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elite-source-bank-1.asm
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; ******************************************************************************
;
; NES ELITE GAME SOURCE (BANK 1)
;
; NES Elite was written by Ian Bell and David Braben and is copyright D. Braben
; and I. Bell 1991/1992
;
; The code in this file 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 contains the game code for ROM bank 1 of NES Elite.
;
; ------------------------------------------------------------------------------
;
; This source file produces the following binary file:
;
; * bank1.bin
;
; ******************************************************************************
; ******************************************************************************
;
; ELITE BANK 1
;
; Produces the binary file bank1.bin.
;
; ******************************************************************************
ORG CODE%
; ******************************************************************************
;
; Name: ResetMMC1_b1
; Type: Subroutine
; Category: Start and end
; Summary: The MMC1 mapper reset routine at the start of the ROM bank
; Deep dive: Splitting NES Elite across multiple ROM banks
;
; ------------------------------------------------------------------------------
;
; When the NES is switched on, it is hardwired to perform a JMP ($FFFC). At this
; point, there is no guarantee as to which ROM banks are mapped to $8000 and
; $C000, so to ensure that the game starts up correctly, we put the same code
; in each ROM at the following locations:
;
; * We put $C000 in address $FFFC in every ROM bank, so the NES always jumps
; to $C000 when it starts up via the JMP ($FFFC), irrespective of which
; ROM bank is mapped to $C000.
;
; * We put the same reset routine (this routine, ResetMMC1) at the start of
; every ROM bank, so the same routine gets run, whichever ROM bank is mapped
; to $C000.
;
; This ResetMMC1 routine is therefore called when the NES starts up, whatever
; the bank configuration ends up being. It then switches ROM bank 7 to $C000 and
; jumps into bank 7 at the game's entry point BEGIN, which starts the game.
;
; ******************************************************************************
.ResetMMC1_b1
SEI ; Disable interrupts
INC $C006 ; Reset the MMC1 mapper, which we can do by writing a
; value with bit 7 set into any address in ROM space
; (i.e. any address from $8000 to $FFFF)
;
; The INC instruction does this in a more efficient
; manner than an LDA/STA pair, as it:
;
; * Fetches the contents of address $C006, which
; contains the high byte of the JMP destination
; below, i.e. the high byte of BEGIN, which is $C0
;
; * Adds 1, to give $C1
;
; * Writes the value $C1 back to address $C006
;
; $C006 is in the ROM space and $C1 has bit 7 set, so
; the INC does all that is required to reset the mapper,
; in fewer cycles and bytes than an LDA/STA pair
;
; Resetting MMC1 maps bank 7 to $C000 and enables the
; bank at $8000 to be switched, so this instruction
; ensures that bank 7 is present
JMP BEGIN ; Jump to BEGIN in bank 7 to start the game
; ******************************************************************************
;
; Name: Interrupts_b1
; Type: Subroutine
; Category: Start and end
; Summary: The IRQ and NMI handler while the MMC1 mapper reset routine is
; still running
;
; ******************************************************************************
.Interrupts_b1
IF _NTSC
RTI ; Return from the IRQ interrupt without doing anything
;
; This ensures that while the system is starting up and
; the ROM banks are in an unknown configuration, any IRQ
; interrupts that go via the vector at $FFFE and any NMI
; interrupts that go via the vector at $FFFA will end up
; here and be dealt with
;
; Once bank 7 is switched into $C000 by the ResetMMC1
; routine, the vector is overwritten with the last two
; bytes of bank 7, which point to the IRQ routine
ENDIF
; ******************************************************************************
;
; Name: versionNumber_b1
; Type: Variable
; Category: Text
; Summary: The game's version number in bank 1
;
; ******************************************************************************
IF _NTSC
EQUS " 5.0"
ELIF _PAL
EQUS "<2.8>"
ENDIF
; ******************************************************************************
;
; Name: Unused copy of XX21
; Type: Variable
; Category: Drawing ships
; Summary: Remnants of an unused copy of the XX21 ship blueprints lookup
; table
;
; ******************************************************************************
EQUW SHIP_ASTEROID ; These bytes appear to be unused
EQUW SHIP_SPLINTER ;
EQUW SHIP_SHUTTLE ; This is a truncated copy of XX21, the table of ship
EQUW SHIP_TRANSPORTER ; blueprint addresses. This version only contains the
EQUW SHIP_COBRA_MK_3 ; asteroid onwards, and it is not used anywhere, so it
EQUW SHIP_PYTHON ; looks like this is all that remains of a copy of XX21
EQUW SHIP_BOA ; that was assembled at address $8000, and then
EQUW SHIP_ANACONDA ; partially overwritten
EQUW SHIP_ROCK_HERMIT
EQUW SHIP_VIPER
EQUW SHIP_SIDEWINDER
EQUW SHIP_MAMBA
EQUW SHIP_KRAIT
EQUW SHIP_ADDER
EQUW SHIP_GECKO
EQUW SHIP_COBRA_MK_1
EQUW SHIP_WORM
EQUW SHIP_COBRA_MK_3_P
EQUW SHIP_ASP_MK_2
EQUW SHIP_PYTHON_P
EQUW SHIP_FER_DE_LANCE
EQUW SHIP_MORAY
EQUW SHIP_THARGOID
EQUW SHIP_THARGON
EQUW SHIP_CONSTRICTOR
EQUW SHIP_COUGAR
EQUW SHIP_DODO
; ******************************************************************************
;
; Name: E%
; Type: Variable
; Category: Drawing ships
; Summary: Ship blueprints default NEWB flags
; Deep dive: Ship blueprints
; Advanced tactics with the NEWB flags
;
; ------------------------------------------------------------------------------
;
; When spawning a new ship, the bits from this table are applied to the new
; ship's NEWB flags in byte #36 (i.e. a set bit in this table will set that bit
; in the NEWB flags). In other words, if a ship blueprint is set to one of the
; following, then all spawned ships of that type will be too: trader, bounty
; hunter, hostile, pirate, innocent, cop.
;
; The NEWB flags are as follows:
;
; * Bit 0: Trader flag (0 = not a trader, 1 = trader)
; * Bit 1: Bounty hunter flag (0 = not a bounty hunter, 1 = bounty hunter)
; * Bit 2: Hostile flag (0 = not hostile, 1 = hostile)
; * Bit 3: Pirate flag (0 = not a pirate, 1 = pirate)
; * Bit 4: Docking flag (0 = not docking, 1 = docking)
; * Bit 5: Innocent bystander (0 = normal, 1 = innocent bystander)
; * Bit 6: Cop flag (0 = not a cop, 1 = cop)
; * Bit 7: For spawned ships: ship been scooped or has docked
; For blueprints: this ship type has an escape pod fitted
;
; ******************************************************************************
.E%
EQUB %00000000 ; Missile
EQUB %00000000 ; Coriolis 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 %00100001 ; Shuttle Trader, innocent
EQUB %01100001 ; Transporter Trader, innocent, cop
EQUB %10100000 ; Cobra Mk III Innocent, escape pod
EQUB %10100000 ; Python Innocent, escape pod
EQUB %10100000 ; Boa Innocent, escape pod
EQUB %10100001 ; Anaconda Trader, innocent, escape pod
EQUB %10100001 ; Rock hermit (asteroid) Trader, innocent, escape pod
EQUB %11000010 ; Viper Bounty hunter, cop, escape pod
EQUB %00001100 ; Sidewinder Hostile, pirate
EQUB %10001100 ; Mamba Hostile, pirate, escape pod
EQUB %10001100 ; Krait Hostile, pirate, escape pod
EQUB %10001100 ; Adder Hostile, pirate, escape pod
EQUB %00001100 ; Gecko Hostile, pirate
EQUB %10001100 ; Cobra Mk I Hostile, pirate, escape pod
EQUB %00000101 ; Worm Hostile, trader
EQUB %10001100 ; Cobra Mk III (pirate) Hostile, pirate, escape pod
EQUB %10001100 ; Asp Mk II Hostile, pirate, escape pod
EQUB %10001100 ; Python (pirate) Hostile, pirate, escape pod
EQUB %10000010 ; Fer-de-lance Bounty hunter, escape pod
EQUB %00001100 ; Moray Hostile, pirate
EQUB %00001100 ; Thargoid Hostile, pirate
EQUB %00000100 ; Thargon Hostile
EQUB %00000100 ; Constrictor Hostile
EQUB %00100000 ; Cougar Innocent
EQUB 0 ; This byte appears to be unused
; ******************************************************************************
;
; Name: KWL%
; Type: Variable
; Category: Status
; Summary: Fractional number of kills awarded for destroying each type of
; ship
;
; ------------------------------------------------------------------------------
;
; This figure contains the fractional part of the points that are added to the
; combat rank in TALLY when destroying a ship of this type. This is different to
; the original BBC Micro versions, where you always get a single combat point
; for everything you kill; in the Master version, it's more sophisticated.
;
; The integral part is stored in the KWH% table.
;
; Each fraction is stored as the numerator in a fraction with a denominator of
; 256, so 149 represents 149 / 256 = 0.58203125 points.
;
; Note that in the NES version, the kill count is doubled before it is added to
; the kill tally.
;
; ******************************************************************************
.KWL%
EQUB 149 ; Missile 0.58203125
EQUB 0 ; Coriolis space station 0.0
EQUB 16 ; Escape pod 0.0625
EQUB 10 ; Alloy plate 0.0390625
EQUB 10 ; Cargo canister 0.0390625
EQUB 6 ; Boulder 0.0234375
EQUB 8 ; Asteroid 0.03125
EQUB 10 ; Splinter 0.0390625
EQUB 16 ; Shuttle 0.0625
EQUB 17 ; Transporter 0.06640625
EQUB 234 ; Cobra Mk III 0.9140625
EQUB 170 ; Python 0.6640625
EQUB 213 ; Boa 0.83203125
EQUB 0 ; Anaconda 1.0
EQUB 85 ; Rock hermit (asteroid) 0.33203125
EQUB 26 ; Viper 0.1015625
EQUB 85 ; Sidewinder 0.33203125
EQUB 128 ; Mamba 0.5
EQUB 85 ; Krait 0.33203125
EQUB 90 ; Adder 0.3515625
EQUB 85 ; Gecko 0.33203125
EQUB 170 ; Cobra Mk I 0.6640625
EQUB 50 ; Worm 0.1953125
EQUB 42 ; Cobra Mk III (pirate) 1.1640625
EQUB 21 ; Asp Mk II 1.08203125
EQUB 42 ; Python (pirate) 1.1640625
EQUB 64 ; Fer-de-lance 1.25
EQUB 192 ; Moray 0.75
EQUB 170 ; Thargoid 2.6640625
EQUB 33 ; Thargon 0.12890625
EQUB 85 ; Constrictor 5.33203125
EQUB 85 ; Cougar 5.33203125
EQUB 0 ; Dodecahedron ("Dodo") space station 0.0
; ******************************************************************************
;
; Name: KWH%
; Type: Variable
; Category: Status
; Summary: Integer number of kills awarded for destroying each type of ship
;
; ------------------------------------------------------------------------------
;
; This figure contains the integer part of the points that are added to the
; combat rank in TALLY when destroying a ship of this type. This is different to
; the original BBC Micro versions, where you always get a single combat point
; for everything you kill; in the Master version, it's more sophisticated.
;
; The fractional part is stored in the KWL% table.
;
; Note that in the NES version, the kill count is doubled before it is added to
; the kill tally.
;
; ******************************************************************************
.KWH%
EQUB 0 ; Missile 0.58203125
EQUB 0 ; Coriolis space station 0.0
EQUB 0 ; Escape pod 0.0625
EQUB 0 ; Alloy plate 0.0390625
EQUB 0 ; Cargo canister 0.0390625
EQUB 0 ; Boulder 0.0234375
EQUB 0 ; Asteroid 0.03125
EQUB 0 ; Splinter 0.0390625
EQUB 0 ; Shuttle 0.0625
EQUB 0 ; Transporter 0.06640625
EQUB 0 ; Cobra Mk III 0.9140625
EQUB 0 ; Python 0.6640625
EQUB 0 ; Boa 0.83203125
EQUB 1 ; Anaconda 1.0
EQUB 0 ; Rock hermit (asteroid) 0.33203125
EQUB 0 ; Viper 0.1015625
EQUB 0 ; Sidewinder 0.33203125
EQUB 0 ; Mamba 0.5
EQUB 0 ; Krait 0.33203125
EQUB 0 ; Adder 0.3515625
EQUB 0 ; Gecko 0.33203125
EQUB 0 ; Cobra Mk I 0.6640625
EQUB 0 ; Worm 0.1953125
EQUB 1 ; Cobra Mk III (pirate) 1.1640625
EQUB 1 ; Asp Mk II 1.08203125
EQUB 1 ; Python (pirate) 1.1640625
EQUB 1 ; Fer-de-lance 1.25
EQUB 0 ; Moray 0.75
EQUB 2 ; Thargoid 2.6640625
EQUB 0 ; Thargon 0.12890625
EQUB 5 ; Constrictor 5.33203125
EQUB 5 ; Cougar 5.33203125
EQUB 0 ; Dodecahedron ("Dodo") space station 0.0
; ******************************************************************************
;
; Name: SHIP_MISSILE
; Type: Variable
; Category: Drawing ships
; Summary: Ship blueprint for a missile
; Deep dive: Ship blueprints
; Comparing ship specifications
;
; ******************************************************************************
.SHIP_MISSILE
EQUB 0 ; Max. canisters on demise = 0
EQUW 40 * 40 ; Targetable area = 40 * 40
EQUB LO(SHIP_MISSILE_EDGES - SHIP_MISSILE) ; Edges data offset (low)
EQUB LO(SHIP_MISSILE_FACES - SHIP_MISSILE) ; Faces data offset (low)
EQUB 85 ; Max. edge count = (85 - 1) / 4 = 21
EQUB 0 ; Gun vertex = 0
EQUB 10 ; Explosion count = 1, as (4 * n) + 6 = 10
EQUB 102 ; Number of vertices = 102 / 6 = 17
EQUB 24 ; Number of edges = 24
EQUW 0 ; Bounty = 0
EQUB 36 ; Number of faces = 36 / 4 = 9
EQUB 14 ; Visibility distance = 14
EQUB 2 ; Max. energy = 2
EQUB 44 ; Max. speed = 44
EQUB HI(SHIP_MISSILE_EDGES - SHIP_MISSILE) ; Edges data offset (high)
EQUB HI(SHIP_MISSILE_FACES - SHIP_MISSILE) ; Faces data offset (high)
EQUB 2 ; Normals are scaled by = 2^2 = 4
EQUB %00000000 ; Laser power = 0
; Missiles = 0
.SHIP_MISSILE_VERTICES
; x, y, z, face1, face2, face3, face4, visibility
VERTEX 0, 0, 68, 0, 1, 2, 3, 31 ; Vertex 0
VERTEX 8, -8, 36, 1, 2, 4, 5, 31 ; Vertex 1
VERTEX 8, 8, 36, 2, 3, 4, 7, 31 ; Vertex 2
VERTEX -8, 8, 36, 0, 3, 6, 7, 31 ; Vertex 3
VERTEX -8, -8, 36, 0, 1, 5, 6, 31 ; Vertex 4
VERTEX 8, 8, -44, 4, 7, 8, 8, 31 ; Vertex 5
VERTEX 8, -8, -44, 4, 5, 8, 8, 31 ; Vertex 6
VERTEX -8, -8, -44, 5, 6, 8, 8, 31 ; Vertex 7
VERTEX -8, 8, -44, 6, 7, 8, 8, 31 ; Vertex 8
VERTEX 12, 12, -44, 4, 7, 8, 8, 8 ; Vertex 9
VERTEX 12, -12, -44, 4, 5, 8, 8, 8 ; Vertex 10
VERTEX -12, -12, -44, 5, 6, 8, 8, 8 ; Vertex 11
VERTEX -12, 12, -44, 6, 7, 8, 8, 8 ; Vertex 12
VERTEX -8, 8, -12, 6, 7, 7, 7, 8 ; Vertex 13
VERTEX -8, -8, -12, 5, 6, 6, 6, 8 ; Vertex 14
VERTEX 8, 8, -12, 4, 7, 7, 7, 8 ; Vertex 15
VERTEX 8, -8, -12, 4, 5, 5, 5, 8 ; Vertex 16
.SHIP_MISSILE_EDGES
; vertex1, vertex2, face1, face2, visibility
EDGE 0, 1, 1, 2, 31 ; Edge 0
EDGE 0, 2, 2, 3, 31 ; Edge 1
EDGE 0, 3, 0, 3, 31 ; Edge 2
EDGE 0, 4, 0, 1, 31 ; Edge 3
EDGE 1, 2, 4, 2, 31 ; Edge 4
EDGE 1, 4, 1, 5, 31 ; Edge 5
EDGE 3, 4, 0, 6, 31 ; Edge 6
EDGE 2, 3, 3, 7, 31 ; Edge 7
EDGE 2, 5, 4, 7, 31 ; Edge 8
EDGE 1, 6, 4, 5, 31 ; Edge 9
EDGE 4, 7, 5, 6, 31 ; Edge 10
EDGE 3, 8, 6, 7, 31 ; Edge 11
EDGE 7, 8, 6, 8, 31 ; Edge 12
EDGE 5, 8, 7, 8, 31 ; Edge 13
EDGE 5, 6, 4, 8, 31 ; Edge 14
EDGE 6, 7, 5, 8, 31 ; Edge 15
EDGE 6, 10, 5, 8, 8 ; Edge 16
EDGE 5, 9, 7, 8, 8 ; Edge 17
EDGE 8, 12, 7, 8, 8 ; Edge 18
EDGE 7, 11, 5, 8, 8 ; Edge 19
EDGE 9, 15, 4, 7, 8 ; Edge 20
EDGE 10, 16, 4, 5, 8 ; Edge 21
EDGE 12, 13, 6, 7, 8 ; Edge 22
EDGE 11, 14, 5, 6, 8 ; Edge 23
.SHIP_MISSILE_FACES
; normal_x, normal_y, normal_z, visibility
FACE -64, 0, 16, 31 ; Face 0
FACE 0, -64, 16, 31 ; Face 1
FACE 64, 0, 16, 31 ; Face 2
FACE 0, 64, 16, 31 ; Face 3
FACE 32, 0, 0, 31 ; Face 4
FACE 0, -32, 0, 31 ; Face 5
FACE -32, 0, 0, 31 ; Face 6
FACE 0, 32, 0, 31 ; Face 7
FACE 0, 0, -176, 31 ; Face 8
; ******************************************************************************
;
; Name: SHIP_CORIOLIS
; Type: Variable
; Category: Drawing ships
; Summary: Ship blueprint for a Coriolis space station
; Deep dive: Ship blueprints
; Comparing ship specifications
;
; ******************************************************************************
.SHIP_CORIOLIS
EQUB 0 ; Max. canisters on demise = 0
EQUW 160 * 160 ; Targetable area = 160 * 160
EQUB LO(SHIP_CORIOLIS_EDGES - SHIP_CORIOLIS) ; Edges data offset (low)
EQUB LO(SHIP_CORIOLIS_FACES - SHIP_CORIOLIS) ; Faces data offset (low)
EQUB 89 ; Max. edge count = (89 - 1) / 4 = 22
EQUB 0 ; Gun vertex = 0
EQUB 6 ; Explosion count = 0, as (4 * n) + 6 = 6
EQUB 96 ; Number of vertices = 96 / 6 = 16
EQUB 28 ; Number of edges = 28
EQUW 0 ; Bounty = 0
EQUB 56 ; Number of faces = 56 / 4 = 14
EQUB 120 ; Visibility distance = 120
EQUB 240 ; Max. energy = 240
EQUB 0 ; Max. speed = 0
EQUB HI(SHIP_CORIOLIS_EDGES - SHIP_CORIOLIS) ; Edges data offset (high)
EQUB HI(SHIP_CORIOLIS_FACES - SHIP_CORIOLIS) ; Faces data offset (high)
EQUB 0 ; Normals are scaled by = 2^0 = 1
EQUB %00000110 ; Laser power = 0
; Missiles = 6
.SHIP_CORIOLIS_VERTICES
; x, y, z, face1, face2, face3, face4, visibility
VERTEX 160, 0, 160, 0, 1, 2, 6, 31 ; Vertex 0
VERTEX 0, 160, 160, 0, 2, 3, 8, 31 ; Vertex 1
VERTEX -160, 0, 160, 0, 3, 4, 7, 31 ; Vertex 2
VERTEX 0, -160, 160, 0, 1, 4, 5, 31 ; Vertex 3
VERTEX 160, -160, 0, 1, 5, 6, 10, 31 ; Vertex 4
VERTEX 160, 160, 0, 2, 6, 8, 11, 31 ; Vertex 5
VERTEX -160, 160, 0, 3, 7, 8, 12, 31 ; Vertex 6
VERTEX -160, -160, 0, 4, 5, 7, 9, 31 ; Vertex 7
VERTEX 160, 0, -160, 6, 10, 11, 13, 31 ; Vertex 8
VERTEX 0, 160, -160, 8, 11, 12, 13, 31 ; Vertex 9
VERTEX -160, 0, -160, 7, 9, 12, 13, 31 ; Vertex 10
VERTEX 0, -160, -160, 5, 9, 10, 13, 31 ; Vertex 11
VERTEX 10, -30, 160, 0, 0, 0, 0, 30 ; Vertex 12
VERTEX 10, 30, 160, 0, 0, 0, 0, 30 ; Vertex 13
VERTEX -10, 30, 160, 0, 0, 0, 0, 30 ; Vertex 14
VERTEX -10, -30, 160, 0, 0, 0, 0, 30 ; Vertex 15
.SHIP_CORIOLIS_EDGES
; vertex1, vertex2, face1, face2, visibility
EDGE 0, 3, 0, 1, 31 ; Edge 0
EDGE 0, 1, 0, 2, 31 ; Edge 1
EDGE 1, 2, 0, 3, 31 ; Edge 2
EDGE 2, 3, 0, 4, 31 ; Edge 3
EDGE 3, 4, 1, 5, 31 ; Edge 4
EDGE 0, 4, 1, 6, 31 ; Edge 5
EDGE 0, 5, 2, 6, 31 ; Edge 6
EDGE 5, 1, 2, 8, 31 ; Edge 7
EDGE 1, 6, 3, 8, 31 ; Edge 8
EDGE 2, 6, 3, 7, 31 ; Edge 9
EDGE 2, 7, 4, 7, 31 ; Edge 10
EDGE 3, 7, 4, 5, 31 ; Edge 11
EDGE 8, 11, 10, 13, 31 ; Edge 12
EDGE 8, 9, 11, 13, 31 ; Edge 13
EDGE 9, 10, 12, 13, 31 ; Edge 14
EDGE 10, 11, 9, 13, 31 ; Edge 15
EDGE 4, 11, 5, 10, 31 ; Edge 16
EDGE 4, 8, 6, 10, 31 ; Edge 17
EDGE 5, 8, 6, 11, 31 ; Edge 18
EDGE 5, 9, 8, 11, 31 ; Edge 19
EDGE 6, 9, 8, 12, 31 ; Edge 20
EDGE 6, 10, 7, 12, 31 ; Edge 21
EDGE 7, 10, 7, 9, 31 ; Edge 22
EDGE 7, 11, 5, 9, 31 ; Edge 23
EDGE 12, 13, 0, 0, 30 ; Edge 24
EDGE 13, 14, 0, 0, 30 ; Edge 25
EDGE 14, 15, 0, 0, 30 ; Edge 26
EDGE 15, 12, 0, 0, 30 ; Edge 27
.SHIP_CORIOLIS_FACES
; normal_x, normal_y, normal_z, visibility
FACE 0, 0, 160, 31 ; Face 0
FACE 107, -107, 107, 31 ; Face 1
FACE 107, 107, 107, 31 ; Face 2
FACE -107, 107, 107, 31 ; Face 3
FACE -107, -107, 107, 31 ; Face 4
FACE 0, -160, 0, 31 ; Face 5
FACE 160, 0, 0, 31 ; Face 6
FACE -160, 0, 0, 31 ; Face 7
FACE 0, 160, 0, 31 ; Face 8
FACE -107, -107, -107, 31 ; Face 9
FACE 107, -107, -107, 31 ; Face 10
FACE 107, 107, -107, 31 ; Face 11
FACE -107, 107, -107, 31 ; Face 12
FACE 0, 0, -160, 31 ; Face 13
; ******************************************************************************
;
; Name: SHIP_ESCAPE_POD
; Type: Variable
; Category: Drawing ships
; Summary: Ship blueprint for an escape pod
; Deep dive: Ship blueprints
; Comparing ship specifications
;
; ******************************************************************************
.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 29 ; Max. edge count = (29 - 1) / 4 = 7
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
; Comparing ship specifications
;
; ******************************************************************************
.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 21 ; Max. edge count = (21 - 1) / 4 = 5
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
; Comparing ship specifications
;
; ******************************************************************************
.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 53 ; Max. edge count = (53 - 1) / 4 = 13
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
; Comparing ship specifications
;
; ******************************************************************************
.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 49 ; Max. edge count = (49 - 1) / 4 = 12
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
; Comparing ship specifications
;
; ******************************************************************************
.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 69 ; Max. edge count = (69 - 1) / 4 = 17
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
; Comparing ship specifications
;
; ------------------------------------------------------------------------------
;
; 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 29 ; Max. edge count = (29 - 1) / 4 = 7
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