.SHIP_CONSTRICTOR \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 3 \ Max. canisters on demise = 3 \ EQUW 65 * 65 \ Targetable area = 65 * 65 \ --- And replaced by: --------------------------------> EQUB 3 + (15 << 4) \ Max. canisters on demise = 3 \ Market item when scooped = 15 + 1 = 16 (alien items) EQUW 99 * 99 \ Targetable area = 99 * 99 \ --- End of replacement ------------------------------> EQUB LO(SHIP_CONSTRICTOR_EDGES - SHIP_CONSTRICTOR) \ Edges data offset (low) EQUB LO(SHIP_CONSTRICTOR_FACES - SHIP_CONSTRICTOR) \ Faces data offset (low) EQUB 77 \ Max. edge count = (77 - 1) / 4 = 19 EQUB 0 \ Gun vertex = 0 EQUB 46 \ Explosion count = 10, as (4 * n) + 6 = 46 EQUB 102 \ Number of vertices = 102 / 6 = 17 EQUB 24 \ Number of edges = 24 EQUW 0 \ Bounty = 0 EQUB 40 \ Number of faces = 40 / 4 = 10 EQUB 45 \ Visibility distance = 45 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB 252 \ Max. energy = 252 \ EQUB 36 \ Max. speed = 36 \ --- And replaced by: --------------------------------> EQUB 115 \ Max. energy = 115 EQUB 55 \ Max. speed = 55 \ --- End of replacement ------------------------------> EQUB HI(SHIP_CONSTRICTOR_EDGES - SHIP_CONSTRICTOR) \ Edges data offset (high) EQUB HI(SHIP_CONSTRICTOR_FACES - SHIP_CONSTRICTOR) \ Faces data offset (high) EQUB 2 \ Normals are scaled by = 2^2 = 4 \ --- Mod: Original Acornsoft code removed: -----------> \ EQUB %00110100 \ Laser power = 6 \ \ Missiles = 4 \ --- And replaced by: --------------------------------> EQUB %01000111 \ Laser power = 8 \ Missiles = 7 \ --- End of replacement ------------------------------> \VERTEX x, y, z, face1, face2, face3, face4, visibility VERTEX 20, -7, 80, 2, 0, 9, 9, 31 \ Vertex 0 VERTEX -20, -7, 80, 1, 0, 9, 9, 31 \ Vertex 1 VERTEX -54, -7, 40, 4, 1, 9, 9, 31 \ Vertex 2 VERTEX -54, -7, -40, 5, 4, 9, 8, 31 \ Vertex 3 VERTEX -20, 13, -40, 6, 5, 8, 8, 31 \ Vertex 4 VERTEX 20, 13, -40, 7, 6, 8, 8, 31 \ Vertex 5 VERTEX 54, -7, -40, 7, 3, 9, 8, 31 \ Vertex 6 VERTEX 54, -7, 40, 3, 2, 9, 9, 31 \ Vertex 7 VERTEX 20, 13, 5, 15, 15, 15, 15, 31 \ Vertex 8 VERTEX -20, 13, 5, 15, 15, 15, 15, 31 \ Vertex 9 VERTEX 20, -7, 62, 9, 9, 9, 9, 18 \ Vertex 10 VERTEX -20, -7, 62, 9, 9, 9, 9, 18 \ Vertex 11 VERTEX 25, -7, -25, 9, 9, 9, 9, 18 \ Vertex 12 VERTEX -25, -7, -25, 9, 9, 9, 9, 18 \ Vertex 13 VERTEX 15, -7, -15, 9, 9, 9, 9, 10 \ Vertex 14 VERTEX -15, -7, -15, 9, 9, 9, 9, 10 \ Vertex 15 VERTEX 0, -7, 0, 15, 9, 1, 0, 0 \ Vertex 16 .SHIP_CONSTRICTOR_EDGES \EDGE vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 9, 0, 31 \ Edge 0 EDGE 1, 2, 9, 1, 31 \ Edge 1 EDGE 1, 9, 1, 0, 31 \ Edge 2 EDGE 0, 8, 2, 0, 31 \ Edge 3 EDGE 0, 7, 9, 2, 31 \ Edge 4 EDGE 7, 8, 3, 2, 31 \ Edge 5 EDGE 2, 9, 4, 1, 31 \ Edge 6 EDGE 2, 3, 9, 4, 31 \ Edge 7 EDGE 6, 7, 9, 3, 31 \ Edge 8 EDGE 6, 8, 7, 3, 31 \ Edge 9 EDGE 5, 8, 7, 6, 31 \ Edge 10 EDGE 4, 9, 6, 5, 31 \ Edge 11 EDGE 3, 9, 5, 4, 31 \ Edge 12 EDGE 3, 4, 8, 5, 31 \ Edge 13 EDGE 4, 5, 8, 6, 31 \ Edge 14 EDGE 5, 6, 8, 7, 31 \ Edge 15 EDGE 3, 6, 9, 8, 31 \ Edge 16 EDGE 8, 9, 6, 0, 31 \ Edge 17 EDGE 10, 12, 9, 9, 18 \ Edge 18 EDGE 12, 14, 9, 9, 5 \ Edge 19 EDGE 14, 10, 9, 9, 10 \ Edge 20 EDGE 11, 15, 9, 9, 10 \ Edge 21 EDGE 13, 15, 9, 9, 5 \ Edge 22 EDGE 11, 13, 9, 9, 18 \ Edge 23 .SHIP_CONSTRICTOR_FACES \FACE normal_x, normal_y, normal_z, visibility FACE 0, 55, 15, 31 \ Face 0 FACE -24, 75, 20, 31 \ Face 1 FACE 24, 75, 20, 31 \ Face 2 FACE 44, 75, 0, 31 \ Face 3 FACE -44, 75, 0, 31 \ Face 4 FACE -44, 75, 0, 31 \ Face 5 FACE 0, 53, 0, 31 \ Face 6 FACE 44, 75, 0, 31 \ Face 7 FACE 0, 0, -160, 31 \ Face 8 FACE 0, -27, 0, 31 \ Face 9Name: SHIP_CONSTRICTOR [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a Constrictor Deep dive: Ship blueprintsContext: See this variable in context in the source code References: This variable is used as follows: * XX21 calls SHIP_CONSTRICTOR

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Variable SHIP_CONSTRICTOR (category: Drawing ships)

Ship blueprint for a Constrictor

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Label SHIP_CONSTRICTOR_EDGES is local to this routine

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Label SHIP_CONSTRICTOR_FACES is local to this routine