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Warrior: Skybuck's MiniDeathStarV9 (sublight drive, dual b..

 
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Skybuck Flying

External


Since: May 25, 2006
Posts: 295



(Msg. 1) Posted: Wed Dec 12, 2007 9:14 am
Post subject: Warrior: Skybuck's MiniDeathStarV9 (sublight drive, dual beams, 32 cells each, stun and deadly plasma, weapon control, plasma switcher, power up and boot up)
Archived from groups: rec>games>corewar (more info?)

;redcode
;name MiniDeathStarV9
;author Skybuck Flying
;strategy
Massive-Serial-Threaded-Dual-Beam-Single-Instruction-Plasma-Cannon,
PlasmaSwitcher, StunPlasma, DeadlyPlasma, RayControl, RaySpacing,
SublightDrive, PowerUp and BootUp Program.
;strategy Ask yourself: Can my warrior stop the death star before it fires ?
;strategy Ask yourself: Can my warrior stop the death star during it's
firement ?
;strategy Ask yourself: Can my warrior survive the deadly rays of the death
star ?
;strategy Ask yourself: Is my warrior fast enough to catch up with the death
star ?
;strategy Ask yourself: Is there a place to hide ?
;version 9
;date 12 december 2007

CoreLineLength equ 128

DeathStarBegin

DeathStarConstructionLength equ (DeathStarConstructionEnd -
DeathStarConstructionBegin)

DeathStarConstructionBegin

DeathStarInitializeDriveSystemBegin
DeathStarDetermineDrivePowerType mov.f DeathStarDriveSourceDest,
DeathStarDrivePowerSource
DeathStarInitializeDriveSystemEnd

DeathStarPowerUpBegin

; systems must be powered up in reverse order

spl DeathStarPowerUpSystemDeathRayBegin
spl DeathStarPowerUpSystemStunRayBegin
spl DeathStarPowerUpSubSystemsBegin

; wait for systems to come online
djn 0, #5

; activate systems
mov.ab #1, DeathStarActivateSystems

; 0 = systems waiting for activation, 1 = activating systems
DeathStarActivateSystems nop $0, $0

dat $0, $0

DeathStarPowerUpEnd

DeathStarPowerUpSubSystemsBegin

; sub systems need 20 threads
; 20-1 is 19, in binary: 10011
spl 1
mov -1, 0
mov -1, 0
spl 1
spl 1

jmz 0, DeathStarActivateSystems
jmp >DeathStarThreadCounter
DeathStarThreadCounter dat $0, $1

DeathStarBootUpSystemDriveBegin

; number of threads must equal death star body.
; 14 threads needed for drive system
jmp DeathStarDrive ; 1
jmp DeathStarDrive ; 2
jmp DeathStarDrive ; 3
jmp DeathStarDrive ; 4
jmp DeathStarDrive ; 5
jmp DeathStarDrive ; 6
jmp DeathStarDrive ; 7
jmp DeathStarDrive ; 8
jmp DeathStarDrive ; 9
jmp DeathStarDrive ; 10
jmp DeathStarDrive ; 11
jmp DeathStarDrive ; 12
jmp DeathStarDrive ; 13
jmp DeathStarDrive ; 14
DeathStarBootUpSystemDriveEnd

DeathStarBootUpSystemDrivePowerInjectorBegin
; 1 thread for drive power injector
jmp DeathStarDriveInjectPower + 1 ; compensate for movement
DeathStarBootUpSystemDrivePowerInjectorEnd

DeathStarBootUpWeaponsControlBegin
; 5 threads for weapon control
; ray control prevents self kill Wink
jmp DeathStarWeaponControlBegin + 1
jmp DeathStarWeaponControlBegin + 2
jmp DeathStarWeaponControlBegin + 3
jmp DeathStarWeaponControlBegin + 4
jmp DeathStarWeaponControlBegin + 5
DeathStarBootUpWeaponsControlEnd

DeathStarPowerUpSubSystemsEnd

; kill off closeby enemies.
DeathStarPowerUpSystemDeathRayBegin

spl 1 ; 2
spl 1 ; 4
spl 1 ; 8
spl 1 ; 16
spl 1 ; 32

jmz 0, DeathStarActivateSystems
; nop only necessary if wait time for system to come online was set too
short
; nop $0, $0
jmp DeathStarFireDeathRay

DeathStarPowerUpSystemDeathRayEnd

; stun far away enemies
DeathStarPowerUpSystemStunRayBegin

spl 1 ; 2
spl 1 ; 4
spl 1 ; 8
spl 1 ; 16
spl 1 ; 32

jmz 0, DeathStarActivateSystems
; nop only necessary if wait time for system to come online was set too
short
; nop $0, $0
jmp DeathStarFireStunRay

DeathStarPowerUpSystemStunRayEnd

DeathStarConstructionEnd

DeathStarBodyBegin

DeathStarBodyLength equ (DeathStarBodyEnd - DeathStarBodyBegin)

DeathStarMinimumRayDistance equ DeathStarBodyEnd
DeathStarMaximumRayDistance equ (CORESIZE - DeathStarBodyLength) - 64
DeathStarRaySpacing equ 127

DeathStarDriveBegin

DeathStarDriveSourceDest dat #DeathStarEnd, #DeathStarEnd + 1
DeathStarDrive mov {DeathStarDriveSourceDest, <DeathStarDriveSourceDest

DeathStarDriveEnd


DeathStarWeaponsBegin

DeathStarWeaponControlBegin
; ray spacing and self-kill protection
mov.ab #DeathStarMinimumRayDistance, DeathStarRayPosition
add.ab #DeathStarRaySpacing, DeathStarRayOffset
mod #DeathStarMaximumRayDistance - DeathStarMinimumRayDistance,
DeathStarRayOffset
add.b DeathStarRayOffset, DeathStarRayPosition

; plasma switcher
DeathStarSelectPlasma mov.x #DeathStarStunningPlasma,
#DeathStarDeadlyPlasma

DeathStarWeaponControlEnd

DeathStarFireWeaponsBegin

DeathStarFireStunRay mov *DeathStarSelectPlasma, >DeathStarRayPosition
DeathStarFireDeathRay mov @DeathStarSelectPlasma, >DeathStarRayPosition

DeathStarFireWeaponsEnd

DeathStarWeaponsDataBegin
DeathStarRayPosition dat $0, #DeathStarMinimumRayDistance
DeathStarRayOffset dat $0, $0
DeathStarWEaponsDataEnd

DeathStarWeaponsEnd

DeathStarPlasmasBegin
DeathStarStunningPlasma spl.a $0, $1
DeathStarPlasmasEnd

DeathStarDrivePowerSourceBegin
DeathStarDriveInjectPower mov.f DeathStarDrivePowerSource,
DeathStarDriveSourceDest

DeathStarDeadlyPlasma
DeathStarDrivePowerSource dat #0, #0
DeathStarDrivePowerSourceEnd

DeathStarBodyEnd

DeathStarEnd
dat $0, $0 ; included to make pmars compilers happy.

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Skybuck Flying

External


Since: May 25, 2006
Posts: 295



(Msg. 2) Posted: Thu Dec 13, 2007 3:00 am
Post subject: Re: Warrior: Skybuck's MiniDeathStarV9 (sublight drive, dual beams, 32 cells each, stun and deadly plasma, weapon control, plasma switcher, power up and boot up) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Somehow I have this strange feeling that I have seen my own warrior before
sometime ?

Could it be that I saw corewars a long time ago, but forgot about it ??? or
maybe I was not a good enough programmer to be interested in it ? Smile

Or maybe it was another similiar game ?

Maybe it's even a memory from a parallel universe LOL <- I don't think so
though.

Very strange.

When I look how my warrior moves through memory it really reminds me of
something similiar I once saw before !?!

How strange is that ?!

A self-forfilling prophecy or self-forfilling logica it almost seems ?!

I just had to write such a warrior ! It's fate ! It's all pre-determined !
Very Happy

Bye,
Skybuck.

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