This code appears in the following versions (click to see it in the source code):
Code variations between these versions are shown below.
.TALLY SKIP 2 \ Our combat rank \ \ The combat rank is stored as the number of kills, in a \ 16-bit number TALLY(1 0) - so the high byte is in \ TALLY+1 and the low byte in TALLY
This variation is blank in the Cassette, Disc (flight), Disc (docked), 6502 Second Processor and Electron versions.
\ \ There is also a fractional part of the kill count, \ which is stored in TALLYL
\ \ If the high byte in TALLY+1 is 0 then we have between \ 0 and 255 kills, so our rank is Harmless, Mostly \ Harmless, Poor, Average or Above Average, according to \ the value of the low byte in TALLY: \ \ Harmless = %00000000 to %00000011 = 0 to 3 \ Mostly Harmless = %00000100 to %00000111 = 4 to 7 \ Poor = %00001000 to %00001111 = 8 to 15 \ Average = %00010000 to %00011111 = 16 to 31 \ Above Average = %00100000 to %11111111 = 32 to 255 \ \ If the high byte in TALLY+1 is non-zero then we are \ Competent, Dangerous, Deadly or Elite, according to \ the high byte in TALLY+1: \ \ Competent = 1 = 256 to 511 kills \ Dangerous = 2 to 9 = 512 to 2559 kills \ Deadly = 10 to 24 = 2560 to 6399 kills \ Elite = 25 and up = 6400 kills and up \ \ You can see the rating calculation in the STATUS \ subroutine