.ProcessLanding LDA L \ Fetch the current value of onGround BEQ clan1 \ If onGround is zero then we are not on the ground, so \ jump to clan1 to skip the bumpy ride JSR CheckPlaneOnRunway \ Check whether the plane is over the runway BCC clan1 \ If the plane is on the runway, then jump to clan1 to \ skip the bumpy ride \ If we get here then we are on the ground but we aren't \ on the runway, so this must be an emergency landing \ outside the airport, and we apply a suitably bumpy \ ride, depending on the plane's velocity ASL landingStatus \ Shift landingStatus left and set bit 0 LDX #&EE \ Set X so the call to ApplyBumpyRide updates the yPlane \ variable, so it makes the plane bump up by a random \ amount CLC \ Clear the C flag so the call to ApplyBumpyRide \ adds a random amount to yPlane (rather than taking it \ away) LDY #8 \ Set the scale factor in Y so the random amount we bump \ the plane up by is in the range 0 to zVelocityP >> 9, \ so if we try to land at 100 mph, when zVelocityP is \ (9 64) = 2368, then this would bump the plane up \ by a random value in the range 0 to 4 (as 2368 >> 9 \ is 4) JSR ApplyBumpyRide \ Bump the plane up by a random height in the range 0 to \ zVelocityP >> 9, so the bump height is higher with \ higher forward velocity (so the faster we are trying \ to land, the more the plane bounces up when it hits \ the runway) LDX #&EC \ Set X so the call to ApplyBumpyRide updates the \ zRotation variable, so it makes the plane roll by a \ random amount LDY #4 \ Set the scale factor in Y so the random amount we roll \ the plane by is in the range 0 to zVelocityP >> 5, \ so if we try to land at 100 mph, when zVelocityP is \ (9 64) = 2368, then this would roll the plane by a \ random value in the range 0 to 74 (as 2368 >> 5 is 74) LDA VIA+&64 \ Read the 6522 User VIA T1C-L timer 1 low-order \ counter (SHEILA &64), which decrements one million \ times a second and will therefore be pretty random LSR A \ Set the C flag randomly, so the call to ApplyBumpyRide \ randomly adds or subtracts the random roll amount JSR ApplyBumpyRide \ Roll the plane up by a random angle in the range 0 to \ zVelocityP >> 5, in a random direction, so the roll \ amount is higher with higher forward velocity (so the \ faster we are trying to land, the more the plane rolls \ when it hits the runway)Name: ProcessLanding (Part 1 of 7) [Show more] Type: Subroutine Category: Flight model Summary: If this is an emergency landing, make the landing a bumpy one Deep dive: Take-offs and landingsContext: See this subroutine in context in the source code References: This subroutine is called as follows: * ApplyFlightModel (Part 6 of 7) calls ProcessLanding
This part checks whether the plane is on the ground but not on the runway, and if this is the case, it implements a bumpy ride by randomly changing the plane's height and roll, with larger changes at bigger speeds.
Arguments: L The current value of onGround: * 0 = we are not on the ground * 1 = we are on the ground
[X]
Subroutine ApplyBumpyRide (category: Flight model)
Apply a random amount of roll or bumpiness to the plane
[X]
Subroutine CheckPlaneOnRunway (category: Flight model)
Check whether the plane is over the runway
[X]
Configuration variable VIA = &FE00
Memory-mapped space for accessing internal hardware, such as the video ULA, 6845 CRTC and 6522 VIAs (also known as SHEILA)
[X]
Label clan1 in subroutine ProcessLanding (Part 2 of 7)
[X]
Variable landingStatus in workspace Main variable workspace
The current landing status