ORG &0000 \ Set the assembly address to &0000 .enemyObject SKIP 1 \ The object number of the enemy to which we are \ applying tactics in this iteration around the main \ loop (0-7) \ \ [Show more]Name: Zero page [Show more] Type: Workspace Address: &0000 to &008F Category: Workspaces Summary: Mainly temporary variables that are used a lotContext: See this workspace in context in the source code References: No direct references to this workspace in this source file\ \ This variable is used by the following: \ \ * ApplyEnemyTactics \ * ApplyTactics (Part 2 of 8) \ * ApplyTactics (Part 4 of 8) \ * ApplyTactics (Part 5 of 8) \ * ApplyTactics (Part 6 of 8) \ * ApplyTactics (Part 7 of 8) \ * DrainObjectEnergy \ * ExpendEnemyEnergy \ * MoveOnToNextEnemy \ * ScanForMeanieTree \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.currentObject SKIP 1 \ The number of the object we are currently processing \ \ [Show more]\ \ This variable is used by the following: \ \ * ApplyTactics (Part 8 of 8) \ * CheckObjVisibility \ * DrawUpdatedObject \ * ExpendEnemyEnergy \ * GetObjVisibility \ * PerformHyperspace \ * ProcessActionKeys (Part 2 of 2) \ * ShowGameOverScreen \ * SpawnObject \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xPolygonAddrHi SKIP 0 \ 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) \ \ This variable shares the same memory location as \ edgeGazeDistance \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * TracePolygonEdge (Part 1 of 8) \ * TracePolygonEdge (Part 6 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.edgeGazeDistance SKIP 1 \ The fractional distance along a tile edge that matches \ the current position along the gaze vector \ \ This variable shares the same memory location as \ xPolygonAddrHi \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 5 of 5) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xTileViewer SKIP 1 \ 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 \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeRow \ * DrawLandscapeView (Part 1 of 3) \ * DrawLandscapeView (Part 3 of 3) \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yPolygonBottom SKIP 1 \ The y-coordinate of the bottom of the polygon being \ drawn (where higher y-coordinates are up the screen) \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawPolygonLines (Part 1 of 4) \ * DrawPolygonLines (Part 2 of 4) \ * GetPolygonLines (Part 5 of 6) \ * TracePolygonEdge (Part 1 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.drawingTableOffset SKIP 1 \ The offset to use within the various drawing data \ tables for the tile we are analysing \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 2 of 3) \ * DrawLandscapeView (Part 3 of 3) \ * DrawTileAndObjects \ * GetPolygonLines (Part 2 of 6) \ * GetRowVisibility (Part 2 of 2) \ * GetTileViewAngles (Part 1 of 4) \ * GetTileVisibility \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yPolygonTop SKIP 0 \ The y-coordinate of the top of the polygon being drawn \ (where higher y-coordinates are up the screen) \ \ This variable shares the same memory location as \ tileAltitude \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawPolygonLines (Part 1 of 4) \ * GetPolygonLines (Part 5 of 6) \ * TracePolygonEdge (Part 1 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.tileAltitude SKIP 1 \ The altitude of the tile that we are currently \ processing \ \ This variable shares the same memory location as \ yPolygonTop \ \ [Show more]\ \ This variable is used by the following: \ \ * AddEnemiesToTiles \ * GetHighestTiles \ * GetTilesAtAltitude \ * PlaceObjectBelow \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.bufferMinYawHi SKIP 1 \ The minimum allowed yaw angle for points in the \ current screen buffer (high byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureBuffer \ * ConfigureObjBuffer \ * GetTileViewAngles (Part 4 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.lastPanKeyPressed SKIP 1 \ The direction of the last pan key that was pressed \ (which may not still be held down) \ \ * Bit 7 set = not currently panning \ \ * 0 = pan right \ \ * 1 = pan left \ \ * 2 = pan up \ \ * 3 = pan down \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawUpdatedObject \ * MainGameLoop \ * PanLandscapeView \ * ScrollPlayerView \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.panKeyBeingPressed SKIP 1 \ The direction in which the player is currently panning \ \ * Bit 7 set = not currently panning \ \ * 0 = pan right \ \ * 1 = pan left \ \ * 2 = pan up \ \ * 3 = pan down \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckForKeyPresses \ * MainGameLoop \ * MoveSights \ * MoveSightsSideways \ * MoveSightsUpDown \ * ProcessGameplay \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xPointDeltaHi SKIP 1 \ Temporary storage for the high byte of the x-axis \ delta between two polygon points \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 6 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.playerObject SKIP 1 \ The number of the player object \ \ [Show more]\ \ This variable is used by the following: \ \ * ApplyTactics (Part 2 of 8) \ * ApplyTactics (Part 5 of 8) \ * ApplyTactics (Part 8 of 8) \ * CheckObjVisibility \ * DrainObjectEnergy \ * DrawObjectStack \ * GetObjVisibility \ * GetPlayerDrain \ * GetRowVisibility (Part 1 of 2) \ * GetTileVisibility \ * MainGameLoop \ * MoveOnToNextEnemy \ * MoveSightsUpDown \ * PanLandscapeView \ * PerformHyperspace \ * ProcessActionKeys (Part 1 of 2) \ * ProcessActionKeys (Part 2 of 2) \ * SpawnPlayer \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yEdgeDeltaLo SKIP 0 \ The difference in pitch angle between two polygon \ points, i.e. the delta along the y-axis (low byte) \ \ This variable shares the same memory location as \ yAccuracyLo, zCounter and stashAddr \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * TracePolygonEdge (Part 1 of 8) \ * TracePolygonEdge (Part 2 of 8) \ * TracePolygonEdge (Part 3 of 8) \ * TracePolygonEdge (Part 4 of 8) \ * TracePolygonEdge (Part 5 of 8) \ * TracePolygonEdge (Part 6 of 8) \ * TracePolygonEdge (Part 7 of 8) \ * TracePolygonEdge (Part 8 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yAccuracyLo SKIP 0 \ The vertical accuracy for considering a tile as being \ seen by the viewer, as a fractional part \ \ The default for tiles is 128, so the gaze vector has \ to be no more than 0.5 of a tile's height above the \ tile for us to consider it as potentially hitting the \ tile \ \ For the Sentinel's tile the accuracy is only 16, so \ the gaze vector has to be more than 0.0625 of a tile's \ height above the top of the Sentinel's tower (this \ makes the player have to be much more accurate when \ trying to view the Sentinel's tile) \ \ This variable shares the same memory location as \ yEdgeDeltaLo, zCounter and stashAddr \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 1 of 5) \ * GetTileAltitude \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zCounter SKIP 0 \ A counter to iterate along tiles in the z-axis \ \ This variable shares the same memory location as \ yEdgeDeltaLo, yAccuracyLo and stashAddr \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHighestTiles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.stashAddr SKIP 1 \ The address of the four bytes in the secretCodeStash \ that correspond to the landscape's secret code \ \ This variable shares the same memory location as \ yEdgeDeltaLo, yAccuracyLo, zCounter, xEdgeDelta and \ xCounter \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckSecretStash \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xEdgeDelta SKIP 0 \ The scaled and signed x-axis delta between two polygon \ points when tracing the polygon edges (single byte) \ \ This variable shares the same memory location as \ xCounter and stashAddr+1 \ \ [Show more]\ \ This variable is used by the following: \ \ * TracePolygonEdge (Part 1 of 8) \ * TracePolygonEdge (Part 2 of 8) \ * TracePolygonEdge (Part 3 of 8) \ * TracePolygonEdge (Part 4 of 8) \ * TracePolygonEdge (Part 5 of 8) \ * TracePolygonEdge (Part 6 of 8) \ * TracePolygonEdge (Part 7 of 8) \ * TracePolygonEdge (Part 8 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xCounter SKIP 1 \ A counter to iterate along tiles in the x-axis \ \ This variable shares the same memory location as \ xEdgeDelta and stashAddr+1 \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHighestTiles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.pointX SKIP 1 \ Temporary storage for the number of point #X while \ processing polygon lines \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 6 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yStoreTileView SKIP 0 \ Temporary storage for Y so it can be preserved through \ calls to GetTileViewAngles \ \ This variable shares the same memory location as \ playerTileObscured \ \ [Show more]\ \ This variable is used by the following: \ \ * GetTileViewAngles (Part 1 of 4) \ * GetTileViewAngles (Part 4 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.playerTileObscured SKIP 1 \ Records when an enemy can see the player object but \ can't see the tile that the player is on \ \ * Bit 7 set = enemy can't see player object \ \ * Bit 7 clear = enemy can see the player object but \ can't see the tile that the player \ is on, player object number is in \ bits 0 to 6 \ \ This variable shares the same memory location as \ yStoreTileView \ \ [Show more]\ \ This variable is used by the following: \ \ * ApplyTactics (Part 5 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.screenBufferType SKIP 1 \ The type of screen buffer that is currently being used \ \ * 0 = left row buffer (for up/down pan) \ for the first 256 bytes of the 320-byte row \ \ * 1 = right row buffer (for up/down pan) \ for the last 64 bytes of the 320-byte row \ \ * 2 = column buffer (for left/right pan) \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureBuffer \ * ConfigureObjBuffer \ * DrawPolygon \ * DrawPolygonLines (Part 1 of 4) \ * FlipBufferType \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.bufferOriginHi SKIP 1 \ 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) \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureBuffer \ * ConfigureObjBuffer \ * GetPolygonLines (Part 3 of 6) \ * GetPolygonLines (Part 4 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.bufferMaxYawHi SKIP 1 \ The maximum allowed yaw angle for points in the \ current screen buffer (high byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureBuffer \ * ConfigureObjBuffer \ * GetTileViewAngles (Part 4 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.ditherStore SKIP 1 \ Temporary storage for use in the DitherScreenBuffer \ routine \ \ [Show more]\ \ This variable is used by the following: \ \ * DitherScreenBuffer \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.targetVisibility SKIP 1 \ Reports whether a target object is visible from an \ enemy in the CheckEnemyGaze routine \ \ * If the target object is a robot, then bit 6 will \ be set if the robot object can be seen, even if \ the robot's tile can't be seen \ \ * Bit 7 will be set if the enemy can see the target \ object's tile \ \ [Show more]\ \ This variable is used by the following: \ \ * ApplyTactics (Part 2 of 8) \ * ApplyTactics (Part 5 of 8) \ * ApplyTactics (Part 7 of 8) \ * CheckEnemyGaze (Part 1 of 2) \ * CheckEnemyGaze (Part 2 of 2) \ * FindObjectToDrain \ * ScanForMeanieTree \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.loopCounter SKIP 1 \ A general-purpose loop counter \ \ [Show more]\ \ This variable is used by the following: \ \ * ClearScreen \ * DecayScreenToBlack \ * DrawUpdatedObject \ * FillScreen \ * PlaceObjectBelow \ * SmoothTileData \ * SpawnCharacter3D (Part 2 of 2) \ * UpdateIconsScanner \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yEdgeEndLo SKIP 1 \ The y-coordinate of the end point in the polygon edge \ being processed (low byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * TracePolygonEdge (Part 1 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.traceStepCounter SKIP 0 \ The number of steps in the ray-tracing process when \ calculating tile visibility in the GetRowVisibility \ routine \ \ This variable shares the same memory location as \ polygonEdgeCount \ \ [Show more]\ \ This variable is used by the following: \ \ * GetRowVisibility (Part 1 of 2) \ * GetRowVisibility (Part 2 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.polygonEdgeCount SKIP 1 \ 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) \ \ This will be three for a triangle or four for a \ quadrilateral \ \ This variable shares the same memory location as \ traceStepCounter \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawObject \ * GetPolygonLines (Part 2 of 6) \ * GetPolygonLines (Part 3 of 6) \ * GetPolygonLines (Part 4 of 6) \ * GetPolygonLines (Part 5 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xEdgeStartLo SKIP 0 \ The x-coordinate of the start point in the polygon \ edge being processed (low byte) \ \ This variable shares the same memory location as \ xTileRow and xBlock \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * TracePolygonEdge (Part 1 of 8) \ * TracePolygonEdge (Part 2 of 8) \ * TracePolygonEdge (Part 3 of 8) \ * TracePolygonEdge (Part 4 of 8) \ * TracePolygonEdge (Part 5 of 8) \ * TracePolygonEdge (Part 6 of 8) \ * TracePolygonEdge (Part 7 of 8) \ * TracePolygonEdge (Part 8 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xTileRow SKIP 0 \ The tile x-coordinate of the tile we are analysing in \ the GetRowVisibility routine \ \ This variable shares the same memory location as \ xEdgeStartLo and xBlock \ \ [Show more]\ \ This variable is used by the following: \ \ * GetRowVisibility (Part 1 of 2) \ * GetRowVisibility (Part 2 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xBlock SKIP 1 \ The tile x-coordinate of the tile we are analysing \ when calculating the highest tile in a block \ \ This variable shares the same memory location as \ xEdgeStartLo and xBlock \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHighestTiles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yTileRow SKIP 0 \ The tile y-coordinate of the tile we are analysing in \ the GetRowVisibility routine \ \ This variable shares the same memory location as \ polygonColours \ \ [Show more]\ \ This variable is used by the following: \ \ * GetRowVisibility (Part 1 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.polygonColours SKIP 1 \ The colours of the polygon that's being drawn in the \ DrawPolygon routine \ \ * Bits 2-3 = fill colour \ \ * Bits 24-5 = edge colour \ \ This variable shares the same memory location as \ yTileRow \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawObject \ * DrawOneFaceTile \ * DrawPolygonLines (Part 1 of 4) \ * DrawTwoFaceTile \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yEdgeStartLo SKIP 0 \ The y-coordinate of the start point in the polygon \ edge being processed (low byte) \ \ This variable shares the same memory location as \ yPolygonLine, zTileRow and zBlock \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * TracePolygonEdge (Part 1 of 8) \ * TracePolygonEdge (Part 6 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yPolygonLine SKIP 0 \ The polygon y-coordinate of the pixel line being drawn \ in the DrawPolygonLines routine \ \ This variable shares the same memory location as \ yEdgeStartLo, zTileRow and zBlock \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawPolygonLines (Part 1 of 4) \ * DrawPolygonLines (Part 2 of 4) \ * DrawPolygonLines (Part 3 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zTileRow SKIP 0 \ The tile z-coordinate of the tile we are analysing in \ the GetRowVisibility routine \ \ This variable shares the same memory location as \ yEdgeStartLo, yPolygonLine and zBlock \ \ [Show more]\ \ This variable is used by the following: \ \ * GetRowVisibility (Part 1 of 2) \ * GetTileVisibility \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zBlock SKIP 1 \ The tile z-coordinate of the tile we are analysing \ when calculating the highest tile in a block \ \ This variable shares the same memory location as \ yEdgeStartLo, yPolygonLine and zTileRow \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHighestTiles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.quadrantOffset SKIP 1 \ The offset into the drawing tables for the quadrant \ containing the right edge of the viewing arc \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 1 of 3) \ * DrawTileAndObjects \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.viewingArcRightYaw SKIP 0 \ The yaw angle of the right edge of the viewing arc, \ where the arc is 90 degrees wide \ \ This variable shares the same memory location as \ processAction \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 1 of 3) \ * GetTileViewAngles (Part 2 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.processAction SKIP 1 \ Defines the following: \ \ * The action that's applied to tile data by the \ ProcessTileData routine \ \ * The action that's applied to tile data by the \ SmoothTileData routine \ \ See the ProcessTileData and SmoothTileData routines \ for details \ \ This variable shares the same memory location as \ viewingArcRightYaw \ \ [Show more]\ \ This variable is used by the following: \ \ * ProcessTileData \ * SmoothTileCorners (Part 1 of 4) \ * SmoothTileCorners (Part 4 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zTileViewer SKIP 1 \ 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 \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 1 of 3) \ * DrawLandscapeView (Part 2 of 3) \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.moreColumnsToFill SKIP 0 \ Stores the number of extra columns we need to fill in \ the FillScreen routine after filling up to 32 columns \ \ * Bit 7 set = no extra columns required \ \ * Bit 7 clear = contains the number of extra columns \ that we need to fill beyond the 32 \ columns already filled \ \ This variable shares the same memory location as \ blackDotCounter, treeCounter, gazeCheckCounter and \ horizontalEdges \ \ [Show more]\ \ This variable is used by the following: \ \ * FillScreen \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.blackDotCounter SKIP 0 \ A counter for black dots that are drawn in the screen \ decaying routine \ \ This variable shares the same memory location as \ moreColumnsToFill, treeCounter, gazeCheckCounter and \ horizontalEdges \ \ [Show more]\ \ This variable is used by the following: \ \ * DecayScreenToBlack \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.treeCounter SKIP 0 \ A counter for the number of trees that are added to \ the landscape in the SpawnTrees routine \ \ This variable shares the same memory location as \ moreColumnsToFill, blackDotCounter, gazeCheckCounter \ and horizontalEdges \ \ [Show more]\ \ This variable is used by the following: \ \ * SpawnTrees \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.gazeCheckCounter SKIP 0 \ A counter for the number of checks that are performed \ when following an enemy's gaze in CheckEnemyGaze \ \ This variable shares the same memory location as \ moreColumnsToFill, blackDotCounter, treeCounter and \ horizontalEdges \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.horizontalEdges SKIP 1 \ A counter to keep track of how many polygon edges are \ horizontal in the polygon we are drawing \ \ This variable shares the same memory location as \ moreColumnsToFill, blackDotCounter, treeCounter and \ gazeCheckCounter \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yawAdjustmentLo SKIP 1 \ 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) \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawUpdatedObject \ * GetObjectAngles \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.screenLeftYawHi SKIP 1 \ 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) \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 1 of 3) \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.drawingTableIndex SKIP 1 \ The index into the drawing tables for the tile being \ analysed \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjPointAngles \ * GetTileViewAngles (Part 1 of 4) \ * GetTileViewAngles (Part 2 of 4) \ * GetTileViewAngles (Part 3 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.screenAddr SKIP 2 \ Storage for a screen address \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawRandomDots \ * UpdateScannerNow \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xTile SKIP 1 \ Tile corner x-coordinate \ \ The tile corner coordinate along the x-axis, where the \ x-axis goes from left to right across the screen, with \ one x-coordinate per tile (so this is also the corner \ number along the axis) \ \ Each tile in the landscape is defined by a tile \ corner (the "anchor") and the tile shape, with the \ anchor being in the front-left corner of the tile, \ nearest the origin \ \ As a result we tend to use the terms "tile" and "tile \ corner" interchangeably, depending on the context \ \ [Show more]\ \ This variable is used by the following: \ \ * AddEnemiesToTiles \ * DeleteObject \ * FindObjectToDrain \ * FollowGazeVector (Part 1 of 5) \ * FollowGazeVector (Part 2 of 5) \ * GenerateLandscape \ * GetHighestTiles \ * GetTileAltitudes \ * GetTileData \ * GetTileEdgeToLeft \ * GetTileEdgeToRight \ * GetTileShape \ * GetTileViewAngles (Part 1 of 4) \ * GetTileViewAngles (Part 2 of 4) \ * GetTileViewEdges \ * PlaceObjectBelow \ * PlaceObjectOnTile \ * ProcessActionKeys (Part 2 of 2) \ * ProcessTileData \ * SmoothTileCorners (Part 1 of 4) \ * SmoothTileCorners (Part 4 of 4) \ * SmoothTileData \ * SpawnCharacter3D (Part 2 of 2) \ * SpawnPlayer \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xTileToDraw SKIP 0 \ The column number of the tile we are currently drawing \ \ This variable shares the same memory location as \ columnCounter \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawFlatTile \ * DrawLandscapeRow \ * DrawLandscapeView (Part 3 of 3) \ * DrawTileAndObjects \ * GetPolygonLines (Part 2 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.columnCounter SKIP 1 \ A counter for the number of columns to fill in the \ FillScreen routine \ \ This variable shares the same memory location as \ xTileToDraw \ \ [Show more]\ \ This variable is used by the following: \ \ * FillScreen \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.fillRowNumber SKIP 0 \ The number of the character row we are currently \ filling in the FillScreen routine \ \ * 0 to 24 = we are filling this row number in \ screen memory \ \ * 25 to 49 = we are filling this row number in the \ screen buffer (subtract 25 to get the \ actual row number) \ \ This variable shares the same memory location as \ zTile \ \ [Show more]\ \ This variable is used by the following: \ \ * FillScreen \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zTile SKIP 1 \ Tile corner z-coordinate \ \ The tile corner coordinate along the z-axis, where the \ z-axis goes into the screen, with one z-coordinate per \ tile (so this is also the corner number along the \ axis) \ \ Each tile in the landscape is defined by a tile \ corner (the "anchor") and the tile shape, with the \ anchor being in the front-left corner of the tile, \ nearest the origin \ \ As a result we tend to use the terms "tile" and "tile \ corner" interchangeably, depending on the context \ \ This variable shares the same memory location as \ fillRowNumber \ \ [Show more]\ \ This variable is used by the following: \ \ * AddEnemiesToTiles \ * DeleteObject \ * DrawFlatTile \ * DrawLandscapeView (Part 2 of 3) \ * DrawLandscapeView (Part 3 of 3) \ * DrawTileAndObjects \ * FindObjectToDrain \ * FollowGazeVector (Part 1 of 5) \ * FollowGazeVector (Part 2 of 5) \ * GenerateLandscape \ * GetHighestTiles \ * GetTileAltitudes \ * GetTileData \ * GetTileShape \ * GetTileViewAngles (Part 1 of 4) \ * GetTileViewAngles (Part 2 of 4) \ * PlaceObjectBelow \ * PlaceObjectOnTile \ * ProcessActionKeys (Part 2 of 2) \ * ProcessTileData \ * SmoothTileCorners (Part 1 of 4) \ * SmoothTileCorners (Part 4 of 4) \ * SmoothTileData \ * SpawnCharacter3D (Part 1 of 2) \ * SpawnCharacter3D (Part 2 of 2) \ * SpawnPlayer \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.bitMask SKIP 1 \ 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 \ \ [Show more]\ \ This variable is used by the following: \ \ * AddEnemiesToTiles \ * GetTilesAtAltitude \ * GetTileVisibility \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.bufferMinYawLo SKIP 1 \ The minimum allowed yaw angle for points in the \ current screen buffer (low byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureBuffer \ * ConfigureObjBuffer \ * GetTileViewAngles (Part 4 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.bufferOriginLo SKIP 1 \ 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) \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureBuffer \ * ConfigureObjBuffer \ * GetPolygonLines (Part 3 of 6) \ * GetPolygonLines (Part 4 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.randomPixel SKIP 0 \ Storage for a random value in the DrawRandomDots \ routine to use as a random pixel number when drawing \ dots \ \ This variable shares the same memory location as \ sightsByteAddr \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawRandomDots \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.sightsByteAddr SKIP 2 \ 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 \ \ This variable shares the same memory location as \ randomPixel \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawSights \ * RemoveSights \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.polygonGoesRight SKIP 0 \ A flag to record whether the polygon we are drawing \ extends to the right of the screen buffer we are \ drawing in \ \ * Not 1 = at least one line in the polygon we just \ drew extends past the right edge of the \ buffer \ \ * 1 = the default value \ \ If we are drawing a polygon into the left row buffer \ then a value of 1 prevents the DrawPolygon routine \ from also drawing into the right row buffer \ \ This variable shares the same memory location as \ xVectorBot \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawPolygon \ * DrawPolygonLines (Part 1 of 4) \ * DrawPolygonLines (Part 2 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xVectorBot SKIP 1 \ The x-coordinate of a vector (bottom byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ This variable shares the same memory location as \ polygonGoesRight \ \ [Show more]\ \ This variable is used by the following: \ \ * AddVectorToCoord \ * GetRowVisibility (Part 1 of 2) \ * GetRowVisibility (Part 2 of 2) \ * MultiplyCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.polygonGoesLeft SKIP 0 \ A flag to record whether the polygon we are drawing \ extends to the left of the screen buffer we are \ drawing in \ \ * Not 1 = at least one line in the polygon we just \ drew extends past the left edge of the \ buffer \ \ * 1 = the default value \ \ If we are drawing a polygon into the right row buffer \ then a value of 1 prevents the DrawPolygon routine \ from also drawing into the left row buffer \ \ This variable shares the same memory location as \ yVectorBot \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawPolygonLines (Part 1 of 4) \ * DrawPolygonLines (Part 2 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yVectorBot SKIP 1 \ The y-coordinate of a vector (bottom byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ This variable shares the same memory location as \ polygonGoesLeft \ \ [Show more]\ \ This variable is used by the following: \ \ * GetRowVisibility (Part 1 of 2) \ * GetVectorForAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zVectorBot SKIP 1 \ The z-coordinate of a vector (bottom byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ [Show more]\ \ This variable is used by the following: \ \ * GetRowVisibility (Part 1 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xVectorLo SKIP 1 \ The x-coordinate of a vector (low byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ [Show more]\ \ This variable is used by the following: \ \ * AddVectorToCoord \ * GetRowVisibility (Part 1 of 2) \ * GetRowVisibility (Part 2 of 2) \ * MultiplyCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xMinHorizontal SKIP 0 \ A variable to keep track of the minimum x-coordinates \ of any polygon edges that are horizontal in the \ polygon we are drawing \ \ This variable shares the same memory location as \ yVectorLo \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yVectorLo SKIP 1 \ The y-coordinate of a vector (low byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ This variable shares the same memory location as \ xMinHorizontal \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 1 of 5) \ * GetRowVisibility (Part 1 of 2) \ * GetVectorForAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xMaxHorizontal SKIP 0 \ A variable to keep track of the maximum x-coordinates \ of any polygon edges that are horizontal in the \ polygon we are drawing \ \ This variable shares the same memory location as \ zVectorLo \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zVectorLo SKIP 1 \ The z-coordinate of a vector (low byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ This variable shares the same memory location as \ xMaxHorizontal \ \ [Show more]\ \ This variable is used by the following: \ \ * GetRowVisibility (Part 1 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xTileViewLeft SKIP 0 \ The tile number at the left edge of the tile row we \ are currently processing when drawing the landscape \ \ This variable shares the same memory location as \ cosVectorPitchLo \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 2 of 3) \ * GetTileViewEdges \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.cosVectorPitchLo SKIP 1 \ The low byte of cos(vectorPitchAngle) when converting \ pitch and yaw angles to cartesian vectors \ \ This variable shares the same memory location as \ xTileViewLeft \ \ [Show more]\ \ This variable is used by the following: \ \ * GetVectorForAngles \ * MultiplyCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xTileViewRight SKIP 0 \ The tile number at the right edge of the tile row we \ are currently processing when drawing the landscape \ \ This variable shares the same memory location as \ cosVectorPitchHi \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 2 of 3) \ * GetTileViewEdges \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.cosVectorPitchHi SKIP 1 \ The high byte of cos(vectorPitchAngle) when converting \ pitch and yaw angles to cartesian vectors \ \ This variable shares the same memory location as \ xTileViewRight \ \ [Show more]\ \ This variable is used by the following: \ \ * GetVectorForAngles \ * MultiplyCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xCoordBot SKIP 0 \ The x-coordinate of an object or point (bottom byte) \ \ Stored as a 24-bit value xCoord(Hi Lo Bot) \ \ This variable shares the same memory location as \ tileShapeOffset \ \ [Show more]\ \ This variable is used by the following: \ \ * AddVectorToCoord \ * GetObjectCoords \ * GetRowVisibility (Part 2 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.tileShapeOffset SKIP 1 \ The tile shape we are drawing, amended to use as an \ offset into the tileShapeColour table \ \ This variable shares the same memory location as \ xCoordBot \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawTwoFaceTile \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yCoordBot SKIP 0 \ The y-coordinate of an object or point (bottom byte) \ \ Stored as a 24-bit value yCoord(Hi Lo Bot) \ \ This variable shares the same memory location as \ xBufferLeft \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjectCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xBufferLeft SKIP 1 \ The left edge of the screen buffer in pixels \ \ This variable shares the same memory location as \ yCoordBot \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureBuffer \ * ConfigureObjBuffer \ * DrawPolygonLines (Part 3 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zCoordBot SKIP 0 \ The z-coordinate of an object or point (bottom byte) \ \ Stored as a 24-bit value zCoord(Hi Lo Bot) \ \ This variable shares the same memory location as \ xBufferRight \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjectCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xBufferRight SKIP 1 \ The right edge of the screen buffer in pixels \ \ This variable shares the same memory location as \ zCoordBot \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureBuffer \ * ConfigureObjBuffer \ * DrawPolygonLines (Part 3 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xCoordLo SKIP 0 \ The x-coordinate of an object or point (low byte) \ \ Stored as a 24-bit value xCoord(Hi Lo Bot) \ \ This variable shares the same memory location as \ xTileViewLeftEdge \ \ [Show more]\ \ This variable is used by the following: \ \ * AddVectorToCoord \ * CheckForTileCentre \ * FollowGazeVector (Part 4 of 5) \ * FollowGazeVector (Part 5 of 5) \ * GetObjectCoords \ * GetRowVisibility (Part 1 of 2) \ * GetRowVisibility (Part 2 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xTileViewLeftEdge SKIP 1 \ The tile number at the left edge of the visible \ portion of the row we are currently processing when \ drawing the landscape \ \ This variable shares the same memory location as \ xCoordLo \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeRow \ * DrawLandscapeView (Part 2 of 3) \ * DrawLandscapeView (Part 3 of 3) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yCoordLo SKIP 0 \ The y-coordinate of an object or point (low byte) \ \ Stored as a 24-bit value yCoord(Hi Lo Bot) \ \ This variable shares the same memory location as \ xTileViewRightEdge \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 1 of 5) \ * FollowGazeVector (Part 5 of 5) \ * GetObjectCoords \ * GetTileAltitude \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xTileViewRightEdge SKIP 1 \ The tile number at the right edge of the visible \ portion of the row we are currently processing when \ drawing the landscape \ \ This variable shares the same memory location as \ yCoordLo \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeRow \ * DrawLandscapeView (Part 2 of 3) \ * DrawLandscapeView (Part 3 of 3) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zCoordLo SKIP 0 \ The z-coordinate of an object or point (low byte) \ \ Stored as a 24-bit value zCoord(Hi Lo Bot) \ \ This variable shares the same memory location as \ xEdgeEndLo \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckForTileCentre \ * FollowGazeVector (Part 4 of 5) \ * FollowGazeVector (Part 5 of 5) \ * GetObjectCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xEdgeEndLo SKIP 1 \ The x-coordinate of the end point in the polygon \ edge being processed (low byte) \ \ This variable shares the same memory location as \ zCoordLo \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * TracePolygonEdge (Part 1 of 8) \ * TracePolygonEdge (Part 6 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xEdgeDeltaLo SKIP 0 \ The low byte of the scaled and signed x-axis delta \ between two polygon points when tracing the polygon \ edges \ \ This variable shares the same memory location as \ xCoordHi \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 6 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xCoordHi SKIP 1 \ The x-coordinate of an object or point (high byte) \ \ Stored as a 24-bit value xCoord(Hi Lo Bot) \ \ This variable shares the same memory location as \ xEdgeDeltaLo \ \ [Show more]\ \ This variable is used by the following: \ \ * AddVectorToCoord \ * FollowGazeVector (Part 1 of 5) \ * GetObjectCoords \ * GetRowVisibility (Part 1 of 2) \ * GetRowVisibility (Part 2 of 2) \ * ProcessActionKeys (Part 2 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yCoordHi SKIP 0 \ The y-coordinate of an object or point (high byte) \ \ Stored as a 24-bit value yCoord(Hi Lo Bot) \ \ This variable shares the same memory location as \ polygonType \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 1 of 5) \ * FollowGazeVector (Part 3 of 5) \ * FollowGazeVector (Part 5 of 5) \ * GetObjectCoords \ * GetRowVisibility (Part 2 of 2) \ * GetTileAltitude \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.polygonType SKIP 1 \ Bits 6 and 7 determine the type of polygon to draw in \ the DrawPolygon routine (the calling subroutine is in \ brackets) \ \ * %00xxxxxx = quadrilateral (DrawOneFaceTile) \ \ * %01xxxxxx = object polygon (DrawObject) \ \ * %10xxxxxx = first triangle (DrawTwoFaceTile) \ \ * %11xxxxxx = second triangle (DrawTwoFaceTile) \ \ This variable shares the same memory location as \ yCoordHi \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawObject \ * DrawOneFaceTile \ * DrawTwoFaceTile \ * GetPolygonLines (Part 2 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zCoordHi SKIP 0 \ The z-coordinate of an object or point (high byte) \ \ Stored as a 24-bit value zCoord(Hi Lo Bot) \ \ This variable shares the same memory location as \ drawViewAngles \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 1 of 5) \ * GetObjectCoords \ * GetRowVisibility (Part 1 of 2) \ * GetRowVisibility (Part 2 of 2) \ * ProcessActionKeys (Part 2 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.drawViewAngles SKIP 1 \ 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 \ \ This variable shares the same memory location as \ zCoordHi \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 1 of 3) \ * DrawObject \ * GetPolygonLines (Part 3 of 6) \ * GetPolygonLines (Part 4 of 6) \ * GetPolygonLines (Part 5 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.vectorYawAngleLo SKIP 1 \ The yaw angle of a vector (low byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ This variable shares the same memory location as \ drawViewAngles+1 \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * GetSightsVector \ * GetVectorForAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yEdgeStartHi SKIP 0 \ The y-coordinate of the start point in the polygon \ edge being processed (high byte) \ \ This variable shares the same memory location as \ vectorYawAngleHi \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * ModifyStoringCode \ * TracePolygonEdge (Part 1 of 8) \ * TracePolygonEdge (Part 2 of 8) \ * TracePolygonEdge (Part 3 of 8) \ * TracePolygonEdge (Part 7 of 8) \ * TracePolygonEdge (Part 8 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.vectorYawAngleHi SKIP 1 \ The yaw angle of a vector (high byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ This variable shares the same memory location as \ yEdgeStartHi \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * GetSightsVector \ * GetVectorForAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yEdgeEndHi SKIP 0 \ The y-coordinate of the end point in the polygon edge \ being processed (high byte) \ \ This variable shares the same memory location as \ vectorPitchAngleLo \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * TracePolygonEdge (Part 1 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.vectorPitchAngleLo SKIP 1 \ The pitch angle of a vector (low byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ This variable shares the same memory location as \ yEdgeEndHi \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * GetSightsVector \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.scaleFactor SKIP 0 \ The scale factor for the x-axis and y-axis deltas when \ fitting them into single-byte numbers during the \ tracing of polygon edges \ \ This variable shares the same memory location as \ vectorPitchAngleHi \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 6 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.vectorPitchAngleHi SKIP 1 \ The pitch angle of a vector (high byte) \ \ For example, this is used to store the vector from the \ player's eyes to the sights within the 3D world \ \ This variable shares the same memory location as \ scaleFactor \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * GetSightsVector \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xEdgeStartHi SKIP 1 \ The x-coordinate of the start point in the polygon \ edge being processed (high byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * ModifyStoringCode \ * TracePolygonEdge (Part 1 of 8) \ * TracePolygonEdge (Part 6 of 8) \ * TracePolygonEdge (Part 7 of 8) \ * TracePolygonEdge (Part 8 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xEdgeEndHi SKIP 1 \ The x-coordinate of the end point in the polygon \ edge being processed (high byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * TracePolygonEdge (Part 1 of 8) \ * TracePolygonEdge (Part 6 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xEdgeDeltaHi SKIP 1 \ The high byte of the scaled and signed x-axis delta \ between two polygon points when tracing the polygon \ edges \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 6 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned aboveSKIP 1 \ This byte appears to be unused .triangleStartPoint SKIP 1 \ The number of the starting point for the tile shape \ being drawn \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawSlopingTile \ * DrawTileAndObjects \ * GetPolygonLines (Part 1 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned aboveSKIP 4 \ These bytes appear to be unused .polygonEdge SKIP 1 \ The number the side of the polygon that we are \ currently processing \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.viewingQuadrantOpp SKIP 1 \ The opposite quadrant number to that containing the \ right edge of the viewing arc \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 1 of 3) \ * DrawSlopingTile \ * DrawTileAndObjects \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.objTypeToAnalyse SKIP 1 \ The type of the object being analysed in the \ GetObjectAngles routine \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * DrawObject \ * GetObjectAngles \ * GetObjPointAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned aboveSKIP 1 \ This byte appears to be unused .polygonNumber SKIP 0 \ A counter for the polygon number as we work through \ the polygons in an object when drawing the object \ \ This variable shares the same memory location as \ pointNumber \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawObject \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.pointNumber SKIP 1 \ A counter for the point number as we work through the \ points in an object when calculating the point's \ angles \ \ This variable shares the same memory location as \ polygonNumber \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjPointAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.objectLastPolygon SKIP 0 \ The number of the last polygon in the object being \ drawn \ \ This variable shares the same memory location as \ objectLastPoint \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawObject \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.objectLastPoint SKIP 1 \ The number of the last point in the object being drawn \ \ This variable shares the same memory location as \ objectLastPolygon \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjPointAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.pitchDeltaLo SKIP 1 \ The delta between two pitch angles (low byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjPointAngles \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 3 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.maxPitchAngle SKIP 1 \ The maximum pitch angle that fits into the current \ screen buffer \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * TracePolygonEdge (Part 1 of 8) \ * UseRowBuffer \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.minPitchAngle SKIP 1 \ The minimum pitch angle that fits into the current \ screen buffer \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * TracePolygonEdge (Part 1 of 8) \ * UseRowBuffer \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.drawingPhaseCount SKIP 1 \ A phase counter for objects that need to be drawn in \ multiple phases \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawObject \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.currentPixelByte SKIP 1 \ The original contents of the screen behind the right \ edge of the polygon being drawn \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawPolygonLines (Part 2 of 4) \ * DrawPolygonLines (Part 3 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.screenOrBuffer SKIP 1 \ Controls whether the graphics routines draw directly \ onto the screen, or into the screen buffer \ \ * 0 = draw directly into screen memory \ \ * 25 = draw into the screen buffer \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawPolygonLines (Part 1 of 4) \ * MainGameLoop \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xPolygonRightEdge SKIP 1 \ The screen x-coordinate of the right edge of the \ polygon being drawn \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawPolygonLines (Part 2 of 4) \ * DrawPolygonLines (Part 3 of 4) \ * DrawPolygonLines (Part 4 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.screenRowCounter SKIP 1 \ A counter for filling screen rows in the FillScreen \ routine \ \ [Show more]\ \ This variable is used by the following: \ \ * FillScreen \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.polygonFillPixels SKIP 1 \ A pixel byte containing four pixels set to the fill \ colour for the polygon we are drawing \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawPolygonLines (Part 1 of 4) \ * DrawPolygonLines (Part 4 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.objectGazeYawLo SKIP 1 \ 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) \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjectAngles \ * GetObjPointAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.objectGazeYawHi SKIP 1 \ 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) \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawObject \ * GetObjectAngles \ * GetObjPointAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned aboveSKIP 1 \ This byte appears to be unused .bLo SKIP 1 \ The low byte of the opposite side of a triangle when \ calculating the hypotenuse \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHypotenuse \ * GetHypotenuseAngle \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.bHi SKIP 1 \ The high byte of the opposite side of a triangle when \ calculating the hypotenuse \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHypotenuse \ * GetHypotenuseAngle \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.tileDataPage SKIP 2 \ The address of the tileData page containing the \ current tile's data \ \ [Show more]\ \ This variable is used by the following: \ \ * DeleteObject \ * GenerateLandscape \ * GetHighestTiles \ * GetTileData \ * GetTileViewAngles (Part 2 of 4) \ * PlaceObjectBelow \ * PlaceObjectOnTile \ * ProcessTileData \ * SmoothTileCorners (Part 4 of 4) \ * SpawnCharacter3D (Part 2 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.considerObjects SKIP 0 \ 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) \ \ * Bit 7 set = if the tile contains a platform object \ or a tree, include this in the tile \ calculations \ \ * Bit 6 set = tile contains a platform object and \ the gaze vector is passing close by \ the platform object but not hitting it \ \ See the GetTileAltitude routine for details \ \ This variable shares the same memory location as \ secondAxis \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 1 of 5) \ * FollowGazeVector (Part 2 of 5) \ * GetTileAltitude \ * GetTileAltitudes \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.secondAxis SKIP 1 \ The number of the second axis to calculate in the \ GetRotationMatrix routine \ \ This variable shares the same memory location as \ considerObjects \ \ [Show more]\ \ This variable is used by the following: \ \ * GetRotationMatrix (Part 1 of 5) \ * GetRotationMatrix (Part 4 of 5) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xBufferWidth SKIP 1 \ The width in pixels of the screen buffer \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureBuffer \ * ConfigureObjBuffer \ * DrawPolygonLines (Part 2 of 4) \ * DrawPolygonLines (Part 3 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.fromAddr SKIP 2 \ An address, typically used as a source address when \ copying \ \ [Show more]\ \ This variable is used by the following: \ \ * DitherScreenBuffer \ * ShowBufferBlock \ * ShowBufferColumn \ * ShowBufferRow \ * ShowIconBuffer \ * ShowScreenBuffer \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.toAddr SKIP 2 \ An address, typically used as a destination address \ when copying \ \ [Show more]\ \ This variable is used by the following: \ \ * DitherScreenBuffer \ * DrawUpdatedObject \ * ScrollPlayerView \ * ShowBufferBlock \ * ShowBufferColumn \ * ShowBufferRow \ * ShowIconBuffer \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.viewingQuadrantx4 SKIP 0 \ 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 \ \ This variable shares the same memory location as \ smoothingAction \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawLandscapeView (Part 1 of 3) \ * DrawSlopingTile \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.smoothingAction SKIP 1 \ The action that's applied to tile data by the \ SmoothTileData routine \ \ See the SmoothTileData routine for details \ \ This variable shares the same memory location as \ viewingQuadrantx4 \ \ [Show more]\ \ This variable is used by the following: \ \ * SmoothTileCorners (Part 1 of 4) \ * SmoothTileData \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.H SKIP 1 \ Temporary storage, used in the maths routines \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjPointAngles \ * GetSineAndCosine \ * Multiply16x16 \ * MultiplyCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.RR SKIP 1 \ Temporary storage, used in the maths routines \ \ [Show more]\ \ This variable is used by the following: \ \ * Multiply16x16 \ * MultiplyCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.SS SKIP 1 \ Temporary storage, used in the maths routines \ \ [Show more]\ \ This variable is used by the following: \ \ * Multiply16x16 \ * MultiplyCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.PP SKIP 1 \ Temporary storage, used in the maths routines \ \ [Show more]\ \ This variable is used by the following: \ \ * Multiply16x16 \ * MultiplyCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.QQ SKIP 1 \ Temporary storage, used in the maths routines \ \ [Show more]\ \ This variable is used by the following: \ \ * Multiply16x16 \ * MultiplyCoords \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xPolygonPointScale SKIP 1 \ A flag to record whether the pixel x-coordinate of the \ polygon points being processed fit into one or two \ bytes \ \ * Bit 6 clear = x-coordinates fit into one byte at \ xPolygonPointLo \ \ * Bit 6 set = x-coordinates fit into two bytes at \ xPolygonPoint(Hi Lo) \ \ The same number of bytes is used to store all of the \ points in a polygon, so two bytes will be used for the \ x-coordinates if any one of the coordinates needs the \ extra byte, even if it's only one point \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 3 of 6) \ * GetPolygonLines (Part 4 of 6) \ * GetPolygonLines (Part 5 of 6) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.screenAddrHi SKIP 1 \ The high byte of the screen memory address in the \ ScrollPlayerView routine \ \ [Show more]\ \ This variable is used by the following: \ \ * ScrollPlayerView \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.viewingObject SKIP 0 \ The number of the viewing object \ \ This can be the object that is viewing the landscape, \ the enemy object scanning for targets, the viewer of \ the title screen or the game over screen, and so on \ \ This variable shares the same memory location as \ enemyCounter \ \ [Show more]\ \ This variable is used by the following: \ \ * ApplyTactics (Part 2 of 8) \ * ApplyTactics (Part 3 of 8) \ * ApplyTactics (Part 8 of 8) \ * CheckObjVisibility \ * DrawLandscapeView (Part 1 of 3) \ * DrawTitleView \ * DrawUpdatedObject \ * FollowGazeVector (Part 1 of 5) \ * GetObjectAngles \ * GetObjPointAngles \ * GetTileViewAngles (Part 1 of 4) \ * GetTileViewAngles (Part 3 of 4) \ * MainGameLoop \ * MoveOnToNextEnemy \ * PanLandscapeView \ * ProcessActionKeys (Part 1 of 2) \ * ScanForMeanieTree \ * SpawnTitleObject \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.enemyCounter SKIP 1 \ Used as a loop counter when adding enemies to the \ landscape \ \ This variable shares the same memory location as \ viewingObject \ \ [Show more]\ \ This variable is used by the following: \ \ * AddEnemiesToTiles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.objectToAnalyse SKIP 1 \ The number of the object to analyse in the \ GetObjectAngles routine \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawObject \ * GetObjectAngles \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.P SKIP 1 \ Temporary storage, used in a number of places \ \ [Show more]\ \ This variable is used by the following: \ \ * ClearMemory \ * ConfigureMachine \ * DrawIcon \ * DrawPolygonLines (Part 2 of 4) \ * DrawPolygonLines (Part 4 of 4) \ * Entry \ * FillScreen \ * GetRowVisibility (Part 1 of 2) \ * GetTileAltitudes \ * GetTileVisibility \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.Q SKIP 1 \ Temporary storage, used in a number of places \ \ [Show more]\ \ This variable is used by the following: \ \ * ClearMemory \ * ConfigureMachine \ * DrawIcon \ * DrawPolygonLines (Part 2 of 4) \ * DrawPolygonLines (Part 4 of 4) \ * Entry \ * FillScreen \ * GetRowVisibility (Part 1 of 2) \ * GetTileAltitudes \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.R SKIP 1 \ Temporary storage, used in a number of places \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureMachine \ * DrawPolygonLines (Part 1 of 4) \ * DrawPolygonLines (Part 2 of 4) \ * DrawPolygonLines (Part 3 of 4) \ * DrawPolygonLines (Part 4 of 4) \ * Entry \ * GetRowVisibility (Part 2 of 2) \ * GetTileAltitudes \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.S SKIP 1 \ Temporary storage, used in a number of places \ \ [Show more]\ \ This variable is used by the following: \ \ * ConfigureMachine \ * DrawPolygonLines (Part 1 of 4) \ * DrawPolygonLines (Part 2 of 4) \ * DrawPolygonLines (Part 4 of 4) \ * Entry \ * FollowGazeVector (Part 2 of 5) \ * FollowGazeVector (Part 3 of 5) \ * FollowGazeVector (Part 5 of 5) \ * GetRowVisibility (Part 2 of 2) \ * GetTileAltitudes \ * GetTileShape \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.T SKIP 1 \ Temporary storage, used in a number of places \ \ [Show more]\ \ This variable is used by the following: \ \ * AddEnemiesToTiles \ * AddVectorToCoord \ * AlterCrackerSeed \ * CheckEnemyGaze (Part 1 of 2) \ * CheckEnemyGaze (Part 2 of 2) \ * CheckForTileCentre \ * ConfigureObjBuffer \ * DivideBy16 \ * DrawLandscapeView (Part 1 of 3) \ * DrawObjectStack \ * DrawPolygonLines (Part 1 of 4) \ * DrawPolygonLines (Part 2 of 4) \ * FillScreen \ * FollowGazeVector (Part 2 of 5) \ * FollowGazeVector (Part 3 of 5) \ * FollowGazeVector (Part 5 of 5) \ * GetAngleFromCoords (Part 1 of 3) \ * GetAngleFromCoords (Part 2 of 3) \ * GetAngleFromCoords (Part 3 of 3) \ * GetAngleInRadians \ * GetEnemyCount \ * GetHypotenuse \ * GetHypotenuseAngle \ * GetNextSeed0To22 \ * GetObjPointAngles \ * GetObjVisibility \ * GetPlayerDrain \ * GetPolygonLines (Part 3 of 6) \ * GetPolygonLines (Part 4 of 6) \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * GetRotationMatrix (Part 2 of 5) \ * GetRotationMatrix (Part 3 of 5) \ * GetRowVisibility (Part 1 of 2) \ * GetSightsVector \ * GetSineAndCosine \ * GetTileAltitude \ * GetTilesAtAltitude \ * GetTileShape \ * GetTileViewAngles (Part 2 of 4) \ * GetTileViewAngles (Part 3 of 4) \ * GetTileVisibility \ * GetVectorForAngles \ * Multiply16x16 \ * Multiply8x16 \ * Multiply8x8 \ * MultiplyCoords \ * Negate16Bit \ * PrintInputBuffer \ * ProcessTileData \ * ReadNumber \ * SetColourPalette \ * StringToNumber \ * TracePolygonEdge (Part 6 of 8) \ * TracePolygonEdge (Part 7 of 8) \ * TracePolygonEdge (Part 8 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.U SKIP 1 \ Temporary storage, used in a number of places \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawUpdatedObject \ * FillScreen \ * FollowGazeVector (Part 2 of 5) \ * FollowGazeVector (Part 3 of 5) \ * FollowGazeVector (Part 5 of 5) \ * GetAngleFromCoords (Part 1 of 3) \ * GetAngleFromCoords (Part 3 of 3) \ * GetAngleInRadians \ * GetHypotenuse \ * GetObjPointAngles \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * GetRotationMatrix (Part 1 of 5) \ * GetRotationMatrix (Part 2 of 5) \ * GetRotationMatrix (Part 3 of 5) \ * GetRotationMatrix (Part 4 of 5) \ * GetSightsVector \ * GetTileAltitude \ * GetTileShape \ * GetTileViewAngles (Part 3 of 4) \ * GetTileVisibility \ * Multiply16x16 \ * Multiply8x16 \ * Multiply8x8 \ * Negate16Bit \ * ProcessTileData \ * SetColourPalette \ * SmoothTileCorners (Part 3 of 4) \ * SpawnTrees \ * TracePolygonEdge (Part 7 of 8) \ * TracePolygonEdge (Part 8 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yEdgeDeltaHi SKIP 0 \ The difference in pitch angle between two polygon \ points, i.e. the delta along the y-axis (high byte) \ \ This variable shares the same memory location as V \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * GetPolygonLines (Part 6 of 6) \ * TracePolygonEdge (Part 6 of 8) \ * TracePolygonEdge (Part 7 of 8) \ * TracePolygonEdge (Part 8 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.V SKIP 1 \ Temporary storage, used in a number of places \ \ This variable shares the same memory location as \ yEdgeDeltaHi \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 2 of 5) \ * FollowGazeVector (Part 3 of 5) \ * GetAngleFromCoords (Part 1 of 3) \ * GetAngleFromCoords (Part 2 of 3) \ * GetAngleInRadians \ * GetHypotenuse \ * GetHypotenuseAngle \ * GetRotationMatrix (Part 2 of 5) \ * GetRotationMatrix (Part 3 of 5) \ * GetTileShape \ * GetTileVisibility \ * Multiply16x16 \ * Multiply8x16 \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.W SKIP 1 \ Temporary storage, used in a number of places \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 2 of 5) \ * GetAngleFromCoords (Part 1 of 3) \ * GetHypotenuseAngle \ * GetTileVisibility \ * Multiply16x16 \ * Multiply8x16 \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.G SKIP 1 \ Temporary storage, used in a number of places \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 4 of 5) \ * FollowGazeVector (Part 5 of 5) \ * GetAngleFromCoords (Part 2 of 3) \ * GetAngleFromCoords (Part 3 of 3) \ * Multiply16x16 \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yPlatformLo SKIP 1 \ The low byte of the altitude of the Sentinel's tower \ or boulder when returning tile data from the \ GetTileAltitude routine \ \ [Show more]\ \ This variable is used by the following: \ \ * FollowGazeVector (Part 1 of 5) \ * GetTileAltitude \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.aLo SKIP 1 \ The low byte of the adjacent side of a triangle when \ calculating the hypotenuse \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHypotenuse \ * GetHypotenuseAngle \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.aHi SKIP 1 \ The high byte of the adjacent side of a triangle when \ calculating the hypotenuse \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHypotenuse \ * GetHypotenuseAngle \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.hypotenuseLo SKIP 1 \ The low byte of the hypotenuse of a triangle \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHypotenuse \ * GetObjectAngles \ * GetPitchAngleDelta \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.hypotenuseHi SKIP 1 \ The high byte of the hypotenuse of a triangle \ \ [Show more]\ \ This variable is used by the following: \ \ * DrawObject \ * GetHypotenuse \ * GetObjectAngles \ * GetPitchAngleDelta \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.angleTangent SKIP 1 \ The tangent of an angle in a right-angled triangle \ \ [Show more]\ \ This variable is used by the following: \ \ * GetAngleFromCoords (Part 2 of 3) \ * GetAngleFromCoords (Part 3 of 3) \ * GetHypotenuse \ * GetHypotenuseAngle \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.tileIsOnScreen SKIP 0 \ Information on whether a tile is fully on-screen, \ partially on-screen or fully off-screen \ \ This variable shares the same memory location as \ drawPolygon \ \ [Show more]\ \ This variable is used by the following: \ \ * GetTileViewAngles (Part 1 of 4) \ * GetTileViewAngles (Part 4 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.drawPolygon SKIP 1 \ 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 \ \ * Non-zero = do not draw the polygon \ \ * Zero = do draw the polygon \ \ This variable shares the same memory location as \ tileIsOnScreen \ \ [Show more]\ \ This variable is used by the following: \ \ * GetPolygonLines (Part 5 of 6) \ * ModifyStoringCode \ * TracePolygonEdge (Part 2 of 8) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xDeltaLo SKIP 1 \ The difference between two x-coordinates (low byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * GetHorizontalDelta \ * GetHypotenuseAngle \ * GetObjPointAngles \ * GetObjVisibility \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 1 of 4) \ * GetTileViewAngles (Part 3 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yDeltaLo SKIP 1 \ The difference between two y-coordinates (low byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * GetObjectAngles \ * GetVerticalDelta \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zDeltaLo SKIP 1 \ The difference between two z-coordinates (low byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHorizontalDelta \ * GetHypotenuseAngle \ * GetObjPointAngles \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xDeltaAbsoluteHi SKIP 1 \ The absolute difference between two x-coordinates \ (high byte), i.e. |xDeltaHi| \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHorizontalDelta \ * GetHypotenuseAngle \ * GetObjPointAngles \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yDeltaHi SKIP 1 \ The difference between two y-coordinates (high byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * GetObjectAngles \ * GetVerticalDelta \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.zDeltaAbsoluteHi SKIP 1 \ The absolute difference between two z-coordinates \ (high byte), i.e. |zDeltaHi| \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHorizontalDelta \ * GetHypotenuseAngle \ * GetObjPointAngles \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xDeltaHi SKIP 0 \ The difference between two x-coordinates (high byte) \ \ This variable shares the same memory location as \ xVectorHi \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHorizontalDelta \ * GetHypotenuseAngle \ * GetObjPointAngles \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.xVectorHi SKIP 1 \ The x-coordinate of a vector (high byte) \ \ For example, this is used to when ray-tracing from the \ player to tile corners in GetRowVisibility \ \ This variable shares the same memory location as \ xDeltaHi \ \ [Show more]\ \ This variable is used by the following: \ \ * GetRowVisibility (Part 1 of 2) \ * GetRowVisibility (Part 2 of 2) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.yVectorHi SKIP 1 \ The y-coordinate of a vector (high byte) \ \ For example, this is used to when ray-tracing from the \ player to tile corners in GetRowVisibility .zVectorHi SKIP 0 \ The z-coordinate of a vector (high byte) \ \ For example, this is used to when ray-tracing from the \ player to tile corners in GetRowVisibility \ \ This variable shares the same memory location as \ zDeltaHi .zDeltaHi SKIP 1 \ The difference between two z-coordinates (high byte) \ \ This variable shares the same memory location as \ zVectorHi \ \ [Show more]\ \ This variable is used by the following: \ \ * GetHorizontalDelta \ * GetHypotenuseAngle \ * GetObjPointAngles \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned aboveSKIP 1 \ This byte appears to be unused .angleLo SKIP 1 \ The high byte of an angle \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * GetAngleFromCoords (Part 2 of 3) \ * GetAngleFromCoords (Part 3 of 3) \ * GetHypotenuseAngle \ * GetObjectAngles \ * GetObjPointAngles \ * GetObjVisibility \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.angleHi SKIP 1 \ The low byte of an angle \ \ [Show more]\ \ This variable is used by the following: \ \ * CheckEnemyGaze (Part 2 of 2) \ * GetAngleFromCoords (Part 2 of 3) \ * GetAngleFromCoords (Part 3 of 3) \ * GetHypotenuseAngle \ * GetObjectAngles \ * GetObjPointAngles \ * GetObjVisibility \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 1 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned aboveSKIP 1 \ This byte appears to be unused .pitchDeltaHi SKIP 1 \ The delta between two pitch angles (high byte) \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjPointAngles \ * GetPitchAngleDelta \ * GetTileViewAngles (Part 3 of 4) \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.sinA SKIP 1 \ The result of the sin(A) calculation in the \ GetSineAndCosine routine \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjPointAngles \ * GetSineAndCosine \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above.cosA SKIP 1 \ The result of the cos(A) calculation in the \ GetSineAndCosine routine \ \ [Show more]\ \ This variable is used by the following: \ \ * GetObjPointAngles \ * GetSineAndCosine \ \ This list only includes code that refers to the \ variable by name; there may be other references to \ this memory location that don't use this label, and \ these will not be mentioned above