
languageIndex (Common) | The language that was chosen on the Start screen as an index into the various lookup tables: |
languageNumber (Common) | The language that was chosen on the Start screen as a number: |
LAS (Common) | Contains the laser power of the laser fitted to the current space view (or 0 if there is no laser fitted to the current view) |
LAS2 (Common) | Laser power for the current laser |
LASCT (Common) | The laser pulse count for the current laser |
LASER (Common) | The specifications of the lasers fitted to each of the four space views: |
lastNameTile (Common) | The number of the last nametable buffer entry to send to the PPU nametable table in the NMI handler for bitplane 0, divided by 8 |
lastPattern (Common) | The number of the last pattern entry to send from pattern buffer 0 to bitplane 0 of the PPU pattern table in the NMI handler |
lastToSend (Common) | The last tile or pattern number to send to the PPU, potentially potentially overwritten by the flags |
LASX (Common) | The x-coordinate of the tip of the laser line |
LASY (Common) | The y-coordinate of the tip of the laser line |
MANY (Common) | The number of ships of each type in the local bubble of universe |
maxNameTileToClear (Common) | The tile number at which the NMI handler should stop clearing tiles in the nametable buffers during its clearing cycle |
MCNT (Common) | The main loop counter |
messageBuffer (Common) | A buffer for the in-flight message text |
messageLength (Common) | The length of the message stored in the message buffer |
messXC (Common) | Temporary storage, used to store the text column of the in-flight message in MESS, so it can be erased from the screen at the correct time |
messYC (Common) | Used to specify the text row of the in-flight message in MESS, so it can be shown at a different positions in different views |
MJ (Common) | Are we in witchspace (i.e. have we mis-jumped)? |
MSAR (Common) | The targeting state of our leftmost missile |
MSTG (Common) | The current missile lock target |
NAME (Common) | The current commander name |
nameBuffer0 (Common) | The buffer for nametable 0 that gets sent to the PPU during VBlank |
nameBuffer1 (Common) | The buffer for nametable 1 that gets sent to the PPU during VBlank |
nameBufferHi (Common) | High byte of the address of the current nametable buffer ($70 or $74) |
nameTileBuffHi (Common) | (nameTileBuffHi nameTileBuffLo) contains the address of the nametable buffer for the tile we are sending to the PPU from bitplane 0 (i.e. for tile number sendingNameTile in bitplane 0) |
nameTileBuffLo (Common) | (nameTileBuffHi nameTileBuffLo) contains the address of the nametable buffer for the tile we are sending to the PPU from bitplane 0 (i.e. for tile number sendingNameTile in bitplane 0) |
nameTileCounter (Common) | Counts tiles as they are written to the PPU nametable in the NMI handler |
NEWB (Common) | The ship's "new byte flags" (or NEWB flags) |
newTune (Common) | The number of the new tune when choosing the background music |
newzp (Common) | This is used by the STARS2 routine for storing the stardust particle's delta_x value |
nextSectionNOISE (Common) | The next section for the NOISE channel of the current tune |
nextSectionSQ1 (Common) | The next section for the SQ1 channel of the current tune |
nextSectionSQ2 (Common) | The next section for the SQ2 channel of the current tune |
nextSectionTRI (Common) | The next section for the TRI channel of the current tune |
nmiBitplane (Common) | The number of the bitplane (0 or 1) that is currently being processed in the NMI handler during VBlank |
nmiBitplane8 (Common) | Used when sending patterns to the PPU to calculate the address offset of bitplanes 0 and 1 |
nmiCounter (Common) | A counter that increments every VBlank at the start of the NMI handler |
nmiStoreA (Common) | Temporary storage for the A register during NMI |
nmiStoreX (Common) | Temporary storage for the X register during NMI |
nmiStoreY (Common) | Temporary storage for the Y register during NMI |
nmiTimer (Common) | A counter that gets decremented each time the NMI interrupt is called, starting at 50 and counting down to zero, at which point it jumps back up to 50 again and triggers an increment of (nmiTimerHi nmiTimerLo) |
nmiTimerHi (Common) | High byte of a counter that's incremented by 1 every time nmiTimer wraps |
nmiTimerLo (Common) | Low byte of a counter that's incremented by 1 every time nmiTimer wraps |
noiseLo (Common) | The value that we are going to send to the APU via NOISE_LO for the current tune |
noiseLoCopy (Common) | A copy of the value that we are going to send to the APU via NOISE_LO for the current tune |
noiseVolume (Common) | The value that we are going to send to the APU via NOISE_VOL for the current tune |
NOMSL (Common) | The number of missiles we have fitted (0-4) |
NOSTM (Common) | The number of stardust particles shown on screen, which is 20 (#NOST) for normal space, and 3 for witchspace |
numberOfPilots (Common) | A flag to determine whether the game is configured for one or two pilots |
P (Common) | Temporary storage, used in a number of places |
paletteColour2 (Common) | Contains the colour to use for palette entry 2 in the current (non-space) view |
paletteColour3 (Common) | Contains the colour to use for palette entry 3 in the current (non-space) view |
pattBuffer0 (Common) | The pattern buffer for bitplane 0 (1 bit per pixel) that gets sent to the PPU during VBlank |
pattBuffer1 (Common) | The pattern buffer for bitplane 1 (1 bit per pixel) that gets sent to the PPU during VBlank |
pattBufferAddr (Common) | Address of the current pattern buffer: |
pattBufferHiDiv8 (Common) | High byte of the address of the current pattern buffer ($60 or $68) divided by 8 |
patternBufferHi (Common) | (patternBufferHi patternBufferLo) contains the address of the pattern buffer for the pattern we are sending to the PPU from bitplane 0 (i.e. for pattern number sendingPattern in bitplane 0) |
patternBufferLo (Common) | (patternBufferHi patternBufferLo) contains the address of the pattern buffer for the pattern we are sending to the PPU from bitplane 0 (i.e. for pattern number sendingPattern in bitplane 0) |
patternCounter (Common) | Counts patterns as they are written to the PPU pattern table in the NMI handler |
pattSprite0 (Common) | Pattern number for sprite 0 |
pattSprite1 (Common) | Pattern number for sprite 1 |
pattSprite10 (Common) | Pattern number for sprite 10 |
pattSprite11 (Common) | Pattern number for sprite 11 |
pattSprite12 (Common) | Pattern number for sprite 12 |
pattSprite13 (Common) | Pattern number for sprite 13 |
pattSprite14 (Common) | Pattern number for sprite 14 |
pattSprite15 (Common) | Pattern number for sprite 15 |
pattSprite16 (Common) | Pattern number for sprite 16 |
pattSprite17 (Common) | Pattern number for sprite 17 |
pattSprite18 (Common) | Pattern number for sprite 18 |
pattSprite19 (Common) | Pattern number for sprite 19 |
pattSprite2 (Common) | Pattern number for sprite 2 |
pattSprite20 (Common) | Pattern number for sprite 20 |
pattSprite21 (Common) | Pattern number for sprite 21 |
pattSprite22 (Common) | Pattern number for sprite 22 |
pattSprite23 (Common) | Pattern number for sprite 23 |
pattSprite24 (Common) | Pattern number for sprite 24 |
pattSprite25 (Common) | Pattern number for sprite 25 |
pattSprite26 (Common) | Pattern number for sprite 26 |
pattSprite27 (Common) | Pattern number for sprite 27 |
pattSprite28 (Common) | Pattern number for sprite 28 |
pattSprite29 (Common) | Pattern number for sprite 29 |
pattSprite3 (Common) | Pattern number for sprite 3 |
pattSprite30 (Common) | Pattern number for sprite 30 |
pattSprite31 (Common) | Pattern number for sprite 31 |
pattSprite32 (Common) | Pattern number for sprite 32 |
pattSprite33 (Common) | Pattern number for sprite 33 |
pattSprite34 (Common) | Pattern number for sprite 34 |
pattSprite35 (Common) | Pattern number for sprite 35 |
pattSprite36 (Common) | Pattern number for sprite 36 |
pattSprite37 (Common) | Pattern number for sprite 37 |
pattSprite38 (Common) | Pattern number for sprite 38 |
pattSprite39 (Common) | Pattern number for sprite 39 |
pattSprite4 (Common) | Pattern number for sprite 4 |
pattSprite40 (Common) | Pattern number for sprite 40 |
pattSprite41 (Common) | Pattern number for sprite 41 |
pattSprite42 (Common) | Pattern number for sprite 42 |
pattSprite43 (Common) | Pattern number for sprite 43 |
pattSprite44 (Common) | Pattern number for sprite 44 |
pattSprite45 (Common) | Pattern number for sprite 45 |
pattSprite46 (Common) | Pattern number for sprite 46 |
pattSprite47 (Common) | Pattern number for sprite 47 |
pattSprite48 (Common) | Pattern number for sprite 48 |
pattSprite49 (Common) | Pattern number for sprite 49 |
pattSprite5 (Common) | Pattern number for sprite 5 |
pattSprite50 (Common) | Pattern number for sprite 50 |
pattSprite51 (Common) | Pattern number for sprite 51 |
pattSprite52 (Common) | Pattern number for sprite 52 |
pattSprite53 (Common) | Pattern number for sprite 53 |
pattSprite54 (Common) | Pattern number for sprite 54 |
pattSprite55 (Common) | Pattern number for sprite 55 |
pattSprite56 (Common) | Pattern number for sprite 56 |
pattSprite57 (Common) | Pattern number for sprite 57 |
pattSprite58 (Common) | Pattern number for sprite 58 |
pattSprite59 (Common) | Pattern number for sprite 59 |
pattSprite6 (Common) | Pattern number for sprite 6 |
pattSprite60 (Common) | Pattern number for sprite 60 |
pattSprite61 (Common) | Pattern number for sprite 61 |
pattSprite62 (Common) | Pattern number for sprite 62 |
pattSprite63 (Common) | Pattern number for sprite 63 |
pattSprite7 (Common) | Pattern number for sprite 7 |
pattSprite8 (Common) | Pattern number for sprite 8 |
pattSprite9 (Common) | Pattern number for sprite 9 |
pauseCountNOISE (Common) | Pause for this many iterations before continuing to process note data on channel NOISE, decrementing the value for each paused iteration |
pauseCountSQ1 (Common) | Pause for this many iterations before continuing to process note data on channel SQ1, decrementing the value for each paused iteration |
pauseCountSQ2 (Common) | Pause for this many iterations before continuing to process note data on channel SQ2, decrementing the value for each paused iteration |
pauseCountTRI (Common) | Pause for this many iterations before continuing to process note data on channel TRI, decrementing the value for each paused iteration |
picturePattern (Common) | The number of the first free pattern where commander and system images can be stored in the buffers |
pitchEnvelopeNOISE (Common) | The number of the pitch envelope to be applied to the current tune on channel NOISE |
pitchEnvelopeSQ1 (Common) | The number of the pitch envelope to be applied to the current tune on channel SQ1 |
pitchEnvelopeSQ2 (Common) | The number of the pitch envelope to be applied to the current tune on channel SQ2 |
pitchEnvelopeTRI (Common) | The number of the pitch envelope to be applied to the current tune on channel TRI |
pitchIndexNOISE (Common) | The index of the entry within the pitch envelope to be applied to the current tune on channel NOISE |
pitchIndexSQ1 (Common) | The index of the entry within the pitch envelope to be applied to the current tune on channel SQ1 |
pitchIndexSQ2 (Common) | The index of the entry within the pitch envelope to be applied to the current tune on channel SQ2 |
pitchIndexTRI (Common) | The index of the entry within the pitch envelope to be applied to the current tune on channel TRI |
playMusic (Common) | Controls whether to keep playing the current tune: |
pointerMoveCounter (Common) | The position of the icon bar pointer as it moves between icons, counting down from 12 (at the start of the move) to 0 (at the end of the move) |
pointerPressedB (Common) | Controls whether the MoveIconBarPointer routine looks for a second tap of the B button when trying to detect a double-tap on the B button |
pointerTimer (Common) | A timer that counts down by 1 on each call to the MoveIconBarPointer routine, so that a double-tap on the B button can be interpreted as such |
pointerTimerB (Common) | A timer used in the PAL version to detect the B button being pressed twice in quick succession (a double-tap) |
ppuCtrlCopy (Common) | Contains a copy of PPU_CTRL, so we can check the PPU configuration without having to access the PPU |
ppuNametableAddr (Common) | Address of the current PPU nametable: |
ppuPatternTableHi (Common) | High byte of the address of the PPU pattern table to which we send patterns |
ppuToBuffNameHi (Common) | A high byte that we can add to an address in nametable buffer 0 to get the corresponding address in the PPU nametable |
previousCondition (Common) | Used to store the ship's previous status condition (i.e. docked, green, yellow or red), so we can tell how the situation is changing |
priceDebug (Common) | This is only referenced by some disabled test code in the prx routine, where it was presumably used for testing different equipment prices |
Q (Common) | Temporary storage, used in a number of places |
QQ0 (Common) | The current system's galactic x-coordinate (0-256) |
QQ1 (Common) | The current system's galactic y-coordinate (0-256) |
QQ10 (Common) | The galactic y-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic y-coordinate) |
QQ11 (Common) | This contains the type of the current view (or, if we are changing views, the type of the view we are changing to) |
QQ11a (Common) | Contains the old view type when changing views |
QQ12 (Common) | Our "docked" status |
QQ14 (Common) | Our current fuel level (0-70) |
QQ15 (Common) | The three 16-bit seeds for the selected system, i.e. the one in the crosshairs in the Short-range Chart |
QQ17 (Common) | Contains a number of flags that affect how text tokens are printed, particularly capitalisation: |
QQ18Hi (Common) | Gets set to the high byte of the address of the text token table used by the ex routine (QQ18) |
QQ18Lo (Common) | Gets set to the low byte of the address of the text token table used by the ex routine (QQ18) |
QQ19 (Common) | Temporary storage, used in a number of places |
QQ2 (Common) | The three 16-bit seeds for the current system, i.e. the one we are currently in |
QQ20 (Common) | The contents of our cargo hold |
QQ21 (Common) | The three 16-bit seeds for the current galaxy |
QQ22 (Common) | The two hyperspace countdown counters |
QQ24 (Common) | Temporary storage, used to store the current market item's price in routine TT151 |
QQ25 (Common) | Temporary storage, used to store the current market item's availability in routine TT151 |
QQ26 (Common) | A random value used to randomise market data |
QQ28 (Common) | The current system's economy (0-7) |
QQ29 (Common) | Temporary storage, used in a number of places |
QQ3 (Common) | The selected system's economy (0-7) |
QQ4 (Common) | The selected system's government (0-7) |
QQ5 (Common) | The selected system's tech level (0-14) |
QQ6 (Common) | The selected system's population in billions * 10 (1-71), so the maximum population is 7.1 billion |
QQ7 (Common) | The selected system's productivity in M CR (96-62480) |
QQ8 (Common) | The distance from the current system to the selected system in light years * 10, stored as a 16-bit number |
QQ9 (Common) | The galactic x-coordinate of the crosshairs in the galaxy chart (and, most of the time, the selected system's galactic x-coordinate) |
R (Common) | Temporary storage, used in a number of places |
RAND (Common) | Four 8-bit seeds for the random number generation system implemented in the DORND routine |
RAT (Common) | Used to store different signs depending on the current space view, for use in calculating stardust movement |
RAT2 (Common) | Temporary storage, used to store the pitch and roll signs when moving objects and stardust |
runningSetBank (Common) | A flag that records whether we are in the process of switching ROM banks in the SetBank routine when the NMI handler is called |
S (Common) | Temporary storage, used in a number of places |
safehouse (Common) | Backup storage for the seeds for the selected system |
saveSlotPart1 (Common) | The first part of each of the eight save slots, which are split into three for checksum purposes |
saveSlotPart2 (Common) | The second part of each of the eight save slots, which are split into three for checksum purposes |
saveSlotPart3 (Common) | The third part of each of the eight save slots, which are split into three for checksum purposes |
SC (Common) | Screen address (low byte) |
SC2 (Common) | Temporary storage, typically used to store an address when writing data to the PPU or into the buffers |
SC3 (Common) | Temporary storage, used to store an address in the pattern buffers when drawing horizontal lines |
scannerColour (Common) | The colour of each ship number on the scanner, stored as the sprite palette number for that ship's three scanner sprites |
scannerNumber (Common) | Details of which scanner numbers are allocated to ships on the scanner |
SCH (Common) | Screen address (high byte) |
screenFadedToBlack (Common) | Records whether the screen has been faded to black |
screenHeight (Common) | The height of the drawable part of the screen in pixels (can be 144, 154 or 208 pixels) |
screenReset (Common) | Gets set to 245 when the screen is reset, but this value is only read once (in SetupViewInNMI) and the value is ignored, so this doesn't have any effect |
scrollProgress (Common) | Keeps track of the progress of the demo scroll text, starting from zero and increasing as the text scrolls up the screen |
scrollTextSpeed (Common) | Controls the speed of the scroll text in the demo |
sectionDataNOISE (Common) | The address of the note data for channel NOISE of the the current section of the current tune |
sectionDataSQ1 (Common) | The address of the note data for channel SQ1 of the the current section of the current tune |
sectionDataSQ2 (Common) | The address of the note data for channel SQ2 of the the current section of the current tune |
sectionDataTRI (Common) | The address of the note data for channel TRI of the the current section of the current tune |
sectionListNOISE (Common) | The address of the section list for channel NOISE of the current tune |
sectionListSQ1 (Common) | The address of the section list for channel SQ1 of the current tune |
sectionListSQ2 (Common) | The address of the section list for channel SQ2 of the current tune |
sectionListTRI (Common) | The address of the section list for channel TRI of the current tune |
selectedSystem (Common) | The three 16-bit seeds for the selected system, i.e. the one we most recently snapped the crosshairs to in a chart view |
selectedSystemFlag (Common) | Flags for the currently selected system |
sendDashboardToPPU (Common) | A flag that controls whether we send the dashboard to the PPU during the main loop |
sendingNameTile (Common) | The number of the most recent tile that was sent to the PPU nametable by the NMI handler for bitplane 0 (or the number of the first tile to send if none have been sent), divided by 8 |
sendingPattern (Common) | The number of the most recent pattern that was sent to the PPU pattern table by the NMI handler for bitplane 0 (or the number of the first pattern to send if none have been sent) |
setupPPUForIconBar (Common) | Controls whether we force the nametable and pattern table to 0 when the PPU starts drawing the icon bar |
shipIsAggressive (Common) | A flag to record just how aggressive the current ship is in the TACTICS routine |
showIconBarPointer (Common) | Controls whether to show the icon bar pointer |
showUserInterface (Common) | Bit 7 set means display the user interface (so we only clear it for the game over screen) |
skipBarPatternsPPU (Common) | A flag to control whether to send the icon bar's patterns to the PPU, after sending the nametable entries (this only applies if barPatternCounter = 0) |
soundAddr (Common) | Temporary storage, used in a number of places in the sound routines to hold an address |
soundByteNOISE (Common) | The 14 sound bytes for the sound effect being made on channel NOISE |
soundByteSQ1 (Common) | The 14 sound bytes for the sound effect being made on channel SQ1 |
soundByteSQ2 (Common) | The 14 sound bytes for the sound effect being made on channel SQ2 |
soundHiNOISE (Common) | The value that we are going to send to the APU via NOISE_HI for the current sound effect |
soundHiSQ1 (Common) | The value that we are going to send to the APU via SQ1_HI for the current sound effect |
soundHiSQ2 (Common) | The value that we are going to send to the APU via SQ2_HI for the current sound effect |
soundLoNOISE (Common) | The value that we are going to send to the APU via NOISE_LO for the current sound effect |
soundLoSQ1 (Common) | The value that we are going to send to the APU via SQ1_LO for the current sound effect |
soundLoSQ2 (Common) | The value that we are going to send to the APU via SQ2_LO for the current sound effect |
soundPitchEnvNOISE (Common) | Controls how often we apply the pitch envelope to the sound effect on channel NOISE |
soundPitchEnvSQ1 (Common) | Controls how often we apply the pitch envelope to the sound effect on channel SQ1 |
soundPitchEnvSQ2 (Common) | Controls how often we apply the pitch envelope to the sound effect on channel SQ2 |
soundPitCountNOISE (Common) | Controls how often we send pitch data to the APU for the sound effect on channel NOISE |
soundPitCountSQ1 (Common) | Controls how often we send pitch data to the APU for the sound effect on channel SQ1 |
soundPitCountSQ2 (Common) | Controls how often we send pitch data to the APU for the sound effect on channel SQ2 |
soundVibrato (Common) | The four-byte seeds for adding randomised vibrato to the current sound effect |
soundVolCountNOISE (Common) | Controls how often we apply the volume envelope to the sound effect on channel NOISE |
soundVolCountSQ1 (Common) | Controls how often we apply the volume envelope to the sound effect on channel SQ1 |
soundVolCountSQ2 (Common) | Controls how often we apply the volume envelope to the sound effect on channel SQ2 |
soundVolIndexNOISE (Common) | The index into the volume envelope data of the next volume byte to apply to the sound effect on channel NOISE |
soundVolIndexSQ1 (Common) | The index into the volume envelope data of the next volume byte to apply to the sound effect on channel SQ1 |
soundVolIndexSQ2 (Common) | The index into the volume envelope data of the next volume byte to apply to the sound effect on channel SQ2 |
soundVolumeNOISE (Common) | The address of the volume envelope data for the sound effect currently being made on channel NOISE |
soundVolumeSQ1 (Common) | The address of the volume envelope data for the sound effect currently being made on channel SQ1 |
soundVolumeSQ2 (Common) | The address of the volume envelope data for the sound effect currently being made on channel SQ2 |
spasto (Common) | Contains the address of the ship blueprint of the space station (which can be a Coriolis or Dodo) |
sq1Hi (Common) | The value that we are going to send to the APU via SQ1_HI for the current tune |
sq1Lo (Common) | The value that we are going to send to the APU via SQ1_LO for the current tune |
sq1LoCopy (Common) | A copy of the value that we are going to send to the APU via SQ1_LO for the current tune |
sq1Sweep (Common) | The value that we are going to send to the APU via SQ1_SWEEP for the current tune |
sq1Volume (Common) | The value that we are going to send to the APU via SQ1_VOL for the current tune |
sq2Hi (Common) | The value that we are going to send to the APU via SQ2_HI for the current tune |
sq2Lo (Common) | The value that we are going to send to the APU via SQ2_LO for the current tune |
sq2LoCopy (Common) | A copy of the value that we are going to send to the APU via SQ2_LO for the current tune |
sq2Sweep (Common) | The value that we are going to send to the APU via SQ2_SWEEP for the current tune |
sq2Volume (Common) | The value that we are going to send to the APU via SQ2_VOL for the current tune |
SSPR (Common) | "Space station present" flag |
startPauseNOISE (Common) | Pause for this many iterations before starting to process each batch of note data on channel NOISE |
startPauseSQ1 (Common) | Pause for this many iterations before starting to process each batch of note data on channel SQ1 |
startPauseSQ2 (Common) | Pause for this many iterations before starting to process each batch of note data on channel SQ2 |
startPauseTRI (Common) | Pause for this many iterations before starting to process each batch of note data on channel TRI |
startupDebug (Common) | This variable is set to 0 in the game's entry routine at S%, but it is never read, so maybe this is part of some debug code that was left behind? |
statusCondition (Common) | Used to store the ship's current status condition (i.e. docked, green, yellow or red) |
storeA (Common) | Temporary storage for saving the value of the A register, used in the bank-switching routines in bank 7 |
STP (Common) | The step size for drawing circles |
sunWidth0 (Common) | The half-width of the sun on pixel row 0 in the tile row that is currently being drawn |
sunWidth1 (Common) | The half-width of the sun on pixel row 1 in the tile row that is currently being drawn |
sunWidth2 (Common) | The half-width of the sun on pixel row 2 in the tile row that is currently being drawn |
sunWidth3 (Common) | The half-width of the sun on pixel row 3 in the tile row that is currently being drawn |
sunWidth4 (Common) | The half-width of the sun on pixel row 4 in the tile row that is currently being drawn |
sunWidth5 (Common) | The half-width of the sun on pixel row 5 in the tile row that is currently being drawn |
sunWidth6 (Common) | The half-width of the sun on pixel row 6 in the tile row that is currently being drawn |
sunWidth7 (Common) | The half-width of the sun on pixel row 7 in the tile row that is currently being drawn |
SVC (Common) | The save count |
SWAP (Common) | Temporary storage, used to store a flag that records whether or not we had to swap a line's start and end coordinates around when clipping the line in routine LL145 (the flag is used in places like BLINE to swap them back) |
SX (Common) | This is where we store the x_hi coordinates for all the stardust particles |
SXL (Common) | This is where we store the x_lo coordinates for all the stardust particles |
SY (Common) | This is where we store the y_hi coordinates for all the stardust particles |
SYL (Common) | This is where we store the y_lo coordinates for all the stardust particles |
systemNumber (Common) | The current system number, as calculated in TT111 when finding the nearest system in the galaxy |
systemsOnChart (Common) | A counter for the number of systems drawn on the Short-range Chart, so it gets limited to 24 systems |
SZ (Common) | This is where we store the z_hi coordinates for all the stardust particles |
SZL (Common) | This is where we store the z_lo coordinates for all the stardust particles |
T (Common) | Temporary storage, used in a number of places |
T1 (Common) | Temporary storage, used in a number of places |
TALLY (Common) | Our combat rank |
TALLYL (Common) | Combat rank fraction |
tek (Common) | The current system's tech level (0-14) |
TGT (Common) | Temporary storage, typically used as a target value for counters when drawing explosion clouds and partial circles |
titleShip (Common) | Used to store the current ship number in the title screen |
TKN1Hi (Common) | Gets set to the high byte of the address of the text token table used by the DETOK routine (TKN1) |
TKN1Lo (Common) | Gets set to the low byte of the address of the text token table used by the DETOK routine (TKN1) |
TP (Common) | The current mission status |
TRIBBLE (Common) | The number of Trumbles in the cargo hold |
triHi (Common) | The value that we are going to send to the APU via TRI_HI for the current tune |
triLo (Common) | The value that we are going to send to the APU via TRI_LO for the current tune |
triLoCopy (Common) | A copy of the value that we are going to send to the APU via TRI_LO for the current tune |
tuneProgress (Common) | A variable for keeping track of progress while playing the current tune, so we send data to the APU at the correct time over multiple iterations of the MakeMusic routine, according to the tune speed in tuneSpeed |
tuneSpeed (Common) | The speed of the current tune, which can vary as the tune plays |
tuneSpeedCopy (Common) | The starting speed of the current tune, as stored in the tune's data |
tuningAll (Common) | The tuning value for all channels |
tuningSQ1 (Common) | The tuning value for the SQ1 channel |
tuningSQ2 (Common) | The tuning value for the SQ2 channel |
tuningTRI (Common) | The tuning value for the TRI channel |
TYPE (Common) | The current ship type |
U (Common) | Temporary storage, used in a number of places |
unusedVariable (Common) | This variable is zeroed in RES2 but is never read |
updatePaletteInNMI (Common) | A flag that controls whether to send the palette data from XX3 to the PPU during NMI: |
V (Common) | Temporary storage, typically used for storing an address pointer |
VIEW (Common) | The number of the current space view |
visibleColour (Common) | Contains the colour to use for pixels that are visible in palette 0, e.g. $2C for cyan |
volumeCounterNOISE (Common) | A counter for keeping track of repeated bytes from the volume envelope on channel NOISE |
volumeCounterSQ1 (Common) | A counter for keeping track of repeated bytes from the volume envelope on channel SQ1 |
volumeCounterSQ2 (Common) | A counter for keeping track of repeated bytes from the volume envelope on channel SQ2 |
volumeCounterTRI (Common) | A counter for keeping track of repeated bytes from the volume envelope on channel TRI |
volumeEnvelopeNOISE (Common) | The number of the volume envelope to be applied to the current tune on channel NOISE |
volumeEnvelopeSQ1 (Common) | The number of the volume envelope to be applied to the current tune on channel SQ1 |
volumeEnvelopeSQ2 (Common) | The number of the volume envelope to be applied to the current tune on channel SQ2 |
volumeEnvelopeTRI (Common) | The number of the volume envelope to be applied to the current tune on channel TRI |
volumeIndexNOISE (Common) | The index into the volume envelope data of the next volume byte to apply to channel NOISE |
volumeIndexSQ1 (Common) | The index into the volume envelope data of the next volume byte to apply to channel SQ1 |
volumeIndexSQ2 (Common) | The index into the volume envelope data of the next volume byte to apply to channel SQ2 |
volumeRepeatNOISE (Common) | The number of repeats to be applied to each byte in the volume envelope on channel NOISE |
volumeRepeatSQ1 (Common) | The number of repeats to be applied to each byte in the volume envelope on channel SQ1 |
volumeRepeatSQ2 (Common) | The number of repeats to be applied to each byte in the volume envelope on channel SQ2 |
widget (Common) | Temporary storage, used to store the original argument in A in the logarithmic FMLTU and LL28 routines |
X1 (Common) | Temporary storage, typically used for x-coordinates in the line-drawing routines |
X1TB (Common) | The x-coordinates of the start points for character lines in the scroll text |
X2 (Common) | Temporary storage, typically used for x-coordinates in the line-drawing routines |
X2TB (Common) | The x-coordinates of the end points for character lines in the scroll text |
XC (Common) | The x-coordinate of the text cursor (i.e. the text column), which can be from 0 to 32 |
xIconBarPointer (Common) | The x-coordinate of the icon bar pointer |
XP (Common) | The x-coordinate of the current character as we construct the lines for the Star Wars scroll text |
xPointerDelta (Common) | The direction in which the icon bar pointer is moving, expressed as a delta to add to the x-coordinate of the pointer sprites |
XSAV (Common) | Temporary storage for saving the value of the X register, used in a number of places |
XSAV2 (Common) | Temporary storage, used for storing the value of the X register in the CHPR routine |
xSprite0 (Common) | Screen x-coordinate for sprite 0 |
xSprite1 (Common) | Screen x-coordinate for sprite 1 |
xSprite10 (Common) | Screen x-coordinate for sprite 10 |
xSprite11 (Common) | Screen x-coordinate for sprite 11 |
xSprite12 (Common) | Screen x-coordinate for sprite 12 |
xSprite13 (Common) | Screen x-coordinate for sprite 13 |
xSprite14 (Common) | Screen x-coordinate for sprite 14 |
xSprite15 (Common) | Screen x-coordinate for sprite 15 |
xSprite16 (Common) | Screen x-coordinate for sprite 16 |
xSprite17 (Common) | Screen x-coordinate for sprite 17 |
xSprite18 (Common) | Screen x-coordinate for sprite 18 |
xSprite19 (Common) | Screen x-coordinate for sprite 19 |
xSprite2 (Common) | Screen x-coordinate for sprite 2 |
xSprite20 (Common) | Screen x-coordinate for sprite 20 |
xSprite21 (Common) | Screen x-coordinate for sprite 21 |
xSprite22 (Common) | Screen x-coordinate for sprite 22 |
xSprite23 (Common) | Screen x-coordinate for sprite 23 |
xSprite24 (Common) | Screen x-coordinate for sprite 24 |
xSprite25 (Common) | Screen x-coordinate for sprite 25 |
xSprite26 (Common) | Screen x-coordinate for sprite 26 |
xSprite27 (Common) | Screen x-coordinate for sprite 27 |
xSprite28 (Common) | Screen x-coordinate for sprite 28 |
xSprite29 (Common) | Screen x-coordinate for sprite 29 |
xSprite3 (Common) | Screen x-coordinate for sprite 3 |
xSprite30 (Common) | Screen x-coordinate for sprite 30 |
xSprite31 (Common) | Screen x-coordinate for sprite 31 |
xSprite32 (Common) | Screen x-coordinate for sprite 32 |
xSprite33 (Common) | Screen x-coordinate for sprite 33 |
xSprite34 (Common) | Screen x-coordinate for sprite 34 |
xSprite35 (Common) | Screen x-coordinate for sprite 35 |
xSprite36 (Common) | Screen x-coordinate for sprite 36 |
xSprite37 (Common) | Screen x-coordinate for sprite 37 |
xSprite38 (Common) | Screen x-coordinate for sprite 38 |
xSprite39 (Common) | Screen x-coordinate for sprite 39 |
xSprite4 (Common) | Screen x-coordinate for sprite 4 |
xSprite40 (Common) | Screen x-coordinate for sprite 40 |
xSprite41 (Common) | Screen x-coordinate for sprite 41 |
xSprite42 (Common) | Screen x-coordinate for sprite 42 |
xSprite43 (Common) | Screen x-coordinate for sprite 43 |
xSprite44 (Common) | Screen x-coordinate for sprite 44 |
xSprite45 (Common) | Screen x-coordinate for sprite 45 |
xSprite46 (Common) | Screen x-coordinate for sprite 46 |
xSprite47 (Common) | Screen x-coordinate for sprite 47 |
xSprite48 (Common) | Screen x-coordinate for sprite 48 |
xSprite49 (Common) | Screen x-coordinate for sprite 49 |
xSprite5 (Common) | Screen x-coordinate for sprite 5 |
xSprite50 (Common) | Screen x-coordinate for sprite 50 |
xSprite51 (Common) | Screen x-coordinate for sprite 51 |
xSprite52 (Common) | Screen x-coordinate for sprite 52 |
xSprite53 (Common) | Screen x-coordinate for sprite 53 |
xSprite54 (Common) | Screen x-coordinate for sprite 54 |
xSprite55 (Common) | Screen x-coordinate for sprite 55 |
xSprite56 (Common) | Screen x-coordinate for sprite 56 |
xSprite57 (Common) | Screen x-coordinate for sprite 57 |
xSprite58 (Common) | Screen x-coordinate for sprite 58 |
xSprite59 (Common) | Screen x-coordinate for sprite 59 |
xSprite6 (Common) | Screen x-coordinate for sprite 6 |
xSprite60 (Common) | Screen x-coordinate for sprite 60 |
xSprite61 (Common) | Screen x-coordinate for sprite 61 |
xSprite62 (Common) | Screen x-coordinate for sprite 62 |
xSprite63 (Common) | Screen x-coordinate for sprite 63 |
xSprite7 (Common) | Screen x-coordinate for sprite 7 |
xSprite8 (Common) | Screen x-coordinate for sprite 8 |
xSprite9 (Common) | Screen x-coordinate for sprite 9 |
XX (Common) | Temporary storage, typically used for storing a 16-bit x-coordinate |
XX0 (Common) | Temporary storage, used to store the address of a ship blueprint. For example, it is used when we add a new ship to the local bubble in routine NWSHP, and it contains the address of the current ship's blueprint as we loop through all the nearby ships in the main flight loop |
XX1 (Common) | This is an alias for INWK that is used in the main ship-drawing routine at LL9 |
XX12 (Common) | Temporary storage for a block of values, used in a number of places |
XX13 (Common) | Temporary storage, typically used in the line-drawing routines |
XX14 (Common) | This byte appears to be unused |
XX15 (Common) | Temporary storage, typically used for storing screen coordinates in line-drawing routines |
XX16 (Common) | Temporary storage for a block of values, used in a number of places |
XX17 (Common) | Temporary storage, used in BPRNT to store the number of characters to print, and as the edge counter in the main ship-drawing routine |
XX18 (Common) | Temporary storage used to store coordinates in the LL9 ship-drawing routine |
XX2 (Common) | Temporary storage, used to store the visibility of the ship's faces during the ship-drawing routine at LL9 |
XX20 (Common) | Temporary storage, used in a number of places |
XX4 (Common) | Temporary storage, used in a number of places |
Y1 (Common) | Temporary storage, typically used for y-coordinates in line-drawing routines |
Y1TB (Common) | The y-coordinates of the start and end points for character lines in the scroll text, with the start point (Y1) in the low nibble and the end point (Y2) in the high nibble |
Y2 (Common) | Temporary storage, typically used for y-coordinates in line-drawing routines |
YC (Common) | The y-coordinate of the text cursor (i.e. the text row), which can be from 0 to 23 |
yIconBarPointer (Common) | The y-coordinate of the icon bar pointer |
YP (Common) | The y-coordinate of the current character as we construct the lines for the Star Wars scroll text |
YSAV (Common) | Temporary storage for saving the value of the Y register, used in a number of places |
YSAV2 (Common) | Temporary storage, used for storing the value of the Y register in the CHPR routine |
ySprite0 (Common) | Screen y-coordinate for sprite 0 |
ySprite1 (Common) | Screen y-coordinate for sprite 1 |
ySprite10 (Common) | Screen y-coordinate for sprite 10 |
ySprite11 (Common) | Screen y-coordinate for sprite 11 |
ySprite12 (Common) | Screen y-coordinate for sprite 12 |
ySprite13 (Common) | Screen y-coordinate for sprite 13 |
ySprite14 (Common) | Screen y-coordinate for sprite 14 |
ySprite15 (Common) | Screen y-coordinate for sprite 15 |
ySprite16 (Common) | Screen y-coordinate for sprite 16 |
ySprite17 (Common) | Screen y-coordinate for sprite 17 |
ySprite18 (Common) | Screen y-coordinate for sprite 18 |
ySprite19 (Common) | Screen y-coordinate for sprite 19 |
ySprite2 (Common) | Screen y-coordinate for sprite 2 |
ySprite20 (Common) | Screen y-coordinate for sprite 20 |
ySprite21 (Common) | Screen y-coordinate for sprite 21 |
ySprite22 (Common) | Screen y-coordinate for sprite 22 |
ySprite23 (Common) | Screen y-coordinate for sprite 23 |
ySprite24 (Common) | Screen y-coordinate for sprite 24 |
ySprite25 (Common) | Screen y-coordinate for sprite 25 |
ySprite26 (Common) | Screen y-coordinate for sprite 26 |
ySprite27 (Common) | Screen y-coordinate for sprite 27 |
ySprite28 (Common) | Screen y-coordinate for sprite 28 |
ySprite29 (Common) | Screen y-coordinate for sprite 29 |
ySprite3 (Common) | Screen y-coordinate for sprite 3 |
ySprite30 (Common) | Screen y-coordinate for sprite 30 |
ySprite31 (Common) | Screen y-coordinate for sprite 31 |
ySprite32 (Common) | Screen y-coordinate for sprite 32 |
ySprite33 (Common) | Screen y-coordinate for sprite 33 |
ySprite34 (Common) | Screen y-coordinate for sprite 34 |
ySprite35 (Common) | Screen y-coordinate for sprite 35 |
ySprite36 (Common) | Screen y-coordinate for sprite 36 |
ySprite37 (Common) | Screen y-coordinate for sprite 37 |
ySprite38 (Common) | Screen y-coordinate for sprite 38 |
ySprite39 (Common) | Screen y-coordinate for sprite 39 |
ySprite4 (Common) | Screen y-coordinate for sprite 4 |
ySprite40 (Common) | Screen y-coordinate for sprite 40 |
ySprite41 (Common) | Screen y-coordinate for sprite 41 |
ySprite42 (Common) | Screen y-coordinate for sprite 42 |
ySprite43 (Common) | Screen y-coordinate for sprite 43 |
ySprite44 (Common) | Screen y-coordinate for sprite 44 |
ySprite45 (Common) | Screen y-coordinate for sprite 45 |
ySprite46 (Common) | Screen y-coordinate for sprite 46 |
ySprite47 (Common) | Screen y-coordinate for sprite 47 |
ySprite48 (Common) | Screen y-coordinate for sprite 48 |
ySprite49 (Common) | Screen y-coordinate for sprite 49 |
ySprite5 (Common) | Screen y-coordinate for sprite 5 |
ySprite50 (Common) | Screen y-coordinate for sprite 50 |
ySprite51 (Common) | Screen y-coordinate for sprite 51 |
ySprite52 (Common) | Screen y-coordinate for sprite 52 |
ySprite53 (Common) | Screen y-coordinate for sprite 53 |
ySprite54 (Common) | Screen y-coordinate for sprite 54 |
ySprite55 (Common) | Screen y-coordinate for sprite 55 |
ySprite56 (Common) | Screen y-coordinate for sprite 56 |
ySprite57 (Common) | Screen y-coordinate for sprite 57 |
ySprite58 (Common) | Screen y-coordinate for sprite 58 |
ySprite59 (Common) | Screen y-coordinate for sprite 59 |
ySprite6 (Common) | Screen y-coordinate for sprite 6 |
ySprite60 (Common) | Screen y-coordinate for sprite 60 |
ySprite61 (Common) | Screen y-coordinate for sprite 61 |
ySprite62 (Common) | Screen y-coordinate for sprite 62 |
ySprite63 (Common) | Screen y-coordinate for sprite 63 |
ySprite7 (Common) | Screen y-coordinate for sprite 7 |
ySprite8 (Common) | Screen y-coordinate for sprite 8 |
ySprite9 (Common) | Screen y-coordinate for sprite 9 |
Yx2M1 (Common) | The height of the drawable part of the screen in pixels minus 1, often used when calculating the y-coordinate of the bottom pixel row of the space view |
YY (Common) | Temporary storage, typically used for storing a 16-bit y-coordinate |
ZZ (Common) | Temporary storage, typically used for distance values |