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Version analysis of PZW

This code appears in the following versions (click to see it in the source code):

Code variations between these versions are shown below.

Name: PZW Type: Subroutine Category: Dashboard Summary: Fetch the current dashboard colours, to support flashing
Set A and X to the colours we should use for indicators showing dangerous and safe values respectively. This enables us to implement flashing indicators, which is one of the game's configurable options.

Code variation 1 of 3A variation in the comments only

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If flashing is enabled, the colour returned in A (dangerous values) will be red for 8 iterations of the main loop, and yellow/white for the next 8, before going back to red. If we always use PZW to decide which colours we should use when updating indicators, flashing colours will be automatically taken care of for us. The values returned are &F0 for yellow/white and &0F for red. These are mode 5 bytes that contain 4 pixels, with the colour of each pixel given in two bits, the high bit from the first nibble (bits 4-7) and the low bit from the second nibble (bits 0-3). So in &F0 each pixel is %10, or colour 2 (yellow or white, depending on the dashboard palette), while in &0F each pixel is %01, or colour 1 (red).
If flashing is enabled, the colour returned in A (dangerous values) will be red for 8 iterations of the main loop, and green for the next 8, before going back to red. If we always use PZW to decide which colours we should use when updating indicators, flashing colours will be automatically taken care of for us. The values returned are #GREEN2 for green and #RED2 for red. These are mode 2 bytes that contain 2 pixels, with the colour of each pixel given in four bits.

Returns: A The colour to use for indicators with dangerous values X The colour to use for indicators with safe values
.PZW

Code variation 2 of 3Related to the screen mode

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LDX #&F0 \ Set X to dashboard colour 2 (yellow/white)
LDX #STRIPE \ Set X to the dashboard stripe colour, which is stripe \ 5-1 (magenta/red)
 LDA MCNT               \ A will be non-zero for 8 out of every 16 main loop
 AND #%00001000         \ counts, when bit 4 is set, so this is what we use to
                        \ flash the "danger" colour

 AND FLH                \ A will be zeroed if flashing colours are disabled

Code variation 3 of 3Related to the screen mode

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BEQ P%+4 \ If A is zero, skip to the LDA instruction below TXA \ Otherwise flashing colours are enabled and it's the \ main loop iteration where we flash them, so set A to \ colour 2 (yellow/white) and use the BIT trick below to \ return from the subroutine EQUB &2C \ Skip the next instruction by turning it into \ &2C &A9 &0F, or BIT &0FA9, which does nothing apart \ from affect the flags LDA #&0F \ Set A to dashboard colour 1 (red)
BEQ P%+5 \ If A is zero, skip the next two instructions LDA #GREEN2 \ Otherwise flashing colours are enabled and it's the RTS \ main loop iteration where we flash them, so set A to \ dashboard colour 2 (green) and return from the \ subroutine LDA #RED2 \ Set A to dashboard colour 1 (red)
 RTS                    \ Return from the subroutine