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Skybuck's SuperChargedBomberV1

 
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Skybuck Flying

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Since: May 25, 2006
Posts: 295



(Msg. 1) Posted: Sat Dec 01, 2007 9:00 pm
Post subject: Skybuck's SuperChargedBomberV1
Archived from groups: rec>games>corewar (more info?)

;redcode
;name SuperChargedBomberV1
;author Skybuck Flying
;strategy SuperChargedBomber, unfortunately kills itself eventually.
;history Created 1 December 2007

; Code copied from my SuperWarriorV5
; Maybe further modifications can be made to prevent killing itself Wink
; All the spawned threads and the super charge speed are interesing Wink

; War History and Analyzation:

; Fought RecycledBits
; Step 1: RecycledBits won 90%, lost %10
; Step 2: Analyzing: Bomb instruction probably badly chosen. Core is cleared
with $0, $0, bomb instruction was #0, #0, maybe recycled bits detects this ?
; Step 3: Make the bomb more stealth: use dat $0, $0 instead.
; Step 4: Refight: more or less the same results. I feel better with using
this new bomb instruction though Wink Smile

; Conclusion: further improvements possible by removing spl 1 out of the
loop, and creating instances in special loop until max instances created.

WarriorLength equ WarriorEnd-WarriorStart

WarriorBombingLength equ (CORESIZE-(WarriorLength+WARRIORS))
WarriorBombingStartingLocation equ WarriorEnd

WarriorStart

BomberBegin

BomberLooping
spl 1 ; creates a supercharged bomber, when it bombs it goes lighting
fast, this works thanks to atomic operations below:
; unfortunately it doesn't check the counter on time thus eventually it
will overwrite itself... still interesting though.. Smile
mov BomberBomb, >BomberDualCounter
djn.a BomberLooping, BomberDualCounter

BomberReset
; when loop is done, and the core has been cleared, reset the bomber to
prepare for another core clear.
mov.a #WarriorBombingLength, BomberDualCounter
mov.ab #WarriorBombingStartingLocation, BomberDualCounter ; little bit
strange, copies 14, instead of 12, minor problem Wink

BomberRepeatCoreClear

jmp BomberBegin

BomberData
BomberDualCounter dat #WarriorBombingLength,
#WarriorBombingStartingLocation ; dual-counter: A-field = bombing length,
B-field = bombing location.
; BomberBomb dat #0, #0 ; using #0 is very stupid versus Recycled Bits
lol... apperently it triggers the enemy warrior
; the core is apperently cleared with dat $0, $0 so use that
instead... for more STEALTH !
BomberBomb dat $0, $0

BomberEnd

WarriorEnd

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