I'm pretty excited to be able to tell you about my latest project, which has just reached the point where it may be of interest to others. Consider this a bank-holiday present of sorts...

In the following repository you can find fully documented, fully buildable and (for the most part) fully explained source code to Elite on the BBC Micro:
https://github.com/markmoxon/elite-beebasm
I don't think Elite has been analysed to this extent before, and it's been fascinating to explore the source code in this level of detail. Not only is every single bit (literally!) documented in full, but there are various deep dives peppered throughout, explaining everything from the game's procedural generation to ship tactics.
Have you ever wondered how the iconic scanner in Elite works? Or how the game manages to draw such complex 3D shapes so quickly? Or how the split-screen mode does its stuff? Or how the game knows the difference between a successful docking and a fatal faceplant? Or exactly how much free memory is left in a standard BBC Micro when Elite is running? If so, then you might find this interesting.
The idea is that anyone with a vague knowledge of 6502 assembly language and rudimentary trigonometry should be able to follow the commentary - I've tried to keep it as simple as possible while still explaining everything that I can. I'm hoping that it will help others appreciate the beauty and brilliance of this landmark 8-bit game.
The README on the above URL explains everything. It's been an absolute joy to wander through the Elite source code, trying to understand what makes it work, and I hope you like the results. What a great lockdown project it's been.

Note that this is not a finished project - far from it! For a start, the commentary needs tidying up and clarifying in places; as it stands, this whole thing is basically a first draft that needs a fair amount of editing. There are one or two areas where the code is documented in terms of explaining what the code does, but I'm still trying to get my head around exactly how it works, so those areas still need addressing.
I'm also planning to turn this repository into a more navigable website, as well as extending it to cover the disc and second processor versions (it only covers the tape version at the moment, for reasons explained in the README). But for now this is a first stab with a lot of rough edges, and there is still much for me to do, so please be gentle... but hopefully you'll like it.
(The README contains full acknowledgements of those whose shoulders I have stood on for this project, but I must give a particular shout out to kieranhj, whose original port of the source code to BeebAsm gave me the starting point for this project. You really inspired me, Kieran - thank you.)
Right On Commanders!
Mark