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elite-ships-p.asm
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elite-ships-p.asm
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\ ******************************************************************************
\
\ TELETEXT ELITE SHIP BLUEPRINTS FILE P
\
\ Elite was written by Ian Bell and David Braben and is copyright Acornsoft 1984
\
\ The code on this site has been reconstructed from a disassembly of the version
\ released on Ian Bell's personal website at http://www.elitehomepage.org/
\
\ The commentary is copyright Mark Moxon, and any misunderstandings or mistakes
\ in the documentation are entirely my fault
\
\ The terminology and notations used in this commentary are explained at
\ https://elite.bbcelite.com/terminology
\
\ The deep dive articles referred to in this commentary can be found at
\ https://elite.bbcelite.com/deep_dives
\
\ ------------------------------------------------------------------------------
\
\ This source file produces the following binary file:
\
\ * D.MOP.bin
\
\ ******************************************************************************
INCLUDE "1-source-files/main-sources/elite-build-options.asm"
GUARD &6000 \ Guard against assembling over screen memory
\ ******************************************************************************
\
\ Configuration variables
\
\ ******************************************************************************
CODE% = &5600 \ The flight code runs this file at address &5600, at
\ label XX21
LOAD% = &5600 \ The flight code loads this file at address &5600, at
\ label XX21
\ --- Mod: Code removed for Teletext Elite: ----------->
\SHIP_MISSILE = &7F00 \ The address of the missile ship blueprint
\ --- And replaced by: -------------------------------->
SHIP_MISSILE = &7B00 \ The address of the missile ship blueprint
\ --- End of replacement ------------------------------>
ORG CODE%
\ ******************************************************************************
\
\ Name: XX21
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprints lookup table for the D.MOP file
\ Deep dive: Ship blueprints in the disc version
\
\ ******************************************************************************
.XX21
EQUW SHIP_MISSILE \ MSL = 1 = Missile
EQUW SHIP_DODO \ SST = 2 = Dodo space station
EQUW SHIP_ESCAPE_POD \ ESC = 3 = Escape pod
EQUW SHIP_PLATE \ PLT = 4 = Alloy plate
EQUW SHIP_CANISTER \ OIL = 5 = Cargo canister
EQUW SHIP_BOULDER \ 6 = Boulder
EQUW SHIP_ASTEROID \ AST = 7 = Asteroid
EQUW SHIP_SPLINTER \ SPL = 8 = Splinter
EQUW 0
EQUW 0
EQUW SHIP_COBRA_MK_3 \ CYL = 11 = Cobra Mk III
EQUW 0
EQUW 0
EQUW 0
EQUW 0
EQUW SHIP_VIPER \ COPS = 16 = Viper
EQUW SHIP_SIDEWINDER \ SH3 = 17 = Sidewinder
EQUW 0
EQUW SHIP_KRAIT \ KRA = 19 = Krait
EQUW 0
EQUW 0
EQUW 0
EQUW 0
EQUW 0
EQUW SHIP_ASP_MK_2 \ ASP = 25 = Asp Mk II
EQUW 0
EQUW 0
EQUW 0
EQUW 0
EQUW 0
EQUW 0
\ ******************************************************************************
\
\ Name: E%
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprints default NEWB flags for the D.MOP file
\ Deep dive: Ship blueprints in the disc version
\ Advanced tactics with the NEWB flags
\
\ ******************************************************************************
.E%
EQUB %00000000 \ Missile
EQUB %00000000 \ Dodo space station
EQUB %00000001 \ Escape pod Trader
EQUB %00000000 \ Alloy plate
EQUB %00000000 \ Cargo canister
EQUB %00000000 \ Boulder
EQUB %00000000 \ Asteroid
EQUB %00000000 \ Splinter
EQUB 0
EQUB 0
EQUB %10100000 \ Cobra Mk III Innocent, escape pod
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB %11000010 \ Viper Bounty hunter, cop, escape pod
EQUB %00001100 \ Sidewinder Hostile, pirate
EQUB 0
EQUB %10001100 \ Krait Hostile, pirate, escape pod
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB %10001100 \ Asp Mk II Hostile, pirate, escape pod
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
\ ******************************************************************************
\
\ Name: VERTEX
\ Type: Macro
\ Category: Drawing ships
\ Summary: Macro definition for adding vertices to ship blueprints
\ Deep dive: Ship blueprints
\
\ ------------------------------------------------------------------------------
\
\ The following macro is used to build the ship blueprints:
\
\ VERTEX x, y, z, face1, face2, face3, face4, visibility
\
\ See the deep dive on "Ship blueprints" for details of how vertices are stored
\ in the ship blueprints, and the deep dive on "Drawing ships" for information
\ on how vertices are used to draw 3D wireframe ships.
\
\ ------------------------------------------------------------------------------
\
\ Arguments:
\
\ x The vertex's x-coordinate
\
\ y The vertex's y-coordinate
\
\ z The vertex's z-coordinate
\
\ face1 The number of face 1 associated with this vertex
\
\ face2 The number of face 2 associated with this vertex
\
\ face3 The number of face 3 associated with this vertex
\
\ face4 The number of face 4 associated with this vertex
\
\ visibility The visibility distance, beyond which the vertex is not
\ shown
\
\ ******************************************************************************
MACRO VERTEX x, y, z, face1, face2, face3, face4, visibility
IF x < 0
s_x = 1 << 7
ELSE
s_x = 0
ENDIF
IF y < 0
s_y = 1 << 6
ELSE
s_y = 0
ENDIF
IF z < 0
s_z = 1 << 5
ELSE
s_z = 0
ENDIF
s = s_x + s_y + s_z + visibility
f1 = face1 + (face2 << 4)
f2 = face3 + (face4 << 4)
ax = ABS(x)
ay = ABS(y)
az = ABS(z)
EQUB ax, ay, az, s, f1, f2
ENDMACRO
\ ******************************************************************************
\
\ Name: EDGE
\ Type: Macro
\ Category: Drawing ships
\ Summary: Macro definition for adding edges to ship blueprints
\ Deep dive: Ship blueprints
\
\ ------------------------------------------------------------------------------
\
\ The following macro is used to build the ship blueprints:
\
\ EDGE vertex1, vertex2, face1, face2, visibility
\
\ See the deep dive on "Ship blueprints" for details of how edges are stored
\ in the ship blueprints, and the deep dive on "Drawing ships" for information
\ on how edges are used to draw 3D wireframe ships.
\
\ ------------------------------------------------------------------------------
\
\ Arguments:
\
\ vertex1 The number of the vertex at the start of the edge
\
\ vertex1 The number of the vertex at the end of the edge
\
\ face1 The number of face 1 associated with this edge
\
\ face2 The number of face 2 associated with this edge
\
\ visibility The visibility distance, beyond which the edge is not
\ shown
\
\ ******************************************************************************
MACRO EDGE vertex1, vertex2, face1, face2, visibility
f = face1 + (face2 << 4)
EQUB visibility, f, vertex1 << 2, vertex2 << 2
ENDMACRO
\ ******************************************************************************
\
\ Name: FACE
\ Type: Macro
\ Category: Drawing ships
\ Summary: Macro definition for adding faces to ship blueprints
\ Deep dive: Ship blueprints
\
\ ------------------------------------------------------------------------------
\
\ The following macro is used to build the ship blueprints:
\
\ FACE normal_x, normal_y, normal_z, visibility
\
\ See the deep dive on "Ship blueprints" for details of how faces are stored
\ in the ship blueprints, and the deep dive on "Drawing ships" for information
\ on how faces are used to draw 3D wireframe ships.
\
\ ------------------------------------------------------------------------------
\
\ Arguments:
\
\ normal_x The face normal's x-coordinate
\
\ normal_y The face normal's y-coordinate
\
\ normal_z The face normal's z-coordinate
\
\ visibility The visibility distance, beyond which the edge is always
\ shown
\
\ ******************************************************************************
MACRO FACE normal_x, normal_y, normal_z, visibility
IF normal_x < 0
s_x = 1 << 7
ELSE
s_x = 0
ENDIF
IF normal_y < 0
s_y = 1 << 6
ELSE
s_y = 0
ENDIF
IF normal_z < 0
s_z = 1 << 5
ELSE
s_z = 0
ENDIF
s = s_x + s_y + s_z + visibility
ax = ABS(normal_x)
ay = ABS(normal_y)
az = ABS(normal_z)
EQUB s, ax, ay, az
ENDMACRO
\ ******************************************************************************
\
\ Name: SHIP_DODO
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprint for a Dodecahedron ("Dodo") space station
\ Deep dive: Ship blueprints
\
\ ******************************************************************************
.SHIP_DODO
EQUB 0 \ Max. canisters on demise = 0
EQUW 180 * 180 \ Targetable area = 180 * 180
EQUB LO(SHIP_DODO_EDGES - SHIP_DODO) \ Edges data offset (low)
EQUB LO(SHIP_DODO_FACES - SHIP_DODO) \ Faces data offset (low)
EQUB 97 \ Max. edge count = (97 - 1) / 4 = 24
EQUB 0 \ Gun vertex = 0
EQUB 54 \ Explosion count = 12, as (4 * n) + 6 = 54
EQUB 144 \ Number of vertices = 144 / 6 = 24
EQUB 34 \ Number of edges = 34
EQUW 0 \ Bounty = 0
EQUB 48 \ Number of faces = 48 / 4 = 12
EQUB 125 \ Visibility distance = 125
EQUB 240 \ Max. energy = 240
EQUB 0 \ Max. speed = 0
EQUB HI(SHIP_DODO_EDGES - SHIP_DODO) \ Edges data offset (high)
EQUB HI(SHIP_DODO_FACES - SHIP_DODO) \ Faces data offset (high)
EQUB 0 \ Normals are scaled by = 2^0 = 1
EQUB %00000000 \ Laser power = 0
\ Missiles = 0
.SHIP_DODO_VERTICES
\ x, y, z, face1, face2, face3, face4, visibility
VERTEX 0, 150, 196, 1, 0, 5, 5, 31 \ Vertex 0
VERTEX 143, 46, 196, 1, 0, 2, 2, 31 \ Vertex 1
VERTEX 88, -121, 196, 2, 0, 3, 3, 31 \ Vertex 2
VERTEX -88, -121, 196, 3, 0, 4, 4, 31 \ Vertex 3
VERTEX -143, 46, 196, 4, 0, 5, 5, 31 \ Vertex 4
VERTEX 0, 243, 46, 5, 1, 6, 6, 31 \ Vertex 5
VERTEX 231, 75, 46, 2, 1, 7, 7, 31 \ Vertex 6
VERTEX 143, -196, 46, 3, 2, 8, 8, 31 \ Vertex 7
VERTEX -143, -196, 46, 4, 3, 9, 9, 31 \ Vertex 8
VERTEX -231, 75, 46, 5, 4, 10, 10, 31 \ Vertex 9
VERTEX 143, 196, -46, 6, 1, 7, 7, 31 \ Vertex 10
VERTEX 231, -75, -46, 7, 2, 8, 8, 31 \ Vertex 11
VERTEX 0, -243, -46, 8, 3, 9, 9, 31 \ Vertex 12
VERTEX -231, -75, -46, 9, 4, 10, 10, 31 \ Vertex 13
VERTEX -143, 196, -46, 6, 5, 10, 10, 31 \ Vertex 14
VERTEX 88, 121, -196, 7, 6, 11, 11, 31 \ Vertex 15
VERTEX 143, -46, -196, 8, 7, 11, 11, 31 \ Vertex 16
VERTEX 0, -150, -196, 9, 8, 11, 11, 31 \ Vertex 17
VERTEX -143, -46, -196, 10, 9, 11, 11, 31 \ Vertex 18
VERTEX -88, 121, -196, 10, 6, 11, 11, 31 \ Vertex 19
VERTEX -16, 32, 196, 0, 0, 0, 0, 30 \ Vertex 20
VERTEX -16, -32, 196, 0, 0, 0, 0, 30 \ Vertex 21
VERTEX 16, 32, 196, 0, 0, 0, 0, 23 \ Vertex 22
VERTEX 16, -32, 196, 0, 0, 0, 0, 23 \ Vertex 23
.SHIP_DODO_EDGES
\ vertex1, vertex2, face1, face2, visibility
EDGE 0, 1, 1, 0, 31 \ Edge 0
EDGE 1, 2, 2, 0, 31 \ Edge 1
EDGE 2, 3, 3, 0, 31 \ Edge 2
EDGE 3, 4, 4, 0, 31 \ Edge 3
EDGE 4, 0, 5, 0, 31 \ Edge 4
EDGE 5, 10, 6, 1, 31 \ Edge 5
EDGE 10, 6, 7, 1, 31 \ Edge 6
EDGE 6, 11, 7, 2, 31 \ Edge 7
EDGE 11, 7, 8, 2, 31 \ Edge 8
EDGE 7, 12, 8, 3, 31 \ Edge 9
EDGE 12, 8, 9, 3, 31 \ Edge 10
EDGE 8, 13, 9, 4, 31 \ Edge 11
EDGE 13, 9, 10, 4, 31 \ Edge 12
EDGE 9, 14, 10, 5, 31 \ Edge 13
EDGE 14, 5, 6, 5, 31 \ Edge 14
EDGE 15, 16, 11, 7, 31 \ Edge 15
EDGE 16, 17, 11, 8, 31 \ Edge 16
EDGE 17, 18, 11, 9, 31 \ Edge 17
EDGE 18, 19, 11, 10, 31 \ Edge 18
EDGE 19, 15, 11, 6, 31 \ Edge 19
EDGE 0, 5, 5, 1, 31 \ Edge 20
EDGE 1, 6, 2, 1, 31 \ Edge 21
EDGE 2, 7, 3, 2, 31 \ Edge 22
EDGE 3, 8, 4, 3, 31 \ Edge 23
EDGE 4, 9, 5, 4, 31 \ Edge 24
EDGE 10, 15, 7, 6, 31 \ Edge 25
EDGE 11, 16, 8, 7, 31 \ Edge 26
EDGE 12, 17, 9, 8, 31 \ Edge 27
EDGE 13, 18, 10, 9, 31 \ Edge 28
EDGE 14, 19, 10, 6, 31 \ Edge 29
EDGE 20, 21, 0, 0, 30 \ Edge 30
EDGE 21, 23, 0, 0, 20 \ Edge 31
EDGE 23, 22, 0, 0, 23 \ Edge 32
EDGE 22, 20, 0, 0, 20 \ Edge 33
.SHIP_DODO_FACES
\ normal_x, normal_y, normal_z, visibility
FACE 0, 0, 196, 31 \ Face 0
FACE 103, 142, 88, 31 \ Face 1
FACE 169, -55, 89, 31 \ Face 2
FACE 0, -176, 88, 31 \ Face 3
FACE -169, -55, 89, 31 \ Face 4
FACE -103, 142, 88, 31 \ Face 5
FACE 0, 176, -88, 31 \ Face 6
FACE 169, 55, -89, 31 \ Face 7
FACE 103, -142, -88, 31 \ Face 8
FACE -103, -142, -88, 31 \ Face 9
FACE -169, 55, -89, 31 \ Face 10
FACE 0, 0, -196, 31 \ Face 11
\ ******************************************************************************
\
\ Name: SHIP_ESCAPE_POD
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprint for an escape pod
\ Deep dive: Ship blueprints
\
\ ******************************************************************************
.SHIP_ESCAPE_POD
EQUB 0 + (2 << 4) \ Max. canisters on demise = 0
\ Market item when scooped = 2 + 1 = 3 (slaves)
EQUW 16 * 16 \ Targetable area = 16 * 16
EQUB LO(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) \ Edges data offset (low)
EQUB LO(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) \ Faces data offset (low)
EQUB 25 \ Max. edge count = (25 - 1) / 4 = 6
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 17 \ Max. energy = 17
EQUB 8 \ Max. speed = 8
EQUB HI(SHIP_ESCAPE_POD_EDGES - SHIP_ESCAPE_POD) \ Edges data offset (high)
EQUB HI(SHIP_ESCAPE_POD_FACES - SHIP_ESCAPE_POD) \ Faces data offset (high)
EQUB 4 \ Normals are scaled by = 2^4 = 16
EQUB %00000000 \ Laser power = 0
\ Missiles = 0
.SHIP_ESCAPE_POD_VERTICES
\ x, y, z, face1, face2, face3, face4, visibility
VERTEX -7, 0, 36, 2, 1, 3, 3, 31 \ Vertex 0
VERTEX -7, -14, -12, 2, 0, 3, 3, 31 \ Vertex 1
VERTEX -7, 14, -12, 1, 0, 3, 3, 31 \ Vertex 2
VERTEX 21, 0, 0, 1, 0, 2, 2, 31 \ Vertex 3
.SHIP_ESCAPE_POD_EDGES
\ vertex1, vertex2, face1, face2, visibility
EDGE 0, 1, 3, 2, 31 \ Edge 0
EDGE 1, 2, 3, 0, 31 \ Edge 1
EDGE 2, 3, 1, 0, 31 \ Edge 2
EDGE 3, 0, 2, 1, 31 \ Edge 3
EDGE 0, 2, 3, 1, 31 \ Edge 4
EDGE 3, 1, 2, 0, 31 \ Edge 5
.SHIP_ESCAPE_POD_FACES
\ normal_x, normal_y, normal_z, visibility
FACE 52, 0, -122, 31 \ Face 0
FACE 39, 103, 30, 31 \ Face 1
FACE 39, -103, 30, 31 \ Face 2
FACE -112, 0, 0, 31 \ Face 3
\ ******************************************************************************
\
\ Name: SHIP_PLATE
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprint for an alloy plate
\ Deep dive: Ship blueprints
\
\ ******************************************************************************
.SHIP_PLATE
EQUB 0 + (8 << 4) \ Max. canisters on demise = 0
\ Market item when scooped = 8 + 1 = 9 (Alloys)
EQUW 10 * 10 \ Targetable area = 10 * 10
EQUB LO(SHIP_PLATE_EDGES - SHIP_PLATE) \ Edges data offset (low)
EQUB LO(SHIP_PLATE_FACES - SHIP_PLATE) \ Faces data offset (low)
EQUB 17 \ Max. edge count = (17 - 1) / 4 = 4
EQUB 0 \ Gun vertex = 0
EQUB 10 \ Explosion count = 1, as (4 * n) + 6 = 10
EQUB 24 \ Number of vertices = 24 / 6 = 4
EQUB 4 \ Number of edges = 4
EQUW 0 \ Bounty = 0
EQUB 4 \ Number of faces = 4 / 4 = 1
EQUB 5 \ Visibility distance = 5
EQUB 16 \ Max. energy = 16
EQUB 16 \ Max. speed = 16
EQUB HI(SHIP_PLATE_EDGES - SHIP_PLATE) \ Edges data offset (high)
EQUB HI(SHIP_PLATE_FACES - SHIP_PLATE) \ Faces data offset (high)
EQUB 3 \ Normals are scaled by = 2^3 = 8
EQUB %00000000 \ Laser power = 0
\ Missiles = 0
.SHIP_PLATE_VERTICES
\ x, y, z, face1, face2, face3, face4, visibility
VERTEX -15, -22, -9, 15, 15, 15, 15, 31 \ Vertex 0
VERTEX -15, 38, -9, 15, 15, 15, 15, 31 \ Vertex 1
VERTEX 19, 32, 11, 15, 15, 15, 15, 20 \ Vertex 2
VERTEX 10, -46, 6, 15, 15, 15, 15, 20 \ Vertex 3
.SHIP_PLATE_EDGES
\ vertex1, vertex2, face1, face2, visibility
EDGE 0, 1, 15, 15, 31 \ Edge 0
EDGE 1, 2, 15, 15, 16 \ Edge 1
EDGE 2, 3, 15, 15, 20 \ Edge 2
EDGE 3, 0, 15, 15, 16 \ Edge 3
.SHIP_PLATE_FACES
\ normal_x, normal_y, normal_z, visibility
FACE 0, 0, 0, 0 \ Face 0
\ ******************************************************************************
\
\ Name: SHIP_CANISTER
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprint for a cargo canister
\ Deep dive: Ship blueprints
\
\ ******************************************************************************
.SHIP_CANISTER
EQUB 0 \ Max. canisters on demise = 0
EQUW 20 * 20 \ Targetable area = 20 * 20
EQUB LO(SHIP_CANISTER_EDGES - SHIP_CANISTER) \ Edges data offset (low)
EQUB LO(SHIP_CANISTER_FACES - SHIP_CANISTER) \ Faces data offset (low)
EQUB 49 \ Max. edge count = (49 - 1) / 4 = 12
EQUB 0 \ Gun vertex = 0
EQUB 18 \ Explosion count = 3, as (4 * n) + 6 = 18
EQUB 60 \ Number of vertices = 60 / 6 = 10
EQUB 15 \ Number of edges = 15
EQUW 0 \ Bounty = 0
EQUB 28 \ Number of faces = 28 / 4 = 7
EQUB 12 \ Visibility distance = 12
EQUB 17 \ Max. energy = 17
EQUB 15 \ Max. speed = 15
EQUB HI(SHIP_CANISTER_EDGES - SHIP_CANISTER) \ Edges data offset (high)
EQUB HI(SHIP_CANISTER_FACES - SHIP_CANISTER) \ Faces data offset (high)
EQUB 2 \ Normals are scaled by = 2^2 = 4
EQUB %00000000 \ Laser power = 0
\ Missiles = 0
.SHIP_CANISTER_VERTICES
\ x, y, z, face1, face2, face3, face4, visibility
VERTEX 24, 16, 0, 0, 1, 5, 5, 31 \ Vertex 0
VERTEX 24, 5, 15, 0, 1, 2, 2, 31 \ Vertex 1
VERTEX 24, -13, 9, 0, 2, 3, 3, 31 \ Vertex 2
VERTEX 24, -13, -9, 0, 3, 4, 4, 31 \ Vertex 3
VERTEX 24, 5, -15, 0, 4, 5, 5, 31 \ Vertex 4
VERTEX -24, 16, 0, 1, 5, 6, 6, 31 \ Vertex 5
VERTEX -24, 5, 15, 1, 2, 6, 6, 31 \ Vertex 6
VERTEX -24, -13, 9, 2, 3, 6, 6, 31 \ Vertex 7
VERTEX -24, -13, -9, 3, 4, 6, 6, 31 \ Vertex 8
VERTEX -24, 5, -15, 4, 5, 6, 6, 31 \ Vertex 9
.SHIP_CANISTER_EDGES
\ vertex1, vertex2, face1, face2, visibility
EDGE 0, 1, 0, 1, 31 \ Edge 0
EDGE 1, 2, 0, 2, 31 \ Edge 1
EDGE 2, 3, 0, 3, 31 \ Edge 2
EDGE 3, 4, 0, 4, 31 \ Edge 3
EDGE 0, 4, 0, 5, 31 \ Edge 4
EDGE 0, 5, 1, 5, 31 \ Edge 5
EDGE 1, 6, 1, 2, 31 \ Edge 6
EDGE 2, 7, 2, 3, 31 \ Edge 7
EDGE 3, 8, 3, 4, 31 \ Edge 8
EDGE 4, 9, 4, 5, 31 \ Edge 9
EDGE 5, 6, 1, 6, 31 \ Edge 10
EDGE 6, 7, 2, 6, 31 \ Edge 11
EDGE 7, 8, 3, 6, 31 \ Edge 12
EDGE 8, 9, 4, 6, 31 \ Edge 13
EDGE 9, 5, 5, 6, 31 \ Edge 14
.SHIP_CANISTER_FACES
\ normal_x, normal_y, normal_z, visibility
FACE 96, 0, 0, 31 \ Face 0
FACE 0, 41, 30, 31 \ Face 1
FACE 0, -18, 48, 31 \ Face 2
FACE 0, -51, 0, 31 \ Face 3
FACE 0, -18, -48, 31 \ Face 4
FACE 0, 41, -30, 31 \ Face 5
FACE -96, 0, 0, 31 \ Face 6
\ ******************************************************************************
\
\ Name: SHIP_BOULDER
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprint for a boulder
\ Deep dive: Ship blueprints
\
\ ******************************************************************************
.SHIP_BOULDER
EQUB 0 \ Max. canisters on demise = 0
EQUW 30 * 30 \ Targetable area = 30 * 30
EQUB LO(SHIP_BOULDER_EDGES - SHIP_BOULDER) \ Edges data offset (low)
EQUB LO(SHIP_BOULDER_FACES - SHIP_BOULDER) \ Faces data offset (low)
EQUB 45 \ Max. edge count = (45 - 1) / 4 = 11
EQUB 0 \ Gun vertex = 0
EQUB 14 \ Explosion count = 2, as (4 * n) + 6 = 14
EQUB 42 \ Number of vertices = 42 / 6 = 7
EQUB 15 \ Number of edges = 15
EQUW 1 \ Bounty = 1
EQUB 40 \ Number of faces = 40 / 4 = 10
EQUB 20 \ Visibility distance = 20
EQUB 20 \ Max. energy = 20
EQUB 30 \ Max. speed = 30
EQUB HI(SHIP_BOULDER_EDGES - SHIP_BOULDER) \ Edges data offset (high)
EQUB HI(SHIP_BOULDER_FACES - SHIP_BOULDER) \ Faces data offset (high)
EQUB 2 \ Normals are scaled by = 2^2 = 4
EQUB %00000000 \ Laser power = 0
\ Missiles = 0
.SHIP_BOULDER_VERTICES
\ x, y, z, face1, face2, face3, face4, visibility
VERTEX -18, 37, -11, 1, 0, 9, 5, 31 \ Vertex 0
VERTEX 30, 7, 12, 2, 1, 6, 5, 31 \ Vertex 1
VERTEX 28, -7, -12, 3, 2, 7, 6, 31 \ Vertex 2
VERTEX 2, 0, -39, 4, 3, 8, 7, 31 \ Vertex 3
VERTEX -28, 34, -30, 4, 0, 9, 8, 31 \ Vertex 4
VERTEX 5, -10, 13, 15, 15, 15, 15, 31 \ Vertex 5
VERTEX 20, 17, -30, 15, 15, 15, 15, 31 \ Vertex 6
.SHIP_BOULDER_EDGES
\ vertex1, vertex2, face1, face2, visibility
EDGE 0, 1, 5, 1, 31 \ Edge 0
EDGE 1, 2, 6, 2, 31 \ Edge 1
EDGE 2, 3, 7, 3, 31 \ Edge 2
EDGE 3, 4, 8, 4, 31 \ Edge 3
EDGE 4, 0, 9, 0, 31 \ Edge 4
EDGE 0, 5, 1, 0, 31 \ Edge 5
EDGE 1, 5, 2, 1, 31 \ Edge 6
EDGE 2, 5, 3, 2, 31 \ Edge 7
EDGE 3, 5, 4, 3, 31 \ Edge 8
EDGE 4, 5, 4, 0, 31 \ Edge 9
EDGE 0, 6, 9, 5, 31 \ Edge 10
EDGE 1, 6, 6, 5, 31 \ Edge 11
EDGE 2, 6, 7, 6, 31 \ Edge 12
EDGE 3, 6, 8, 7, 31 \ Edge 13
EDGE 4, 6, 9, 8, 31 \ Edge 14
.SHIP_BOULDER_FACES
\ normal_x, normal_y, normal_z, visibility
FACE -15, -3, 8, 31 \ Face 0
FACE -7, 12, 30, 31 \ Face 1
FACE 32, -47, 24, 31 \ Face 2
FACE -3, -39, -7, 31 \ Face 3
FACE -5, -4, -1, 31 \ Face 4
FACE 49, 84, 8, 31 \ Face 5
FACE 112, 21, -21, 31 \ Face 6
FACE 76, -35, -82, 31 \ Face 7
FACE 22, 56, -137, 31 \ Face 8
FACE 40, 110, -38, 31 \ Face 9
\ ******************************************************************************
\
\ Name: SHIP_ASTEROID
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprint for an asteroid
\ Deep dive: Ship blueprints
\
\ ******************************************************************************
.SHIP_ASTEROID
EQUB 0 \ Max. canisters on demise = 0
EQUW 80 * 80 \ Targetable area = 80 * 80
EQUB LO(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) \ Edges data offset (low)
EQUB LO(SHIP_ASTEROID_FACES - SHIP_ASTEROID) \ Faces data offset (low)
EQUB 65 \ Max. edge count = (65 - 1) / 4 = 16
EQUB 0 \ Gun vertex = 0
EQUB 34 \ Explosion count = 7, as (4 * n) + 6 = 34
EQUB 54 \ Number of vertices = 54 / 6 = 9
EQUB 21 \ Number of edges = 21
EQUW 5 \ Bounty = 5
EQUB 56 \ Number of faces = 56 / 4 = 14
EQUB 50 \ Visibility distance = 50
EQUB 60 \ Max. energy = 60
EQUB 30 \ Max. speed = 30
EQUB HI(SHIP_ASTEROID_EDGES - SHIP_ASTEROID) \ Edges data offset (high)
EQUB HI(SHIP_ASTEROID_FACES - SHIP_ASTEROID) \ Faces data offset (high)
EQUB 1 \ Normals are scaled by = 2^1 = 2
EQUB %00000000 \ Laser power = 0
\ Missiles = 0
.SHIP_ASTEROID_VERTICES
\ x, y, z, face1, face2, face3, face4, visibility
VERTEX 0, 80, 0, 15, 15, 15, 15, 31 \ Vertex 0
VERTEX -80, -10, 0, 15, 15, 15, 15, 31 \ Vertex 1
VERTEX 0, -80, 0, 15, 15, 15, 15, 31 \ Vertex 2
VERTEX 70, -40, 0, 15, 15, 15, 15, 31 \ Vertex 3
VERTEX 60, 50, 0, 5, 6, 12, 13, 31 \ Vertex 4
VERTEX 50, 0, 60, 15, 15, 15, 15, 31 \ Vertex 5
VERTEX -40, 0, 70, 0, 1, 2, 3, 31 \ Vertex 6
VERTEX 0, 30, -75, 15, 15, 15, 15, 31 \ Vertex 7
VERTEX 0, -50, -60, 8, 9, 10, 11, 31 \ Vertex 8
.SHIP_ASTEROID_EDGES
\ vertex1, vertex2, face1, face2, visibility
EDGE 0, 1, 2, 7, 31 \ Edge 0
EDGE 0, 4, 6, 13, 31 \ Edge 1
EDGE 3, 4, 5, 12, 31 \ Edge 2
EDGE 2, 3, 4, 11, 31 \ Edge 3
EDGE 1, 2, 3, 10, 31 \ Edge 4
EDGE 1, 6, 2, 3, 31 \ Edge 5
EDGE 2, 6, 1, 3, 31 \ Edge 6
EDGE 2, 5, 1, 4, 31 \ Edge 7
EDGE 5, 6, 0, 1, 31 \ Edge 8
EDGE 0, 5, 0, 6, 31 \ Edge 9
EDGE 3, 5, 4, 5, 31 \ Edge 10
EDGE 0, 6, 0, 2, 31 \ Edge 11
EDGE 4, 5, 5, 6, 31 \ Edge 12
EDGE 1, 8, 8, 10, 31 \ Edge 13
EDGE 1, 7, 7, 8, 31 \ Edge 14
EDGE 0, 7, 7, 13, 31 \ Edge 15
EDGE 4, 7, 12, 13, 31 \ Edge 16
EDGE 3, 7, 9, 12, 31 \ Edge 17
EDGE 3, 8, 9, 11, 31 \ Edge 18
EDGE 2, 8, 10, 11, 31 \ Edge 19
EDGE 7, 8, 8, 9, 31 \ Edge 20
.SHIP_ASTEROID_FACES
\ normal_x, normal_y, normal_z, visibility
FACE 9, 66, 81, 31 \ Face 0
FACE 9, -66, 81, 31 \ Face 1
FACE -72, 64, 31, 31 \ Face 2
FACE -64, -73, 47, 31 \ Face 3
FACE 45, -79, 65, 31 \ Face 4
FACE 135, 15, 35, 31 \ Face 5
FACE 38, 76, 70, 31 \ Face 6
FACE -66, 59, -39, 31 \ Face 7
FACE -67, -15, -80, 31 \ Face 8
FACE 66, -14, -75, 31 \ Face 9
FACE -70, -80, -40, 31 \ Face 10
FACE 58, -102, -51, 31 \ Face 11
FACE 81, 9, -67, 31 \ Face 12
FACE 47, 94, -63, 31 \ Face 13
\ ******************************************************************************
\
\ Name: SHIP_SPLINTER
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprint for a splinter
\ Deep dive: Ship blueprints
\
\ ------------------------------------------------------------------------------
\
\ 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 25 \ Max. edge count = (25 - 1) / 4 = 6
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
\ ******************************************************************************
\
\ Name: SHIP_COBRA_MK_3
\ Type: Variable
\ Category: Drawing ships
\ Summary: Ship blueprint for a Cobra Mk III
\ Deep dive: Ship blueprints
\
\ ******************************************************************************
.SHIP_COBRA_MK_3
EQUB 3 \ Max. canisters on demise = 3
EQUW 95 * 95 \ Targetable area = 95 * 95
EQUB LO(SHIP_COBRA_MK_3_EDGES - SHIP_COBRA_MK_3) \ Edges data offset (low)
EQUB LO(SHIP_COBRA_MK_3_FACES - SHIP_COBRA_MK_3) \ Faces data offset (low)
EQUB 153 \ Max. edge count = (153 - 1) / 4 = 38
EQUB 84 \ Gun vertex = 84 / 4 = 21
EQUB 42 \ Explosion count = 9, as (4 * n) + 6 = 42
EQUB 168 \ Number of vertices = 168 / 6 = 28
EQUB 38 \ Number of edges = 38
EQUW 0 \ Bounty = 0
EQUB 52 \ Number of faces = 52 / 4 = 13
EQUB 50 \ Visibility distance = 50
EQUB 150 \ Max. energy = 150
EQUB 28 \ Max. speed = 28
EQUB HI(SHIP_COBRA_MK_3_EDGES - SHIP_COBRA_MK_3) \ Edges data offset (low)
EQUB HI(SHIP_COBRA_MK_3_FACES - SHIP_COBRA_MK_3) \ Faces data offset (low)
EQUB 1 \ Normals are scaled by = 2^1 = 2
EQUB %00010011 \ Laser power = 2
\ Missiles = 3
.SHIP_COBRA_MK_3_VERTICES
\ x, y, z, face1, face2, face3, face4, visibility
VERTEX 32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 0
VERTEX -32, 0, 76, 15, 15, 15, 15, 31 \ Vertex 1
VERTEX 0, 26, 24, 15, 15, 15, 15, 31 \ Vertex 2
VERTEX -120, -3, -8, 3, 7, 10, 10, 31 \ Vertex 3
VERTEX 120, -3, -8, 4, 8, 12, 12, 31 \ Vertex 4
VERTEX -88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 5
VERTEX 88, 16, -40, 15, 15, 15, 15, 31 \ Vertex 6
VERTEX 128, -8, -40, 8, 9, 12, 12, 31 \ Vertex 7
VERTEX -128, -8, -40, 7, 9, 10, 10, 31 \ Vertex 8
VERTEX 0, 26, -40, 5, 6, 9, 9, 31 \ Vertex 9
VERTEX -32, -24, -40, 9, 10, 11, 11, 31 \ Vertex 10
VERTEX 32, -24, -40, 9, 11, 12, 12, 31 \ Vertex 11
VERTEX -36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 12
VERTEX -8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 13
VERTEX 8, 12, -40, 9, 9, 9, 9, 20 \ Vertex 14
VERTEX 36, 8, -40, 9, 9, 9, 9, 20 \ Vertex 15
VERTEX 36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 16
VERTEX 8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 17
VERTEX -8, -16, -40, 9, 9, 9, 9, 20 \ Vertex 18
VERTEX -36, -12, -40, 9, 9, 9, 9, 20 \ Vertex 19
VERTEX 0, 0, 76, 0, 11, 11, 11, 6 \ Vertex 20
VERTEX 0, 0, 90, 0, 11, 11, 11, 31 \ Vertex 21
VERTEX -80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 22
VERTEX -80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 23
VERTEX -88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 24
VERTEX 80, 6, -40, 9, 9, 9, 9, 8 \ Vertex 25
VERTEX 88, 0, -40, 9, 9, 9, 9, 6 \ Vertex 26
VERTEX 80, -6, -40, 9, 9, 9, 9, 8 \ Vertex 27
.SHIP_COBRA_MK_3_EDGES
\ vertex1, vertex2, face1, face2, visibility
EDGE 0, 1, 0, 11, 31 \ Edge 0
EDGE 0, 4, 4, 12, 31 \ Edge 1
EDGE 1, 3, 3, 10, 31 \ Edge 2
EDGE 3, 8, 7, 10, 31 \ Edge 3
EDGE 4, 7, 8, 12, 31 \ Edge 4
EDGE 6, 7, 8, 9, 31 \ Edge 5
EDGE 6, 9, 6, 9, 31 \ Edge 6
EDGE 5, 9, 5, 9, 31 \ Edge 7
EDGE 5, 8, 7, 9, 31 \ Edge 8
EDGE 2, 5, 1, 5, 31 \ Edge 9
EDGE 2, 6, 2, 6, 31 \ Edge 10
EDGE 3, 5, 3, 7, 31 \ Edge 11
EDGE 4, 6, 4, 8, 31 \ Edge 12
EDGE 1, 2, 0, 1, 31 \ Edge 13
EDGE 0, 2, 0, 2, 31 \ Edge 14
EDGE 8, 10, 9, 10, 31 \ Edge 15
EDGE 10, 11, 9, 11, 31 \ Edge 16
EDGE 7, 11, 9, 12, 31 \ Edge 17
EDGE 1, 10, 10, 11, 31 \ Edge 18
EDGE 0, 11, 11, 12, 31 \ Edge 19
EDGE 1, 5, 1, 3, 29 \ Edge 20
EDGE 0, 6, 2, 4, 29 \ Edge 21
EDGE 20, 21, 0, 11, 6 \ Edge 22
EDGE 12, 13, 9, 9, 20 \ Edge 23
EDGE 18, 19, 9, 9, 20 \ Edge 24
EDGE 14, 15, 9, 9, 20 \ Edge 25
EDGE 16, 17, 9, 9, 20 \ Edge 26
EDGE 15, 16, 9, 9, 19 \ Edge 27
EDGE 14, 17, 9, 9, 17 \ Edge 28
EDGE 13, 18, 9, 9, 19 \ Edge 29
EDGE 12, 19, 9, 9, 19 \ Edge 30
EDGE 2, 9, 5, 6, 30 \ Edge 31
EDGE 22, 24, 9, 9, 6 \ Edge 32
EDGE 23, 24, 9, 9, 6 \ Edge 33
EDGE 22, 23, 9, 9, 8 \ Edge 34
EDGE 25, 26, 9, 9, 6 \ Edge 35
EDGE 26, 27, 9, 9, 6 \ Edge 36
EDGE 25, 27, 9, 9, 8 \ Edge 37
.SHIP_COBRA_MK_3_FACES
\ normal_x, normal_y, normal_z, visibility
FACE 0, 62, 31, 31 \ Face 0
FACE -18, 55, 16, 31 \ Face 1
FACE 18, 55, 16, 31 \ Face 2
FACE -16, 52, 14, 31 \ Face 3
FACE 16, 52, 14, 31 \ Face 4
FACE -14, 47, 0, 31 \ Face 5
FACE 14, 47, 0, 31 \ Face 6
FACE -61, 102, 0, 31 \ Face 7
FACE 61, 102, 0, 31 \ Face 8
FACE 0, 0, -80, 31 \ Face 9
FACE -7, -42, 9, 31 \ Face 10
FACE 0, -30, 6, 31 \ Face 11
FACE 7, -42, 9, 31 \ Face 12
\ ******************************************************************************
\
\ Name: SHIP_VIPER
\ Type: Variable