This page contains a map of all the routines and variables in the original version of Aviator, in the order in which they appear in the original source. The source files are structured like this:
- The main game source, which consists of Workspaces, Aviator A, Aviator B, Aviator C, Aviator D, Aviator E and Aviator F
You can click on the links above to jump to the relevant part of the map.
Workspaces
----------
Category | Details |
---|---|
Workspaces | Mainly temporary variables that are used a lot |
Workspaces | Variables that share page 1 with the stack |
Workspaces | Workspace: Main variable workspace The main block of game variables |
Aviator A
---------
Category | Details |
---|---|
Setup | Set up the screen mode and load the dashboard image |
Setup | The OS command string for loading the dashboard image |
Setup | The VDU command for disabling the cursor |
Setup | The "Please wait" message shown when the game loads |
Setup | Move code around, clear the edges of the canopy view, draw the canopy edges and rivets, and jump to the main code |
Graphics | Draw a point on-screen using the standard VDU routines |
Graphics | Move the graphics cursor using the standard VDU routines |
Graphics | Draw a line using the standard VDU routines |
Graphics | Perform a plot command using the standard VDU routines |
Graphics | Draw a square rivet (2 pixels across, 4 pixels high) |
Graphics | Clear the specified number of rows on-screen |
3D geometry | Subroutine: ProjectPoint (Part 1 of 3) Project a point onto the screen (i.e. convert from 3D coordinates to screen coordinates) |
3D geometry | Subroutine: ProjectPoint (Part 2 of 3) Calculate the screen coordinates of the projected point |
3D geometry | Subroutine: ProjectPoint (Part 3 of 3) Move the projected coordinates to the centre of the screen and update the point's status byte |
Maths | Divide a 16-bit number by a scaled 16-bit number |
Maths | Scale up a 16-bit number until it doesn't fit into 16 bits any more |
Maths | Subroutine: ScaleDown (Part 1 of 4) Scale down the results of divisions done using the ScaleUp and DivideScaled routines |
Maths | Subroutine: ScaleDown (Part 2 of 4) Balance the scale factors for the x- and y-coordinates |
Maths | Subroutine: ScaleDown (Part 3 of 4) Scale the x-coordinate |
Maths | Subroutine: ScaleDown (Part 4 of 4) Scale the y-coordinate |
Drawing lines | Subroutine: DrawClippedLine (Part 1 of 6) Clip a line to fit on-screen, starting with the line deltas |
Drawing lines | Subroutine: DrawClippedLine (Part 2 of 6) Work out whether the line's start point is on-screen |
Drawing lines | Subroutine: DrawClippedLine (Part 3 of 6) Work out whether the line's end point is on-screen |
Drawing lines | Subroutine: DrawClippedLine (Part 4 of 6) Calculate the starting point and direction for our clipped vector line |
Drawing lines | Subroutine: DrawClippedLine (Part 5 of 6) Calculate the deltas for our clipped vector line |
Drawing lines | Subroutine: DrawClippedLine (Part 6 of 6) Add the clipped line to the line buffer and draw it |
Drawing lines | Subroutine: DrawCanopyLine (Part 1 of 9) Draw a line in the canopy view |
Drawing lines | Subroutine: DrawCanopyLine (Part 2 of 9) Modify the line drawing routine for a shallow horizontal slope |
Drawing lines | Subroutine: DrawCanopyLine (Part 3 of 9) Draw a line as a shallow horizontal slope |
Drawing lines | Subroutine: DrawCanopyLine (Part 4 of 9) Draw a part of the line, working down the screen |
Drawing lines | Subroutine: DrawCanopyLine (Part 5 of 9) Draw a part of the line, working up the screen |
Drawing lines | Subroutine: DrawCanopyLine (Part 6 of 9) Draw a part of the line, working along the screen |
Drawing lines | Subroutine: DrawCanopyLine (Part 7 of 9) Modify the line drawing routine for a steep vertical slope |
Drawing lines | Subroutine: DrawCanopyLine (Part 8 of 9) Draw a line as a steep vertical slope |
Drawing lines | Subroutine: DrawCanopyLine (Part 9 of 9) If the line was clipped, draw a line from the clipped coordinates to the edge of the screen |
Drawing lines | Modify the drawing routines to draw in the correct colour for the current colour cycle |
Drawing lines | Clip a line at the start or end point, depending on which is best |
Drawing lines | Subroutine: ClipStartOfLine (Part 1 of 5) Check whether the line is completely off-screen |
Drawing lines | Subroutine: ClipStartOfLine (Part 2 of 5) Work out the deltas depending on the direction of slope |
Drawing lines | Subroutine: ClipStartOfLine (Part 3 of 5) Work out the deltas depending on the steepness of slope |
Drawing lines | Subroutine: ClipStartOfLine (Part 4 of 5) Calculate where to clip the line |
Drawing lines | Subroutine: ClipStartOfLine (Part 5 of 5) Move the start point to the clipped position and return it |
Drawing lines | Copy an end point into a start point |
Aviator B
---------
Category | Details |
---|---|
Drawing lines | Draw all the lines from a line buffer to erase them |
Maths | Multiply two 16-bit numbers with different sign bits (one in bit 7 of the high byte, the other in bit 0 of the low byte) |
Maths | Multiply two unsigned 8-bit numbers |
3D geometry | Convert the rotation angles of the plane into coordinates |
Maths | Calculate the sine of a 16-bit number |
Maths | Multiply a 4-bit and a 16-bit number |
3D geometry | Subroutine: SetObjPointCoords (Part 1 of 2) Calculate the coordinate for a point within an object |
3D geometry | Subroutine: SetObjPointCoords (Part 2 of 2) Apply the correct scale factor to the matrix multiplication |
3D geometry | Subroutine: AddTempToPoint (Part 1 of 2) Add the xTemp1 vector to a point, store the result in another point, and set the result to hidden if it overflows |
Maths | Add two 16-bit numbers that have their signs in bit 0 |
3D geometry | Set up matrices 1 to 4 |
3D geometry | Calculate a matrix entry |
Maths | Multiply two unsigned 16-bit numbers |
Maths | Multiply two 16-bit numbers that have their signs in bit 0 |
3D geometry | Calculate the coordinates for a point |
Utility routines | Set a specified point to (xTemp1, yTemp1, zTemp1) |
Dashboard | Subroutine: UpdateIndicator (Part 1 of 15) Update a single indicator on the dashboard |
Dashboard | Subroutine: UpdateIndicator (Part 2 of 15) Calculations for the compass (indicator 0) |
Dashboard | Subroutine: UpdateIndicator (Part 3 of 15) Calculations for the airspeed indicator (indicator 1) |
Dashboard | Subroutine: UpdateIndicator (Part 4 of 15) Calculations for the altimeter's small "hour" hand (indicator 2) |
Dashboard | Subroutine: UpdateIndicator (Part 5 of 15) Calculations for the altimeter's "minute" hand (indicator 3) |
Dashboard | Subroutine: UpdateIndicator (Part 6 of 15) Logic for checking which indicator to update |
Dashboard | Subroutine: UpdateIndicator (Part 7 of 15) Calculations for the vertical speed indicator (indicator 4) |
Dashboard | Subroutine: UpdateIndicator (Part 8 of 15) Logic for checking which indicator to update |
Dashboard | Subroutine: UpdateIndicator (Part 9 of 15) Calculations for the turn indicator (indicator 5), the bottom part of the slip-and-turn indicator |
Dashboard | Subroutine: UpdateIndicator (Part 10 of 15) Calculations for the slip indicator (indicator 6), the top part of the slip-and-turn indicator |
Dashboard | Subroutine: UpdateIndicator (Part 11 of 15) Calculations for the artificial horizon (indicator 7) |
Dashboard | Subroutine: UpdateIndicator (Part 12 of 15) Logic for checking which indicator to update |
Dashboard | Subroutine: UpdateIndicator (Part 13 of 15) Calculations for the rudder indicator (indicator 9) |
Dashboard | Subroutine: UpdateIndicator (Part 14 of 15) Calculations for the joystick position display (indicator 8 or 10) |
Dashboard | Subroutine: UpdateIndicator (Part 15 of 15) Calculations for the thrust indicator (indicator 11) |
Drawing lines | Draw a vertical bar on indicator 9 (rudder) or 11 (thrust) |
Drawing lines | Apply min and max limits to an indicator value and draw a hand on the indicator |
Drawing lines | Draw a line on indicators 0 to 7, i.e. a dial hand (0-6) or an artificial horizon (7) |
Drawing lines | Draw a cross in the joystick position display (indicator 8 or 10) |
Dashboard | Vector line calculation for a hand on indicators 0 to 6 |
Drawing lines | Subroutine: DrawVectorLine (Part 1 of 3) Draw a line: set up pixel bytes and slope variables |
Drawing lines | Subroutine: DrawVectorLine (Part 2 of 3) Calculate the coordinates of the next pixel as we step along the line by one pixel |
Drawing lines | Subroutine: DrawVectorLine (Part 3 of 3) Plot a pixel at (I, J) |
Aviator C
---------
Category | Details |
---|---|
Dashboard | Vector line calculation for the artificial horizon on indicator 7 |
Drawing lines | Draw an orthogonal line (i.e. vertical or horizontal) |
Maths | Scale an indicator value by 4 or 16, retaining the sign and adding sensitivity for smaller values |
Dashboard | Update two indicators on the dashboard, one from 0-6, one from 7-11, cycling through them with each subsequent call |
Flight model | Subroutine: UpdateFlightModel (Part 1 of 4) Apply any axis control key presses to the current axis values |
Flight model | Subroutine: UpdateFlightModel (Part 2 of 4) Apply any throttle key presses to the current thrust value |
Flight model | Subroutine: UpdateFlightModel (Part 3 of 4) Process the undercarriage, brake, flaps and fire keys |
Flight model | Subroutine: UpdateFlightModel (Part 4 of 4) Set up matrices, apply the flight model and update the dashboard |
Keyboard | Apply the undercarriage, brakes, flaps and fire keys |
Dashboard | Update the undercarriage indicator ("U") and related variables |
Dashboard | Update the flaps indicator ("F") and related variables |
The Theme | Create the bullet objects and send them on their way |
Dashboard | Update the brakes indicator ("B") |
Dashboard | Update the Theme indicator ("T") |
Keyboard | Scan the keyboard for a specific key |
Keyboard | Scan the keyboard for keys in the two key tables and update the key logger |
3D geometry | Add a point vector to an object's coordinates |
3D geometry | Set an object's coordinates to (0, 0, 0) |
Keyboard | Read the joystick position from one of the ADC channels |
Setup | Reset most variables to prepare for a new flight |
Dashboard | Reset the radar display |
Setup | Reset the high score, set up the gunfire sound envelope and start a new game |
Setup | Start a new game |
Main loop | Subroutine: MainLoop (Part 1 of 15) Start the main loop by processing gunfire and bullets |
Main loop | Subroutine: MainLoop (Part 2 of 15) Reset object statuses and related points |
Main loop | Subroutine: MainLoop (Part 3 of 15) Make the sound of firing, if appropriate |
Main loop | Subroutine: MainLoop (Part 4 of 15) Check whether aliens have invaded Acornsville |
Main loop | Subroutine: MainLoop (Part 5 of 15) Update lines, check flying skills, increment main loop counter, update the radar |
Main loop | Subroutine: MainLoop (Part 6 of 15) Check whether any aliens have been hit |
Main loop | Subroutine: MainLoop (Part 7 of 15) Process the terminate key |
Main loop | Subroutine: MainLoop (Part 8 of 15) If we fire the guns on the runway, enable the Theme |
Main loop | Subroutine: MainLoop (Part 9 of 15) Fill up the tank if the engine is switched off, and process the volume keys |
Main loop | Subroutine: MainLoop (Part 10 of 15) Award points for a successful landing |
Main loop | Subroutine: MainLoop (Part 11 of 15) Process engine start and stop |
Main loop | Subroutine: MainLoop (Part 12 of 15) Spend at least 9 centiseconds processing lines from the linesToHide list |
Main loop | Subroutine: MainLoop (Part 13 of 15) Process more lines and update the view out of the canopy |
Main loop | Subroutine: MainLoop (Part 14 of 15) Handle the score display |
Main loop | Subroutine: MainLoop (Part 15 of 15) Update the status of any new line points |
Visibility | Update the linesToShow list, moving any lines that aren't visible into the linesToHide list |
Visibility | Subroutine: ProcessLinesToShow Process the linesToShow list, projecting all the lines onto the screen and moving any that aren't visible to the linesToHide list |
Visibility | Subroutine: ProcessLinesToHide Process an unprocessed line from the linesToHide list |
Visibility | Process a line, working out its visibility and adding it to the linesToShow or linesToHide list |
Visibility | Subroutine: ProcessLine (Part 1 of 7) Process a line, rotating and transforming it to the correct coordinates and calculating its visibility |
Visibility | Subroutine: ProcessLine (Part 2 of 7) Process runway lines |
Visibility | Subroutine: ProcessLine (Part 3 of 7) If a line is part of a multi-point object, extract the other points in the line so we can check them all |
Visibility | Subroutine: ProcessLine (Part 4 of 7) Process bullet lines |
Visibility | Subroutine: ProcessLine (Part 5 of 7) Calculate the object's coordinates and visibility |
Visibility | Subroutine: ProcessLine (Part 6 of 7) Check the visibility of all the object's points on the stack |
Visibility | Subroutine: ProcessLine (Part 7 of 7) Check distance and z-coordinates and return the final result |
3D geometry | Subroutine: SetObjectCoords (Part 1 of 11) Calculate the coordinates for an object's location |
3D geometry | Subroutine: SetObjectCoords (Part 2 of 11) Pre-process the bullets (objects 12, 13, 14 or 15) |
3D geometry | Subroutine: SetObjectCoords (Part 3 of 11) Logic for checking which objects to pre-process |
3D geometry | Subroutine: SetObjectCoords (Part 4 of 11) Pre-process the object groups (objects 6, 7, 8 or 9) |
3D geometry | Subroutine: SetObjectCoords (Part 5 of 11) Logic for checking which objects to pre-process |
3D geometry | Subroutine: SetObjectCoords (Part 6 of 11) Pre-process dormant aliens (object group 30) |
3D geometry | Subroutine: SetObjectCoords (Part 7 of 11) Pre-process feeding and flying aliens (objects 31, 32 and 33) |
3D geometry | Subroutine: SetObjectCoords (Part 8 of 11) Process the object |
3D geometry | Subroutine: SetObjectCoords (Part 9 of 11) Process the next object in the group, if applicable, or return from the subroutine if not |
3D geometry | Subroutine: SetObjectCoords (Part 10 of 11) Process the next dormant alien (object group 30) |
3D geometry | Subroutine: SetObjectCoords (Part 11 of 11) Update the object status and return from the subroutine |
Visibility | Check whether an object is within the visible distance for that object, along just one axis |
Visibility | Reset the line lists at linesToShow and linesToHide |
Graphics | Flip the values of colourCycle and colourLogic to cycle to the next colour state |
Graphics | Set a logical colour to white |
Graphics | Set a logical colour to black |
Graphics | Set a logical colour to a physical colour |
Graphics | Draw the main view out of the canopy |
Visibility | Subroutine: ProcessHorizonLine Calculate coordinates for the horizon's start and end points |
Dashboard | Update a blip on the radar (runway or alien) |
Dashboard | Draw a blip on the radar (runway or alien) |
Aviator D
---------
Category | Details |
---|---|
The Theme | Subroutine: AlienInAcornsville Move an alien towards Acornsville and check whether it has reached it yet (and if so, end the game) |
Dashboard | Calculate the radar line vector for a line (the runway) or a dot (an alien) |
Drawing lines | Pixel bytes for drawing canopy lines left to right in colour 1 |
Drawing lines | Pixel bytes for drawing canopy lines right to left in colour 1 |
Drawing lines | Pixel bytes for drawing canopy lines left to right in colour 2 |
Drawing lines | Pixel bytes for drawing canopy lines right to left in colour 2 |
Drawing lines | Pixel bytes for erasing canopy lines in colour 1 |
Drawing lines | Pixel bytes for erasing canopy lines in colour 2 |
Dashboard | Stores the value of the compass heading when we draw the runway on the radar, so we can erase the line later |
Main loop | Stores the current time (low byte only), so we can process lines in a timely fashion during the main loop |
Graphics | Clear the canopy to black, leaving the canopy edges alone |
Graphics | Fill the canopy with a specified colour, leaving the canopy edges alone |
Graphics | Fill multiple screen rows with a particular colour, avoiding the canopy edges |
Utility routines | Delay for a specified number of loops |
The Theme | Move the bullets through the air |
The Theme | If the Theme is enabled and the current wave does not yet have eight aliens in it, spawn a new alien |
The Theme | Subroutine: UpdateAliens (Part 1 of 5) Update the aliens so they progress through their feeding or attack cycles |
The Theme | Subroutine: UpdateAliens (Part 2 of 5) Manage alien slots 31 and 32, and if there's a vacancy, wake up a dormant alien, move it into the slot and start its feeding cycle |
The Theme | Subroutine: UpdateAliens (Part 3 of 5) If alien slot 33 is free and there's an alien waiting to take off, promote it into slot 33 |
The Theme | Subroutine: UpdateAliens (Part 4 of 5) When an alien reaches the next feeding stage, double its size |
The Theme | Subroutine: UpdateAliens (Part 5 of 5) Check whether the whole wave has been destroyed, and award points accordingly |
The Theme | Subroutine: ResizeFeedingAlien Change the size of an alien so it grows bigger as it feeds |
The Theme | Subroutine: CheckIfAlienIsHit (Part 1 of 2) Extract the alien's feeding stage, ready for the hit calculations in part 2 |
The Theme | Subroutine: CheckIfAlienIsHit (Part 2 of 2) Check to see whether the alien has been hit, and if so, initiate the explosion |
The Theme | Calculate the coordinates of an alien's weak spot |
The Theme | Subroutine: CheckAlienWeakSpot Check whether an object is close enough to an alien's weak spot to be hitting it |
The Theme | Subroutine: GetTrailVectorStep Calculate 1/32 of the vector for a bullet trail |
Dashboard | Show or hide the upside down bar in the artificial horizon indicator |
Visibility | Subroutine: ProcessRunwayLine (Part 1 of 5) Calculate coordinates and visibility for a runway line |
Visibility | Subroutine: ProcessRunwayLine (Part 2 of 5) Calculate coordinates and visibility for the runway outline |
Visibility | Subroutine: ProcessRunwayLine (Part 3 of 5) Calculate visibility for the runway dashes |
Visibility | Subroutine: ProcessRunwayLine (Part 4 of 5) Construct the dashes down the middle of the runway |
Visibility | Subroutine: ProcessRunwayLine (Part 5 of 5) Clip any portion of the runway outline that's behind us |
3D geometry | Subroutine: SetPointVisibility Set the status byte for multiple points to indicate that their coordinates and visibility have been calculated |
Drawing lines | Draw half of the horizon line |
Flight model | Fill up the fuel tank by 1/65th of a full tank every four iterations of the main loop |
Dashboard | Update the fuel gauge every 16 iterations of the main loop |
Dashboard | Draw or erase a pixel on the fuel gauge on the dashboard |
Sound | Adjust the volume when the volume keys are pressed |
Flight model | Subroutine: RetractFlapsIfFast Retract the flaps if we are going faster than 150 mph |
3D geometry | Scaled x-coordinates of the points that make up objects, relative to the object's anchor point |
3D geometry | Scaled y-coordinates of the points that make up objects, relative to the object's anchor point |
3D geometry | Scaled z-coordinates of the points that make up objects, relative to the object's anchor point |
Dashboard | The x-coordinates of the runway and alien on the radar |
Dashboard | The y-coordinates of the runway and alien on the radar |
The Theme | The distance from the alien we just hit, so we can work out whether we get hit by turbulence |
The Theme | The feeding stage of the alien we are currently processing |
The Theme | The object ID of the alien we just hit (30 to 33) |
The Theme | The time since we hit an alien, so we can time its explosion |
Flight model | The low byte of the current batch of fuel used |
Flight model | The high byte of the current batch of fuel used |
Flight model | The current fuel level |
The Theme | The end point ID for exploding each of the four alien slots |
The Theme | The starting point ID for exploding each of the four alien slots |
Scoring | Score (low byte) |
Scoring | Score (high byte) |
Scoring | High score (high byte) |
Scoring | High score (low byte) |
Flight model | Set the engine status |
Scoring | Low byte of the skill zone coordinates for testing flying skills |
Scoring | High byte of the skill zone coordinates for testing flying skills |
Scoring | Sizes of the skill zones for testing flying skills |
Maths | Lookup table for shifting a byte four places to the right, to extract the high nibble |
Maths | Lookup table for shifting a byte four places to the left, to extract the low nibble |
Maths | Division lookup table |
Maths | Lookup table for multiplication times tables |
Visibility | The furthest distance at which each line is visible |
Visibility | The furthest distance at which each object is visible |
Aviator E
---------
Category | Details |
---|---|
Drawing lines | Line buffer storage for the start x-coordinate (R) |
Drawing lines | Line buffer storage for the max/min x-coordinate (W) |
Drawing lines | Line buffer storage for the start y-coordinate (S) |
Drawing lines | Line buffer storage for the max/min y-coordinate (G) |
Drawing lines | Line buffer storage for the line's |x-delta| (T) |
Scoring | The high score text |
3D geometry | The point ID for a line's end point |
3D geometry | The current group number for object IDs 6, 7, 8 and 9 |
3D geometry | The starting value for each object's group number |
3D geometry | High byte of the x-coordinate for objects in a group (6 to 9) |
3D geometry | High byte of the z-coordinate for objects in a group (6 to 9) |
Utility routines | Flag whether 9 centiseconds have passed since the last call |
3D geometry | The point ID for a line's start point |
The Theme | The scores for killing aliens in the various feeding stages |
The Theme | The score for killing a dormant alien |
Maths | Low byte of the sine lookup table |
Maths | High byte of the sine lookup table |
The Theme | Slots for up to three aliens that are ready to start moving towards the town |
The Theme | The number of the alien to move towards Acornsville in this iteration of the main loop |
Main loop | The main loop counter |
3D geometry | The total number of lines in Aviator's 3D world |
The Theme | Object IDs for each of the eight aliens |
The Theme | The state of each of the eight aliens |
The Theme | Storage for the object status bytes for the four alien objects |
Maths | The low bytes of matrix 1 |
Maths | The low bytes of matrix 2 |
Maths | The low bytes of matrix 3 |
Maths | The low bytes of matrix 4 |
Scoring | Subroutine: CheckFlyingSkills (Part 1 of 2) Check whether we are performing one of the tests of flying skill |
Maths | The high bytes of matrix 1 |
Maths | The high bytes of matrix 2 |
Maths | The high bytes of matrix 3 |
Maths | The high bytes of matrix 4 |
Scoring | Subroutine: CheckFlyingSkills (Part 2 of 2) Perform finer checks to see if we are flying under the bridge or along the main street of the town |
Flight model | Scale factors for the flight forces (in signed powers of 2) |
Maths | Lookup table for the low nibble of a value |
3D geometry | Low byte of the x-coordinate for an object |
3D geometry | Low byte of the y-coordinate for an object |
3D geometry | Low byte of the z-coordinate for an object |
3D geometry | High byte of the x-coordinate for an object |
3D geometry | High byte of the y-coordinate for an object |
3D geometry | High byte of the z-coordinate for an object |
Utility routines | A list for keeping a list of random numbers |
Maths | Lookup table for the high nibble of a value |
3D geometry | Sequences of related points that together make up objects |
Keyboard | Read the joystick axes and fire button and update the aileron, elevator and fire key values accordingly |
Maths | Division lookup table |
Graphics | Lookup table for converting pixel y-coordinate to low byte of screen address |
Graphics | Lookup table for converting pixel y-coordinate to high byte of screen address |
Graphics | Draw the diagonal corners at the top of the canopy |
Scoring | Remove the score display from the screen |
Drawing lines | Line buffer storage for the line direction (V) |
3D geometry | High byte of the z-coordinate for a point |
3D geometry | High byte of the x-coordinate for a point |
3D geometry | High byte of point 252 (x-coordinate) |
3D geometry | High byte of point 253 (x-coordinate) |
3D geometry | High byte of point 254 (x-coordinate) |
3D geometry | High byte of point 255 (x-coordinate) |
Utility routines | Copy a point from the variable workspace to the point tables |
Utility routines | Copy a point from the point tables to the variable workspace |
3D geometry | Set a point's coordinates to the origin at (0, 0, 0) |
3D geometry | Set a point's coordinates to the value (a, a, a) |
Visibility | Check whether a point on a line is within the visible distance for the line |
3D geometry | Subroutine: AddTempToPoint (Part 2 of 2) Check whether the vector addition overflowed and set the point's visibility accordingly |
Scoring | Subroutine: CheckBridgeAndTown Check whether we are safely flying under the bridge or down the main street in Acornsville |
Scoring | Increase the score and make a beep |
Scoring | Increase the score by a specified number of points |
Scoring | If this is a high score, update the high score |
Scoring | Print the scores on-screen |
Scoring | Print a score |
Scoring | Print text when showing the scores on-screen |
Flight model | Make a crashing sound, flash the canopy and start a new game |
3D geometry | Cycle to the next object group |
The Theme | Explode an alien, making the alien split apart |
Scoring | Award points for destroying an alien, and remove the alien from its slot and the radar, if required |
Utility routines | Set the next item in the randomNumbers list to a new random number and update the pointer to point to it |
Utility routines | Point to the next item in the randomNumbers list |
Sound | Make a sound |
Setup | Terminate the current game |
Sound | Define a sound envelope |
Sound | Either make a sound or set up an envelope |
Sound | Turn the engine sound on or off |
Sound | Reset the pitch of the engine sound |
Sound | Make the engine sound, with the choppiness and pitch affected by thrust and airspeed |
Graphics | Draw the canopy corners and the gun sights, if shown |
Keyboard | Toggle the joystick setting |
Sound | Data for two sound envelopes |
Sound | OSWORD blocks for making the various game sounds |
Aviator F
---------
Category | Details |
---|---|
The Theme | Print the "TOO LATE!" message at column 6, row 7 on-screen |
The Theme | The "TOO LATE!" message shown when the aliens land in Acornsville |
Graphics | Lookup table for converting pixel x-coordinate to low byte of screen address |
Graphics | Lookup table for converting pixel x-coordinate to high byte of screen address |
Keyboard | Internal key numbers of high priority keys that are scanned first |
Keyboard | Internal key numbers of lower priority keys that are scanned second |
Flight model | Stores the amount by which the three axes of movement change when the aileron, elevator or rudder are moved |
Keyboard | Key logger value (low byte) for key presses in keyTable2 |
Keyboard | Key logger value (high byte) for key presses in keyTable2 |
Keyboard | Key logger value (low byte) for key presses in keyTable1 |
Keyboard | Key logger value (high byte) for key presses in keyTable1 |
Sound | The sound of us making contact with the ground while landing |
Flight model | The factors by which the flight forces are multiplied as part of the scaling process |
Dashboard | The value range of a quadrant in each indicator |
Dashboard | The maximum x-delta for the hand line in each indicator |
Dashboard | The maximum y-delta for the hand line in each indicator |
Dashboard | Line buffer storage for the start x-coordinate for each indicator line (I) |
Dashboard | Line buffer storage for the start y-coordinate for each indicator line (J) |
Dashboard | The base value for each indicator |
Dashboard | The minimum value shown on each indicator |
Dashboard | Line buffer storage for the indicator line's |x-delta| (T) |
Dashboard | Line buffer storage for the indicator line's |y-delta| (U) |
Dashboard | Line buffer storage for the indicator line's direction (V) |
Dashboard | Temporary storage |
Dashboard | Temporary storage |
Dashboard | The first indicator counter |
Dashboard | The second indicator counter |
Dashboard | Temporary storage |
Dashboard | The value of the altimeter's large "minute" hand |
Flight model | Subroutine: ApplyFlightModel (Part 1 of 7) Apply the flight model to the plane, starting by calculating the effect of gravity and the undercarriage springs |
Flight model | Subroutine: ApplyFlightModel (Part 2 of 7) Convert velocity to the plane's perspective and calculate various aerodynamic forces |
Flight model | Subroutine: ApplyFlightModel (Part 3 of 7) If we are near to an exploding alien, apply turbulence |
Flight model | Subroutine: ApplyFlightModel (Part 4 of 7) Calculate the dxTurn and xLinear vectors, and the slipRate |
Flight model | Subroutine: ApplyFlightModel (Part 5 of 7) Calculate the forces for when we are on the ground |
Flight model | Subroutine: ApplyFlightModel (Part 6 of 7) Adjust the plane's velocity and turn rate, rotate the plane according to the forces on the aircraft, process landing |
Flight model | Subroutine: ApplyFlightModel (Part 7 of 7) Calculate fuel usage |
Flight model | Adjust the plane's turn rate |
Flight model | Adjust the plane's velocity vector |
Flight model | Move the plane and adjust its rotation |
Flight model | Subroutine: ApplyAerodynamics (Part 1 of 3) Set up various variables to use in the aerodynamics calculations |
Flight model | Subroutine: ApplyAerodynamics (Part 2 of 3) Check whether the plane is stalling, and if it is, simulate one wing stalling before the other, and make the stalling sound |
Flight model | Subroutine: ApplyAerodynamics (Part 3 of 3) Calculate various aerodynamic figures |
Flight model | Scale the flight forces by the relevant scale factors |
Maths | Multiply an 8-bit and a 16-bit number |
Maths | Negate a 16-bit number |
Flight model | Calculate the pitching, rolling and yawing moments due to the current pitch, roll and yaw rates |
Flight model | Subroutine: ApplyFlightControl Calculate the effects of the primary flight controls (elevator, rudder and ailerons), and implement the "instant centre" feature |
Flight model | Subroutine: ApplyTurnAndThrust (Part 1 of 2) Calculate the (dxTurn, dyTurn, dzTurn) vector |
Flight model | Subroutine: ApplyTurnAndThrust (Part 2 of 2) Calculate the (xLinear, yLinear, zLinear) vector |
Flight model | Subroutine: CheckPlaneOnRunway Check whether the plane is over the runway |
Flight model | Subroutine: ProcessLanding (Part 1 of 7) If this is an emergency landing, make the landing a bumpy one |
Flight model | Subroutine: ProcessLanding (Part 2 of 7) If we are too high to be touching the ground then we can't be landing, so stop the landing checks |
Flight model | Subroutine: ProcessLanding (Part 3 of 7) If we are taxiing, restrict the plane's vertical movement and roll |
Flight model | Subroutine: ProcessLanding (Part 4 of 7) If we are taxiing with the undercarriage up, restrict pitching |
Flight model | Subroutine: ProcessLanding (Part 5 of 7) If we are taxiing with the undercarriage down, restrict pitching and tilt the plane backwards |
Flight model | Subroutine: ProcessLanding (Part 6 of 7) If we are not taxiing, process the landing |
Flight model | Subroutine: ProcessLanding (Part 7 of 7) We have successfully touched down without crashing, so process the effects of landing on the plane |
Flight model | Apply a random amount of roll or bumpiness to the plane |
Maths | Add or subtract a scaled amount to a variable |
Flight model | Multiply the high byte of the plane's altitude by a 16-bit number |
Utility routines | Set a 16-bit in the variable workspace to 0 |
Setup | The main entry point for the game: move code into lower memory and call it |