.SHIP_ADDER EQUB 0 \ Max. canisters on demise = 0 EQUW 50 * 50 \ Targetable area = 50 * 50 EQUB LO(SHIP_ADDER_EDGES - SHIP_ADDER) \ Edges data offset (low) EQUB LO(SHIP_ADDER_FACES - SHIP_ADDER) \ Faces data offset (low) EQUB 97 \ Max. edge count = (97 - 1) / 4 = 24 EQUB 0 \ Gun vertex = 0 EQUB 22 \ Explosion count = 4, as (4 * n) + 6 = 22 EQUB 108 \ Number of vertices = 108 / 6 = 18 EQUB 29 \ Number of edges = 29 EQUW 40 \ Bounty = 40 EQUB 60 \ Number of faces = 60 / 4 = 15 EQUB 23 \ Visibility distance = 23 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 85 \ Max. energy = 85 \ --- And replaced by: --------------------------------> EQUB 72 \ Max. energy = 72 \ --- End of replacement ------------------------------> EQUB 24 \ Max. speed = 24 EQUB HI(SHIP_ADDER_EDGES - SHIP_ADDER) \ Edges data offset (high) EQUB HI(SHIP_ADDER_FACES - SHIP_ADDER) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB %00010000 \ Laser power = 2 \ \ Missiles = 0 \ --- And replaced by: --------------------------------> EQUB %00100001 \ Laser power = 4 \ Missiles = 1 \ --- End of replacement ------------------------------> \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX -18, 0, 40, 1, 0, 12, 11, 31 \ Vertex 0 VERTEX 18, 0, 40, 1, 0, 3, 2, 31 \ Vertex 1 VERTEX 30, 0, -24, 3, 2, 5, 4, 31 \ Vertex 2 VERTEX 30, 0, -40, 5, 4, 6, 6, 31 \ Vertex 3 VERTEX 18, -7, -40, 6, 5, 14, 7, 31 \ Vertex 4 VERTEX -18, -7, -40, 8, 7, 14, 10, 31 \ Vertex 5 VERTEX -30, 0, -40, 9, 8, 10, 10, 31 \ Vertex 6 VERTEX -30, 0, -24, 10, 9, 12, 11, 31 \ Vertex 7 VERTEX -18, 7, -40, 8, 7, 13, 9, 31 \ Vertex 8 VERTEX 18, 7, -40, 6, 4, 13, 7, 31 \ Vertex 9 VERTEX -18, 7, 13, 9, 0, 13, 11, 31 \ Vertex 10 VERTEX 18, 7, 13, 2, 0, 13, 4, 31 \ Vertex 11 VERTEX -18, -7, 13, 10, 1, 14, 12, 31 \ Vertex 12 VERTEX 18, -7, 13, 3, 1, 14, 5, 31 \ Vertex 13 VERTEX -11, 3, 29, 0, 0, 0, 0, 5 \ Vertex 14 VERTEX 11, 3, 29, 0, 0, 0, 0, 5 \ Vertex 15 VERTEX 11, 4, 24, 0, 0, 0, 0, 4 \ Vertex 16 VERTEX -11, 4, 24, 0, 0, 0, 0, 4 \ Vertex 17 .SHIP_ADDER_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 1, 0, 31 \ Edge 0 EDGE 1, 2, 3, 2, 7 \ Edge 1 EDGE 2, 3, 5, 4, 31 \ Edge 2 EDGE 3, 4, 6, 5, 31 \ Edge 3 EDGE 4, 5, 14, 7, 31 \ Edge 4 EDGE 5, 6, 10, 8, 31 \ Edge 5 EDGE 6, 7, 10, 9, 31 \ Edge 6 EDGE 7, 0, 12, 11, 7 \ Edge 7 EDGE 3, 9, 6, 4, 31 \ Edge 8 EDGE 9, 8, 13, 7, 31 \ Edge 9 EDGE 8, 6, 9, 8, 31 \ Edge 10 EDGE 0, 10, 11, 0, 31 \ Edge 11 EDGE 7, 10, 11, 9, 31 \ Edge 12 EDGE 1, 11, 2, 0, 31 \ Edge 13 EDGE 2, 11, 4, 2, 31 \ Edge 14 EDGE 0, 12, 12, 1, 31 \ Edge 15 EDGE 7, 12, 12, 10, 31 \ Edge 16 EDGE 1, 13, 3, 1, 31 \ Edge 17 EDGE 2, 13, 5, 3, 31 \ Edge 18 EDGE 10, 11, 13, 0, 31 \ Edge 19 EDGE 12, 13, 14, 1, 31 \ Edge 20 EDGE 8, 10, 13, 9, 31 \ Edge 21 EDGE 9, 11, 13, 4, 31 \ Edge 22 EDGE 5, 12, 14, 10, 31 \ Edge 23 EDGE 4, 13, 14, 5, 31 \ Edge 24 EDGE 14, 15, 0, 0, 5 \ Edge 25 EDGE 15, 16, 0, 0, 3 \ Edge 26 EDGE 16, 17, 0, 0, 4 \ Edge 27 EDGE 17, 14, 0, 0, 3 \ Edge 28 .SHIP_ADDER_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 39, 10, 31 \ Face 0 FACE 0, -39, 10, 31 \ Face 1 FACE 69, 50, 13, 31 \ Face 2 FACE 69, -50, 13, 31 \ Face 3 FACE 30, 52, 0, 31 \ Face 4 FACE 30, -52, 0, 31 \ Face 5 FACE 0, 0, -160, 31 \ Face 6 FACE 0, 0, -160, 31 \ Face 7 FACE 0, 0, -160, 31 \ Face 8 FACE -30, 52, 0, 31 \ Face 9 FACE -30, -52, 0, 31 \ Face 10 FACE -69, 50, 13, 31 \ Face 11 FACE -69, -50, 13, 31 \ Face 12 FACE 0, 28, 0, 31 \ Face 13 FACE 0, -28, 0, 31 \ Face 14Name: SHIP_ADDER [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for an Adder Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 calls SHIP_ADDER

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Variable SHIP_ADDER (category: Drawing ships)

Ship blueprint for an Adder

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Label SHIP_ADDER_EDGES is local to this routine

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Label SHIP_ADDER_FACES is local to this routine