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A-Z index of the source code

This index contains every subroutine, entry point, variable and workspace that appears in the source code for The Sentinel, sorted alphabetically.

NameCategoryDescription
AbortWhenVisibleGameplayAbort applying the tactics for this gameplay loop if updating the object on-screen will corrupt a screen pan
Absolute16BitMaths (Arithmetic)Calculate the absolute value (modulus) of a 16-bit number
activateSentinelWorkspace variable A flag to record when the Sentinel is activated at the start of the game (by the player pressing a key that expends or absorbs energy
AddEnemiesToTilesLandscapeAdd the required number of enemies to the landscape, starting from the highest altitude and working down, with one enemy per contour
AddVectorToCoordMaths (Geometry)Add a vector to a coordinate
aHiWorkspace variable The high byte of the adjacent side of a triangle when calculating the hypotenuse
aLoWorkspace variable The low byte of the adjacent side of a triangle when calculating the hypotenuse
AlterCrackerSeedCracker protectionCreate an altered version of the anti-cracker seed-related data, as part of the anti-cracker code
alteredSeedWorkspace variable An altered version of the anti-cracker seed-related data that gets created in AlterCrackerSeed and checked in CheckCreckerSeed as part of the anti-cracker code
angleHiWorkspace variable The low byte of an angle
angleLoWorkspace variable The high byte of an angle
angleTangentWorkspace variable The tangent of an angle in a right-angled triangle
ApplyEnemyTacticsGameplayApply tactics to an enemy object, setting things up so the next call applies tactics to the next enemy object
ApplyTactics (Part 1 of 8)GameplayApply tactics to the Sentinel or a sentry
ApplyTactics (Part 2 of 8)GameplayProcess the tactics for a meanie
ApplyTactics (Part 3 of 8)GameplayIf the enemy has any residual energy, try expending it onto the landscape in the form of a tree (and end tactics if successful)
ApplyTactics (Part 4 of 8)GameplayIf configured, search the landscape for a suitable target for the enemy to drain of energy
ApplyTactics (Part 5 of 8)GameplayLook for a suitable robot to drain of energy, or look for a drainable tree or boulder if there are no suitable robots
ApplyTactics (Part 6 of 8)GameplayRotate the enemy and make a rotation sound
ApplyTactics (Part 7 of 8)GameplayDrain energy from the enemy's target object, or try scanning for a tree to turn into a meanie if the target's tile is obscured
ApplyTactics (Part 8 of 8)GameplayRedraw the object on the screen, optionally with a dithered effect
arctanHiMaths (Geometry)Table for arctan values when calculating yaw angles (high byte)
arctanLoMaths (Geometry)Table for arctan values when calculating yaw angles (low byte)
aStoreEnvelopeSoundTemporary storage for use in the DefineEnvelope routine
backgroundEvenGraphicsPixel bytes for even pixel rows in the screen background
backgroundOddGraphicsPixel bytes for odd pixel rows in the screen background
bHiWorkspace variable The high byte of the opposite side of a triangle when calculating the hypotenuse
bitMaskWorkspace variable Used to return a bit mask from the GetTilesAtAltitude routine that has a matching number of leading zeroes as the number of tile blocks at a specific altitude
bitMaskDitherWorkspace variable A bit mask for use in the DitherScreenBuffer routine that has a matching number of leading zeroes as the size of the screen buffer in bytes
blackDotCounterWorkspace variable A counter for black dots that are drawn in the screen decaying routine
blendPolygonEdgesWorkspace variable A flag to determine whether polygon edges are drawn in the same colour as the polygon fill, thus blending the edges into the polygon body
bLoWorkspace variable The low byte of the opposite side of a triangle when calculating the hypotenuse
boulderOnTileWorkspace variable A flag to record whether the tile being analysed in the GetTileAltitude routine contains a boulder
buff1Screen bufferContains an RTS
bufferColumnsWorkspace variable The number of character columns in the current screen buffer
bufferMaxPitchScreen bufferMaximum allowed pitch angles for points in the screen buffer
bufferMaxYawHiWorkspace variable The maximum allowed yaw angle for points in the current screen buffer (high byte)
bufferMinPitchScreen bufferMinimum allowed pitch angles for points in the screen buffer
bufferMinYawHiWorkspace variable The minimum allowed yaw angle for points in the current screen buffer (high byte)
bufferMinYawLoWorkspace variable The minimum allowed yaw angle for points in the current screen buffer (low byte)
bufferOriginHiWorkspace variable The offset to add to yaw angles for the current screen buffer to convert them from having the origin in the buffer centre to having the origin on the left edge of the buffer (high byte)
bufferOriginLoWorkspace variable The offset to add to yaw angles for the current screen buffer to convert them from having the origin in the buffer centre to having the origin on the left edge of the buffer (low byte)
bufferRowAddrHiScreen bufferAddress lookup table for character rows in the screen buffer (high byte)
bufferRowAddrLoScreen bufferAddress lookup table for character rows in the screen buffer (low byte)
buffersMinYawScreen bufferMinimum allowed yaw angles for points in the screen buffer
buffersOffsetHiScreen bufferAn offset to add to the address of the right column screen buffer (low byte)
buffersOffsetLoScreen bufferAn offset to add to the address of the right column screen buffer (low byte)
buffersOriginScreen bufferThe offset to add to yaw angles for each screen buffer to convert from the origin in the buffer centre to the origin on the left
bufferWidthBytesWorkspace variable The width of the screen buffer in pixel bytes for implementing the dithered effect in DitherScreenBuffer
characterDefWorkspace variable An OSWORD block for reading a character definition
CheckCrackerSeedCracker protectionCheck whether the anti-cracker seed-related data is correctly set up, as part of the anti-cracker code
CheckEnemyGaze (Part 1 of 2)GameplayCheck to see whether the current enemy can see a specific target object of a specific type
CheckEnemyGaze (Part 2 of 2)GameplayCalculate whether the current enemy can see the specified object
CheckForKeyPressesKeyboardCheck for various game key presses and update the key logger and relevant variables (during the interrupt handler)
CheckForSamePanKeyKeyboardCheck to see whether the same pan key is being held down compared to the last time we checked
CheckForTileCentreMaths (Geometry)Calculate max(|xCoordLo - 128|, |zCoordLo - 128|)
CheckObjVisibilityDrawing objectsCheck whether an object is visible on-screen and should therefore not be changed if a pan operation is about to happen
CheckSecretCode (Part 1 of 2)LandscapeGenerate the secret code for this landscape and optionally check it against the entered code in the keyboard input buffer
CheckSecretCode (Part 2 of 2)LandscapeCheck the results of the secret code matching process, and if the secret codes match, jump to PlayGame to play the game
CheckSecretStashCracker protectionCheck whether the secret code stash is correctly set up, as part of the anti-cracker code
ClearIconsScannerScanner/energy rowClear the energy icon and scanner row at the top of the screen
ClearMemorySetupClear game memory, so that the BREAK key can remove all trace of the game code in early versions of the operating system
clearPixelMaskGraphicsA table for converting a pixel number in the range 0 to 3 into a screen mode 5 bit mask with that pixel's bits clear and others set
ClearScreenGraphicsClear the screen to a specified background
colourPalettesGraphicsThe logical colours for two mode 5 palettes
colourPixelsGraphicsA table that maps logical colours 0 to 3 to a four-pixel byte in that colour
columnCounterWorkspace variable A counter for the number of columns to fill in the FillScreen routine
ConfigureBufferScreen bufferSet up the variables required to configure the screen buffer to a specific buffer type
ConfigureMachineSetupConfigure the custom screen mode, set the break handler to clear memory, move code, reset timers and set the interrupt handler
ConfigureObjBufferScreen bufferSet up the variables required to configure the screen buffer for updating an object
considerObjectsWorkspace variable Controls whether the GetTileAltitude routine takes platform objects into consideration when calculating tile altitudes (bit 7) and returns details about the gaze vector (bit 6)
CorruptSecretCodeCracker protectionCorrupt the generation process for the landscape's secret code by fetching one more seed number than necessary
cosAWorkspace variable The result of the cos(A) calculation in the GetSineAndCosine routine
cosAngleHiWorkspace variable The high byte of the cosine of a pitch or yaw angle, as calculated by the GetRotationMatrix routine
cosAngleLoWorkspace variable The low byte of the cosine of a pitch or yaw angle, as calculated by the GetRotationMatrix routine
cosVectorPitchHiWorkspace variable The high byte of cos(vectorPitchAngle) when converting pitch and yaw angles to cartesian vectors
cosVectorPitchLoWorkspace variable The low byte of cos(vectorPitchAngle) when converting pitch and yaw angles to cartesian vectors
CrackerSeedCracker protectionObfuscated storage for the high byte of the landscape number as part of the anti-cracker code
currentObjectWorkspace variable The number of the object we are currently processing
currentPixelByteWorkspace variable The original contents of the screen behind the right edge of the polygon being drawn
cvis1Drawing objectsContains an RTS
DecayScreenToBlackGraphicsSmother the screen with randomly placed black dots to decay the screen to black
DefineEnvelopeSoundDefine a sound envelope
DeleteObject3D objectsDelete an object, removing it from the landscape and vacating its object number
DigitToNumberTextConvert a digit from the input buffer into a number
ditherInnerLoopWorkspace variable A counter for the inner loop when dithering objects to the screen in the DitherScreenBuffer routine
ditherObjectSightsWorkspace variable Configures how an updated object is drawn onto the screen in the DrawUpdatedObject routine
ditherOuterLoopScreen bufferA counter for the inner loop when dithering objects to the screen in the DitherScreenBuffer routine
ditherRandomWorkspace variable Storage for a random value in the DitherScreenBuffer routine
DitherScreenBufferScreen bufferDither the contents of the screen buffer onto the screen
ditherStoreWorkspace variable Temporary storage for use in the DitherScreenBuffer routine
DivideBy16Maths (Arithmetic)Divide a 16-bit sign-magnitude number by 16
doNotCheckSecretWorkspace variable A flag to control whether we perform the secret code check that's buried in the GetRowVisibility routine
doNotDitherObjectWorkspace variable Controls whether the DitherScreenBuffer routine can update an object on the screen using a dithered effect
doNotDrawSightsWorkspace variable A flag that controls whether we draw the sights in the DrawSights routine
doNotPlayLandscapeWorkspace variable A flag that controls whether we preview and play the landscape after generating it
dotColourGraphicsA flag that determines the colour of the dots drawn by the DrawRandomDots routine
dotCounterGraphicsA counter for the number of dots drawn in the DrawRandomDots routine
DrainObjectEnergyGameplayDrain energy from an object into an enemy, transforming it into an object with an energy level of one unit less (if applicable)
DrawBlackDotsGraphicsDraw 80 randomly positioned dots on the screen in colour 1 (black)
DrawFlatTileDrawing the landscapeDraw a flat tile in the correct colour for the chess board effect that we use to draw the landscape
DrawIconScanner/energy rowDraw a single icon in the top-left corner of the screen (via the icon screen buffer at iconBuffer) and move along to the right
drawingPhaseWorkspace variable The number of the current drawing phase when drawing two-phase objects:
drawingPhaseCountWorkspace variable A phase counter for objects that need to be drawn in multiple phases
drawingTableIndexWorkspace variable The index into the drawing tables for the tile being analysed
drawingTableOffsetWorkspace variable The offset to use within the various drawing data tables for the tile we are analysing
drawingTitleScreenWorkspace variable A flag to indicate whether we are currently drawing a title screen in the DrawTitleScreen routine
drawLandscapeWorkspace variable Configures whether to draw the landscape behind the object in the DrawUpdatedObject routine
DrawLandscapeRowDrawing the landscapeDraw a row of tiles between the left visible edge and the right visible, in two parts towards each side of the viewer
DrawLandscapeView (Part 1 of 3)Drawing the landscapeSet up a number of variables for drawing the landscape view
DrawLandscapeView (Part 2 of 3)Drawing the landscapeWork through the landscape, drawing one row of tiles/objects at a time, from the back row to the front row
DrawLandscapeView (Part 3 of 3)Drawing the landscapeDraw a tile row in two parts, one on either side of the viewer
DrawObjectDrawing objectsDraw a 3D object
DrawObjectStackDrawing objectsDraw an entire stack of objects
DrawOneFaceTileDrawing the landscapeDraw a tile with one quadrilateral (four-sided) face
DrawPolygonDrawing polygonsDraw a polygon
drawPolygonWorkspace variable A flag to record whether the polygon we are currently processing contains any visible pixels, so it can be used to control whether we actually draw the polygon
DrawPolygonLines (Part 1 of 4)Drawing polygonsDraw an analysed polygon into the screen buffer
DrawPolygonLines (Part 2 of 4)Drawing polygonsProcess the line overflowing the sides of the buffer, or fitting into one pixel byte, and loop on to the next polygon pixel line
DrawPolygonLines (Part 3 of 4)Drawing polygonsDraw the left and right edges of the polygon line and fall into part 4 to draw the line in between
DrawPolygonLines (Part 4 of 4)Drawing polygonsDraw a horizontal pixel line of a specific length in character columns
DrawRandomDotsGraphicsDraw 80 randomly positioned dots on the screen
DrawSightsSightsDraw the sights on the screen, saving the existing screen contents in the sights pixel byte stash
DrawSlopingTileDrawing the landscapeDraw a sloping tile that is not shape 4 or 12
DrawStarsGraphicsDraw 80 randomly positioned stars on the screen in colour 2 (white, yellow, cyan or red)
DrawTileAndObjectsDrawing the landscapeDraw a tile and any objects stacked on it
DrawTitleObjectTitle screenDraw an object on the title screen
DrawTitleObjectsTitle screenDraw an object on top of a tower on the title screen
DrawTitleScreenTitle screenDraw the title screen or the screen showing the secret code
DrawTitleViewTitle screenDraw the main title screen, the secret code screen or the landscape preview
DrawTwoFaceTileDrawing the landscapeDraw a tile with two triangular (three-sided) faces
DrawUpdatedObjectDrawing objectsDraw an updated object on-screen, optionally with a dithered effect, and with or without the surrounding landscape
drawViewAnglesWorkspace variable The address in drawViewAngles(1 0) of the pitch and yaw angles of the tile and polygon points that we are drawing in the landscape view
drawViewPitchHiDrawing the landscapeStorage for the pitch angles of tiles and object points for drawing the current landscape view (high bytes)
drawViewPitchLoDrawing the landscapeStorage for the pitch angles of tiles and object points for drawing the current landscape view (low bytes)
drawViewYawHiDrawing the landscapeStorage for the yaw angles of tiles and object points for drawing the current landscape view (high bytes)
drawViewYawLoDrawing the landscapeStorage for the yaw angles of tiles and object points for drawing the current landscape view (low bytes)
drow3Screen bufferContains an RTS
edgeGazeDistanceWorkspace variable The fractional distance along a tile edge that matches the current position along the gaze vector
edgePixelsLeftDrawing polygonsTable to convert a polygon colours byte and a pixel offset (0-3) into a pixel byte for the left edge of the polygon pixel line
edgePixelsRightDrawing polygonsTable to convert a polygon colours byte and a pixel offset (0-3) into a pixel byte for the right edge of the polygon pixel line
EnableKeyboardKeyboardSelect the keyboard as the input stream and flush the keyboard buffer
enemyCheckingRobotWorkspace variable A flag to pass to the FollowGazeVector routine, with bit 7 set if the routine is being called when an enemy is checking to see if it can see a robot object
enemyCounterWorkspace variable Used as a loop counter when adding enemies to the landscape
enemyDrainScanWorkspace variable Enemy will perform a scan for a drainable object (one
enemyDrainTimerWorkspace variable A timer for each enemy that counts down every 0.06
enemyEnergyWorkspace variable Enemy energy levels (one byte per enemy)
enemyFailCounterWorkspace variable Enemy failed to find meanie: counter (one byte per
enemyFailTargetWorkspace variable Enemy failed to find meanie: target object (one byte
enemyMeanieScanWorkspace variable Enemy meanie scan object counter (one byte per enemy)
enemyMeanieTreeWorkspace variable Enemy has turned a tree into a meanie (one byte per
enemyObjectWorkspace variable The object number of the enemy to which we are applying tactics in this iteration around the main loop (0-7)
enemyRotateTimerWorkspace variable A timer for each enemy that counts down every 0.06
enemyTacticTimerWorkspace variable A timer for each enemy that counts down every 0.06
enemyTargetWorkspace variable The object number of the enemy's target (one byte per
enemyViewingArcWorkspace variable The viewing arc of the enemy that is being processed in the ApplyTactics routine
enemyVisibilityWorkspace variable Visibility of the enemy's target (one byte per enemy)
enemyYawStep3D objectsThe yaw angle through which each enemy rotates on each scheduled rotation
EntrySetupThe main entry point for the game
envelopeDataSoundData for the six sound envelopes
envelopeVolumesSoundA table of offsets into the envelope data for bytes that control the volume of each envelope, so we can change their volume levels
evenVisibilityWorkspace variable The visibility of tiles corners in even rows as they are processed by the GetRowVisibility routine
ExpendEnemyEnergyGameplayDrain one unit of energy from an enemy and expend it onto the landscape by spawning a tree, if possible
fillRowNumberWorkspace variable The number of the character row we are currently filling in the FillScreen routine
FillScreenGraphicsFill a rectangular in screen memory or the screen buffer with the specified background
FindObjectToDrainGameplayFind a suitable target object for an enemy to drain
FinishEnemyTacticsGameplayStop applying tactics to the current enemy and return to the ProcessGameplay routine to continue with the gameplay loop
FinishLandscapeMain game loopAdd the player's energy to the landscape number to get the number of the next landscape and display that landscape's secret code
FlipBufferTypeScreen bufferFlip the buffer type between buffer type 0 (left row buffer) and buffer type 1 (right row buffer)
FlushBufferKeyboardFlush the specified buffer
FlushSoundBuffer0SoundFlush the sound channel 0 buffer
FlushSoundBuffersSoundFlush all four sound channel buffers
focu1KeyboardStore the current setting of focusOnKeyAction in the previousFocus variable so we can detect (in the ProcessGameplay routine) whether the player is still holding down a pan key after we finish scrolling the screen for the previous pan... and then return from the subroutine
FocusOnKeyActionKeyboardTell the game to start focusing effort on the action that has been initiated, such as a pan of the landscape, absorb, transfer etc.
focusOnKeyActionWorkspace variable A flag that determines whether the game should focus effort on implementing a key action, such as a pan of the landscape view
FollowGazeVector (Part 1 of 5)Maths (Geometry)Follow a gaze vector from a viewing object to determine whether the viewer can see a flat tile or platform (i.e. boulder or tower)
FollowGazeVector (Part 2 of 5)Maths (Geometry)Calculate the altitudes of the four corners in a non-flat tile
FollowGazeVector (Part 3 of 5)Maths (Geometry)Calculate whether the viewing object's gaze is obstructed by a tile of shape 4 or 12 (i.e. a tile with one horizontal edge)
FollowGazeVector (Part 4 of 5)Maths (Geometry)For non-flat tiles with two horizontal edges, work out which tile edge to use when checking for obstruction of the gaze vector
FollowGazeVector (Part 5 of 5)Maths (Geometry)For non-flat tiles with two horizontal edges, work out whether the tile edge obstructs the gaze vector
fromAddrWorkspace variable An address, typically used as a source address when copying
GWorkspace variable Temporary storage, used in a number of places
G2Workspace variable Temporary storage, used in the maths routines from Revs, where the original variable name was G (this variable has been renamed to G2 to prevent a clash with the G variable that is used by The Sentinel)
game10Main game loopJump to MainTitleLoop to restart the game
gameInProgressWorkspace variable Flags whether or not a game is in progress (i.e. the player is playing a landscape rather than interacting with the title and preview screens)
gameKeysKeyboardNegative inkey values for the game keys
gameOverSoundPitchWorkspace variable A timer for the game over sound
gamePausedWorkspace variable A flag to record whether the game is paused
gameplayStackWorkspace variable The value of the stack pointer at the start of the ApplyEnemyTactics routine, so we can return back to the ProcessGameplay routine from deep within the tactics routines if required
gazeCanSeeTreeWorkspace variable A flag to record whether the gaze vector can see a tree:
gazeCheckCounterWorkspace variable A counter for the number of checks that are performed when following an enemy's gaze in CheckEnemyGaze
GenerateLandscapeLandscapeGenerate tile data for the landscape
GetAngleFromCoords (Part 1 of 3)Maths (Geometry)Given the coordinates along two axes, calculate the pitch or yaw angle to those coordinates
GetAngleFromCoords (Part 2 of 3)Maths (Geometry)Overflow and accuracy calculations
GetAngleFromCoords (Part 3 of 3)Maths (Geometry)Calculate the arctangent to get the angle
GetAngleInRadiansMaths (Geometry)Convert a 16-bit angle into radians, restricted to a quarter circle
GetEnemyCountLandscapeCalculate the number of enemies for the current landscape
GetHighestTilesLandscapeCalculate both the highest tiles in each 4x4 block of tiles in the landscape and the altitude of the highest tile in the landscape
GetHorizontalDeltaMaths (Geometry)Calculate the difference in the x-axis and z-axis between two objects, as both signed and absolute deltas
GetHypotenuseMaths (Geometry)Calculate the hypotenuse from an angle and two triangle sides with one lookup and one multiplication (so without a square root)
GetHypotenuseAngleMaths (Geometry)Calculate the angle of the hypotenuse in a right-angle triangle given the two non-hypotenuse sides (i.e. two orthogonal axes)
GetIconRowAddressScanner/energy rowCalculate the address in screen memory of the icon and scanner row at the top of the screen
GetNextSeed0To22Maths (Arithmetic)Set A to the next number from the landscape's sequence of seed numbers, converted to the range 0 to 22
GetNextSeed0To30Maths (Arithmetic)Set A to the next number from the landscape's sequence of seed numbers, converted to the range 0 to 30
GetNextSeedAsBCDMaths (Arithmetic)Set A to the next number from the landscape's sequence of seed numbers, converted to a binary coded decimal (BCD) number
GetNextSeedNumberMaths (Arithmetic)Set A to a seed number
GetObjectAngles3D objectsCalculate the angles and distances of the vector from the viewer to a specific object
GetObjectCoords3D objectsGet an object's coordinates
GetObjPointAnglesDrawing objectsCalculate the view-relative pitch and yaw angles of all the points in an object
GetObjVisibilityGameplayCalculate whether any part of an object is visible on-screen, and if so, which character columns it spans on the screen
GetPitchAngleDeltaMaths (Geometry)Calculate the pitch angle of a vector relative to an object's pitch angle
GetPlayerDrainGameplayCalculate whether the player is being scanned by an enemy and whether the enemy can see the player's tile
GetPlayerEnergyBCDMaths (Arithmetic)Fetch the player's energy in binary coded decimal (BCD)
GetPolygonLines (Part 1 of 6)Drawing polygonsCalculate the points in a two-face tile polygon when it consists of a pair of triangles
GetPolygonLines (Part 2 of 6)Drawing polygonsThe main entry point for the routine to calculate the horizontal lines in filled polygon and prepare them for drawing on-screen
GetPolygonLines (Part 3 of 6)Drawing polygonsConvert all the polygon point yaw angles into pixel x-coordinates (for larger yaw angles that convert into a 16-bit x-coordinate)
GetPolygonLines (Part 4 of 6)Drawing polygonsConvert all the polygon point yaw angles into pixel x-coordinates (for smaller yaw angles that convert into an 8-bit x-coordinate)
GetPolygonLines (Part 5 of 6)Drawing polygonsLoop through all the edges in the polygon and call the correct routines to process one-byte, two-byte or horizontal edges
GetPolygonLines (Part 6 of 6)Drawing polygonsSplit polygon edges whose coordinates are stored in two-byte numbers into smaller sections for processing
GetRandomNumberMaths (Arithmetic)Set A to a random number
GetRotationMatrix (Part 1 of 5)Maths (Geometry)Calculate the rotation matrix for rotating the pitch or yaw angle for the sights into the global 3D coordinate system
GetRotationMatrix (Part 2 of 5)Maths (Geometry)Calculate sin(H G) for smaller angles
GetRotationMatrix (Part 3 of 5)Maths (Geometry)Calculate sin(H G) for bigger angles
GetRotationMatrix (Part 4 of 5)Maths (Geometry)Loop back to calculate cos instead of sin
GetRotationMatrix (Part 5 of 5)Maths (Geometry)Apply the correct signs to the result
GetRowVisibility (Part 1 of 2)Drawing the landscapeSet up the calculations to determine whether each tile corner in a tile row is obscured from the player by any intervening landscape
GetRowVisibility (Part 2 of 2)Drawing the landscapeCalculate whether each tile corner in a tile row is obscured from the player by any intervening landscape
GetSightsVectorMaths (Geometry)Calculate the angles of the vector from the player's eyes to the sights
GetSineAndCosineMaths (Geometry)Calculate the sine and the cosine of an angle
GetTileAltitudeLandscapeCalculate the altitude of a tile, optionally including platform objects and trees in the calculation
GetTileAltitudesDrawing the landscapeCalculate tile corner altitudes and maximum tile corner altitudes for each tile in the landscape
GetTileDataLandscapeGet the tile data and tile data address for a specific tile
GetTileEdgeToLeftDrawing the landscapeMove one tile to the left along the tile row that we are analysing for view edges and tile angles
GetTileEdgeToRightDrawing the landscapeMove one tile to the right along the tile row that we are analysing for view edges and tile angles
GetTilesAtAltitudeLandscapeReturn a list of tile blocks at a specified altitude
GetTileShapeLandscapeCalculate the shape of the tile anchored at (xTile, zTile)
GetTileViewAngles (Part 1 of 4)Drawing the landscapeCalculate the pitch and yaw angles for a tile corner, relative to a viewer object (e.g. the player), and whether it is on-screen
GetTileViewAngles (Part 2 of 4)Drawing the landscapeFetch the tile data for the tile corner we are analysing
GetTileViewAngles (Part 3 of 4)Drawing the landscapeCalculate the pitch angle for the tile corner
GetTileViewAngles (Part 4 of 4)Drawing the landscapeCalculate how much of the tile is on-screen
GetTileViewEdgesDrawing the landscapeFor a given tile row, work out the edges of the visible portion of the row in the current player view, as left to right tile numbers
GetTileVisibilityDrawing the landscapeFor each tile in the landscape, calculate whether the player can see that tile, to speed up the process of drawing the landscape
GetVectorForAnglesMaths (Geometry)Convert a vector from pitch and yaw angles into a 3D cartesian vector
GetVerticalDeltaMaths (Geometry)Calculate the difference in the y-axis between two objects as a signed delta
HWorkspace variable Temporary storage, used in the maths routines
H2Workspace variable Temporary storage, used in the maths routines from Revs, where the original variable name was H (this variable has been renamed to H2 to prevent a clash with the H variable that is used by The Sentinel)
highestPitchAngleSightsThe pitch angle of the highest point that the player can look at with the sights
horizontalEdgesWorkspace variable A counter to keep track of how many polygon edges are horizontal in the polygon we are drawing
hyperspaceEndsGameWorkspace variable Records whether the player performing a hyperspace has just ended the game
hypotenuseHiWorkspace variable The high byte of the hypotenuse of a triangle
hypotenuseLoWorkspace variable The low byte of the hypotenuse of a triangle
iconBufferGraphicsThe icon screen buffer, which is used to buffer the energy icon and scanner row before writing to screen memory
iconDataGraphicsScreen mode 5 bitmap data for the ten icons that make up the energy icon and scanner row at the top of the screen
iconRowAddrWorkspace variable The screen address of the icon and scanner row along the top of the screen
InitialiseSeedsLandscapeInitialise the seed number generator so it generates the sequence of seed numbers for a specific landscape number
InitialiseSightsSightsInitialise the variables used to manage the sights, so the sights appear in the middle of the screen
inputBufferWorkspace variable The eight-byte keyboard input buffer
irq1AddressMain game loopStores the previous value of IRQ1V before we install our custom IRQ handler
IRQHandlerMain game loopThe main interrupt handler, which gets run 50 times a second to update the game state and check for game key presses
JWorkspace variable Temporary storage, used in the maths routines from Revs
JumpToPreviewCracker protectionAn intentionally confusing jump point for controlling the main title loop flow when returning from the GenerateLandscape routine
keepCheckingPanKeyWorkspace variable Controls whether the DrawLandscapeView routine aborts drawing if the pan key is released before it has finished
keyLoggerWorkspace variable The four-byte key logger for logging game key presses
keyLoggerConfigKeyboardThe configuration table for storing keys the key logger
keyPressWorkspace variable The key logger value for a key press
landscapeColour2LandscapePhysical colours for colour 2 in the game palette for the different numbers of enemies
landscapeColour3LandscapePhysical colours for colour 3 in the game palette for the different numbers of enemies
landscapeNumberHiWorkspace variable The high byte of the four-digit binary coded decimal landscape number (0000 to 9999)
landscapeNumberLoWorkspace variable The low byte of the four-digit binary coded decimal landscape number (0000 to 9999)
landscapeZeroWorkspace variable A flag that is set depending on whether we are playing landscape 0000
lastPanKeyPressedWorkspace variable The direction of the last pan key that was pressed (which may not still be held down)
lastScannerStateWorkspace variable The state of the scanner the last time that it was updated:
latestPanKeyPressWorkspace variable The key logger value of the latest pan key press, which will either be a current key press or the value from the last pan key press to be made
leadingBitMaskLandscapeA table for converting the number of leading clear bits in a number into a bit mask with the same number of leading zeroes
leftPixelsGraphicsPixel byte with all the pixels to the right of position X + 1 set, to give the complementary pixel byte to pixelsToRight
loopCounterWorkspace variable A general-purpose loop counter
lowestPitchAngleSightsThe pitch angle of the lowest point that the player can look at with the sights
lowNibbleBCDMaths (Arithmetic)Storage for the low nibble when constructing a BCD seed number in the GetNextSeedAsBCD routine
Main variable workspaceWorkspacesThe main block of game variables
main1Main title loopThe entry point for rejoining the main title loop after the player enters an incorrect secret code
main4Main title loopThe entry point for restarting a landscape after dying, so the player doesn't have to enter the landscape's secret code again
MainGameLoopMain game loopThe main game loop for playing a landscape
MainTitleLoopMain title loopThe main title loop: display the title screen, fetch the landscape number/code, preview the landscape and jump to the main game loop
MainTitleLoop-1Main title loopContains an RTS
MakeSoundSoundMake a sound
MakeSound-6SoundMake a two-part sound at the pitches defined in X and Y, where X is the pitch for sound data block #0 and Y is the pitch for sound data block #1
MakeSoundEnvelopeSoundEither make a sound or set up an envelope
maxAltitudeLandscapeThe maximum tile altitude for each 4x4 block of tiles
maxNumberOfEnemiesWorkspace variable The maximum number of enemies that can appear on the current landscape, which is calculated as follows:
maxPitchAngleWorkspace variable The maximum pitch angle that fits into the current screen buffer
meanieYawStepWorkspace variable The yaw angle through which we rotate a meanie as it searches for the player in the ApplyTactics routine
minEnemyAltitudeWorkspace variable The altitude of the lowest enemy on the landscape
minObjWidthWorkspace variable The on-screen width to use when updating objects
minPitchAngleWorkspace variable The minimum pitch angle that fits into the current screen buffer
ModifyStoringCodeDrawing polygonsModify the code in TracePolygonEdge that stores the coordinates of the polygon edge that is being traced
moreColumnsToFillWorkspace variable Stores the number of extra columns we need to fill in the FillScreen routine after filling up to 32 columns
MoveOnToNextEnemyGameplayUpdate enemyObject so the next time we consider applying enemy tactics, we apply them to the next enemy, looping from 7 to 0
MoveSightsSightsCheck for up/down/left/right key presses and move the sights accordingly, panning the screen if they go past the screen edges
MoveSightsSidewaysSightsCheck for the left/right keys and move the sights accordingly, panning to the left or right if they go past the screen edges
MoveSightsUpDownSightsCheck for the up/down keys and move the sights accordingly, panning up or down if they go past the screen edges
Multiply16x16Maths (Arithmetic)Multiply a sign-magnitude 16-bit number and a signed 16-bit number
Multiply8x16Maths (Arithmetic)Multiply an 8-bit and a 16-bit number
Multiply8x8Maths (Arithmetic)Calculate (A T) = T * U
Multiply8x8+2Maths (Arithmetic)Calculate (A T) = T * U
MultiplyCoordsMaths (Arithmetic)Multiply a 16-bit signed number and a 16-bit sign-magnitude value
musicCounterWorkspace variable A counter for the music currently being made, which counts up in the ProcessMusic routine while the music is being played
musicDataSoundData for the game's music
Negate16BitMaths (Arithmetic)Negate a 16-bit number
Negate16Bit+2Maths (Arithmetic)Set (A T) = -(U T)
NMIHandlerSetupThe NMI handler at the start of the NMI workspace
noteCounterWorkspace variable The sound counter for an individual note while playing chords in the music player
numberOfEnemiesWorkspace variable The number of enemies in the current landscape, including the Sentinel (in the range 1 to 8)
numberOfScrollsWorkspace variable The total number of scrolls that we need to perform for the current panning operation
objBlockNumberTitle screenA lookup table to convert bit pairs into object numbers for spawning 3D text blocks on the landscape
objBoulderDrawing objectsThe list of polygons and points for the boulder object (polygons 67 to 76, using points 68 to 75)
objectAdjacentHiWorkspace variable The distance of an object from the viewer, expressed as the length of the adjacent side in a triangle with the vector from the viewer to the object as the hypotenuse (high byte)
objectAdjacentLoWorkspace variable The distance of an object from the viewer, expressed as the length of the adjacent side in a triangle with the vector from the viewer to the object as the hypotenuse (low byte)
objectFlagsWorkspace variable Object flags for up to 64 objects
objectGazeYawHiWorkspace variable The difference in the yaw angle of the viewer's gaze and the yaw angle (i.e. the gaze) of the object being analysed (low byte)
objectGazeYawLoWorkspace variable The difference in the yaw angle of the viewer's gaze and the yaw angle (i.e. the gaze) of the object being analysed (low byte)
objectHalfWidthGameplayEach object's width in terms of tile widths, for half the object
objectLastPointWorkspace variable The number of the last point in the object being drawn
objectLastPolygonWorkspace variable The number of the last polygon in the object being drawn
objectOppositeHiWorkspace variable The height of an object relative to the viewer, expressed as the length of the opposite side in a triangle with the vector from the viewer to the object as the hypotenuse (high byte)
objectOppositeLoWorkspace variable The height of an object relative to the viewer, expressed as the length of the opposite side in a triangle with the vector from the viewer to the object as the hypotenuse (low byte)
objectPitchAngleWorkspace variable The pitch angle for each object (i.e. the vertical direction in which they are facing)
objectStackCounterWorkspace variable A counter for the objects in an object stack, for use when drawing the stack
objectToAnalyseWorkspace variable The number of the object to analyse in the GetObjectAngles routine
objectTypeWorkspace variable The type of object that we are spawning
objectTypeEnergy3D objectsThe amount of energy required to create each object or the amount energy acquired when absorbing each object
objectTypes3D objectsThe object types table for up to 64 objects
objectViewYawHiWorkspace variable The yaw angle of the object being analysed, relative to the current viewer (high byte)
objectViewYawLoWorkspace variable The yaw angle of the object being analysed, relative to the current viewer (low byte)
objectYawAngle3D objectsThe yaw angle for each object (i.e. the horizontal direction in which they are facing)
objMeanieDrawing objectsThe list of polygons and points for the meanie object (polygons 77 to 101, using points 76 to 93)
objPointDistanceDrawing objectsPolar distances for each of the points in each of the objects
objPointHeightDrawing objectsThe height of each of the points in each of the objects, relative to the object's origin
objPointRangeDrawing objectsThe first and last point numbers for each object
objPointYawDrawing objectsPolar yaw angles for each of the points in each of the objects
objPolygonAddrHiDrawing objectsAddresses for the list of polygons and points for each object (high byte)
objPolygonAddrLoDrawing objectsAddresses for the list of polygons and points for each object (low byte)
objPolygonDataDrawing objectsVarious data for object polygons (colour, drawing phase)
objPolygonPhasesDrawing objectsThe phase configuration for each object
objPolygonRangeDrawing objectsThe first and last polygon numbers for each object
objRobotDrawing objectsThe list of polygons and points for the robot object (polygons 0 to 26, using points 0 to 28)
objScreenAddrScreen bufferThe screen address of the object we are updating
objSentinelDrawing objectsThe list of polygons and points for the Sentinel object (polygons 102 to 136, using points 94 to 123)
objSentryDrawing objectsThe list of polygons and points for the sentry object (polygons 27 to 51, using points 29 to 50)
objTextBlockDrawing objectsThe list of polygons and points for the 3D text block object (polygons 148 to 151, using points 136 to 143)
objTowerDrawing objectsThe list of polygons and points for the Sentinel's tower object (polygons 137 to 147, using points 124 to 135)
objTreeDrawing objectsThe list of polygons and points for the tree object (polygons 52 to 66, using points 51 to 67)
objTypeToAnalyseWorkspace variable The type of the object being analysed in the GetObjectAngles routine
objYawOffsetWorkspace variable The yaw offset of the left edge of the object being analysed in GetObjVisibility, relative to the left edge of the screen, in on-screen character columns
objYawWidthWorkspace variable The width of the visible portion of the object being analysed in GetObjVisibility, in on-screen character columns
oddVisibilityWorkspace variable The visibility of tiles corners in odd rows as they are processed by the GetRowVisibility routine
PWorkspace variable Temporary storage, used in a number of places
panAngleToUpdateDrawing the landscapePitch and yaw angles for panning the landscape view, so the output of DrawLandscapeView will be the bit we add when updating the view
panKeyBeingPressedWorkspace variable The direction in which the player is currently panning
PanLandscapeViewDrawing the landscapePan the landscape and update the landscape view
PerformHyperspaceGameplayHyperspace the player to a brand new tile, ideally at the same altitude as the current tile
pitchDeltaHiWorkspace variable The delta between two pitch angles (high byte)
pitchDeltaLoWorkspace variable The delta between two pitch angles (low byte)
pixelBitMaskGraphicsA table for converting a pixel number in the range 0 to 3 into a screen mode 5 bit mask with that pixel's bits set and others clear
pixelByteColour1SightsA table for converting a pixel number in the range 0 to 3 into a screen mode 5 pixel byte with that pixel set to colour 1 (%01)
pixelByteColour2GraphicsA table for converting a pixel number in the range 0 to 3 into a screen mode 5 pixel byte with that pixel set to colour 2 (%10)
pixelByteToDitherWorkspace variable A random pixel byte in a character row in the screen buffer to use when dithering an object to the screen
pixelsToLeftGraphicsPixel byte with all the pixels to the left of position X set
pixelsToRightGraphicsPixel byte with all the pixels to the right of position X set
PlaceObjectBelow3D objectsAttempt to place an object on a tile that is below the maximum altitude specified in A
PlaceObjectOnTile3D objectsPlace an object on a tile, putting it on top of any existing boulders or towers
playerEnergyWorkspace variable The player's energy level (in the range 0 to 63)
playerHasMovedTileWorkspace variable A flag to record whether the player has moved to a new tile by transferring or hyperspacing, so we can decide whether to regenerate the player's landscape view
playerIsOnTowerWorkspace variable A flag to record whether the player is on top of the the Sentinel's tower
playerObjectWorkspace variable The number of the player object
playerTileIsHiddenWorkspace variable A flag that records when the player is being scanned but the player's tile is hidden from the Sentinel or sentry doing the scan
playerTileObscuredWorkspace variable Records when an enemy can see the player object but can't see the tile that the player is on
PlayGameMain game loopStart playing the generated landscape
PlayMusicSoundPlay a piece of music
pointNumberWorkspace variable A counter for the point number as we work through the points in an object when calculating the point's angles
pointXWorkspace variable Temporary storage for the number of point #X while processing polygon lines
polygonColoursWorkspace variable The colours of the polygon that's being drawn in the DrawPolygon routine
polygonEdgeWorkspace variable The number the side of the polygon that we are currently processing
polygonEdgeCountWorkspace variable The number of sides in the polygon we are drawing, which is one less than the number of points in the polygon's point list (as the last point in the list is always a repeat of the first point)
polygonFillPixelsWorkspace variable A pixel byte containing four pixels set to the fill colour for the polygon we are drawing
polygonGoesLeftWorkspace variable A flag to record whether the polygon we are drawing extends to the left of the screen buffer we are drawing in
polygonGoesRightWorkspace variable A flag to record whether the polygon we are drawing extends to the right of the screen buffer we are drawing in
polygonNumberWorkspace variable A counter for the polygon number as we work through the polygons in an object when drawing the object
polygonPointWorkspace variable Up to five coordinates for the points of the polygon being drawn
polygonTypeWorkspace variable Bits 6 and 7 determine the type of polygon to draw in the DrawPolygon routine (the calling subroutine is in brackets)
PPWorkspace variable Temporary storage, used in the maths routines
prev1Drawing the landscapeReturn from the subroutine with the C flag set
PreviewLandscapeLandscapeDraw an aerial preview of the landscape
previousFocusWorkspace variable The previous setting of focusOnKeyAction, so we can detect (in the ProcessGameplay routine) whether the player is still holding down a pan key after we finish scrolling the screen for the previous pan
Print2DigitBCDTextPrint a binary coded decimal (BCD) number using two digits
PrintCharacterTextPrint a single-byte VDU command or character from a text token, optionally printing a drop shadow if the character is alphanumeric
PrintDigitTextPrint a numerical digit, printing zero as a capital "O"
PrintInputBufferTextPrint the contents of the keyboard input buffer
PrintLandscapeNumTextPrint the four-digit landscape number (0000 to 9999)
PrintNumberTextPrint a number as a single digit, printing zero as a capital "O"
printTextIn3DWorkspace variable Controls whether we are printing text normally or in 3D (as in the game's title on the title screen)
PrintTextTokenTextPrint a recursive text token
PrintVduCharacterTextPrint a one-byte character from a text token or a multi-byte VDU 25 command
processActionWorkspace variable Defines the following:
ProcessActionKeys (Part 1 of 2)KeyboardProcess an action key press from key logger entry 1 (absorb, transfer, create, hyperspace, U-turn)
ProcessActionKeys (Part 2 of 2)KeyboardProcess an action key press from key logger entry 1 (absorb, transfer, create, hyperspace, U-turn)
ProcessCharacterTextProcess and print a character from a text token, which can encode another text token or be a one-byte character or VDU command
ProcessGameplayGameplayA gameplay loop that processes all game key presses, returning to the main game loop when the player moves, quits, loses or pans
ProcessMusicSoundPlay the configured music in the background
ProcessPauseKeysKeyboardPause or unpause the game when COPY or DELETE are pressed
ProcessSoundSoundProcess any sound effects that have been configured so they play in the background (this is called regularly throughout gameplay)
ProcessTileDataLandscapeProcess the tile data for all tiles in the landscape
ProcessVolumeKeysSoundAdjust the volume of the sound envelopes when the volume keys are pressed
QWorkspace variable Temporary storage, used in a number of places
QQWorkspace variable Temporary storage, used in the maths routines
quadrantOffsetWorkspace variable The offset into the drawing tables for the quadrant containing the right edge of the viewing arc
quadrantOffsetsDrawing the landscapeOffsets into the tile view data tables for the four different viewing directions
quitGameWorkspace variable A flag to record whether the player has pressed function key f1 to quit the game
RWorkspace variable Temporary storage, used in a number of places
randomGeneratorMaths (Arithmetic)A 24-bit random number generator that works independently from the landscape seeds and with a much simpler generation algorithm
randomPixelWorkspace variable Storage for a random value in the DrawRandomDots routine to use as a random pixel number when drawing dots
rbuf1Screen bufferSet the minimum and maximum pitch angled for the buffer type specified in Y (0 = row buffer, 1 = column buffer)
ReadCharacterKeyboardRead a character from the currently selected input stream
ReadKeyboardKeyboardEnable the keyboard and read a character from it
ReadNumberKeyboardRead a number from the keyboard into the input buffer
RemoveSightsSightsRemove the sights from the screen
ResetMeanieScanGameplayReset the data stored for any meanie scans that the enemy has tried in the past, so we can start looking with a clean slate
ResetScreenAddressGraphicsReset the address of the start of screen memory
ResetTilesObjectsMain title LoopReset the tile visibility table and deallocate all object numbers
ResetVariablesMain title LoopReset all the game's main variables
RRWorkspace variable Temporary storage, used in the maths routines
SWorkspace variable Temporary storage, used in a number of places
sadr3SightsContains an RTS
samePanKeyPressWorkspace variable Records whether the same pan key is being held down after we have just finished panning the landscape view
scaleFactorWorkspace variable The scale factor for the x-axis and y-axis deltas when fitting them into single-byte numbers during the tracing of polygon edges
scan6Scanner/energy rowContains an RTS
ScanForGameKeysKeyboardScan for game key presses and update the key logger
ScanForMeanieTreeGameplayScan through the objects in the landscape to see if any of them are trees that are suitable for turning into a meanie
ScanKeyboardKeyboardScan the keyboard for a specific key press
scannerBlockScanner/energy rowA counter for the eight character blocks that make up the scanner
scannerPixelByteScanner/energy rowPixel bytes for the three states of the scanner (black, static and green)
scannerStateScanner/energy rowThe current state of the scanner (black, static or green)
scannerStaticScanner/energy rowStorage for a random number that's used to generate static in the scanner
scannerUpdateWorkspace variable A flag to control whether the scanner gets updated:
screenAddrWorkspace variable Storage for a screen address
screenAddrHiWorkspace variable The high byte of the screen memory address in the ScrollPlayerView routine
screenBackgroundWorkspace variable The type of screen background when clearing the screen
screenBufferAddrScreen bufferStorage for the address for the current drawing operation in the screen buffer
screenBufferHiScreen bufferThe value to add to scrollScreenHi for each direction to get the high byte of the screen buffer address of the content to scroll in
screenBufferLoScreen bufferThe value to add to scrollScreenLo for each direction to get the low byte of the screen buffer address of the content to scroll in
screenBufferRow0Screen bufferThe screen buffer for character row 0
screenBufferRow1Screen bufferThe screen buffer for character row 1
screenBufferRow10Screen bufferThe screen buffer for character row 10
screenBufferRow11Screen bufferThe screen buffer for character row 11
screenBufferRow12Screen bufferThe screen buffer for character row 12
screenBufferRow13Screen bufferThe screen buffer for character row 13
screenBufferRow14Screen bufferThe screen buffer for character row 14
screenBufferRow15Screen bufferThe screen buffer for character row 15
screenBufferRow16Screen bufferThe screen buffer for character row 16 (as part of a column buffer)
screenBufferRow17Screen bufferThe screen buffer for character row 17 (as part of a column buffer)
screenBufferRow18Screen bufferThe screen buffer for character row 18 (as part of a column buffer)
screenBufferRow19Screen bufferThe screen buffer for character row 19 (as part of a column buffer)
screenBufferRow2Screen bufferThe screen buffer for character row 2
screenBufferRow20Screen bufferThe screen buffer for character row 20 (as part of a column buffer)
screenBufferRow21Screen bufferThe screen buffer for character row 21 (as part of a column buffer)
screenBufferRow22Screen bufferThe screen buffer for character row 22 (as part of a column buffer)
screenBufferRow23Screen bufferThe screen buffer for character row 23 (as part of a column buffer)
screenBufferRow3Screen bufferThe screen buffer for character row 3
screenBufferRow4Screen bufferThe screen buffer for character row 4
screenBufferRow5Screen bufferThe screen buffer for character row 5
screenBufferRow6Screen bufferThe screen buffer for character row 6
screenBufferRow7Screen bufferThe screen buffer for character row 7
screenBufferRow8Screen bufferThe screen buffer for character row 8
screenBufferRow9Screen bufferThe screen buffer for character row 9
screenBufferTypeWorkspace variable The type of screen buffer that is currently being used
screenLeftYawHiWorkspace variable The high byte of the yaw angle of the left edge of the screen, reduced into the range of a single 90-degree quadrant (so it's relative to the 90-degree viewing arc)
screenOrBufferWorkspace variable Controls whether the graphics routines draw directly onto the screen, or into the screen buffer
screenRowAddrHiGraphicsAddress lookup table for character rows in screen memory (high byte)
screenRowAddrLoScreen bufferAddress lookup table for character rows in screen memory (low byte)
screenRowCounterWorkspace variable A counter for filling screen rows in the FillScreen routine
screenTypeTitle screenA variable that determines whether we are drawing the title screen or the secret code screen in the DrawTitleScreen routine
scrollCounterWorkspace variable A counter for the number of columns or rows we still need to scroll in the player's scrolling landscape view when the player pans
ScrollPlayerViewGraphicsScroll the screen and copy data from the screen buffer into screen memory to implement the player's scrolling landscape view
scrollScreenHiScreen bufferThe amount to change the start of screen memory in order to scroll the player's landscape view through each direction (high byte)
scrollScreenLoScreen bufferThe amount to change the start of screen memory in order to scroll the player's landscape view through each direction (low byte)
secondAxisWorkspace variable The number of the second axis to calculate in the GetRotationMatrix routine
secretCode0000LandscapeThe secret entry code for landscape 0000 (06045387)
secretCodeChecksWorkspace variable Bits 1 to 4 store the results of checking each of the four two-digit numbers in a landscape's secret entry code
SecretCodeErrorMain title loopDisplay the "WRONG SECRET CODE" error, wait for a key press and rejoin the main title loop
secretCodeStashLandscapeA stash for calculated values for each iteration in the CheckSecretCode routine
seedNumberLFSRWorkspace variable A five-byte linear feedback shift register for
sentinelHasWonWorkspace variable A flag to record when the player runs out of energy (i.e. the energy level goes negative), at which point the Sentinel wins
SetBufferAddressScreen bufferSet screenBufferAddr(1 0) to the address from which the interrupt handler should fetch new content to scroll onto the screen
SetColourPaletteGraphicsSet the logical colours for each of the four physical colours in screen mode 5
SetColumnBufferMaxScreen bufferSet the maximum and minimum pitch angles for the column buffer
SetCrackerSeedCracker protectionSet up anti-cracker tile-related data that can be checked in the CheckCrackerSeed routine
SetPlayerIsOnTowerCracker protectionSet up the playerIsOnTower value for checking the game is won, as part of the anti-cracker code
SetScannerAndPauseMain game loopSet the scanner update status and delay for 40 empty loops of 256 iterations each (i.e. 10,240 loops)
SetSecretStashCracker protectionAlter the secret code stash, as part of the anti-cracker code
SetSightsAddressSightsUpdate the address variables for the sights when they move into a new character block or row
shiftGeneratorMaths (Arithmetic)Storage for randomGenerator(2 1 0) while we shift it left by two places
ShowBufferBlockScreen bufferUpdate the player's scrolling landscape view by copying an 8-byte character block from the screen buffer into screen memory
ShowBufferColumnScreen bufferUpdate the player's scrolling landscape view by copying a 2-pixel wide column from the screen buffer into screen memory
ShowBufferRowScreen bufferUpdate the player's scrolling landscape view by copying an 8-pixel high character row from the screen buffer into screen memory
ShowGameOverScreenTitle screenDisplay the game over screen
ShowIconBufferScreen bufferDisplay the redrawn icon and scanner row by copying the contents of the icon screen buffer into screen memory
ShowScreenBufferScreen bufferUpdate the player's scrolling landscape view by copying the relevant parts of the screen buffer into screen memory
sightsAreVisibleWorkspace variable Controls whether the sights are being shown
sightsByteSightsThe sights pixel byte stash, which contains the screen pixel bytes behind the sights, so they can be restored to remove the sights
sightsByteAddrWorkspace variable Storage for an address that loops through the pixel bytes in screen memory where the sights appear, so the sights can be drawn and removed using the contents of the sights pixel byte stash
sightsByteAddrHiSightsThe screen addresses of the bytes in the sights pixel byte stash, to which they can be restored to remove the sights (high byte)
sightsByteAddrLoSightsThe screen addresses of the bytes in the sights pixel byte stash, to which they can be restored to remove the sights (low byte)
sightsByteCountWorkspace variable The number of screen bytes in the sights pixel byte stash that contain the contents of the screen behind the sights (so they can be restored to remove the sights)
sightsInitialMovesWorkspace variable Controls the initial movement of the sights over the first eight calls to the CheckForKeyPresses routine
sightsMoveAddrHiSightsThe change to apply to the screen address of the sights when they move into a new character block or row (high byte)
sightsMoveAddrLoSightsThe change to apply to the screen address of the sights when they move into a new character block or row (low byte)
sightsScreenAddrWorkspace variable The screen address of the sights
sinMaths (Geometry)Table for sine values
sinAWorkspace variable The result of the sin(A) calculation in the GetSineAndCosine routine
sinAngleHiWorkspace variable The high byte of the sine of a pitch or yaw angle, as calculated by the GetRotationMatrix routine
sinAngleLoWorkspace variable The low byte of the sine of a pitch or yaw angle, as calculated by the GetRotationMatrix routine
smoothingActionWorkspace variable The action that's applied to tile data by the SmoothTileData routine
SmoothTileCorners (Part 1 of 4)LandscapeSmooth a row or column of tile corners (a "strip of tiles")
SmoothTileCorners (Part 2 of 4)LandscapeSmooth a strip by moving each outlier tile corner to the altitude of its closest immediate neighbour (in terms of altitude)
SmoothTileCorners (Part 3 of 4)LandscapeSmooth a strip by setting the tile corner altitudes to the average of the current tile corner altitude and three following corners
SmoothTileCorners (Part 4 of 4)LandscapeCopy the smoothed strip data back into the tileData table
SmoothTileDataLandscapeSmooth the entire landscape
soundCounterWorkspace variable A counter for the sound currently being made, which counts down in the IRQHandler routine at a rate of 50 times a second
soundDataSoundOSWORD blocks for making the various game sounds
soundEffectWorkspace variable Determines how the current sound is processed by the ProcessSound routine
soundNumberDataSoundA table to map a sound number (0 to 6) to the sound data block(s) that are used to make the sound
spaceKeyDebounceKeyboardA variable to flag whether the SPACE key has been pressed, so we can implement debounce
SpawnCharacter3D (Part 1 of 2)Title screenSpawn a character on the landscape in large 3D blocks for drawing on the main title screen or secret code screen
SpawnCharacter3D (Part 2 of 2)Title screenSpawn large 3D blocks for the extracted character definition
SpawnEnemiesLandscapeCalculate the number of enemies for this landscape, add them to the landscape and set the palette accordingly
SpawnObject3D objectsAdd a new object of the specified type to the objectTypes table
SpawnObject+33D objectsSpawn an object of the type specified in keyPress
SpawnPlayerLandscapeAdd the player object to the landscape, ideally placing it below all the enemies and in the bottom half of the landscape
SpawnSecretCode3DTitle screenDraw the landscape's secret code by spawning a set of large 3D text block objects
SpawnTitleObjectTitle screenSpawn the title object (robot or the Sentinel) as object #1
SpawnTreesLandscapeAdd trees to the landscape, ideally placing them below all the enemies in the landscape
SSWorkspace variable Temporary storage, used in the maths routines
Stack variablesWorkspacesVariables that share page 1 with the stack
StartScrollingViewScreen bufferStart a scroll process in the background by setting the number of scroll steps and the address to start copying new content from
stashAddrWorkspace variable The address of the four bytes in the secretCodeStash that correspond to the landscape's secret code
stashOffsetWorkspace variable The offset into the secretCodeStash where we store a set of generated values for later checking in the GetRowVisibility routine
StringToNumberTextConvert a string of ASCII digits in the input buffer in-place into a multi-byte BCD number
stripDataLandscapeStorage for tile data when smoothing strips of tiles during the landscape generation process
TWorkspace variable Temporary storage, used in a number of places
tact25GameplayDither the updated object #X onto the screen, with bit 7 of drawLandscape determining whether the object is drawn on its own (bit 7 set) or with the surrounding landscape (bit 7 clear)
talt2Drawing the landscapeJump to MainTitleLoop via game10
tanHalfAngleMaths (Geometry)Table for hypotenuse lengths given the tangent of an angle
targetObjectWorkspace variable The number of the object that is being targeted in the DrainObjectEnergy routine
targetOnTileWorkspace variable A flag to record whether the tile being analysed in the GetTileAltitude routine contains the target object whose number is in targetObject
targetVisibilityWorkspace variable Reports whether a target object is visible from an enemy in the CheckEnemyGaze routine
textDropShadowWorkspace variable Controls whether text in text tokens is printed with a drop shadow
textViewerPitchTitle screenThe pitch angle of the viewer for the large 3D text on the title screen
textViewerYawTitle screenThe yaw angle of the viewer for the large 3D text on the title screen
tileAltitudeWorkspace variable The altitude of the tile that we are currently processing
tileDataLandscapeAltitude and shape data for landscape tiles
tileDataMultiplierWorkspace variable A multiplier that we apply to the altitudes of the tile corners to alter the steepness of the landscape during landscape generation
tileDataPageWorkspace variable The address of the tileData page containing the current tile's data
tileEdgesLandscapeA table to map tile shapes and gaze vector direction to tile edges
tileIsOnScreenWorkspace variable Information on whether a tile is fully on-screen, partially on-screen or fully off-screen
tileNumber3D objectsThe tile number to which we are adding an object in the PlaceObjectOnTile routine
tilesAtAltitudeLandscapeStorage for tile blocks at specific altitudes for placing enemies on the landscape
tileShapeColourDrawing the landscapeTile colours by shape and the orientation of the viewer
tileShapeOffsetWorkspace variable The tile shape we are drawing, amended to use as an offset into the tileShapeColour table
tileViewDataWorkspace variable The tile data for tiles in the current landscape view
tileVisibilityDrawing the landscapeA table for storing the visibility of each tile from the player's point of view, with one bit per tile (1 = visible, 0 = hidden)
titleObjectToDrawWorkspace variable The object we are drawing in the DrawTitleView routine
titleObjectYawTitle screenThe yaw angle of an object on the title screen
titleOffsetTitle screenAn offset to apply to the large 3D text for the title screen
titleTextTitle screenThe text to draw on the title screen
titleViewerPitchTitle screenThe pitch angle of the viewer for objects on the title screen
titleViewerYawTitle screenThe yaw angle of the viewer for objects on the title screen
toAddrWorkspace variable An address, typically used as a destination address when copying
token0TextBackground colour blue, print "PRESS ANY KEY" at (64, 100), set text background to black
token1TextPrint 13 spaces at (64, 100), print "LANDSCAPE NUMBER?" at (64, 768), switch to text cursor, move text cursor to (5, 27)
token2TextBackground colour blue, print "SECRET ENTRY CODE?" at (64, 768), switch to text cursor, move text cursor to (2, 27)
token3TextBackground colour blue, print "WRONG SECRET CODE" at (64, 768), print "PRESS ANY KEY" at (64, 100), set text background to black
token4TextBackground colour black, print "PRESS ANY KEY" at (192, 64), print "LANDSCAPE" two chars right of (64, 768), move cursor right
token5TextText token 5: Print "SECRET ENTRY CODE" at (64, 768), "LANDSCAPE" at (192, 704), move cursor right
token6TextText token 6: Print "PRESS ANY KEY" at (64, 100)
token7TextText token 7: Move the graphics cursor to (64, 768)
token8TextText token 8: Move the graphics cursor to (192, 704)
token9TextText token 9: Move the graphics cursor to (192, 64)
token10TextText token 10: Configure text to be printed at the graphics cursor and set the background colour to colour 0 (blue)
token11TextText token 11: Configure text to be printed at the graphics cursor and set the background colour to colour 1 (black)
token12TextText token 12: Move graphics cursor to (64, 100)
token13TextText token 13: Print "LANDSCAPE"
token14TextText token 14: Print "SECRET ENTRY CODE"
token15TextText token 15: Print five spaces
token16TextText token 16: Print three spaces
token17TextText token 17: Print "PRESS ANY KEY"
tokenOffsetTextAddress offsets for the text tokens (each offset in the table is the offset of the token from tokenBase)
topObjectOnStackWorkspace variable The number of the object on the top of an object stack
TracePolygonEdge (Part 1 of 8)Drawing polygonsTrace a polygon edge, populating xPolygonRight or xPolygonLeft with the x-coordinate of the edge for each y-coordinate
TracePolygonEdge (Part 2 of 8)Drawing polygonsTrace a polygon edge with a steep gradient by stepping along the y-axis
TracePolygonEdge (Part 3 of 8)Drawing polygonsTrace a polygon edge with a shallow gradient by stepping along the x-axis
TracePolygonEdge (Part 4 of 8)Drawing polygonsTrace a steep edge that starts off-screen, without storing the coordinates, until we reach the screen and return to part 2
TracePolygonEdge (Part 5 of 8)Drawing polygonsTrace a shallow edge that starts off-screen, without storing the coordinates, until we reach the screen and return to part 3
TracePolygonEdge (Part 6 of 8)Drawing polygonsTrace a polygon edge where the start or end point x-coordinates are two-byte numbers
TracePolygonEdge (Part 7 of 8)Drawing polygonsTrace a polygon edge with a steep gradient by stepping along the y-axis (for two-byte x-coordinates)
TracePolygonEdge (Part 8 of 8)Drawing polygonsTrace a polygon edge with a shallow gradient by stepping along the x-axis (for two-byte x-coordinates)
traceStepCounterWorkspace variable The number of steps in the ray-tracing process when calculating tile visibility in the GetRowVisibility routine
treeCounterWorkspace variable A counter for the number of trees that are added to the landscape in the SpawnTrees routine
treeVisibilityWorkspace variable Reports whether a gaze is interrupted by a tree in the CheckEnemyGaze routine
trianglePointAddDrawing polygonsThe value to add to the second point number to get the third point number when drawing a tile face as two triangles
triangleStartDrawing polygonsThe number of the first point in each two-face shape that is drawn as a pair of triangles
triangleStartPointWorkspace variable The number of the starting point for the tile shape being drawn
UWorkspace variable Temporary storage, used in a number of places
UpdateEnemyTimersGameplayUpdate the timers that control the enemy tactics
UpdateIconsScannerScanner/energy rowUpdate the icons in the top-left corner of the screen to show the player's current energy level and redraw the scanner box
updateOffsetHiScreen bufferThe offset within screen memory for the player's landscape view of the area to update following a scroll (high byte)
updateOffsetLoScreen bufferThe offset within screen memory for the player's landscape view of the area to update following a scroll (low byte)
UpdatePlayerEnergyGameplayUpdate the player's energy levels by adding or subtracting the amount of energy in a specific object
UpdateScannerScanner/energy rowUpdate the scanner, if required
UpdateScannerNowScanner/energy rowUpdate the scanner to a new state
updateTimerWorkspace variable A counter that ensures the enemy timers are updated on one of every three calls to the interrupt handler
UseColumnBufferScreen bufferConfigure the column buffer for use
UseRowBufferScreen bufferConfigure the row buffer for use
uTurnStatusWorkspace variable A flag to record whether we are performing or have just performed a U-turn
VWorkspace variable Temporary storage, used in a number of places
vduCounterTextThe number of bytes in a VDU 25, n, x; y; command
vduShadowFrontTextVDU commands for printing the front character of a drop shadow
vduShadowRearTextVDU commands for printing the rear character of a drop shadow
vectorPitchAngleHiWorkspace variable The pitch angle of a vector (high byte)
vectorPitchAngleLoWorkspace variable The pitch angle of a vector (low byte)
vectorYawAngleHiWorkspace variable The yaw angle of a vector (high byte)
vectorYawAngleLoWorkspace variable The yaw angle of a vector (low byte)
viewingArcRightYawWorkspace variable The yaw angle of the right edge of the viewing arc, where the arc is 90 degrees wide
viewingObjectWorkspace variable The number of the viewing object
viewingQuadrantOppWorkspace variable The opposite quadrant number to that containing the right edge of the viewing arc
viewingQuadrantx4Workspace variable The quadrant number containing the right edge of the viewing arc, multiplied by 4, for use when calculating the number of faces in a tile in DrawSlopingTile
viewScreenAddrWorkspace variable The screen address of the player's scrolling landscape view, which is just below the icon and scanner row at the top of the screen
viewTypeTitle screenStorage for the type of title view we are drawing in DrawTitleView (title screen or landscape preview)
visibileBitMaskDrawing the landscapeA table for converting a number in the range 0 to 7 into a bit mask with only that bit set, when counting from the left
volumeLevelSoundThe volume level, which can be changed by pressing "7" and "8"
WWorkspace variable Temporary storage, used in a number of places
xBlockWorkspace variable The tile x-coordinate of the tile we are analysing when calculating the highest tile in a block
xBufferLeftWorkspace variable The left edge of the screen buffer in pixels
xBufferRightWorkspace variable The right edge of the screen buffer in pixels
xBuffersLeftScreen bufferThe left edge of each screen buffer in pixels
xBuffersWidthScreen bufferThe width of each screen buffer in pixels
xBufferWidthWorkspace variable The width in pixels of the screen buffer
xCoordBotWorkspace variable The x-coordinate of an object or point (bottom byte)
xCoordHiWorkspace variable The x-coordinate of an object or point (high byte)
xCoordLoWorkspace variable The x-coordinate of an object or point (low byte)
xCounterWorkspace variable A counter to iterate along tiles in the x-axis
xDeltaAbsoluteHiWorkspace variable The absolute difference between two x-coordinates (high byte), i.e. |xDeltaHi|
xDeltaHiWorkspace variable The difference between two x-coordinates (high byte)
xDeltaLoWorkspace variable The difference between two x-coordinates (low byte)
xEdgeDeltaWorkspace variable The scaled and signed x-axis delta between two polygon points when tracing the polygon edges (single byte)
xEdgeDeltaHiWorkspace variable The high byte of the scaled and signed x-axis delta between two polygon points when tracing the polygon edges
xEdgeDeltaLoWorkspace variable The low byte of the scaled and signed x-axis delta between two polygon points when tracing the polygon edges
xEdgeEndHiWorkspace variable The x-coordinate of the end point in the polygon edge being processed (high byte)
xEdgeEndLoWorkspace variable The x-coordinate of the end point in the polygon edge being processed (low byte)
xEdgeStartHiWorkspace variable The x-coordinate of the start point in the polygon edge being processed (high byte)
xEdgeStartLoWorkspace variable The x-coordinate of the start point in the polygon edge being processed (low byte)
xIconCounterWorkspace variable A counter for drawing the icons in the top-left of the screen that show the player's energy level, as we work from left to right along the x-axis
xMaxHorizontalWorkspace variable A variable to keep track of the maximum x-coordinates of any polygon edges that are horizontal in the polygon we are drawing
xMinHorizontalWorkspace variable A variable to keep track of the minimum x-coordinates of any polygon edges that are horizontal in the polygon we are drawing
xObject3D objectsThe x-coordinates in 3D space for the 3D objects
xPointDeltaHiWorkspace variable Temporary storage for the high byte of the x-axis delta between two polygon points
xPolygonAddrHiWorkspace variable The high byte of the address of the table where we store the x-coordinate of the polygon line being processed, so this is either HI(xPolygonLeft) or HI(xPolygonRight)
xPolygonLeftDrawing polygonsThe pixel x-coordinate of the left edge of each pixel line in the polygon being drawn
xPolygonPointHiDrawing polygonsPixel x-coordinates for all the points in the polygon that we are currently drawing (high bytes)
xPolygonPointLoDrawing polygonsPixel x-coordinates for all the points in the polygon that we are currently drawing (low bytes)
xPolygonPointScaleWorkspace variable A flag to record whether the pixel x-coordinate of the polygon points being processed fit into one or two bytes
xPolygonRightDrawing polygonsThe pixel x-coordinate of the right edge of each pixel line in the polygon being drawn
xPolygonRightEdgeWorkspace variable The screen x-coordinate of the right edge of the polygon being drawn
xSightsWorkspace variable The pixel x-coordinate of the sights on-screen
xSightsBrushWorkspace variable The x-coordinate of the "brush" that we use to draw the sights, relative to the top-left corner of the character block containing the top of the sights
xSightsStepSightsSteps to take along the x-axis when drawing the sights
xStoreEnemyGazeGameplayTemporary storage for X so it can be preserved through calls to CheckEnemyGaze
xStoreMatrixMaths (Geometry)Temporary storage for X so it can be preserved through calls to GetRotationMatrix
xTextViewerTitle screenThe x-coordinate of the viewer for the large 3D text on the title screen
xTileWorkspace variable Tile corner x-coordinate
xTileCharacterWorkspace variable The tile x-coordinate of the character being spawned in large 3D blocks on the landscape for the title screen
xTileLeftPreviousWorkspace variable The previous value of xTileViewLeft
xTileMaxAltitudeLandscapeThe tile x-coordinate of the highest tile within each 4x4 block of tiles
xTileRowWorkspace variable The tile x-coordinate of the tile we are analysing in the GetRowVisibility routine
xTileSentinelWorkspace variable The tile x-coordinate of the Sentinel
xTileToDrawWorkspace variable The column number of the tile we are currently drawing
xTileViewerWorkspace variable The tile x-coordinate of the viewer, but with the axes rotated to match the orientation of the viewer, so we can draw the landscape along the line of sight, towards the viewer's tile
xTileViewLeftWorkspace variable The tile number at the left edge of the tile row we are currently processing when drawing the landscape
xTileViewLeftEdgeWorkspace variable The tile number at the left edge of the visible portion of the row we are currently processing when drawing the landscape
xTileViewRightWorkspace variable The tile number at the right edge of the tile row we are currently processing when drawing the landscape
xTileViewRightEdgeWorkspace variable The tile number at the right edge of the visible portion of the row we are currently processing when drawing the landscape
xTitleOffsetWorkspace variable An x-coordinate offset for drawing the title screen this is zero during gameplay)
xVectorBotWorkspace variable The x-coordinate of a vector (bottom byte)
xVectorHiWorkspace variable The x-coordinate of a vector (high byte)
xVectorLoWorkspace variable The x-coordinate of a vector (low byte)
yAccuracyLoWorkspace variable The vertical accuracy for considering a tile as being seen by the viewer, as a fractional part
yawAdjustmentHiScreen bufferThe yaw offset of the left edge of the object being updated, relative to the left edge of the screen, in yaw angles
yawAdjustmentLoWorkspace variable A yaw adjustment to apply to the landscape drawing process so that when we update objects on-screen, we can yaw the viewer's gaze to the right to move the left edge of the object to the left edge of the screen so the object will fit into the screen buffer as efficiently as possible (low byte)
yCoordBotWorkspace variable The y-coordinate of an object or point (bottom byte)
yCoordHiWorkspace variable The y-coordinate of an object or point (high byte)
yCoordLoWorkspace variable The y-coordinate of an object or point (low byte)
yDeltaHiWorkspace variable The difference between two y-coordinates (high byte)
yDeltaLoWorkspace variable The difference between two y-coordinates (low byte)
yEdgeDeltaHiWorkspace variable The difference in pitch angle between two polygon points, i.e. the delta along the y-axis (high byte)
yEdgeDeltaLoWorkspace variable The difference in pitch angle between two polygon points, i.e. the delta along the y-axis (low byte)
yEdgeEndHiWorkspace variable The y-coordinate of the end point in the polygon edge being processed (high byte)
yEdgeEndLoWorkspace variable The y-coordinate of the end point in the polygon edge being processed (low byte)
yEdgeStartHiWorkspace variable The y-coordinate of the start point in the polygon edge being processed (high byte)
yEdgeStartLoWorkspace variable The y-coordinate of the start point in the polygon edge being processed (low byte)
yObjectHi3D objectsThe y-coordinates in 3D space for the 3D objects (high byte)
yObjectLo3D objectsThe y-coordinates in 3D space for the 3D objects (low byte)
yPlatformLoWorkspace variable The low byte of the altitude of the Sentinel's tower or boulder when returning tile data from the GetTileAltitude routine
yPolygonBottomWorkspace variable The y-coordinate of the bottom of the polygon being drawn (where higher y-coordinates are up the screen)
yPolygonLineWorkspace variable The polygon y-coordinate of the pixel line being drawn in the DrawPolygonLines routine
yPolygonTopWorkspace variable The y-coordinate of the top of the polygon being drawn (where higher y-coordinates are up the screen)
ySightsWorkspace variable The pixel y-coordinate of the sights on-screen
ySightsStepSightsSteps to take along the y-axis when drawing the sights
yStoreHypotenuseMaths (Geometry)Temporary storage for Y so it can be preserved through calls to GetHypotenuse
yStoreNextSeedMaths (Arithmetic)Temporary storage for Y so it can be preserved through calls to GetNextSeedNumber
yStoreTileViewWorkspace variable Temporary storage for Y so it can be preserved through calls to GetTileViewAngles
yTextViewerTitle screenThe y-coordinate of the viewer for the large 3D text on the title screen
yTileRowWorkspace variable The tile y-coordinate of the tile we are analysing in the GetRowVisibility routine
yTitleObjectTitle screenThe y-coordinate of an object on the title screen, as a delta from the y-coordinate of the viewing object
yVectorBotWorkspace variable The y-coordinate of a vector (bottom byte)
yVectorHiWorkspace variable The y-coordinate of a vector (high byte)
yVectorLoWorkspace variable The y-coordinate of a vector (low byte)
zBlockWorkspace variable The tile z-coordinate of the tile we are analysing when calculating the highest tile in a block
zCoordBotWorkspace variable The z-coordinate of an object or point (bottom byte)
zCoordHiWorkspace variable The z-coordinate of an object or point (high byte)
zCoordLoWorkspace variable The z-coordinate of an object or point (low byte)
zCounterWorkspace variable A counter to iterate along tiles in the z-axis
zDeltaAbsoluteHiWorkspace variable The absolute difference between two z-coordinates (high byte), i.e. |zDeltaHi|
zDeltaHiWorkspace variable The difference between two z-coordinates (high byte)
zDeltaLoWorkspace variable The difference between two z-coordinates (low byte)
Zero pageWorkspacesMainly temporary variables that are used a lot
zObject3D objectsThe z-coordinates in 3D space for the 3D objects
zTextViewerTitle screenThe z-coordinate of the viewer for the large 3D text on the title screen
zTileWorkspace variable Tile corner z-coordinate
zTileCharacterWorkspace variable The tile z-coordinate of the character being spawned in large 3D blocks on the landscape for the title screen
zTileMaxAltitudeLandscapeThe tile z-coordinate of the highest tile within each 4x4 block of tiles
zTileRowWorkspace variable The tile z-coordinate of the tile we are analysing in the GetRowVisibility routine
zTileSentinelWorkspace variable The tile z-coordinate of the Sentinel
zTileViewerWorkspace variable The tile z-coordinate of the viewer, but with the axes rotated to match the orientation of the viewer, so we can draw the landscape along the line of sight, towards the viewer's tile
zTitleObjectTitle screenThe z-coordinate of an object on the title screen, as a delta from the z-coordinate of the viewing object
zVectorBotWorkspace variable The z-coordinate of a vector (bottom byte)
zVectorHiWorkspace variable The z-coordinate of a vector (high byte)
zVectorLoWorkspace variable The z-coordinate of a vector (low byte)