• Map of the source code An overview of how the source code for Revs is structured
  • Annotated source files The fully commented source files
  • 3D objects Building 3D objects such as cars, signs and corner markers
  • Car geometry Placing and moving cars on the track, and applying tactics to the other drivers
  • Dashboard Wing mirrors, rev counters, tyre treads and starting lights
  • Drawing objects Drawing 3D objects using scaffolded definitions and multiple 2D objects
  • Drawing pixels Tables and routines to support drawing pixels directly onto the screen
  • Drawing the track The complex maths behind drawing the track and its coloured verges
  • Drivers The championship table, awarding race points, lap timers and driver speeds
  • Driving model The sophisticated physics engine behing the first real racing simulation
  • Extra tracks Data and routines from the extra track files in Revs 4 Tracks and Revs+
  • Keyboard Control keys, joysticks, menu choices and fetching various types of input
  • Main loop The main game loop and the main driving loop that together run Revs
  • Maths (Arithmetic) Signs, scaling, multiplication, division
  • Maths (Geometry) Vectors, coordinates matrices
  • Screen buffer The convoluted block-based screen buffer that powers the game's graphics
  • Screen mode The interrupt handler and configuration behind the custom Revs screen mode
  • Setup Loading the game, running the checksums, unpacking the code and starting it up
  • Sound Car collisions, two-tone engines and the sweet sound of squealing tyres
  • Tactics AI tactics for computer-controlled drivers and computer assisted steering (CAS)
  • Text How Revs packs all the game text into a small memory footprint
  • Track data Details of the different racing tracks that Revs supports
  • Track geometry The complex world of track sections, segments, verges and markers
  • Workspaces Collections of important variables into blocks