ONNNNNN+p NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNONNNNNNNNNNNNNNNNNNNNNNHO O`!#@%')?AC@E`IKOO[_ac@egimoq s@u`wy{} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠  @` @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMO/SAUaWY[]_a!cAeagikmoq!sAuawy{}!Oa!Aa!A!a!Aaǁ/Aaׁ!AaA B o  !/!b!!!#%o#7#9#;#=#?$A"$CB$Eb$G$O O`!#@%')?AC@E`IKOO[_ac@egimoq s@u`wy{} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠  @` @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMO/SAUaWY[]_a!cAeagikmoq!sAuawy{}!Oa!Aa!A!a!Aaǁ/Aaׁ!AaA B o  !/!b!!!#%o#7#9#;#=#?$A"$CB$Eb$G$STRATEGYAUTO \_RESOURCE b_USER "`9OMEGA PRGi`lOMEGA TLB `QjqSPLASH TLB `n6RWIN_LOOPIBM `OSTART TLB `;TERRAIN TLB `4CREDITS TLB `,-EXPL_2 IBM `!MESSAGESBTX `bPROMO TLB `ALWAYS TLB `dTEREDIT TLB `POSIT TLB `"TANKS TLB `AUSTIN FL `HOUSTON FL `SMALL FL `COMBAT TLB `CHASSIS TLB `F TEAM TLB ` DUP TLB `P DEBUG TLB `  IOBOX TLB `EDIT TLB `jSIMULAT TLB `BCOLLIDE IBM `&BUTTONS DAT `OMEGA FON `MAINSCR TLB aLASER2 IBM a SYNTAX DAT a"TERRORS BTX a$NEW_SYN DAT a&SCANTBL DAT a'LASER1 IBM a(OGRE TN a)]EIDOLON TN a*INTREPIDTN !a+MIRAGE TN $a,PANDA TN 'a-ENGINE IBM *a.YDUCKY TN -a/BBUSTER TN Fa02DINKY TN Ia1TERMINA IBM La2USER UIDeF 3DISK CFG Sa4 }N9I. _\.. _\OMEGA PRG N95NCOMMAND PRG ]_8`hz o#"h (g SBYQ#E@?/ NpNBN^Nu#NA/9Nu#NM/9Nu#NN/9NuNV 9N^NuNVNN^NuNV-| nBN^NuNVHy NXHy?<&Nd\Hy,Ntм/NPN^NuNuNVA o/. /.NP .//9Bg?<JNDO JlHy6NX0<`` y/(,HyJ/. Bg?<KNDOJlHyLNX0<`$Hy\NXNq ?<NDT. H>?<NDTN^NuNV` nH>aR nJfN^NuNV. H>aN^NuLoading... OMEGA.PRGCan't free memory Unable to exec HJPlease re-boot your system._puts_trap13T_putchar_EndExtt_trap14d~_PSPVal~_PSPVal __PSPVal__main_PTPut_Load__start~putchar~putchar~puts~puts~puts~puts~puts~PTPut~PTPut~PTPut_trapD__initar_main_doset__endgbl $ &    . _b.. _bTEAMDEFECAP c_qTEAMDEF1CAP f_ ATEAMOFFECAP h_ TEAMOFF1CAP j_ ALPHA DSN m_tBETA DSN o_xBUSTER DSN q_Q CONTROLLDSN t_DINKY DSN v_ DUCKY DSN y_ INTREPIDDSN {_"?SENTRY DSN `&Z TEAMTANKDSN `*CONTROLLTNK `+SENTRY TNK `,<TEAMTANKTNK `-tALPHA TNK `/BETA TNK `0BUSTER TNK `12DINKY TNK `2DUCKY TNK `3BEIDOLON TNK `4MIRAGE TNK `5INTREPIDTNK `6OGRE TNK `7]PANDA TNK `8DEFENSE RAISE SHIELD HomeSpot = 0 * Calculate where this tank must * move to so it can protect the * home base. It will keep trying * to move until it can find an * open spot one away from the * base. Start If HomeSpot > 0 then Go:Top HomeX = AllyHQX HomeY = AllyHQY + 1 HomeSpot = 1 If HomeY <= 62 then MovetoBase Go:Top If HomeSpot > 1 then Go:Left HomeY = AllyHQY - 1 HomeSpot = 2 If HomeY >= 1 then MovetoBase Go:Left If HomeSpot > 2 then Go:Right HomeY = AllyHQY HomeX = AllyHQX - 1 HomeSpot = 3 If HomeX >= 1 then MovetoBase Go:Right If HomeSpot > 3 then Go:TR HomeX = AllyHQX + 1 HomeSpot = 4 If HomeX <= 62 then MovetoBase Go:TR If HomeSpot > 4 then Go:TL HomeY = AllyHQY - 1 HomeSpot = 5 If HomeY >= 1 then MovetoBase Go:TL If HomeSpot > 5 then Go:BL HomeX = AllyHQX - 1 HomeSpot = 6 If HomeX >= 1 then MovetoBase Go:BL If HomeSpot > 6 then Go:BR HomeY = AllyHQY + 1 HomeSpot = 7 If HomeY <= 62 then MovetoBase Go:BR HomeX = AllyHQX + 1 HomeSpot = 0 If HomeX > 62 then Defense ********* MOVE TO BASE ********** MovetoBase IF TANKX <> HomeX THEN Move:0 IF TANKY = HomeY THEN Protect Move:0 If tank is facing HomeX HomeY then Move:1 Turn tank to HomeX HomeY Move:1 Detect obstruction at tank direction If movement is not obstructed then Move:2 * Is it possible to move to the * location selected? Get Distance to HomeX HomeY If XYDist > 1 then Blocked If ObstacleType >= 6 then Start If Obstruction is Ally HQ then Start Lower shield Fire weapon at obstruction Raise shield Move:2 Move tank forward 1 Branch to MovetoBase Blocked If ObstacleType >= 6 then Bypass If ObstacleType = 2 then Move:2 If Obstruction is Ally HQ then Bypass Lower shield Fire weapon at obstruction Raise shield Branch to Move:2 Bypass GET DISTANCE TO HomeX HomeY L.RANGE = XYDIST L.MOVEDIR = TANKDIR + 8 L.COUNT = 1 L.DIR = L.MOVEDIR + 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.LEFT L.DIR = L.MOVEDIR - 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.RIGHT L.COUNT = 0 L.DIR = L.MOVEDIR + 2 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.LEFT L.DIR = L.MOVEDIR - 2 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.RIGHT L.COUNT = 1 L.DIR = L.MOVEDIR + 3 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.LEFT L.DIR = L.MOVEDIR - 3 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.RIGHT * The tank is trapped. Backup * until it can move around trap MOVE TANK BACKWARD 1 BRANCH TO Bypass BP.LEFT * Follow the blockade until the * tank is closer to destination * keeping to blockade on the left * side of the tank IF TANKDIR = L.DIR THEN BPL.0 TURN TANK TO L.DIR BPL.0 MOVE TANK FORWARD 1 GET DISTANCE TO HomeX HomeY IF XYDIST < L.RANGE THEN MovetoBase L.DIR = TANKDIR IF TANKDIR > 0 THEN BPL.1 L.DIR = 8 BPL.1 L.DIR = L.DIR - 1 IF L.DIR > 0 THEN BPL.2 L.DIR = 8 BPL.2 L.DIR = L.DIR - L.COUNT IF L.COUNT = 1 THEN BPL.4 BPL.3 L.COUNT = 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.LEFT L.DIR = L.DIR + 1 BPL.4 L.COUNT = 0 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.LEFT L.DIR = L.DIR + 1 BRANCH TO BPL.3 BP.RIGHT IF TANKDIR = L.DIR THEN BPR.0 TURN TANK TO L.DIR BPR.0 MOVE TANK FORWARD 1 GET DISTANCE TO HomeX HomeY IF XYDIST < L.RANGE THEN MovetoBase L.DIR = TANKDIR + 9 L.DIR = L.DIR + L.COUNT IF L.COUNT = 1 THEN BPR.2 BPR.1 L.COUNT = 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.RIGHT L.DIR = L.DIR - 1 BPR.2 L.COUNT = 0 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN BP.RIGHT L.DIR = L.DIR - 1 BRANCH TO BPR.1 ******* PROTECT HOME BASE ******* * Commlink codes * 1 = base under attack * 2 = base is protected Protect Scan for enemy tank If enemy tank was found then EnemyFound Rotate scanner right 2 Branch to Protect EnemyFound Transmit code 1 to team Lower shield Lock scanner Wait If scanner is unlocked then EnemyLost If enemy tank is beyond range then Wait Fire weapon at enemy tank Fire weapon at enemy tank Fire weapon at enemy tank Fire weapon at enemy tank Branch to wait EnemyLost Raise shield Transmit code 2 to team * repair damage to tank If repair kit is unavailable then Protect If IntDamage < 50 then CheckArmor Repair Internal CheckArmor If repair kit is unavailable then Protect If ArmorDamage < 50 then Protect Repair Armor Branch to Protect OFFENSE IF ENEMYHQX > 0 THEN HUNTHQ CLOSERANGE = 4 GOSUB FINDTANK IF REMOTE UNAVAILABLE THEN OFFENSE LAUNCH IF TANK BEYOND RANGE THEN REMOTE REMOTEX = ENEMYX REMOTEY = ENEMYY ROTATE TO FACE ENEMY TANK GOTO REMRANGE ***** REMOTE REMOTEX = ENEMYX REMOTEY = ENEMYY REMY GOSUB FINDTANK GET DISTANCE TO REMOTEX REMOTEY IF XYDIST <= CLOSERANGE THEN REMRANGE REMY1 IF REMOTEY > TANKY THEN REMDOWN IF REMOTEY < TANKY THEN REMUP REMX GOSUB FINDTANK GET DISTANCE TO REMOTEX REMOTEY IF XYDIST <= CLOSERANGE THEN REMRANGE IF TANKY <> REMOTEY THEN REMY1 IF REMOTEX > TANKX THEN REMRIGHT IF REMOTEX < TANKX THEN REMLEFT GOTO OFFENSE REMDOWN REMDIR = 4 GOTO REMUD REMUP REMDIR = 0 REMUD IF TANKDIR = REMDIR THEN REMUD0 TURN TO REMDIR REMUD0 IF SCANNER ALIGNED THEN REMUD1 ALIGN SCANNER REMUD1 DETECT AT TANK DIRECTION IF OBSTRUCTED THEN GOSUB REMOBJ MOVE FORWARD 1 GOTO REMY REMLEFT REMDIR = 6 GOTO REMLR REMRIGHT REMDIR = 2 REMLR IF TANKDIR = REMDIR THEN REMLR0 TURN TO REMDIR REMLR0 IF SCANNER ALIGNED THEN REMLR1 ALIGN SCANNER REMLR1 DETECT AT TANK DIRECTION IF OBSTRUCTED THEN GOSUB REMOBJ MOVE FORWARD 1 GOTO REMX REMOBJ IF OBSTACLETYPE = 2 THEN RETURNLBL IF OBSTACLETYPE = 6 THEN REMOBJ3 REMOBJ1 FIRE AT OBSTRUCTION DETECT AT TANK DIRECTION IF OBSTRUCTED THEN REMOBJ RETURN REMOBJ3 FINDDIR = SCANDIR REMOBJ4 DETECT AT FINDDIR IF NOT OBSTRUCTED THEN REMOBJ5 IF OBSTACLETYPE = 2 THEN REMOBJ5 FINDDIR = FINDDIR + 1 GOTO REMOBJ4 REMOBJ5 IF TANKDIR = FINDDIR THEN REMOBJ6 TURN TANK TO FINDDIR REMOBJ6 IF TANK ALIGNED THEN RETURNLBL MOVE TANK FORWARD 1 GOTO REMOBJ3 REMRANGE FINDCOUNT = 0 REMRANGE1 SCAN FOR ENEMY TANK IF TANK NOT FOUND THEN REMFIND LOCK SCANNER IF UNLOCKED THEN REMFIND REMRANGE2 CIRCLE = 0 GOSUB TESTRANGE GOTO OFFENSE REMFIND FINDCOUNT = FINDCOUNT + 1 GOSUB REMFIND1 IF FINDCOUNT <= 5 THEN REMRANGE1 GOTO OFFENSE REMFIND1 SCAN FOR CLOSEST OBJECT IF OBJECT NOT FOUND THEN RETURNLBL IF OBJTYPE <> 6 THEN REMFIND2 CLOSERANGE = CLOSERANGE - 1 IF CLOSERANGE > 0 THEN REMY BRANCH TO OFFENSE REMFIND2 FIRE AT OBJECT RETURN FINDTANK CIRCLE = 0 FINDTANK1 SCAN FOR ENEMY HQ IF ENEMY HQ WAS FOUND THEN HQFOUND SCAN FOR ENEMY TANK IF TANK NOT FOUND THEN ROTATE FINDTANK2 LOCKX = ENEMYX LOCKY = ENEMYY LOCK SCANNER TESTRANGE IF TANK WITHIN RANGE THEN KILLENEMY IF SCANNER IS UNLOCKED THEN FIXREMOTE IF TANK IS FACING ENEMY TANK THEN TESTRNG1 TURN TO FACE ENEMY TANK TESTRNG1 IF SCANNER IS ALIGNED THEN HUNTENEMY ALIGN SCANNER HUNTENEMY IF ENEMYDIST < 7 THEN STANDPAT BEHIND = TANKDIR + 4 DETECT OBSTRUCTION AT BEHIND IF NOT OBSTRUCTED THEN SETBACKUP FIRE WEAPON AT OBSTRUCTION DETECT OBSTRUCTION AT BEHIND SETBACKUP MOVEBACK = OBSTACLEDIST - 1 BRANCH TO WAIT4TANK STANDPAT MOVEBACK = 0 WAIT4TANK WAIT = 0 WAITRNG = ENEMYDIST BEPATIENT IF SCANNER IS UNLOCKED THEN FIXREMOTE IF TANK WITHIN RANGE THEN KILLENEMY IF ENEMYDIST < WAITRNG THEN WAIT4TANK IF ENEMYDIST > WAITRNG THEN IMPATIENT WAIT = WAIT + 1 IF WAIT = 90 THEN IMPATIENT BRANCH TO BEPATIENT IMPATIENT DETECT OBSTRUCTION AT TANK DIRECTION IF NOT OBSTRUCTED THEN WAITMOVE FIRE WEAPON AT OBSTRUCTION BRANCH TO WAIT4TANK WAITMOVE MOVE FORWARD 1 MOVEBACK = MOVEBACK + 1 BRANCH TO WAIT4TANK CLEARPATH IF OBSTACLETYPE = 2 THEN RETURNLBL IF OBSTACLETYPE = 6 THEN MOVEAROUND FIRE AT OBSTRUCTION DETECT AT TANK DIRECTION IF OBSTRUCTED THEN CLEARPATH RETURNLBL RETURN MOVEAROUND FINDDIR = SCANDIR MACHECK DETECT AT FINDDIR IF NOT OBSTRUCTED THEN MATURN IF OBSTACLETYPE = 2 THEN MATURN FINDDIR = FINDDIR + 1 GOTO MACHECK MATURN IF TANKDIR = FINDDIR THEN MAMOVE TURN TANK TO FINDDIR MAMOVE MOVE FORWARD 1 RETURN KILLENEMY FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK IF MOVEBACK = 0 THEN KILL1 MOVE TANK BACKWARD 1 MOVEBACK = MOVEBACK - 1 KILL1 IF SCANNER IS UNLOCKED THEN FIXREMOTE IF TANK WITHIN RANGE THEN KILLENEMY BRANCH TO WAIT4TANK FIXREMOTE REMOTEX = LOCKX REMOTEY = LOCKY ROTATE ROTATE RIGHT 2 CIRCLE = CIRCLE + 1 IF CIRCLE < 4 THEN FINDTANK1 RETURN ***** HQFOUND TRANSMIT CODE 3 TO TEAM HUNTHQ IF ENEMY HQ IS WITHIN RANGE THEN SHOOTHQ IF TANK IS FACING ENEMY HQ THEN MOVEHQ TURN TO FACE ENEMY HQ MOVEHQ DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN DO CLEARPATH MOVE TANK FORWARD 1 BRANCH TO HUNTHQ SHOOTHQ FIRE WEAPON AT ENEMY HQ * IF SIMULATION IS NOT COMPLETED, * THE HQ MUST NOT HAVE BEEN * DESTROYED. ALIGN SCANNER WITH TANK SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN MOVEHQ BRANCH TO FINDTANK2 ALPHASStart Do Seek Do Destroy Branch to Start Include Seek Include Destroy BETASLStart Do Search Do Destroy Branch to Start Include Search Include Destroy BUSTERS* * * * * * * * * * * * * * * * * * * * B U S T E R * * * * * * * * * * * * * * * * * * * * * * * CODE: OSI-B0BAF-53146-080 * * * * DESIGNER: STUART B. MARKS * * * * SENSITIVE CLEARANCE REQUIRED * * * * * * * * * * * * * * * * * * * * START CIRCLE = 0 * The following routine will scan * for an enemy in a 360 degree * area around the cybertank. If * an enemy is found and is within * weapon range, the cybertank * will fire at the enemy. FINDTANK SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN BRANCH TO ROTATE IF ENEMY TANK IS WITHIN RANGE THEN BRANCH TO KILLTANK ALIGN TANK WITH SCANNER MOVE TANK FORWARD 1 BRANCH TO FINDTANK ROTATE ROTATE SCANNER RIGHT 1 CIRCLE = CIRCLE + 1 IF CIRCLE = 8 THEN BRANCH TO REMOTE BRANCH TO FINDTANK KILLTANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK BRANCH TO START * Once the cybertank has scanned * 360 degrees in search of an * enemy, and one was not found, * the cybertank will launch a * remote scanner. REMOTE IF LAUNCHED > 0 THEN HUNTTANK LAUNCH REMOTE SCANNER REMOTEX = ENEMYX REMOTEY = ENEMYY * After the satellite locates the * coordinates of the closest * enemy, the following routine * will move the cybertank toward * the enemy until the enemy's * last known coordinates are * within weapon range. HUNTTANK LAUNCHED = 1 TURN TANK TO REMOTEX REMOTEY HUNTCHECK GET DISTANCE TO REMOTEX REMOTEY IF XYDIST <= 4 THEN REMOTEFIRE DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN CLEARPATH MOVETANK IF OBSTACLEDIST = 0 THEN MOVE3 MOVEDIST = OBSTACLEDIST - 1 MOVE FORWARD MOVEDIST BRANCH TO START MOVE3 MOVE FORWARD 3 BRANCH TO START CLEARPATH IF OBSTACLETYPE = 6 THEN BRANCH TO PATHBLOCK IF OBSTACLETYPE = 2 THEN BRANCH TO PATHOK FIRE WEAPON AT OBSTRUCTION PATHOK MOVE TANK FORWARD 1 BRANCH TO START PATHBLOCK BLOCKDIR = TANKDIR PATHCHECK DETECT OBSTRUCTION AT BLOCKDIR IF MOVEMENT IS NOT OBSTRUCTED THEN BRANCH TO PATHNOWOK BLOCKDIR = BLOCKDIR + 1 BRANCH TO PATHCHECK PATHNOWOK TURN TANK TO BLOCKDIR MOVE FORWARD 1 BRANCH TO START * Once it is determined that the * enemy is within weapon range, * the cybertank will try to * locate the enemy. (The enemy * could have moved by the time * the cybertank closed in.) If * the enemy is relocated, the * cybertank will fire, otherwise * it will shoot away a few * obstructions hoping to find the * enemy. REMOTEFIRE RFOBJ = 0 LAUNCHED = 0 RF1 SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN KILLTANK IF RFOBJ = 5 THEN BRANCH TO START SCAN FOR CLOSEST OBJECT IF OBJTYPE = 6 THEN RF2 FIRE WEAPON AT CLOSEST OBJECT RFOBJ = RFOBJ + 1 BRANCH TO RF1 RF2 DETECT OBSTRUCTION AT SCANNER DIRECTION IF OBSTACLETYPE = 6 THEN BRANCH TO CLEARPATH FIRE WEAPON AT OBSTRUCTION RFOBJ = RFOBJ + 1 BRANCH TO RF1 CONTROLL    * * * * * * * * * * * * * * * * * * * * C O N T R O L L E R * * * * * * * * * * * * * * * * * * * * * * * CODE: OSI-C0FB5-A7A8A-1FB * * * * DESIGNER: RICHARD A. GARRIOTT * * * * OMEGA CLEARANCE REQUIRED * * * * * * * * * * * * * * * * * * * * RAISE * The following will process the * last key pressed. If no key * was pressed, then the cybertank * will jam all enemy cybertanks * who have locked onto it. MAIN IF KEY = F THEN FIRE IF KEY = D THEN DESTROY IF KEY = I THEN FORWARD IF KEY = L THEN RIGHT IF KEY = J THEN LEFT IF KEY = K THEN RETREAT IF KEY = S THEN SCAN IF KEY = R THEN REPAIR IF KEY = A THEN REMOTE JAM GOTO MAIN * This is the scanner routine * which will scan for an enemy * tank. If an enemy was found * the cybertank will turn to * face it. SCAN SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN MAIN TURN TANK TO FACE ENEMY TANK GOTO MAIN * The following controls the * cybertank's weapon. If an * enemy cybertank is found and is * within range, the weapon will * fire a shot at the enemy. If * no enemy was found, or it is * beyond range, the scanner will * scan for the closest object. If * the object was found and is in * range, the cybertank will fire * a shot at it, otherwise it will * fire in the scanner direction. FIRE SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN OBJECT IF ENEMY TANK IS BEYOND RANGE THEN OBJECT KILL LOWER FIRE WEAPON AT ENEMY TANK RAISE GOTO MAIN DESTROY SCAN FOR ENEMY TANK LOWER FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK RAISE GOTO MAIN OBJECT SCAN FOR CLOSEST OBJECT IF CLOSEST OBJECT WAS NOT FOUND THEN WASTE IF CLOSEST OBJECT IS BEYOND RANGE THEN WASTE IF OBJTYPE >= 6 THEN WASTE LOWER FIRE WEAPON AT CLOSEST OBJECT RAISE GOTO MAIN WASTE LOWER FIRE WEAPON AT SCANNER DIRECTION RAISE GOTO MAIN * The following routine will move * the cybertank in the direction * of the scanner. If an obstacle * is impeding movement, the * cybertank will fire at it * unless it is indestructible, in * which case, nothing will * happen. FORWARD IF TANK IS ALIGNED WITH SCANNER THEN GO ALIGN TANK WITH SCANNER GO DETECT OBSTRUCTION AT SCANNER DIRECTION IF MOVEMENT IS NOT OBSTRUCTED THEN GO2 IF OBSTACLETYPE >= 6 THEN MAIN IF OBSTACLETYPE = 2 THEN GO2 LOWER FIRE WEAPON AT OBSTRUCTION RAISE GO2 MOVE TANK FORWARD 1 GOTO MAIN ******************** RIGHT ROTATE SCANNER RIGHT 1 GOTO MAIN ******************** LEFT ROTATE SCANNER LEFT 1 GOTO MAIN * The following will move the * cybertank in the direction * opposite the scanner. RETREAT IF TANK IS ALIGNED WITH SCANNER THEN RET ALIGN TANK WITH SCANNER RET MOVE TANK BACKWARD 1 GOTO MAIN * This routine will repair damage * to area of the cybertank which * needs repairs the most. REPAIR IF REPAIR KIT IS UNAVAILABLE THEN MAIN D = 33 I = 0 IF INTDAMAGE < D THEN NOTINT D = INTDAMAGE I = 1 NOTINT IF TREADDAMAGE < D THEN NOTTRE D = TREADDAMAGE I = 2 NOTTRE IF ARMORDAMAGE < D THEN NOTARM D = ARMORDAMAGE I = 3 NOTARM IF WEAPDAMAGE < D THEN NOTWEA D = WEAPDAMAGE I = 4 NOTWEA IF SCANDAMAGE < D THEN NOTSCA D = SCANDAMAGE I = 5 NOTSCA IF I = 0 THEN MAIN IF I = 1 THEN INT IF I = 2 THEN TRE IF I = 3 THEN ARM IF I = 4 THEN WEA REPAIR SCANNER GOTO MAIN INT REPAIR INTERNAL GOTO MAIN TRE REPAIR TREADS GOTO MAIN ARM REPAIR ARMOR GOTO MAIN WEA REPAIR WEAPON GOTO MAIN * The following will launch a * remote scanner, if available. * After the satellite locates the * closest enemy, the cybertank * will turn to face the enemy. REMOTE IF REMOTE SCANNER IS UNAVAILABLE THEN MAIN LAUNCH REMOTE SCANNER IF ENEMY TANK WAS NOT FOUND THEN MAIN ROTATE SCANNER TO FACE ENEMY TANK TURN TANK TO FACE ENEMY TANK GOTO MAIN ******** THE END ********* DINKYS* * * * * * * * * * * * * * * * * * * * D I N K Y * * * * * * * * * * * * * * * * * * * * * * * CODE: OSI-D0923-23122-000 * * * * DESIGNER: STUART B. MARKS * * * * STANDARD CLEARANCE REQUIRED * * * * * * * * * * * * * * * * * * * * START DO TANKSEARCH DO ATTACKTANK BRANCH TO START * The following routine will * search for an enemy until one * is found. Until an enemy is * found, the cybertank will move * forward, if possible. If not * possible, the cybertank will * randomly either turn left or * right. TANKSEARCH SCAN FOR ENEMY TANK IF ENEMY TANK WAS FOUND THEN TANKFOUND ROTATE SCANNER LEFT 1 DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN CHANGEDIR MOVE FORWARD 1 BRANCH TO TANKSEARCH CHANGEDIR GET RANDOM TO 2 IF RANDOMNUM = 1 THEN CD1 CD0 TURN TANK LEFT 1 DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN BRANCH TO CD0 BRANCH TO TANKSEARCH CD1 TURN TANK RIGHT 1 DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN BRANCH TO CD1 BRANCH TO TANKSEARCH TANKFOUND RETURN * The following routine, assuming * an enemy was found, will close * in on the enemy until it is * within firing range. ATTACKTANK SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN TANKISGONE IF ENEMY TANK IS WITHIN RANGE THEN KILLTANK DETECT OBSTRUCTION AT SCANNER DIRECTION IF MOVEMENT IS OBSTRUCTED THEN DO CLEARPATH ALIGN TANK WITH SCANNER MOVE TANK FORWARD 1 BRANCH TO ATTACKTANK * Assuming the enemy is within * weapon range, the following * routine will fire at the enemy KILLTANK FIRE WEAPON AT ENEMY TANK BRANCH TO ATTACKTANK TANKISGONE RETURN * The following routine will try * clearing a path around whatever * is obstructing movement. CLEARPATH IF OBSTACLETYPE = 6 THEN PATHBLOCK IF OBSTACLETYPE = 2 THEN PATHOK FIRE WEAPON AT OBSTRUCTION PATHOK RETURN FROM DO PATHBLOCK FINDDIR = SCANDIR PATHCHECK DETECT AT FINDDIR IF NOT OBSTRUCTED THEN PATHTURN IF OBSTACLETYPE = 2 THEN PATHTURN FINDDIR = FINDDIR + 1 GOTO PATHCHECK PATHTURN IF TANKDIR = FINDDIR THEN PATHMOVE TURN TANK TO FINDDIR PATHMOVE MOVE TANK FORWARD 1 RETURN DUCKYS* * * * * * * * * * * * * * * * * * * * D U C K Y * * * * * * * * * * * * * * * * * * * * * * * CODE: OSI-D0A33-57558-100 * * * * DESIGNER: ALAN W. GARDNER * * * * RESTRICTED CLEARANCE REQUIRED * * * * * * * * * * * * * * * * * * * * TOPOFDUCK DUCKPOND = 2 MAXCOUNT = 2 BIGHOUSE = 6 TOPDUCK DOSCAN = 8 * The following will search for * an enemy cybertank in a 360 * degree area around itself. REDUCKSCAN SCAN FOR ENEMY TANK IF ENEMY TANK WAS FOUND THEN GOSUB BITEHIM DOSCAN = DOSCAN - 1 ROTATE SCANNER LEFT 1 IF DOSCAN <> 0 THEN REDUCKSCAN * If an enemy was not found in a * 360 degree area, the cybertank * will move in a non-obstructed * direction. DETECTDIR = TANKDIR ENDDIR = TANKDIR + 9 REDUCK DETECT OBSTRUCTION AT DETECTDIR IF MOVEMENT IS NOT OBSTRUCTED THEN DUCKMOVE IF OBSTACLETYPE = DUCKPOND THEN DUCKMOVE DETECTDIR = DETECTDIR + 1 IF DETECTDIR <> ENDDIR THEN REDUCK DUCKMOVE TURN TANK TO DETECTDIR MOVE TANK FORWARD 1 COUNT = COUNT + 1 IF COUNT <> MAXCOUNT THEN NOWADDLE MAXCOUNT = MAXCOUNT + 1 COUNT = 0 TURN TANK LEFT 1 NOWADDLE GOTO TOPDUCK * If an enemy cybertank is within * range, the cybertank will fire * its weapon at the enemy. If * not within range, the cybertank * will let the enemy close in. BITEHIM IF ENEMY TANK IS WITHIN RANGE THEN QUACK! GET DISTANCE TO ENEMYX ENEMYY IF XYDIST > 15 THEN NODUCKING TIMES2TRY = 10 DUCKX = ENEMYX DUCKY = ENEMYY HEHASFOOD TURN TANK TO DUCKX DUCKY ROTATE SCANNER TO DUCKX DUCKY DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS NOT OBSTRUCTED THEN WADDLEON IF OBSTACLETYPE = DUCKPOND THEN WADDLEON IF OBSTACLETYPE = BIGHOUSE THEN GOWADDLE FIRE WEAPON AT TANK DIRECTION WADDLEON MOVE TANK FORWARD 1 SCAN FOR ENEMY TANK IF ENEMY TANK WAS FOUND THEN BITEHIM TIMES2TRY = TIMES2TRY - 1 IF TIMES2TRY <> 0 THEN HEHASFOOD GOTO NODUCKING GOWADDLE FEATHERS = 9 WARMDUCK ROTATE SCANNER LEFT 1 FIRE WEAPON AT SCANNER DIRECTION DETECT OBSTRUCTION AT SCANNER DIRECTION IF MOVEMENT IS NOT OBSTRUCTED THEN HOLE IF OBSTACLETYPE = DUCKPOND THEN HOLE FEATHERS = FEATHERS - 1 IF FEATHERS <> 0 THEN WARMDUCK HOLE ALIGN TANK WITH SCANNER MOVE TANK FORWARD 1 GOTO HEHASFOOD NODUCKING RESUME QUACK! FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN TOPDUCK IF ENEMY TANK IS WITHIN RANGE THEN QUACK! BRANCH TO HEHASFOOD INTREPID  * * * * * * * * * * * * * * * * * * * * I N T R E P I D * * * * * * * * * * * * * * * * * * * * * * * CODE: OSI-I0E54-9715A-090 * * * * DESIGNER: STUART B. MARKS * * * * CLASSIFIED CLEARANCE REQUIRED * * * * * * * * * * * * * * * * * * * * START GOSUB FINDTANK IF REMOTE UNAVAILABLE THEN START LAUNCH IF TANK BEYOND RANGE THEN REMOTE ROTATE TO FACE ENEMY TANK GOTO REMRANGE ***** REMOTE REMOTEX = ENEMYX REMOTEY = ENEMYY REMY GOSUB FINDTANK GET DISTANCE TO REMOTEX REMOTEY IF XYDIST <= 4 THEN REMRANGE REMY1 IF REMOTEY > TANKY THEN REMDOWN IF REMOTEY < TANKY THEN REMUP REMX GOSUB FINDTANK GET DISTANCE TO REMOTEX REMOTEY IF XYDIST <= 4 THEN REMRANGE IF TANKY <> REMOTEY THEN REMY1 IF REMOTEX > TANKX THEN REMRIGHT IF REMOTEX < TANKX THEN REMLEFT GOTO START REMDOWN REMDIR = 4 GOTO REMUD REMUP REMDIR = 0 REMUD IF TANKDIR = REMDIR THEN REMUD0 TURN TO REMDIR REMUD0 IF SCANNER ALIGNED THEN REMUD1 ALIGN SCANNER REMUD1 DETECT AT TANK DIRECTION IF OBSTRUCTED THEN GOSUB REMOBJ MOVE FORWARD 1 GOTO REMY REMLEFT REMDIR = 6 GOTO REMLR REMRIGHT REMDIR = 2 REMLR IF TANKDIR = REMDIR THEN REMLR0 TURN TO REMDIR REMLR0 IF SCANNER ALIGNED THEN REMLR1 ALIGN SCANNER REMLR1 DETECT AT TANK DIRECTION IF OBSTRUCTED THEN GOSUB REMOBJ MOVE FORWARD 1 GOTO REMX REMOBJ IF OBSTACLETYPE = 2 THEN REMOBJ2 IF OBSTACLETYPE = 6 THEN REMOBJ3 REMOBJ1 FIRE AT OBSTRUCTION DETECT AT TANK DIRECTION IF OBSTRUCTED THEN REMOBJ REMOBJ2 RETURN REMOBJ3 FINDDIR = SCANDIR REMOBJ4 DETECT AT FINDDIR IF NOT OBSTRUCTED THEN REMOBJ5 IF OBSTACLETYPE = 2 THEN REMOBJ5 FINDDIR = FINDDIR + 1 GOTO REMOBJ4 REMOBJ5 IF TANKDIR = FINDDIR THEN REMOBJ6 TURN TANK TO FINDDIR REMOBJ6 IF TANK ALIGNED THEN REMOBJ2 MOVE TANK FORWARD 1 GOTO REMOBJ3 REMRANGE FINDCOUNT = 0 REMRANGE1 SCAN FOR ENEMY TANK IF TANK NOT FOUND THEN REMFIND LOCK SCANNER IF UNLOCKED THEN REMFIND REMRANGE2 CIRCLE = 0 GOSUB TESTRANGE GOTO START REMFIND FINDCOUNT = FINDCOUNT + 1 GOSUB REMFIND1 IF FINDCOUNT <= 5 THEN REMRANGE1 GOTO START REMFIND1 SCAN FOR CLOSEST OBJECT IF OBJECT NOT FOUND THEN REMFIND3 IF OBJTYPE <> 6 THEN REMFIND2 DETECT OBSTRUCTION AT SCANNER DIRECTION IF NOT OBSTRUCTED THEN START FIRE WEAPON AT OBSTRUCTION RETURN REMFIND2 FIRE AT OBJECT REMFIND3 RETURN ***** FINDTANK CIRCLE = 0 FINDTANK1 SCAN FOR ENEMY TANK IF TANK NOT FOUND THEN ROTATE LOCKX = ENEMYX LOCKY = ENEMYY LOCK SCANNER TESTRANGE IF TANK WITHIN RANGE THEN KILLENEMY IF SCANNER IS UNLOCKED THEN FIXREMOTE IF TANK IS FACING ENEMY TANK THEN TESTRNG1 TURN TO FACE ENEMY TANK TESTRNG1 IF SCANNER IS ALIGNED THEN MOVEENEMY ALIGN SCANNER MOVEENEMY DETECT AT TANK DIRECTION IF NOT OBSTRUCTED THEN MOVE1 IF OBSTACLETYPE <> 2 THEN GOSUB CLEARPATH MOVE1 MOVE FORWARD 1 GOTO TESTRANGE CLEARPATH IF OBSTACLETYPE = 2 THEN CLEAR1 IF OBSTACLETYPE = 6 THEN MOVEAROUND FIRE AT OBSTRUCTION DETECT AT TANK DIRECTION IF OBSTRUCTED THEN CLEARPATH CLEAR1 RETURN MOVEAROUND FINDDIR = SCANDIR MACHECK DETECT AT FINDDIR IF NOT OBSTRUCTED THEN MATURN IF OBSTACLETYPE = 2 THEN MATURN FINDDIR = FINDDIR + 1 GOTO MACHECK MATURN IF TANKDIR = FINDDIR THEN MAMOVE TURN TANK TO FINDDIR MAMOVE MOVE FORWARD 1 RETURN KILLENEMY FIRE AT TANK FIRE AT TANK IF TANK BEYOND RANGE THEN TESTRANGE IF SCANNER IS LOCKED THEN KILLENEMY RETURN FIXREMOTE REMOTEX = LOCKX REMOTEY = LOCKY ROTATE ROTATE RIGHT 2 CIRCLE = CIRCLE + 1 IF CIRCLE < 4 THEN FINDTANK1 RETURN SENTRYS    * * * * * * * * * * * * * * * * * * * * S E N T R Y * * * * * * * * * * * * * * * * * * * * * * * CODE: OSI-S0C9D-A7A8A-1FD * * * * DESIGNER: STUART B. MARKS * * * * OMEGA CLEARANCE REQUIRED * * * * * * * * * * * * * * * * * * * * Start AutoScan = 0 * The following allows the cyber- * tank to stay fully automatic. * If the cybertank is on manual, * it will branch to process a key * press. ProcessKey If last key pressed = K then Scan360 If AutoScan = 2 then ScanNext If AutoScan = 0 then DoKey AutoScan = 2 * The following will process the * last key (if pressed). DoKey If last key pressed = A then TurnLeft If last key pressed = D then TurnRight If last key pressed = W then MoveF If last key pressed = X then MoveB If last key pressed = S then MoveScan If last key pressed = F then FireTank If last key pressed = I then ScanCheck If last key pressed = J then ScanLeft If last key pressed = L then ScanRight If last key pressed = R then RepairTank Branch to ProcessKey * The following are the scanner * routines. These routines will * rotate the scanner and then * scan for an enemy. ScanNext AutoScan = 1 ScanLeft Rotate scanner left 2 Branch to ScanCheck ScanRight Rotate scanner right 2 ScanCheck Scan for enemy tank If enemy tank not found then ProcessKey AutoScan = 0 * Assuming an enemy cybertank was * found, the following will auto- * matically hunt it down. It * will lock its scanner on the * enemy an start moving towards * it. HuntTank Lock scanner HuntCheck If enemy tank within range then KillTank Turn tank to face enemy tank Detect obstruction at tank direction If not obstructed then HuntMove Fire weapon at obstruction HuntMove If enemy tank within range then KillTank Move tank forward 1 If scanner is unlocked then ProcessKey If last key pressed then ProcessKey Branch to HuntCheck * Assuming an enemy cybertank is * within range, the following * will fire at the enemy. KillTank Fire weapon at enemy tank Fire weapon at enemy tank If last key pressed then ProcessKey Fire weapon at enemy tank Fire weapon at enemy tank If last key pressed then ProcessKey If scanner is unlocked then ScanCheck If enemy tank within range then KillTank Branch to ProcessKey * The following routine sets the * automatic scan feature. Scan360 If AutoScan = 1 then Start AutoScan = 1 Branch to ProcessKey * The following will repair the * cybertank if reparations are * needed. RepairTank If IntDamage < 60 then FixArmor Repair Internal FixArmor If ArmorDamage < 60 then ProcessKey Repair Armor Branch to ProcessKey ******************** FireTank Fire weapon at tank direction Branch to ProcessKey * The following are the cybertank * movement routines. MoveScan Align scanner with tank Move tank forward 1 Branch to ScanCheck MoveF Move tank forward 1 Branch to ProcessKey MoveB Move tank backward 1 Branch to ProcessKey TurnLeft Turn tank left 1 Branch to ProcessKey TurnRight Turn tank right 1 Branch to ProcessKey TEAMTANK    Team If TankNum < 3 Then DEFENSE Branch to OFFENSE Include TeamDefense Include TeamDef1ense1 Include TeamOffense Include TeamOff1ense1     M^1^>^`^|^^^)^^!1:< 1:<GHGNM1:NM1FZJZ@ZNM1N[M1)d&%(w@@wN\M111)&1L4!4@44@44@44@44@44@@@@@T1Q1S1R1U1.#<9 1    <4^}@A@4^^^^^^^K^D^I^141K:<4Gj $(\\Gj]1S]]KGj1@41@<Q@<R1Z1P1K1111    t@ 1M4@#464@>@674@@L474@@_64@>@r74@@74@@64@>64@> @@E$(Y@@ b N\M1@@bN\M1Y4646 (:7 (46 (:7 (46 (:7 (1@BY@4@Y47@f47@|4 (:64 (:61p@Y@6 6@4 (74 (71:;1VNH1MVL@2QL@2R1@42.#H4491442Y@@W@]2Y@@*@{@u141`4@h)lP$'141~4@)P$'16@@\$'34 (@61@)14:<42162@1F@7@134 A:<44G+# )'P@@6 (9\ 71C444G@C@h6@Zh1I$(p\1C61C@@\$'y34 (@61@3@7G1C446@ 3Vd/ $'y1cP:<1d2 2412:< H3&21$@1Z$@113:G432 251):< G&213$@1Z$@11P3:G5324:<G&16@$11@1#444Y@$'X@S711@j@e\14 (y61m144:;@@61%@X\61?2 231:;2$'1 i@)$' 1 $')1 3:<HGD%'I&13133@W@V\34 (l@l61Z@t3B4444:;R7@ 46 (8@86@#6@O641 GY@4 448$(~@~@Z:;R7@g14 [%(@7@&1g3:< G1g  2.#H91442Y@@M@S2Y@@ @q@k141V4@^)bP$'141t4@|)P$'1,@@\$'34 (@61@)14:<42162@1F@%(\334:<b44GS\+ )P$(@!1@2@3\$'!34 (H@H616@P3HS3446@3   a44:;f:;f:;f:;f4@<$(a@a:;f:;f:;f:;f@XZ$(a@a6114G44:<|G$(@6@@ Z:;f:;f:;f:;f:;f:;f1r$(@@Z3@<4@<:<|G7@:<G1|E@@*$(%@%@Z1:;9:;91*4GP:<*6@ *1<:;<1*  2.#H91442Y@@M@S2Y@@ @q@k141V4@^)bP$'141t4@|)P$'1,@@\$'34 (@61@)14:<42162@1F@%(\334:<b44GS\+ )P$(@!1@2@3\$'!34 (H@H616@P3HS3446@3   ]e2.#H91442Y@@M@S2Y@@ @q@k141V4@^)bP$'141t4@|)P$'1,@@\$'34 (@61@)14:<42162@1F@%(\334:<44G+ )P@76 (0@-41:\ 71:444G@:@_6@Z_1@)f&4$(t@t\1:61:@@\$'}34 (@61@3@7G1:446@3   f44:;f:;f:;f:;f4@<$(a@a:;f:;f:;f:;f@XZ$(a@a6114G44:<|G$(@6@@ Z:;f:;f:;f:;f:;f:;f1r$(@@Z3@<4@<:<|G7@:<G1|E@@*$(%@%@Z1:;9:;91*4GP:<*6@ *1<:;<1*. `"9.. `"AVOIDOBSCAP #`:AVOIDWATCAP &`;BEELINEHCAP (`<BERSERKACAP *`=CENTERSECAP ,`>(CORNERSECAP /`BDESTROY CAP 1`GEEDGESEARCAP 4`HIGNOREDACAP 7`LIGNOREWACAP 9`MKILLTANKCAP ;`NYNORMALATCAP =`PPANIC CAP B`QoRANDOMSECAP D`RSEARCH CAP F`S0SEEK CAP I`USITSEARCCAP K`VTRACKENECAP N`WWAITFORECAP P`YXVIPER DSN S`ZORIENTATSIM V`\VIPER TNK X`] AUSTIN FLD Z`^HOUSTON FLD ]`bSMALL FLD a`fCLEAROBSCAP d`jTEST DSNf`k! L.CLEAR = 1 RESUME L.WATER = 0 RESUME BEELINE * Initialize the user variables L.DAMAGE? = 0 L.ENEMYLOST? = 0 L.INRANGE? = 0 L.INTDMG = INTDAMAGE BL.SCAN * Check the tank for damage IF L.ABORT = 0 THEN BL.NOABORT IF L.INTDMG <> INTDAMAGE THEN BL.DAMAGE BL.NOABORT * Keep rescanning the tank to * keep tabs on what it is doing SCAN FOR ENEMY TANK IF ENEMY TANK NOT FOUND THEN BL.LOST IF ENEMY TANK IS WITHIN RANGE THEN BL.RANGE TURN TANK TO FACE ENEMY TANK DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS NOT OBSTRUCTED THEN BL.MOVE IF OBSTACLETYPE = 2 THEN BL.WATER IF OBSTACLETYPE = 6 THEN BL.LOST FIRE WEAPON AT OBSTRUCTION BL.WATER IF L.WATER = 0 THEN BL.LOST BL.MOVE MOVE TANK FORWARD 1 BRANCH TO BL.SCAN BL.RANGE L.INRANGE? = 1 BRANCH TO BL.RESUME BL.LOST L.ENEMYLOST? = 1 BRANCH TO BL.RESUME BL.DAMAGE L.DAMAGE? = 1 BL.RESUME RESUME BERSERK * A berserk attack is simply ten * fires in a row. This method is * effective as long as the enemy * your tank is firing at sits * still long enough to receive * all ten hits. FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK FIRE WEAPON AT ENEMY TANK RESUME CENTER * Initialize user variables L.ENEMYFOUND? = 0 L.DAMAGE? = 0 L.INTDMG = INTDAMAGE L.MOVEDIR = 0 L.X = 31 L.Y = 31 * Move the tank to the center CS.MOVE * While the tank is moving, try * and find a tank along the way SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN CS.FOUND ROTATE SCANNER LEFT 1 * Check tank for damage IF L.ABORT = 0 THEN CS.MOVE1 IF L.INTDMG <> INTDAMAGE THEN CS.DAMAGE CS.MOVE1 * Is the tank at destination yet? IF TANKX <> L.X THEN CS.MOVE2 IF TANKY = L.Y THEN CS.SEARCH CS.MOVE2 * Move the tank closer to corner TURN TANK TO L.X L.Y DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN CS.BLOCKED CS.MOVE3 MOVE TANK FORWARD 1 BRANCH TO CS.MOVE CS.BLOCKED * The tank was blocked. Find a * way around the obstacle. IF OBSTACLETYPE >= 6 THEN CS.BYPASS IF OBSTACLETYPE <> 2 THEN CS.CLEAR? IF L.WATER = 0 THEN CS.BYPASS BRANCH TO CS.MOVE3 CS.CLEAR? * If clear obstruction selected, * shoot the obstruction IF L.CLEAR = 1 THEN CS.BYPASS FIRE WEAPON AT OBSTRUCTION BRANCH TO CS.MOVE3 CS.BYPASS * How far away are we from the * destination? GET DISTANCE TO L.X L.Y L.RANGE = XYDIST * Find a clear path to move in L.MOVEDIR = TANKDIR + 8 L.COUNT = 1 L.DIR = L.MOVEDIR + 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.MOVEDIR - 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT L.COUNT = 0 L.DIR = L.MOVEDIR + 2 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.MOVEDIR - 2 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT L.COUNT = 1 L.DIR = L.MOVEDIR + 3 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.MOVEDIR - 3 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT * The tank is trapped. Backup * until it can move around trap MOVE TANK BACKWARD 1 BRANCH TO CS.BYPASS CS.LEFT SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN CS.FOUND ROTATE SCANNER LEFT 1 * Follow the blockade until the * tank is closer to destination * keeping to blockade on the left * side of the tank IF L.ABORT = 0 THEN CS.LEFT0 IF L.INTDMG <> INTDAMAGE THEN CS.DAMAGE CS.LEFT0 TURN TANK TO L.DIR MOVE TANK FORWARD 1 GET DISTANCE TO L.X L.Y IF XYDIST < L.RANGE THEN CS.MOVE L.DIR = TANKDIR IF TANKDIR > 0 THEN CS.LEFT1 L.DIR = 8 CS.LEFT1 L.DIR = L.DIR - 1 IF L.DIR > 0 THEN CS.LEFT2 L.DIR = 8 CS.LEFT2 L.DIR = L.DIR - L.COUNT IF L.COUNT = 1 THEN CS.LEFT4 CS.LEFT3 L.COUNT = 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.DIR + 1 CS.LEFT4 L.COUNT = 0 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.DIR + 1 BRANCH TO CS.LEFT3 CS.RIGHT SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN CS.FOUND ROTATE SCANNER LEFT 1 IF L.ABORT = 0 THEN CS.RIGHT0 IF L.INTDMG <> INTDAMAGE THEN CS.DAMAGE CS.RIGHT0 TURN TANK TO L.DIR MOVE TANK FORWARD 1 GET DISTANCE TO L.X L.Y IF XYDIST < L.RANGE THEN CS.MOVE L.DIR = TANKDIR + 9 L.DIR = L.DIR + L.COUNT IF L.COUNT = 1 THEN CS.RIGHT2 CS.RIGHT1 L.COUNT = 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT L.DIR = L.DIR - 1 CS.RIGHT2 L.COUNT = 0 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT L.DIR = L.DIR - 1 BRANCH TO CS.RIGHT1 CS.SEARCH IF L.ABORT = 0 THEN CS.NOABORT IF L.INTDMG <> INTDAMAGE THEN CS.DAMAGE CS.NOABORT SCAN FOR ENEMY TANK IF ENEMY TANK WAS FOUND THEN CS.FOUND ROTATE SCANNER RIGHT 1 BRANCH TO CS.SEARCH CS.DAMAGE L.DAMAGE? = 1 BRANCH TO CS.RESUME CS.FOUND L.ENEMYFOUND? = 1 CS.RESUME RESUME CORNER L.ENEMYFOUND? = 0 L.DAMAGE? = 0 L.INTDMG = INTDAMAGE L.MOVEDIR = 0 * Get the coordinates of closest * corner to the tank L.X = 1 IF TANKX <= 31 THEN CS.GETY L.X = 62 CS.GETY L.Y = 1 IF TANKY <= 31 THEN CS.MOVE L.Y = 62 * Move the tank to the corner CS.MOVE * While the tank is moving, try * and find a tank along the way SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN CS.FOUND ROTATE SCANNER LEFT 1 * Check tank for damage IF L.ABORT = 0 THEN CS.MOVE1 IF L.INTDMG <> INTDAMAGE THEN CS.DAMAGE CS.MOVE1 * Is the tank at destination yet? IF TANKX <> L.X THEN CS.MOVE2 IF TANKY = L.Y THEN CS.SEARCH CS.MOVE2 * Move the tank closer to corner TURN TANK TO L.X L.Y DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN CS.BLOCKED CS.MOVE3 MOVE TANK FORWARD 1 BRANCH TO CS.MOVE CS.BLOCKED * The tank was blocked. Find a * way around the obstacle. IF OBSTACLETYPE >= 6 THEN CS.BYPASS IF OBSTACLETYPE <> 2 THEN CS.CLEAR? IF L.WATER = 0 THEN CS.BYPASS BRANCH TO CS.MOVE3 CS.CLEAR? * If clear obstruction selected, * shoot the obstruction IF L.CLEAR = 1 THEN CS.BYPASS FIRE WEAPON AT OBSTRUCTION BRANCH TO CS.MOVE3 CS.BYPASS * How far away are we from the * destination? GET DISTANCE TO L.X L.Y L.RANGE = XYDIST * Find a clear path to move in L.MOVEDIR = TANKDIR + 8 L.COUNT = 1 L.DIR = L.MOVEDIR + 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.MOVEDIR - 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT L.COUNT = 0 L.DIR = L.MOVEDIR + 2 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.MOVEDIR - 2 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT L.COUNT = 1 L.DIR = L.MOVEDIR + 3 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.MOVEDIR - 3 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT * The tank is trapped. Backup * until it can move around trap MOVE TANK BACKWARD 1 BRANCH TO CS.BYPASS CS.LEFT SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN CS.FOUND ROTATE SCANNER LEFT 1 * Follow the blockade until the * tank is closer to destination * keeping to blockade on the left * side of the tank IF L.ABORT = 0 THEN CS.LEFT0 IF L.INTDMG <> INTDAMAGE THEN CS.DAMAGE CS.LEFT0 TURN TANK TO L.DIR MOVE TANK FORWARD 1 GET DISTANCE TO L.X L.Y IF XYDIST < L.RANGE THEN CS.MOVE L.DIR = TANKDIR IF TANKDIR > 0 THEN CS.LEFT1 L.DIR = 8 CS.LEFT1 L.DIR = L.DIR - 1 IF L.DIR > 0 THEN CS.LEFT2 L.DIR = 8 CS.LEFT2 L.DIR = L.DIR - L.COUNT IF L.COUNT = 1 THEN CS.LEFT4 CS.LEFT3 L.COUNT = 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.DIR + 1 CS.LEFT4 L.COUNT = 0 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.LEFT L.DIR = L.DIR + 1 BRANCH TO CS.LEFT3 CS.RIGHT SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN CS.FOUND ROTATE SCANNER LEFT 1 IF L.ABORT = 0 THEN CS.RIGHT0 IF L.INTDMG <> INTDAMAGE THEN CS.DAMAGE CS.RIGHT0 TURN TANK TO L.DIR MOVE TANK FORWARD 1 GET DISTANCE TO L.X L.Y IF XYDIST < L.RANGE THEN CS.MOVE L.DIR = TANKDIR + 9 L.DIR = L.DIR + L.COUNT IF L.COUNT = 1 THEN CS.RIGHT2 CS.RIGHT1 L.COUNT = 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT L.DIR = L.DIR - 1 CS.RIGHT2 L.COUNT = 0 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN CS.RIGHT L.DIR = L.DIR - 1 BRANCH TO CS.RIGHT1 CS.SEARCH IF L.ABORT = 0 THEN CS.NOABORT IF L.INTDMG <> INTDAMAGE THEN CS.DAMAGE CS.NOABORT IF L.COUNT = 0 THEN CS.ROTATEY L.COUNT = 0 IF TANKX = 1 THEN CS.SCANRGT ROTATE SCANNER TO 6 BRANCH TO CS.SCAN CS.SCANRGT ROTATE SCANNER TO 2 BRANCH TO CS.SCAN CS.ROTATEY L.COUNT = 1 IF TANKY = 1 THEN CS.SCANDWN ROTATE SCANNER TO 0 BRANCH TO CS.SCAN CS.SCANDWN ROTATE SCANNER TO 4 CS.SCAN SCAN FOR ENEMY TANK IF ENEMY TANK WAS FOUND THEN CS.FOUND BRANCH TO CS.SEARCH CS.DAMAGE L.DAMAGE? = 1 BRANCH TO CS.RESUME CS.FOUND L.ENEMYFOUND? = 1 CS.RESUME RESUME * * * * * * * * * * * * * * * * * * * * D E S T R O Y * * * * * * * * * * * * * * * * * * * * * * * This Library Capsule contains * * a routine which fires at the * * enemy tank until it runs away * * or gets destroyed. * * * * * * * * * * * * * * * * * * * * Destroy Fire at enemy tank Fire at enemy tank Fire at enemy tank Scan for enemy tank If enemy tank is within range then branch to Destroy Resume EDGE * Initialize user variables L.ENEMYFOUND? = 0 L.DAMAGE? = 0 L.INTDMG = INTDAMAGE L.MOVEDIR = 0 L.POINT = 1 * Pass destination coordinates * to the move routine ES.GETXY L.X = 1 IF L.POINT = 1 THEN ES.GETY IF L.POINT = 2 THEN ES.GETY L.X = 62 ES.GETY L.Y = 1 IF L.POINT = 1 THEN ES.PASSXY IF L.POINT = 4 THEN ES.PASSXY L.Y = 62 ES.PASSXY L.POINT = L.POINT + 1 IF L.POINT <= 4 THEN ES.MOVE L.POINT = 1 * Move the tank to destination ES.MOVE * While the tank is moving, try * and find a tank along the way SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN ES.FOUND ROTATE SCANNER LEFT 1 * Check tank for damage IF L.ABORT = 0 THEN ES.MOVE1 IF L.INTDMG <> INTDAMAGE THEN ES.DAMAGE ES.MOVE1 * Is the tank at destination yet? IF TANKX <> L.X THEN ES.MOVE2 IF TANKY = L.Y THEN ES.GETXY ES.MOVE2 * Move the tank closer to corner TURN TANK TO L.X L.Y DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN ES.BLOCKED ES.MOVE3 MOVE TANK FORWARD 1 BRANCH TO ES.MOVE ES.BLOCKED * The tank was blocked. Find a * way around the obstacle. IF OBSTACLETYPE >= 6 THEN ES.BYPASS IF OBSTACLETYPE <> 2 THEN ES.CLEAR? IF L.WATER = 0 THEN ES.BYPASS BRANCH TO ES.MOVE3 ES.CLEAR? * If clear obstruction selected, * shoot the obstruction IF L.CLEAR = 1 THEN ES.BYPASS FIRE WEAPON AT OBSTRUCTION BRANCH TO ES.MOVE3 ES.BYPASS * How far away are we from the * destination? GET DISTANCE TO L.X L.Y L.RANGE = XYDIST * Find a clear path to move in L.MOVEDIR = TANKDIR + 8 L.COUNT = 1 L.DIR = L.MOVEDIR + 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.LEFT L.DIR = L.MOVEDIR - 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.RIGHT L.COUNT = 0 L.DIR = L.MOVEDIR + 2 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.LEFT L.DIR = L.MOVEDIR - 2 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.RIGHT L.COUNT = 1 L.DIR = L.MOVEDIR + 3 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.LEFT L.DIR = L.MOVEDIR - 3 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.RIGHT * The tank is trapped. Backup * until it can move around trap MOVE TANK BACKWARD 1 BRANCH TO ES.BYPASS ES.LEFT SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN ES.FOUND ROTATE SCANNER LEFT 1 * Follow the blockade until the * tank is closer to destination * keeping to blockade on the left * side of the tank IF L.ABORT = 0 THEN ES.LEFT0 IF L.INTDMG <> INTDAMAGE THEN ES.DAMAGE ES.LEFT0 TURN TANK TO L.DIR MOVE TANK FORWARD 1 GET DISTANCE TO L.X L.Y IF XYDIST < L.RANGE THEN ES.MOVE L.DIR = TANKDIR IF TANKDIR > 0 THEN ES.LEFT1 L.DIR = 8 ES.LEFT1 L.DIR = L.DIR - 1 IF L.DIR > 0 THEN ES.LEFT2 L.DIR = 8 ES.LEFT2 L.DIR = L.DIR - L.COUNT IF L.COUNT = 1 THEN ES.LEFT4 ES.LEFT3 L.COUNT = 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.LEFT L.DIR = L.DIR + 1 ES.LEFT4 L.COUNT = 0 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.LEFT L.DIR = L.DIR + 1 BRANCH TO ES.LEFT3 ES.RIGHT SCAN FOR ENEMY TANK IF ENEMY TANK FOUND THEN ES.FOUND ROTATE SCANNER LEFT 1 IF L.ABORT = 0 THEN ES.RIGHT0 IF L.INTDMG <> INTDAMAGE THEN ES.DAMAGE ES.RIGHT0 TURN TANK TO L.DIR MOVE TANK FORWARD 1 GET DISTANCE TO L.X L.Y IF XYDIST < L.RANGE THEN ES.MOVE L.DIR = TANKDIR + 9 L.DIR = L.DIR + L.COUNT IF L.COUNT = 1 THEN ES.RIGHT2 ES.RIGHT1 L.COUNT = 1 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.RIGHT L.DIR = L.DIR - 1 ES.RIGHT2 L.COUNT = 0 DETECT OBSTRUCTION AT L.DIR IF MOVEMENT IS NOT OBSTRUCTED THEN ES.RIGHT L.DIR = L.DIR - 1 BRANCH TO ES.RIGHT1 ES.DAMAGE L.DAMAGE? = 1 BRANCH TO ES.RESUME ES.FOUND L.ENEMYFOUND? = 1 ES.RESUME RESUME L.ABORT = 0 RESUME L.WATER = 1 RESUME KILLTANK * To the death attack will simply * fire at the enemy tank until * the enemy either gets destroyed * or is no longer picked up by * the scanner. If the enemy tank * moves beyond weapon range and * water blocks you from moving * forward, this module will * resume back to the tank as if * the enemy tank was lost. L.DAMAGE? = 0 L.ENEMYLOST? = 0 L.INTDMG = INTDAMAGE KT.START * Check if tank is damaged IF L.ABORT = 0 THEN KT.SCAN IF L.INTDMG <> INTDAMAGE THEN KT.DAMAGE  KT.SCAN SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN KT.LOST IF ENEMY TANK IS BEYOND WEAPON RANGE THEN KT.MOVE FIRE WEAPON AT ENEMY TANK BRANCH TO KT.SCAN KT.MOVE TURN TANK TO FACE ENEMY TANK DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN KT.BLOCKED KT.MOVE1 MOVE TANK FORWARD 1 BRANCH TO KT.SCAN KT.BLOCKED IF OBSTACLETYPE = 2 THEN KT.WATER FIRE WEAPON AT OBSTRUCTION BRANCH TO KT.MOVE KT.WATER IF L.WATER = 1 THEN KT.MOVE1 KT.LOST L.ENEMYLOST? = 1 BRANCH TO KT.RESUME KT.DAMAGE L.DAMAGE? = 1 KT.RESUME RESUME ATTACK * Standard attack will simply * fire at the enemy tank until * the enemy either moves beyond * the weapon range or is no * longer picked up by the scanner L.DAMAGE? = 0 L.ENEMYLOST? = 0 L.INTDMG = INTDAMAGE NA.START * Check if tank is damaged IF L.ABORT = 0 THEN NA.SCAN IF L.INTDMG <> INTDAMAGE THEN NA.DAMAGE NA.SCAN SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN NA.LOST IF ENEMY TANK IS BEYOND WEAPON RANGE THEN NA.RANGE FIRE WEAPON AT ENEMY TANK BRANCH TO NA.SCAN NA.RANGE L.INRANGE? = 0 BRANCH TO NA.RESUME NA.LOST L.ENEMYLOST? = 1 BRANCH TO NA.RESUME NA.DAMAGE L.DAMAGE? = 1 NA.RESUME RESUME PANIC * Having a tank 'panic' will just * move your tank backwards 10. MOVE TANK BACKWARD 10 RESUME RNDSEARCH * Initialize the user variables L.DAMAGE? = 0 L.ENEMYLOST? = 0 L.INRANGE? = 0 L.INTDMG = INTDAMAGE RS.RANDOM IF L.ABORT = 0 THEN RS.RND1 IF L.INTDMG <> INTDAMAGE THEN RS.DAMAGE RS.RND1 GET RANDOM TO 2 IF RANDOMNUM = 2 THEN RS.MOVE ROTATE SCANNER LEFT 1 BRANCH TO RS.SCAN RS.MOVE DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN RS.TURN MOVE TANK FORWARD 1 BRANCH TO RS.SCAN RS.TURN GET RANDOM TO 2 IF RANDOMNUM = 2 THEN RS.RIGHT RS.LEFT TURN TANK LEFT 1 DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN RS.LEFT BRANCH TO RS.SCAN RS.RIGHT TURN TANK RIGHT 1 DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN RS.RIGHT RS.SCAN SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN RS.RANDOM L.ENEMYFOUND? = 1 BRANCH TO RS.RESUME RS.DAMAGE L.DAMAGE? = 1 RS.RESUME RESUME  * * * * * * * * * * * * * * * * * * * * S E A R C H * * * * * * * * * * * * * * * * * * * * * * * This Library Capsule contains * * a routine named Search which * * searches for an enemy target. * * Once a target is found, the * * routine tracks it until it * * comes within weapon range. * * * * * * * * * * * * * * * * * * * * Search Rotate Scanner Left 1 If tank is aligned with scanner then do Onward Look Scan for enemy tank If enemy tank was not found then branch to Search If enemy tank is within range then branch to Done Align tank with scanner Do Onward Branch to Look Done Resume Onward Detect obstruction at tank direction If ObstacleType = 0 then branch to Go Fire at tank direction Detect obstruction at tank direction If ObstacleType = 0 then branch to Go Turn tank left 3 Branch to Onward Go Move tank forward 3 Align scanner with tank Resume * * * * * * * * * * * * * * * * * * * * S E E K * * * * * * * * * * * * * * * * * * * * * * * This Library Capsule contains * * a routine which seeks out an * * enemy tank and tracks it until* * it comes within range. * * * * * * * * * * * * * * * * * * * * Seek Do Onward Rotate Scanner Left 1 Look Scan for enemy tank If enemy tank was not found then branch to Seek If enemy tank is beyond range then branch to Track Resume Track Align tank with scanner Do Onward Branch to Look Onward Detect obstruction at tank direction If ObstacleType = 0 then branch to Go Fire at tank direction Detect obstruction at tank direction If ObstacleType = 0 then branch to Go Turn tank left 3 Branch to Onward Go Move tank forward 3 Resume SITSEARCH * Initialize user variables L.ENEMYFOUND? = 0 L.DAMAGE? = 0 L.INTDMG = INTDAMAGE SS.START * Check tank for damage IF L.ABORT = 0 THEN SS.NOABORT IF L.INTDMG <> INTDAMAGE THEN SS.DAMAGE SS.NOABORT * Try and find an enemy tank SCAN FOR ENEMY TANK IF ENEMY TANK WAS FOUND THEN SS.FOUND ROTATE SCANNER LEFT 1 BRANCH TO SS.START SS.DAMAGE L.DAMAGE? = 1 BRANCH TO SS.RESUME SS.FOUND L.ENEMYFOUND? = 1 SS.RESUME RESUME TRACK * Initialize the user variables L.DAMAGE? = 0 L.ENEMYLOST? = 0 L.INRANGE? = 0 L.INTDMG = INTDAMAGE L.RANGE = 100 ST.RESET * Reset the 'move in' counter L.COUNT = 60 ST.SCAN * Check the tank for damage IF L.ABORT = 0 THEN ST.NOABORT IF L.INTDMG <> INTDAMAGE THEN ST.DAMAGE ST.NOABORT * Keep rescanning the tank to * keep tabs on what it is doing SCAN FOR ENEMY TANK IF ENEMY TANK NOT FOUND THEN ST.LOST IF ENEMY TANK IS WITHIN RANGE THEN ST.RANGE IF L.RANGE > ENEMYDIST THEN ST.STAY L.RANGE = ENEMYDIST BRANCH TO ST.RESET ST.STAY * Stay put long enough to let the * enemy come closer to your tank L.COUNT = L.COUNT - 1 IF L.COUNT > 0 THEN ST.SCAN * The enemy isn't coming to you. * Track him by moving in closer DETECT OBSTRUCTION AT SCANNER DIRECTION IF MOVEMENT IS NOT OBSTRUCTED THEN ST.MOVE FIRE WEAPON AT OBSTRUCTION BRANCH TO ST.RESET ST.MOVE ALIGN TANK WITH SCANNER MOVE TANK FORWARD 1 BRANCH TO ST.RESET ST.RANGE L.INRANGE? = 1 BRANCH TO ST.RESUME ST.LOST L.ENEMYLOST? = 1 BRANCH TO ST.RESUME ST.DAMAGE L.DAMAGE? = 1 ST.RESUME RESUME WAIT * Initialize the user variables L.DAMAGE? = 0 L.ENEMYLOST? = 0 L.INRANGE? = 0 L.INTDMG = INTDAMAGE SW.SCAN * Check the tank for damage IF L.ABORT = 0 THEN SW.NOABORT IF L.INTDMG <> INTDAMAGE THEN SW.DAMAGE SW.NOABORT * Keep rescanning the tank to * keep tabs on what it is doing SCAN FOR ENEMY TANK IF ENEMY TANK NOT FOUND THEN SW.LOST IF ENEMY TANK IS WITHIN RANGE THEN SW.RANGE BRANCH TO SW.SCAN SW.RANGE L.INRANGE? = 1 BRANCH TO SW.RESUME SW.LOST L.ENEMYLOST? = 1 BRANCH TO SW.RESUME SW.DAMAGE L.DAMAGE? = 1 SW.RESUME RESUME VIPERS* * * * * ** WARNING ** * * STANDARD CLEARANCE LEVEL * REQUIRED FOR ACCESS TO * VIPER DESIGN INFORMATION * * * * * START DO TANKSEARCH DO ATTACKTANK BRANCH TO START TANKSEARCH DO FLIPDIR SCAN FOR ENEMY TANK IF ENEMY TANK WAS FOUND THEN TANKFOUND ROTATE SCANNER LEFT 1 DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN CHANGEDIR MOVE FORWARD 1 BRANCH TO TANKSEARCH CHANGEDIR IF TURNDIR = 0 THEN CD1 CD0 TURN TANK LEFT 1 DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN BRANCH TO CD0 BRANCH TO TANKSEARCH CD1 TURN TANK RIGHT 1 DETECT OBSTRUCTION AT TANK DIRECTION IF MOVEMENT IS OBSTRUCTED THEN BRANCH TO CD1 BRANCH TO TANKSEARCH TANKFOUND RETURN ATTACKTANK SCAN FOR ENEMY TANK IF ENEMY TANK WAS NOT FOUND THEN TANKISGONE IF ENEMY TANK IS WITHIN RANGE THEN KILLTANK DETECT OBSTRUCTION AT SCANNER DIRECTION IF MOVEMENT IS OBSTRUCTED THEN DO CLEARPATH ALIGN TANK WITH SCANNER MOVE TANK FORWARD 1 DO FLIPDIR BRANCH TO ATTACKTANK KILLTANK FIRE WEAPON AT ENEMY TANK BRANCH TO ATTACKTANK TANKISGONE RETURN CLEARPATH IF OBSTACLETYPE = 6 THEN PATHBLOCK IF OBSTACLETYPE = 2 THEN PATHOK FIRE WEAPON AT OBSTRUCTION PATHOK RETURN FROM DO PATHBLOCK FINDDIR = SCANDIR PATHCHECK DETECT AT FINDDIR IF NOT OBSTRUCTED THEN PATHTURN IF OBSTACLETYPE = 2 THEN PATHTURN FINDDIR = FINDIR + 1 GOTO PATHCHECK PATHTURN IF TANKDIR = FINDDIR THEN PATHMOVE TURN TANK TO FINDDIR PATHMOVE MOVE TANK FORWARD 1 RETURN FLIPDIR IF TURNDIR = 0 THEN FD1 TURNDIR = 0 RESUME FD1 TURNDIR = 1 RESUME VIPERVIPERVIPERVIPERSMALL R2 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"nHA|=@R nH>NJ@fJgV nH>Nn>/.aX=@g4R/P//.?.?.0n vN` nH>NnR`?. nNTT`Jnl?<- nNTSn0.D@=@.?< .H??.?.aPT`b.?<.H??.?.arPT`<.?<.H??.?.aLPT`0.n` 2.0.`=@`2.0.`=@`` Bg nNT0.SnJ@f`=n-nTJnf0 nJg n %@RDf n )f nJgR`Sno-n`p .T-@`D n %@RDf2 nHR`Sn``*-n`"`|:g|;g|]g nJgJnf`-n` nJg n %@RDf n ]f nJgR-n`0.@HЮ -@`0.n`0.=@`0.n`0.n`0.H=@`r0.HH@=@`^0.n`R0.F@=@`DB0.=@`20.H @2.H HAA=@`-n.?< .H??. n/a X-n`-n n-PX-n` nH? nNTRSn nJf` ?< nNT0.SnJ@n`|-n n-PX././. n//.a\X-n`<` n(H? nNT0.SnJ@f``H |crW htN``6` nH? nNTR nJfN^NuNV0.ne(.?.. H??. SWB0.?aP` `J. g?<0`?< nNTSn nB0.H@=@ n c?<7`?<00.W nNTN^NuNVB0.n6.?..H??. SWB0.//.N P/a ` `J.g?<0`?< nNTSn nB0.//.N 4P=@ n c?<7`?<00.W nNTN^NuNV . f> ?<NDT. H>?<NDTN^NuNV` nH>aR nJfN^NuNV. H>aN^NuNVJnl0.D@`0.N^NuNV0.n o0.`0. N^NuNV0.n l0.`0. N^NuNV0.n c0.`0. N^NuNV0.n d0.`0. N^NuNVH *n(n >.c`0SGJ@f``%0SGJ@fJL0N^NuNVH*n<. .`0SFJ@nJL N^NuNVH*n.BF`RFn lf0JL N^NuNVH*n>.BF`RFn l]f0JL N^NuNVH*n.<. `SFJFoH"MHA@SDf0n JL N^NuNVH?BCB..,. f# <`hlDRCJlDRCn8fzB`0l :HGH`xe`Jge`|fD# D`# JLN^NuNV/. /.N 9N^Nu?BB6BKCq0gd2`4TBAf6C`2A0NuNVH$.f BB`J". BnJlVnDJlRnDvd`Bbd nmDdD-@-A LN^NuNVHBG".l~D$. l GD&gHC H@J@g@HCBCւJGgD-C LN^.JNuNVHL&gHC H@J@g@HCBCւ-C LN^.JNumainscrediterrorsSYNTAX.DAT%s %sAuthorizingVerifyingECMDesign TNKSYM ContinueCancelECMDesign =========.+ ########.==####+:.XXX*XX###^: #+ ==' dddd       BdddDEBUGTERRAINTEREDITBattlefieldBlocksFLDInvalid Battlefield!Must have thirtyspaces for tanks.Any stroke to exit.FLDFLDBattlefield%sBLKBLKBLKMAP XMAP YMAP#TILE#BLOCK#%03dCan't UndoUndo Fill MapUndo Fill ScreenUndo Clear MapUndo Clear BlockUndo Tile PlopUndo Block PlopUndo Pen DownUndo Copy BlockRedo Fill MapRedo Fill ScreenRedo Clear MapRedo Clear BlockRedo Tile PlopRedo Block PlopRedo Pen DownRedo Copy Block:nn.nNnnnnnnnnnnnn.nNnRead zero len %d col %d str '%s'%rString too long %d/%dString too long %d/%d--more--Insufficient FAR Memory!Invalid group (%d)Group %d in use for '%s'FCLoad: too many file groupsOut of FAR memory!Invalid group number (%d)Refrencing a non-loaded group (%d)Invalid group number (%d)Refrencing a non-loaded group (%d)scantbl.datDEBUGmainscrcombatTERRAINTANKSInvalid BattlefieldAny stroke to exit.FIATSWSL DS LDTBSANextPrevSIPEIPLbtjttLvt1234567890!@#$%Simulation CompletedPress any key tocontinue.%2dSet number of battles.CancelOK%s-%d%2d%2d--%2d%2dFLFLD'%s''%s''%s'%d%dVVVVVVVL> CAP1234567890!@#$%Save the new positionsand restart, OR Resumethe current battle.ResumeSaveDEBUGTERRAINPOSITTANKSX,Y: %2d,%2dDir: %dLocationDirectionSelect %s2> DJT`lx^9L<d,& ,28BHNZ`fnv  z   ".:FR^d,wRjx ~Ew 0123456789ABCDEFOSI-*****-*****-***Tank ClassNameNoneCougar XSherman M7Olympia Bradley M4MercuryCentaurChallengerM5 TurtleBritanniaBentleyFuel CellsQuantityNone100 units200 units300 units400 units500 units600 units700 unitsDrive SystemTypeNoneLightStandardHeavyTurboDual-TurboGyroFluxFissionFusionIonWeapon TypeTypeNonePiercingExplosiveHEATLaserTurbo LaserGauss GunPlasma GunNukeScannerRangeNone20 Hm - 3020 Hm - 4520 Hm - 6035 Hm - 3035 Hm - 4535 Hm - 6050 Hm - 3050 Hm - 4550 Hm - 6050 Hm - 90Special ItemsNameEnergy MiserComm-LinkRepair KitScanner LockListenerJammerLauncherShieldAcceleratormainscrOSI/CACD SYSTEM 2DESIGN CONTROL MODULEVERSION 24/4279.3Cybertank Designer: %sSecurity Clearance: %sCybertank Name : %sCan't UndoUndo CutUndo PasteUndo TypingUndo ClearUndo SelectRedoUndo Insert%sC H A S S I S%31 Tank Class:%6 %sOlympia V%31 Fuel Cells:%6 %s%29 Drive System:%6 %s%35 Weapon:%6 %s degrees%34 Scanner:%6 %s%28 Special Items:%6 %s%48 %s%28 Special Items:%6 NoneA IA I C A P S U L EDSNDSNDSNDSNCAPCAPCAPERROR: Out of MemoryUnable to Load CapsuleAny Key to ContinueCAPCAPCapsulechassisSpecificationsCREDITS%s:CostNO LIMIT %d %4d----------------BDistance*.BVhzX LocationY LocationDirection^$0:^BP^Vblrz^^^^$46@BNXZfhr^tv  *+,/'!"#$.80124567%&)-9:BCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`aOffset %d/%d not found%sUserVar%d%s%d %s%cTHEN %s DOBRANCH TO%sLABL-%d%s Tank:Lbl : TANKFuel LeftShield OBSTRUCTIONType DAMAGEInternalArmorTreadsScannerWeapon SCANNERLocked Enemy Tank ObjectType Enemy HQ COMMLINK %[COPY%;DATA%]Ally NumberCode Received ALLY TANK ENEMY TANK MISCELLANEOUSScanned?Repair KitsLaunchersXY DistanceRandom # ALLY HQ USER VARIABLES%s%[NA%;DN%;UP%]%[ NA%; NO%:YES%]%[ NA%; NO%;YES%]%8s %10s %3dDDD00D00DD00DDDDD00DDDDD00DD00D DDD00DDDDDDDD00DD00D%d%( %) 0123456789`Vr%3dĊVnF <p<<<<<<<<<<<<<<$4DR`n0< BTo many dialog items>>>>>>>>PPPPPPPrrrrr0FnDLItem index %d/%d invalid  !!! DSNFLDCAPSIMTNKCopyDestinationCancelClear Source DestinationPlease use Driveand File menus toselect the DEST.Select the filesto be duplicatedthen press DEST.$$$ ...COPYING... PLEASE WAITInsert the SOURCEdisc and press akey to continue.Insert the DEST.disc and press akey to continue.De-SelectSelectdupCategoriesInformationSelectDestinationClearTank DesignsBattlefieldsCapsulesSim. DesignsTanksBranch ToDoSearch/ReplaceSearch For:NextSearchDoneSearchReplace WithDo OneDo AllSkipReplace With:Replace "%s"OKmainscredit%sInvalid window %dInvalid mark %d to delrgnInvalid mark %d to copyrgnGoto invalid line %d/%dInvalid mark %d for MtoPInvalid mark %d for PtoMInvalid mark %d for MChkNo window in EdDisplayNo window in EdScrollNo window in EdSetPointNo window in EdShowPnt  RR|Bn%sNo window in EdGetSPos:.;,=+<>|/"[]\*?EdBuffSwap: Len longer than buffer%J%R%V%^%d%l%t%x%|%%%(X%)%( %)%rVerifyNewOrientEnterCancelLocateYesNoOKEnterCanceloffcInsert an ID disk cinto any access slot cfor %s cPress Enter to start.personnel imprinting.verifying.UIDUSER.UID cAre you sure you want cto erase '%s'? Identification disk has not been imprinted. Press New to imprint. cPress OK to continue.%s%s cImprinting in Progress! cPlease Wait UIDPROTO.USRaf'%s't'%s' Scanning Verifying Focusing Off Identification DiskAuthorized cLook into retinal scanner cto %s retina pattern! cPress Enter to scan.recordverify%s RecognizedStanding By Off cRetina Pattern %s %s%sRecordedVerifiedcEntry Access Approved cPress Enter to enter OSI!Employee name: %sEnter Personal PasswordPress Enter to authorize!%s%s%s c<< SECURITY BREACH >> cInvalid Password! cPress Enter to continue.Enter Personal Info (name) (password)Press Enter to imprint.start%s%s%s%s%s Employees: Insert an ID disk into any access slot and press Verify. Recruits: Either press New or Orient.)@@$lIlVlclpl}lllll*d*n*x***)@@ $*L*P*T*X*\*`A:B:C:D:E:F:Drive A:Drive B:Drive C:Drive D:Drive E:Drive F: DeleteOpenSaveCancelSave As:Save changesto%s?CancelYesNovka%rError: %r??Out of memory in DBInitOut of memory on TDecodetable.decCan't load HuffTile library invalid at header.Tile library read error on offsetsTLBNo such group (%d) '%s'TLBInvalid TPallette call %d %d  u~~~ulllu$$*111*$*=>?@ABCDHIJKRSUVWX\^DEBUGTERRAINPOSITFLDInvalid BattlefieldAny stroke to exit.Team 1Team 2Team %dX,Y: %2d, %2dSIM   #26,n>v>,N,f@>RV:4*>>  p|d&flX@r Fr,T@h, h$bBbt_t_tt (= (8= #--  =-  ==-Lab 0x%x/0x%x tnk %d off 0x%xTank not found at %d %d %xOpcode %d tnk %d off 0x%x0NEW_SYN.DATBUTTONS.DAT7016Z2543 DO BRANCH TO ButCatWord: Too Long mainscrmessages %s, Out of memoryfor loading tanks.Any stroke to cancel.Wrong version oftank file. On fileAny stroke to cancel.Out of memoryfor loading tanks.Any stroke to cancel.Bad checksum onAny stroke to cancel.The tank has changedsince the filewas saved.Any stroke to cancel.OSI-%02d-%s-%04d BATTLE SIMULATION %s Loading %s..FLD CLEARANCE EVALUATION Battlefield : %sFL NEW_SYN.DATSYM The cybertank to be tested is not one authorized by the current employee. Please authorize the cybertank to be tested.TNKLoading %s..%s: %sO.S.I. Tank Employee TankTNSYMNot a userdesigned tank.Any stroke to cancel. One or more tanks were not located on the ID Disc. The battlefield map and all tanks must be on the same disc in order to run a simulation. SIMTNKDINKYBUSTERDUCKYINTREPIDEIDOLONPANDAMIRAGEOGRESMALLHOUSTONAUSTINNot a userdesigned tank.Any stroke to cancel.SIPEIPTNKTNEIPSIMSIPTNKEvaluationpromoORGANIZATION OFSTRATEGIC INTELLIGENCEEmployee Name : %sEmployee Title : Cybertank EngineerClearance Level: %sEvaluation : %d out of 10 victoriesPOORFAIRGOODEXCELLENT&&&444BBBPP^Performance: %s-DIRECTOR-New Clearance Level: %s%(_%)E M P L O Y E E E V A L U A T I O NFORM: 112634-A%(_%)%28 Employee Name:%6 %s%27 Employee Title:%6 Cybertank Engineer%26 Clearance Level:%6 %s%27 Evaluation : %d out of 10 victories%27 Performance: %s%28 New Clearance Level:%6 %s>%(-%)<>%23 <> P R O M O T I O N <>%23 <> A P P R O V E D <>%23 <>%(-%)<%60 -DIRECTOR-%58 STUART B. MARKSSIMSimulationS T A T U S%26 NUMBER OF TANKS:%6 %2d%24 NUMBER OF BATTLES:%4 %4d[ CUMULATIVE RANKINGS ]%10 TANK NAME%14 1%6 2%6 3%6 4%6 5%6 6%6 7%s%3d[ TEAMS ]%27 TEAM 1%26 TEAM 2%( %)%s%( %)%s,-./01234FG    89 99=>?@ABCDHIJKRSUVWX\^??no sound effect %dBad Shot from %d,%d to %d,%dSIMULATIONINPROGRESSEVALUATION%02dOSICOM I OrbitalSatellite RelayToo many menusInvalid menu num (%d)Invalid menu num (%d)Invalid menu item num (%d)%(%c%1g%)%(%c%1g%)^%c????@B=$@@@@@@Q>>$@(V@8@JS@T@dQCCC0CDVCTCdCvSCCQAAVASAATAPB BQ?2?F?\?p??:h=<;:$=>>>?QA@>0 $B:$?;,$C;$AAAAAAAB B&B,B4B:B>VBNBRB\BhBrQA; $C <$?(<$BBBBBBA<$>>>K>>@@AA AAA"A,A2A:QBx=0 $About OMEGA(-KeyboardMouseJoystickNew EmployeeClearance EvaluationContinue an EvaluationDelete a Saved EvaluationCall it a day.EmployeeStart a SimulationContinue a SimulationDesign a SimulationPrint Simulation Stats.Delete Simulation DesignDelete Saved SimulationSimulateDesign CybertankTest CybertankDesign BattlefieldDuplication ModuleDelete CybertankDesignSatellite ViewDisplay GraphicsSound OnSave EvaluationExit EvaluationEvaluationSelect CybertankSelect TeamsPosition HeadquartersLoad Simulation DesignSave Simulation DesignExit SetupDesignNewLoadSaveSave as...ChassisAIAuthorizePrintDeleteExitCybertankUndo(-CutCopyPasteClear(-Select All(-Expanded textEditNewLoadIncludeSaveVerifyDeletePrintCapsuleRestartSatellite ViewSound On(-Trace Mode OnSingle Step On(-ExitDebuggerLoadSaveDeletePrint(-Satellite View(-Fill MapFill ScreenClear MapExitBattlefieldLoadSaveDelete(-Clear BlockClear CopyBlockUndo(-Display TilesDisplay Blocks(-Pen DownPlop mode onCopy mode onEditRestartSet Number of BattlesPosition CyberTanksSatellite ViewDisplay NumbersDisplay GraphicsSound OnSave SimulationExit SimulationSimulationExit DuplicatorDuplication O M E G A 1.3Copyright 1989 byStuart B. MarksAll Rights ReservedAdapted for theAtari STbyMicroMagic%r%rOK toPrint%s?CancelPrintThe printer isnot ready!Any stroke to cancel.%10 %s%( %)%s%( %)Page %02d%rString to long on print %d'%s''%s''%s'%r%sO R G A N I Z A T I O NO FS T R A T E G I C I N T E L L I G E N C E[ CYBERTANK PROTOTYPE DESIGN ][ AI CAPSULE DESIGN ][ CYBERTANK BATTLE SIMULATION RESULTS ]***** *%6 ***** ***** ***** ***** ***** ***** ***** **** *%6 *%6 * * *%6 *%8 *%4 *%8 *%4 *%6 * **%6 *%6 ***** ***** *****%4 *%4 ***%6 *%4 ***%4 * **%6 *%6 * *%6 *%6 *%4 *%4 *%8 *%4 *%6 * ****** ***** * * ***** ***** ***** *%6 ***** ***** **** >%(-%)<> DEPARTMENT%15 CYBERTANK ENGINEERING <> PROJECT CODE%( %)%s <> CYBERTANK NAME%( %)%s <> CYBERTANK DESIGNER%( %)%s <> DEPARTMENT%15 CYBERTANK ENGINEERING <> PROJECT CODE%( %)%s <> CAPSULE NAME%( %)%s <> CAPSULE DESIGNER%( %)%s <> DEPARTMENT%12 CARTOGRAPHIC ENGINEERING <> BATTLEFIELD NAME%( %)%s <> CARTOGRAPHER%( %)%s <> DEPARTMENT%19 CYBERTANK WARFARE <> BATTLE CODE%6 %s <> SIMULATION NAME%( %)%s <> SIMULATION DESIGNER%( %)%s <> SIMULATION BATTLEFIELD%( %)%s <> SECURITY CLEARANCE%( %)%s <>%(-%)<%10 %(_%)%10 %(_%)%10 %r%c:\*.**.* T$<TL<L<simulatEmployeePrimary TankOther TanksBattlefield%sSelectCategoryDe-SelectSelectFLDBattlefieldsTNKTank FilesSIMSIMteamTeam 1Team 2TanksSelect TankSwitch TeamInit TeamSelect TankDe-Select TankSIM !7898>:;<=<;:DEFGFEDOtermina.ibmcollide.ibmexpl_2.ibmengine.ibmlaser1.ibmlaser2.ibmwin_loop.ibmcreditsSPLASHOMEGAlllllllllll>~``<>~| 00ff88ll8o008000008p8 8pff<<<f~<0``<<<<````<~ff |Ƃp<~fff~~ffffff|~fff||ffff~|<~ff`````ff~<|~fffffffff~|~~```xx````~~~~```xx``````<~f``nnffff~<fffff~~ffffff~~~~fff~<fffllxxllffff```````````~~fffvvv~nnffff<~fffffffff~<|~ffff~|`````<~fffffffj|v6|~fff~~lllfff<~f`p8f~<~~fffffffffff~<fffffffff<<fff<<<>ff~>````|~fffff~|<~f```f~<>~fffff~><~ff~~`~>>000||000000<~fff~>~|````|~fffffff88<<xp``fflxxllffff88<<|~fffffff<~fffff~<|~fff~|````>~fff~>|~f``````>~`|<~|~~fffffff~>ffffff~<lll|8|lfffff~>~|~~ 80~~<000p`0000<8<  <83344bbw1SaG@a3U!2C??FON0<???#{fR?- @`px|~|lFrrrrrrrrrrRbjZThis is not a valid original disk! 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This sixtieth version's release date to be publicly announced next month.Cairo, Egypt (MER) -- Organization of Strategic Intelligence to meet with officials to discuss plans for new cybernetic jet plant site. OSI officials not available for comment.MOSCOW (SDE) -- Soviet satellite, SPET/11, suffered minor damage during its routine course adjustments while in orbit around Io. This incident is not expected to severely impact the JOVIAN Project timeline.Cybernetic Valley (ANA) -- Cyberchip costs skyrocket as inflation continues in the United States. Cybernetic manufacturers declare shortage on all AI boards.WASHINGTON (ANA) -- President staunchly supports Stellar Defense Initiative. Proponents allege orbiting defense mechanisms are too antiquated to maintain acceptable security levels.Los Angeles, CA (ANA) -- The International Bank & Trust Foundation collapsed causing worldwide panic. The United Nations Reserve Fund helped bail out national treasuries.Nassau Bay, Bahamas (EPI) -- A ship transporting nuclear fuel to developing South American countries was damaged during hurricane AgnesH3. Three crew members reported missing.San Mateo, (NAPS) -- Geneticists have been able to reproduce previously extinct species using a new procedure for cloning specimens from the gene archives.Manchester, England (LJS) -- Holograph Incorporated introduced a pocket-sized device capable of projecting a fifty cubic meter color holographic image.PARIS (EPI) -- Internationally recognized designer, Claude Perrier, has introduced a new line of space wear. These new garments preserve their muted, understated look even at 350 degrees Kelvin.Gobi Desert (SDE) -- Archaeologists have unearthed an ancient launch pad, circa 2038ad. Experts theorize that 21st century Mongolians were secretly developing space capability.Garriott Base, Antarctica (GJN) -- Recent advances in low-temperature fluid refining may lead to economical recovery of precious metals from ordinary sea water.New Castle, Wyoming (NAPS) -- Scientists here at the Institute for Hyperconductor Research have demonstrated a data link using tachyons (faster-than-light particles). The new technology allows reception to precede transmission.Antlers, Oklahoma (ANA) -- The longest drought of the century will soon end now that the Antlers City Council has finally decided in a 5-4 vote to install a weather control device.Tokyo, Japan (EPI) -- The Nikkei stock market hit an all time low. Economic recovery is not foreseen in the near future.Jodrell Bank (GJN) -- Scientists here are ecstatic as the first signals are received from DogStar 1. The probe began its trek to Sirius years ago.Langley, Virginia (ANA) -- A CIA agent, accused of disclosing secrets regarding cloaking device research, disappeared from maximum security detention. His whereabouts are unknown.HONG KONG (GJN) -- Worldwide microcircuitry production is expected to decline as the earth passes through an ion cloud.Melbourne, Australia (LJS) -- Construction appears to be nearing completion on the Australia pipe line. The first shipments of Bromine are expected within the month.LONDON (LJS)-- Longtime reporter, Morris Crutchfield, suffered a heart attack this morning. He will be remembered for his ongoing series, Advocate's Forum.Managua, Nicaragua (GJN) -- The Nicaraguan Canal Authority has closed its doors since canal usage has fallen to near zero due to the increase in air cargo.Geneva, Switzerland (EPI) -- American and Soviet peace talks remain at a standstill as the Summit enters its fifth week. Film at eleven.OSI Memo 11/3826: Dedicated lines to the Heldt Spaceflight Center have been installed. Account numbers for AMIC are forthcoming.OSI Memo 3/684: The holovision in the OSI lounge is no longer in service. It will be replaced pending administrative approval.OSI Memo 835/16: Software requisition forms are now available from departmental secretaries. Supervisory approval is mandatory.OSI Memo 654/564: All level three documents have been reclassified as level five documents. Existing level five documents have been reclassified to level two.OSI Memo 198/81: The OSI commissary has introduced ten new food cards for use with the Meal-O-Matic machine. In addition, the oatmeal card is being recalled immediately.OSI Memo 1082/13: It has been requested that software engineers not tie up the lavatories for overextended periods by using the opportunity to study their latest source listing.OSI Memo 65/5775: Night security has requested that roller chair races in central complex's main corridor be stopped due to inadvertently triggering the alarms.OSI Memo 6974/3: Interfering with sanitation robots is prohibited. This includes gluing refuse receptacles to the floor, filling the receptacles with water, etc. Violators will perform refuse collection during the sanitation robot's period of repair.OSI Memo 12/763: Last month's holophone expense exceeding four million dollars is unacceptable. All external holophone transmissions will be routed through central operators for authorization.OSI Memo 28/1036: Plans have been approved for increasing the size of the sleeping quarters due to its overuse. While trying to sleep, please excuse the construction noise.OSI Memo 564/1: Unauthorized holophone tapping is no longer allowed between the hours of 9am and 8pm."Patience will be rewarded.""Time is money.""The best chance for gains comes through cooperation.""The end must justify the means.""Revenge is sweet.""To err is human.""A little learning is a dangerous thing.""The first blow is half the battle.""Fortune sides with him who dares.""The only thing to fear is fear itself.""The greatest general is he who makes the fewest mistakes.""Don't look back. Something may be gaining on you.""Slow and steady wins the race.""The cautious seldom err.""Never depend on anyone except yourself.""Along with success comes a reputation for wisdom.""Wisdom comes only through suffering.""Appearances are often deceiving.""No one knows what he can do till he tries.""Nothing ventured, nothing gained.""It's better to be fortunate than wise.""Fortune favors the brave.""There are no gains without pains.""All victories breed hate.""Winning isn't everything, it's the only thing.""Nice guys finish last.""It's better to have tried and failed, than not to have tried at all.""A genius is a man who has two great ideas.""Cowards falter, but danger is often overcome by those who nobly dare.""Cowards die many times before their death; the valiant never taste of death but once.""Nothing is so good as it seems beforehand.""Genius does what it must, and talent what it can.""Mind unemployed is mind unenjoyed.""Good order is the foundation of all good things.""Never put off `til tomorrow that which you can do today.""The man who procrastinates struggles with ruin.""They can conquer who believe they can.""The better part of valor is discretion.""People do not lack strength; they lack will.""Genius is one percent inspiration and ninety-nine percent perspiration.""Never meet trouble halfway.""Wise men argue causes; fools decide them.""Leave no stone unturned.""Chance generally favors the prudent.""It is great cleverness to know how to conceal our cleverness.""Confidence in another man's virtue, is no slight evidence of one's own."TLBR( D D@DDDDDADDDDA@ DDDAD D@DKADKDDD ADKDAKDAD  DDAD@DKDDD@KDDDKDDDDKDADD@D@DKDD@D@D@DADDDAA D#DADDKDDDDDD@DADDDADDD@AD KDKDD@@ ``DDAA DA@DDDDKKADAD@KDD ff wDKDDADAD D DD@ADDDD ADDDAD  `kwp ADDDDD@DADADDDDDKDKDKDAD@  f fgDADDDD DD DDDDDD:DDDDKDDDADk k kwpADDDD DD@D@DD@ADKDKDDADKADDDff`fwD@DADDA@DD DDDDDDDDADDDDADDDAffk fffwDA@DDDA@DDDA DDDDKDDKKK ADDDKf ffgw@DD@ D D D DDDDA@"DADDDDADDADADDDDDD@`f`kf"`f`DDD@DA@A@DA@DDDADD"DKDDDKDADKADDD@fff ADAAD DA@D DDDAD@ADDADDADKDDDDf` fkpDAAD DA@DADDADKADDKDDAKfffffww@KAD@D DDDDDKDDADKDfffff{ D DA@DDDKAKDKDK fffk fk DD DA DDDADKDD D@D DA@ DDADKDff ff DD DA@D@ DDKfffffw DAD DDADvfff fgw{DA@DDAKDAK wff`ffwpA@D ADKKwfffk wpD D  DKKpf`fk `f`p@D DD AKvfff gww @A@ K wfff fgww @D wvf```gwwpwpff fwp fff fvw wwpwv wpwwp wwwwpp                            wwqwwqqwwwqqwqwwwqqqqqqqwwwwqqqqqwwwqwqqqqwqwqwwwwwwqwqwqwqqwwwwqwqqwwwqwqwwqqqqwwwwqwwqwqwwwqwqwqqqwwqqwqwqqqqqwqwwqwqw*qqqwqwqwqwwqqqqqqqqww(qwwwwwwwwqqwwqqwwqwwqwqwwZ""!"""!""""""""!"!"!"!"!" 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