Issue 38 July 15, 1996
______________________________________________________________________________
Core Warrior is a weekly newsletter promoting the game of corewar. Emphasis
is placed on the most active hills--currently the '94 draft hill and the
beginner hill. Coverage will follow where ever the action is. If you have
no clue what I'm talking about then check out these five-star internet locals
for more information:
FAQs are available by anonymous FTP from rtfm.mit.edu as
pub/usenet/news.answers/games/corewar-faq.Z
FTP site is: ftp.csua.berkeley.edu /pub/corewar
Web pages are at: (Please note new Stormking's address)
http://www.koth.org/ ;Stormking
http://www.ecst.csuchico.edu/~pizza/koth ;Pizza
http://pauillac.inria.fr/~doligez/corewar/ ;Planar
Newbies should check the stormking page for the FAQ, language specification,
guides, and tutorials. Post questions to rec.games.corewar. All new players
are infinitely welcome!
If ftp.csua.berkeley.edu is unreachable, you can download pMARS at:
Terry's web page--http://www.infi.net/~wtnewton/corewar/
Planar ftp site--ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars
Fechter ftp site--ftp://members.aol.com/ofechner/corewar
______________________________________________________________________________
Greetings.
Summer brings some news in the hills; last year was pmars 08 with pspace,
this year we have our beloved hill maintainer working hard at hill format.
Thos, Pizza lord, is working at many small changes in formatting and new
sintax, last new has been the automatic calculation of scores averages,
thank you from the Core Warrior staff.
Tuc, Stormking boss, completed his planned phase 1 and changed the address
of his web page, now frame based and very cool, and hills, moving them on a
faster server.
New addresses are:
web page: http://www.koth.org/
hills: koth@koth.org
With the new server I think that the 94x (big) hill can have answer in a
much shorter time and so get some more traffic.
Stormking new web page implements many interesting features, give a look at
it, it's worth the time.
You are encouraged to send them your opinions, suggestions, congratulations
and flames; they need our feedback.
This week I had a few problem submitting a warrior to the limited processes
hill because of a bug; now the bug has been fixed, thank to Andrew work, so
you can submit your warriors to <koth@wastedyouth.us.itd.umich.edu> with a
;redcode-94lp header.
--Beppe Bezzi
______________________________________________________________________________
Current Status of the Internet Pizza Server ICWS '94 Draft Hill:
Hill Specs:
coresize: 8000
max. processes: 8000
duration: after 80,000 cycles, a tie is declared.
max. entry length: 100
minimum distance: 100
rounds fought: 200
instruction set: ICWS '94 Draft
# %W / %L / %T Name Author Score Age
1 43.1/ 34.6/ 22.3 Probe Anton Marsden 151.6 30
2 31.3/ 10.9/ 57.8 Return Of The Jedimp John K W 151.6 18
3 45.9/ 40.5/ 13.5 Mist P.Kline 151.3 3
4 46.7/ 42.7/ 10.7 Q^2 Miro Anders Ivner 150.7 80
5 36.9/ 26.2/ 36.9 Simple v0.4 Ian Oversby 147.6 126
6 43.7/ 41.0/ 15.4 Blur 2 Anton Marsden 146.3 29
7 34.6/ 25.6/ 39.8 Pulp v0.2 Ian Oversby 143.7 125
8 42.7/ 42.0/ 15.3 myVamp5.4 Paulsson 143.5 78
9 39.7/ 36.4/ 23.9 Dura v0.1 Ian Oversby 143.0 59
10 39.6/ 37.0/ 23.4 Yogi Bear P.Kline 142.2 234
11 31.8/ 23.6/ 44.6 Armory II John K W 140.0 169
12 40.7/ 41.4/ 17.8 Harmony P.Kline 140.0 2
13 30.5/ 21.5/ 48.0 Rosebud Beppe 139.4 703
14 33.2/ 27.2/ 39.5 Jack in the box II Beppe Bezzi 139.2 387
15 31.0/ 23.3/ 45.8 blue flame c1/10 bjoern guenzel 138.6 14
16 37.9/ 37.9/ 24.2 Paper, Scissors and Stone David van Dam 137.8 158
17 40.2/ 43.3/ 16.5 Goldfinch P.Kline 137.0 179
18 37.5/ 38.4/ 24.0 T.N.T. pro Maurizio Vittuari 136.6 748
19 25.6/ 14.9/ 59.4 ompega Steven Morrell 136.3 145
20 36.8/ 38.0/ 25.2 airBag Paulsson 135.6 71
21 38.0/ 40.8/ 21.2 Twister Beppe Bezzi 135.2 484
22 37.4/ 39.9/ 22.7 Goliath David van Dam 134.9 178
23 36.3/ 38.7/ 25.0 Scimitar 2 P.Kline 133.9 96
24 31.8/ 31.1/ 37.1 the historian bjoern guenzel 132.5 503
25 27.8/ 23.6/ 48.7 Ties, Ties, Ties! (+3) Ross Morgan-Linial 132.0 1
Weekly age: 84 ( 90 last week, 56 the week before )
New warriors: 11 Turnover/age rate 13%
Average age: 184 ( 158 last week, 275 the week before )
Average score: 141 ( 141 last week, 133 the week before )
The top 25 warriors are represented by 12 authors: Kline with 5; Bezzi,
and Oversby with 3; Marsden, Guenzel, van Dam, JKW and Paulsson with 2.
King Report: Q^2 Miro dominated the begiining of the week until come Probe
then and Return of Jedimp that kept the lead until last challenge. All those
warriors use the advanced qscan architecture explained in the last CW hint.
Other good warriors entering in the first spots are myVamp 5.4, see Extra
extra for details, and Mist a scanner based on Blur, both reaching second
spot. The hill is still changing quickly and all veteran are suffering,
confined in the lower half; expecially true for Twister and the historian,
often seen in the red alert zone.
______________________________________________________________________________
94 - What's New
# %W / %L / %T Name Author Score Age
2 47.7/ 41.8/ 10.5 Q^2 Miro Anders Ivner 153.6 1
2 44.2/ 39.6/ 16.2 myVamp5.4 Paulsson 148.9 1
7 39.0/ 36.9/ 24.0 airBag Paulsson 141.1 1
6 40.0/ 37.6/ 22.4 Dura v0.1 Ian Oversby 142.4 1
1 31.0/ 10.3/ 58.7 Return Of The Jedimp John K W 151.7 1
2 45.6/ 41.7/ 12.8 Mist P.Kline 149.4 1
2 43.8/ 36.5/ 19.8 Probe Anton Marsden 151.1 1
8 41.5/ 43.2/ 15.3 Blur 2 Anton Marsden 139.8 1
17 31.3/ 24.4/ 44.3 blue flame c1/10 bjoern guenzel 138.2 1
19 36.1/ 40.8/ 23.1 earthquake v0.1 Bjoern & Ian 131.3 1
25 31.2/ 35.7/ 33.0 Test F Ian Oversby 126.7 1
A lot of high quality new warriors entered the high spots of the 94 hill.
______________________________________________________________________________
94 - What's No More
# %W / %L / %T Name Author Score Age
26 1.7/ 1.9/ 0.2 Q^2 Miro Anders Ivner 5.4 32
26 7.8/ 46.8/ 45.3 Jam Sponge Dave Newton 68.9 7
26 1.2/ 1.3/ 1.3 myVamp5.3 Paulsson 4.9 109
26 35.9/ 49.6/ 14.5 pavement v0.14 bjoern guenzel 122.2 13
26 2.6/ 2.2/ 2.8 Simple v0.3 Ian Oversby 10.7 116
26 1.6/ 2.0/ 0.2 Blur 2 Anton Marsden 5.2 48
26 0.6/ 1.3/ 1.9 test me2 Beppe Bezzi 3.7 42
26 31.2/ 39.2/ 29.6 Versatility 1.5 Ross Morgan-Linial 123.3 41
26 2.2/ 1.5/ 0.1 test A P.Kline 6.7 29
26 27.6/ 29.0/ 43.5 blue candle bjoern guenzel 126.1 574
26 0.3/ 0.9/ 2.9 Return Of The Jedimp John K W 3.7 71
Guenzel's blue camdle is the oldest warrior pushed off this week, and the
only one worth mention, being others killed by their author or very young.
______________________________________________________________________________
94 - What's Old
# %W / %L / %T Name Author Score Age
18 37.5/ 38.4/ 24.0 T.N.T. pro Maurizio Vittuari 136.6 748
13 30.5/ 21.5/ 48.0 Rosebud Beppe 139.4 703
24 31.8/ 31.1/ 37.1 the historian bjoern guenzel 132.5 503
21 38.0/ 40.8/ 21.2 Twister Beppe Bezzi 135.2 484
14 33.2/ 27.2/ 39.5 Jack in the box II Beppe Bezzi 139.2 387
No new entries and a loss: blue candle.
______________________________________________________________________________
HALL OF FAME
* means the warrior is still active.
Pos Name Author Age Strategy
1 Thermite II Robert Macrae 2262 Qscan -> bomber
2 Impfinity v4g1 Planar 1993 Stone/ imp
3 Jack in the box Beppe Bezzi 1620 P-warrior
4 Tornado 3.0 Beppe Bezzi 1567 Bomber
5 Torch t18 P.Kline 1539 Bomber
6 Chameleon Myer R Bremer 1437 P-warrior
7 Frontwards v2 Steven Morrell 1420 One shot scanner
8 Evol Cap 6.6 John Wilkinson 1299 Imp / stone
9 quiz Schitzo 1262 Scanner/ bomber
10 T.N.T. Maurizio Vittuari 1204 Bomber
11 Grilled Octopus v0.5 David Boeren 1154 P-warrior
12 Hazy Shade II John Wilkinson 1102 P-warrior
13 Stepping Stone Kurt Franke 1049 Qscan -> Vampire
14 Iron Gate 1.5 Wayne Sheppard 926 CMP scanner
15 Agony II Stefan Strack 912 CMP scanner
16 Barrage Anton Marsden 876 Qscan -> replicator
17 Blue Funk Steven Morrell 869 Stone/ imp
18 Flurry Anton Marsden 835 Qscan -> pwarrior
19 Thermite 1.0 Robert Macrae 802 Qscan -> bomber
20 Blue Funk 3 Steven Morrell 766 Stone/ imp
21 Night Train Karl Lewin 755 Replicator
22 T.N.T. pro Maurizio Vittuari 748 * Bomber
23 Mirage 1.5 Anton Marsden 736 Scanner/ bomber
24 Blizzard Anton Marsden 713 Qscan -> replicator
25 Rosebud Beppe 703 * Stone/ imp
Rosebud enters the Hall, pushing HeremScimitar off; T.N.T. pro begins
climbing the standings. No new warrior is near entering being the historian
still far from the threshold, now at more than 700 age.
______________________________________________________________________________
Current Status of the Internet Pizza Server Beginner's Hill:
Hill Specs:
coresize: 8000
max. processes: 8000
duration: after 80,000 cycles, a tie is declared.
max. entry length: 100
minimum distance: 100
maximum age: At age 100, warriors are retired.
rounds fought: 200
instruction set: ICWS '94 Draft
# %W / %L / %T Name Author Score Age
1 63.3/ 19.5/ 17.3 Yet 4b Justin Kao 207.0 36
2 56.3/ 25.3/ 18.4 Sandwich Bags Andy Nevermind 187.4 99
3 53.5/ 21.6/ 24.9 Versatility 1.5 Ross Morgan-Linial 185.3 26
4 55.2/ 26.2/ 18.6 Velveeta Shift-F shar 184.2 34
5 50.6/ 19.0/ 30.4 (-: :-) Ross 182.2 59
6 53.5/ 27.2/ 19.3 Saboteur v0.4k shar 179.9 67
7 46.4/ 26.5/ 27.1 Inferno 1.0 Philip Kendall 166.3 49
8 43.6/ 27.9/ 28.5 Antivenin Ross 159.2 98
9 31.3/ 12.7/ 55.9 Ties, Ties, Ties! (+2) Ross 150.0 61
10 31.3/ 25.7/ 43.0 Utility Knife Robert J. Street 137.0 69
11 23.8/ 10.7/ 65.5 Wasps 1.3 Ross 137.0 60
12 23.3/ 12.6/ 64.1 Ties and Wasps Ross 133.9 13
13 23.8/ 14.9/ 61.3 more testing Anonymous 132.8 20
14 20.1/ 8.6/ 71.2 Nematode v1.4b Jonathan Stott 131.6 33
15 22.4/ 20.2/ 57.4 Fork 4/13 Christoph C. Birk 124.5 53
16 18.7/ 29.6/ 51.8 Handy Man Robert J. Street 107.7 27
17 17.6/ 36.7/ 45.7 silken stomp harleyQ2 98.6 9
18 6.9/ 16.8/ 76.3 Impy Stalker II Edgar 96.9 15
19 9.3/ 24.3/ 66.3 silkbombQ2 harleyQ2 94.4 32
20 8.0/ 22.2/ 69.8 Mama's Boy Robert J. Street 93.7 14
21 13.5/ 38.9/ 47.7 b3 harleyQ2 88.0 1
22 13.2/ 38.8/ 47.9 silken train harleyQ2 87.6 2
23 6.7/ 36.4/ 56.9 b harleyQ2 77.1 8
24 19.3/ 7.4/ 9.3 Centurion 2.01 Edgar 67.3 19
25 10.6/ 54.5/ 34.9 b2 harleyQ2 66.6 3
The three leaders of last week died for old age. Kao is new King with a good
lead over the others even if it proved unable to stay on the 94 hill.
______________________________________________________________________________
The Hint
Bomb dodgers
by Ian Oversby
Since the advent of P-space it has been possible to write components,
specifically to beat certain warrior classes. For example, that small stone
which would have been no use before as it loses really badly to papers and
imps can be very good against bombers and scanners. One component, which was
designed specifically to beat a certain class of warriors is the bomb dodger.
The bomb dodger is based on a very simple principle: A bomber usually produces
many bombs in a regular pattern and only bombs each location once before
entering the core-clear. Therefore, if we scan for the bombs, we are far more
likely to find a bomb, before that bomb finds us. Then, we can place a small
component over the bomb where we are safe from attack. Here is the dodger from
Wind-up Toy v0.4.
spt equ (dodge-130)
safe DAT.F $0, $0
... ... ... ...
dodge JMN.F dboot, safe ; monitor for one-shots
JMZ.F dodge, <spt ; 0.5c scan for bombs
dboot ADD.AB #3, spt
MOV.I dptr+4, <spt
MOV.I dptr+3, <spt
MOV.I dptr+2, <spt
MOV.I dptr+1, <spt
MOV.I dptr, <spt
JMP.B @spt
dptr SPL.B #0, <-10
dloop MOV.I lline, {dptr
MOV.I lline, {dptr
JMP.B dloop, <-13
lline DAT.F <-12, <-11
The implementation is not very efficient but it basically scans backwards for
bombs and then places a 66%c DAT clear over the bomb. The copying is done at
light speed which is fairly pointless as we have already spent many cycles
looking for a bomb. The additional few cycles to do 0.5c copy are not
important but the larger code size makes it more likely for a bomb to hit us
before we find a bomb. The location we are copied to looks like this:
Code: SPL MOV MOV JMP DAT
Core locations: . . X . .
Where X is the found bomb.
The reason it scans backwards and clears backwards is that most bombers clear
forwards and if we start clearing first, unless the bomber is clearing faster
than we are, we are guaranteed to clear it away first. Also, most one-shots
attack forwards so when we discover a one-shot attack, the fairly random value
of spt will be behind the one-shot's clear and safe from attack.
If I remember correctly, this scores quite well against most bombers and
one-shots like Derision and Frontwards but doesn't do very well against
anything with imps in it despite setting up a perfect gate after the clear.
It also has problems with stones which I'll explain later.
The problem with imps is that when the stones accompanying the imps is cleared
away, the imps advance at increased speed. Now there is a race between the
clear finishing and the imps reaching the clear. Against a light imp-spiral,
we often lose. Also, imps are often paired with classic stones which dodgers
have difficulty with.
The problem with classic stones is that they use (mostly) invisible DAT bombs
and decrements. There are two possibilities: The DATs hit the same locations
as the decrements, or they don't. If they do, then when we are placed over the
decrement, we are usually bombed anyway and the clear becomes 33% of c. If it
is offset then the other code could be bombed, the worst case being the first
MOV as we are then a sitting duck. I haven't found a suitable solution to
this problem.
So, to summarize the problems with this dodger:
1) It has problems with imps
2) The copying routine is wasteful
3) Classic stones (usually paired with imps) are often damaging
4) It is not effective against double stones with irregular bombing patterns
like Impfinity and Ompega (?) or single bombers with irregular patterns
like Thermite.
The solution to the first two problems is easy. D-clear is very good against
imps (Thank you Bjoern) and slimming the copying routine is no problem. Using
D-clear also reduces problem 3 as being faster, we are more likely to find the
stone before it bombs us again. Here is the bomb dodger from Dura.
spt equ (scan+130)
scan JMZ.F scan, >spt ; linear bomb-scan
SUB.AB #2, spt ; 2 seems to be good
cloop MOV.I >bptr, >spt
DJN.B cloop, #5
SUB.AB #3, spt
bptr JMP.B @spt, #gat
gat DAT.F #0, #5
bomb DAT.F #0, #5
SPL.B #0, >gat+2667
dloop MOV.I bomb, >gat
dlt DJN.F dloop, >gat
The location that this is copied over looks like this:
Code: DAT DAT SPL MOV DJN
Core locations: . X . . .
Why this is better than any other pattern, I don't know. I tried placing
the SPL and the MOV over the X, all with worse results. Other differences
between this and the old dodger are, this does not monitor for one-shots
attacks. Then, the bomb that I find is closer to the enemy bomber.
We now no longer have a problem with imps, even Rosebud with MOV #2667, *0
style imps seems to succumb. This also scored very well against Thermite, I
believe the reason is that the clear is functioning so fast, we hit Thermite
before another bomb lands near us. Also, there are only three vulnerable
locations for the bomb to land. If the gate is overwritten, we merely start
clearing from somewhere else. This dodger, when submitted on its own actually
got to number 8! However, that was when there was no paper on the hill. It
no longer stands a chance on its own.
Finally, here is a complete warrior including the dodger. An earlier version
reached number 1 when the hill was a little more receptive to the dodger. I'm
not sure how it would do now. The p-space brain is also very susceptible to
brainwashing with 0.
;redcode-94
;name Manfred v0.3
;author Ian Oversby
;strategy P-Spacer
;strategy v0.1 Imps/Imp gates/...
;strategy v0.2 Stronger gate
;strategy v0.3 Updated components
;kill Manfred
;assert 1
org str
plc equ 5 ; Not really
dval equ 800
spt equ (last+300)
gate1 equ (stone-3)
impstep equ 2667
sval equ 1900
;;------------------------------------------------------------
str LDP.A #plc, pval ;load wins/losses
ADD.A pval, check
MOD.A #13, check
JMN.A boot, check ;permanent switch
res LDP.AB #0, #0
sec SNE.AB #0, res ;check for loss
lost ADD.A #13, pval
SNE.AB #1, res ;check for win
won SUB.A #13, pval
STP.AB pval, #plc
jump JMP.B dboot, <-100
pval DAT.F $0, $0
check DAT.F $7904, $0 ; 13 / 8
;;---------------------- Dodger , 11 lines ------------------------
for 15
DAT.F $0, $0
rof
dboot MOV.I {dptr, <dptr
for 10
MOV.I {dptr, <dptr
rof
SPL.B @dptr, <-300
MOV.I pval, dptr
dptr DAT.F #dl+1, #dval
scan JMZ.F scan, >spt ; linear bomb-scan
SUB.AB #2, spt ; Try 2, 3 and 4
cloop MOV.I >bptr, >spt
DJN.B cloop, #5
SUB.AB #3, spt
bptr JMP.B @spt, #gat
gat DAT.F #0, #5
bomb DAT.F >2667, #5
SPL.B #0, >gat+2667
dloop MOV.I bomb, >gat ; anti-imping dirty core-clear
dl DJN.F dloop, >gat ; Thank you Bjoern.
;;---------- Simple v0.2a with 16 process, point spiral -----------
for 20
DAT.F $0, $0
rof
mimp SPL.B 1, <-500 ; 16 process 3 point imp
SPL.B 1, {-500 ; and decoy-maker :-)
SPL.B 1, <-500
SPL.B 1, <-500
SPL.B 2, {-500
JMP.B imp
ADD.A #impstep, -1
die DAT.F $0, $0
imp MOV.I #-5, impstep
boot MOV.I {sptr, <sptr
for 6
MOV.I {sptr, <sptr
rof
SPL.B @sptr, <-300
MOV.I die, sptr
JMP.B mimp, <-300
sptr DAT.F gate+1, sval
stone SPL.B #95, >-95
SPL.B #0, >gate1-hit
loop MOV.I {0+95, 2-95
ADD.F stone, loop
hit DJN.F loop, <1900
last MOV.I gate, }gate1
gate DAT.F gate-gate1+2, >gate1
end
Further work:
I wanted to alter it so I placed a multi-pass clear over the bomb. This, I
hoped, would give me wins against Ompega and Impfinity style imp/stones. So
far, I have been unable to get it to work.
______________________________________________________________________________
Extra Extra
myVamp 5.4
by Magnus Paulsson
Hi there, thought I should publish myVamp 5.4 now that it has
been on (I mean near, that fu..ing Blur and Miro!) top for a while,
and when I'm at it, I might as well write a lot of rubbish :-)
myVamp 3.7's engine was like this:
fang jmp *trap,0
next add.f step,fang
mov.i @0,@fang
jmz.a next,*fang
mov.i fang,*fang
mov.x *fang,*fang
jmp next
It also had a spl/spl/dat coreclear and boot.
When I had optimized 3.7 I thought that there wasen't anything more
to improve, how wrong I was! After a while I learned a much better
coreclear that was a lot better and faster while still as small :
ptr dat.f 0,0
dat -20,20
dat -20,20
cclear spl #-20,20
mov.i @bmbp,>ptr
mov.i @bmbp,>ptr
djn.b -2,{cclear
I tried to get this coreclear into myVamp 4.? several times but the
result was always worse than 3.7, very anoying....
Then came Stepping Stone by K.Franke which improved myVamp removing
the unnessesary "mov.x *fang,*fang" (egg on my face, having a line
of code that isn't realy needed!) and now Stepping Stone is the
leader (competitive thinking, can't stand that someone else wrote a
better vampire, but I will get past SteppingStone in the hall of
fame this authum (Praing for it at least)).
Then came d-clear (my first favorite on the naming, the second is:
the clear that is VERY god against imps and stones and scanners but
VERY bad against papers, tctiVgaiasasbVbap?) and that was that thing
that got me started with myVamp5.0. I'm sure that everyone playing (?
ARE WE PLAYING ?) Corewar has some inferior complex against some of
the wariors, my favorite complex is Torcht18 which beats myVamp3.7,
this brings me to the second improvement in myVamp5.0, the ability
to take a hit of a spl bomb (YES, myVamp now beats Torch!!), this
give 4-5 points against my test series (se below)!
fang jmp *trap+st,-st
check dat.f 0,0 ;*******
dat.f 0,0
ptr dat.f 0,100
dat.f 0,0
dat.f 0,0
jmp cclear
next add.f step,fang ;The engine from SteppingStone
start mov.i @0,>fang
jmz.a next,*fang
mov.i <check,*fang ;*******
stop jmn.b next,>check ;*******
step spl #st,-st-1 ;d-clear
cclear mov.i bmb,>ptr
djn.f cclear,>ptr
Look at the lines marked with *******, normal operation is timed to
work like normal, if there is a hit with a spl bomb the timing will
be off and the d-clear will be executed. There is some thought put
into the engine and clear that makes the d-clear execute if a djn
stream overruns the code.
The above warior(?) "drops like a stone" against paper, because of
the d-clear. This made me put in a spl/spl/dat clear that is only
run when myVamp has catched something. This increases the score
against papers and lowers it against stones. Then I had some
trouble with one-shot scanners and I added a decoy maker since there
is a lot of code to boot. I still don't lose to q-scans but my luck
might run out ...
To test my wariors I've written the ugglies unix script ever
(I'll mail it to anyone who wants a realy god laugh) that
runs 100 battles against the 17 wariors below.
Armory-A5 Impfinityv4g1 SteppingStone Twister
Chameleon Jackinthebox T.N.T..tx YogiBear thehistorian
Frontwardsv2 NightTrain ThermiteII bluecandle
GemOfTheOcean Rosebud Torcht18 stoninc
myVamp 5.4 : 154.5
Stepping stone : 145
myVamp3.7 : 133
And finaly after all the talk about how good I am here is myVamp5.4:
(If you did understand any of the above congratulations, I reread it
and it's not very pretty with a lot of weird () comments).
-Magnus Paulsson
************************************************************
;redcode-94
;name myVamp5.4
;author Paulsson
;strategy 5.0, Chasing SteppingStone
;strategy 5.1, Spl/Spl/Dat CoreClear
;strategy 5.2 small changes, + some points...
;strategy 5.3&4 Decoy, small changes
;strategy July, 1996
;kill myVamp
;for Planar, vamp,scan,coreclear,decoy(?)
st equ 912
org decoy
trap jmp pit,#0
dat.f 0,0
dat.f 0,0
dat.f 0,0
dat.f 0,0
dat.f 0,0
dat.f 0,0
dat.f 0,0
fang jmp *trap+st,-st ;hit
check dat.f 0,0
dat.f 0,0
ptr dat.f 0,100
dat.f -20,0
dat.f 0,0
jmp cclear
next add.f step,fang
start mov.i @0,>fang ;scan
jmz.a next,*fang
mov.i <check,*fang
stop jmn.b next,>check
step spl #st,-st-1
cclear mov.i bmb,>ptr
djn.f cclear,>ptr
dat.f 0,0
dat.f 0,0 ;hit
dat.f 0,0
dat.f 0,0
dat.f 0,0
dat.f 0,0
dat.f 0,18
bmb dat.f 0,18
for 32
dat.f 0,0
rof
ptr2 dat.f 0,20
dat.f 0,20 ;hit
dat.f -10,20
dat.f -10,20
cclear2 spl #4000,20
mov.i @2,>ptr2
mov.i @1,>ptr2
djn.b -2,{cclear2
dat.f 0,0
dat.f 0,0
stop2 jmp cclear2-stop,stop
offsA equ (start-4000)
offsB equ (start-2005)
stepD equ 127
decoy mov <offsA+decoy*stepD,{offsB+decoy*stepD
mov <offsA+decoy*stepD,{offsB+decoy*stepD
mov <offsA+decoy*stepD,{offsB+decoy*stepD
mov <offsA+decoy*stepD,{offsB+decoy*stepD
mov <offsA+decoy*stepD,{offsB+decoy*stepD
mov <offsA+decoy*stepD,{offsB+decoy*stepD
mov <offsA+decoy*stepD,{offsB+decoy*stepD
mov <offsA+decoy*stepD,{offsB+decoy*stepD
jmp start
pit mov.i stop2,@stop2
spl #0,0
for 10
spl #0,0
rof
______________________________________________________________________________
Questions? Concerns? Comments? Complaints? Mail them to people who care.
authors: Beppe Bezzi <bezzi@nemo.it> or Myer Bremer <bremermr@ecn.purdue.edu>
or Anton Marsden <amarsden@comp.vuw.ac.nz>
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