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Papep(% COPYRIGHT 1988 BY ANALOG COMPUTING0#6-@#AC# AB:=-@}=(@Next Tee Time : 28 secondsDss;@,;@,;@,;@,;@,;@2,;@2,;}@2,;@,;@,N$$****REDIFINE CHARACTER SET****X(6-F:A,&@(6-$AVb? #ADp!-@}@2%"167,.>:,; AP? l6-?:C:,<<BsD,v55104,104,133,215,104,133,214,104,133,213,104,1331}1212,162,4,160,0,177,212,145,214,200,208,249$$230,213,230,215,202,208,240,96 #AEp""6@AGp}6-$@%-@"%%% AP  AE##****CHARACTER DEFINITIONS****$$62,}0,212,214,215,180,180,180,0''1,255,255,255,255,255,255,255,255&&61,255,255,255,255,255,223,139,14,0,0,36,24,90,}24,0,05,0,16,40,84,170,84,16,16 8,0,56,124,124,62,62,28,0""10,128,128,176,160,18,53,5,2 ((11,255,231,235,23}9,239,239,207,255*((15,128,224,248,254,254,248,224,128432,0,0,0,0,0,0,0,16>9,0,0,0,0,0,0,0,28H13,24,56,40,8},8,8,8,28R2,0,8,62,54,28,42,42,42\7,0,8,62,54,28,34,98,170f!!63,0,16,124,124,56,84,84,84p!!14,0,16,124,124,56},68,70,85z""27,0,24,24,60,60,126,126,25559,1,7,31,127,127,31,7,1""29,255,126,126,60,60,24,24,0-1?6-}6-'6-@36-?6-0*6. | | | | | | | | | | |06.$****EAST****}28,0,8,62,54,28,42,42,42$$30,128,136,188,244,28,36,34,423,60,40,60,52,28,36,34,416,1,17,61,47,56,36,36,}68 60,60,20,60,44,56,36,36,68-1****WEST****!!28,0,16,124,124,56,84,84,8430,1,17,61,63,56,36,68,84}$ 3,60,20,60,60,56,36,68,148.##6,128,136,188,252,28,36,36,348 60,60,40,60,60,28,36,36,34B-1L****NORTH****}V28,0,16,56,56,56,52,50,57`!!30,0,16,56,40,56,48,112,185j""3,64,144,248,120,56,48,48,57t6,0,18,58,62,56,48,48},56~!!60,128,80,56,56,56,48,48,56-1****SOUTH****28,0,8,28,20,28,44,76,156!!30,0,72,92,124,28,12,12,1}563,1,10,28,28,28,12,12,1566,0,8,28,20,28,12,14,2960,2,9,31,30,28,12,12,28-1@ AF:A,%}@=AF:A,%@@$ D2:GOLF.BAS D:FADERMODVL( Error #F:A, a;}}}}UUjUUjj}j*}}UUaUaUaaaUaajUUaUaUaaaUaajA`!AaaaAaaj}ajaaaaaaajajaaaaaaajajaaaaaaaj}UjUaUaUaUjUjUaUaUaUjAjT!UaA`jajU}UaajjUZaaUaEaAaaaUjUZaaUaAa aaaUj }*}}UUj}UUjPjZj}ZjZjZ*}ZZZZ}aaUajjUaaaUaUjZaaUajjUaaaUaUjZaaAajj@!Qa@!@*Zaaaaj}jjQajjZaaaajjjUajjZaUaUajjUaUaEaUjZaUaUajjUa}UaEaUjZaAaAajj@!EaAa@*ZaaaaajjjEaaajUUaaaaaUaUaUaAaUaU}jUUaaaaaUaUaUaaaUaUj *}}}}}}}}}jo}WWU}UUUj}UjꪦUjUj }UjUjjj }ꪪk } }ꪪ }ꪪ }ꪪ }ꪪꪪ } } } } } } } } } } } } } }  ? }? ?? ?< } }333 } } } } }-F:@,6-%AV$-A&@3!+-6;QIOCUSEAD ***************** }PIC LOADER ** J.T.PAPE *(* 1987 *2****************<.6-F:AY,+@$.AY }F/ A`/6-F:A`,%AV$F:Aa,P-@AZ"F:%,"@"%@d"F:%,"@y }"%@xn x++@@ D:GOLF.PIC#6-AH#%@@1%@F:@, !}1%@F:@,+%@+%@ @06-?:C:hhhLV,<@,)@A "})@A)@A )@A@AY-@ #}A0 f +A1AR@; A`M-@@f(One moment please...% D $}:GOLF.BAS*@@d'B7t@d*$D2:PICLOAD.BAS"@B APś"@ A J(  (P@$+@5 @8#K@;K>x0  (P@$ DCDCD@DCCDDCDCDx0  (P,D,T\DD ,\TDDD&},T[CCKLD,TܔxBLUESCRAIG CHAMBERLAINӛ" A 0̛"@ A `Л!"@3 )DESIGNER GENES instructions Has anyone ever said that you have "your mother's eyes" or "your father's nose"? What do the(}y mean by that? Obviously, your parents can't just hand you an eye or a nose; but most of us probably have a pretty vague id)}ea about how one generation passes on these recognizable traits to its offspring. We may know that it has something to do wi*}th genes. Some of us may even have enough Biology 101 under our belts to know how and what genes actually do. But how many +}can unravel the genetic puzzle enough to predict how specific genes lead to specific traits? Now's your chance with Designer,} Genes.WORKING TO A GOAL: In this program, you direct a series of genetic laboratory experiments, pairing off organism-}s that you have selected especially for their specific traits. You must work to attain a goal - breeding and isolating an or.}ganism with a definite genetic makeup. For your first assignment, you receive a $100,000 research grant. You can consult a /}special Bio-Computer to help you predict or analyze the results of your selective breeding experiments. Your work begins wit0}h two organisms: the first generation of parents. Through your understanding of genetics (dominant and recessive genes), you1} selectively breed these creatures and successive generations until you isolate the desired specimen.BREAKING THE CODE: 2} Within the nucleus of every living cell are the genes that determine every aspect not only of that cell, but of the entire 3}organism as well. In other words, each cell in the lifeform contains the same genetic code as every other cell. However, sp4}ecific genes or combinations of genes in that code control the appearance of specific traits. This is true of every living o5}rganism, be it as simple as a single-celled amoeba, or as complex as the human body. When two organisms of the same species 6}mate to form offspring, their respective sets of genetic code recombine into a new code. This process takes place in the int7}eraction between the "germ cells" (egg, sperm, spore, etc.) of each organism. Genes come in pairs (Aa, Bb). Each pair ei8}ther determines a single trait (physical feature) in the lifeform or works in conjunction with other gene pairs to determine 9}a single trait. In a simple lifeform, such as a fruit fly, a single gene pair by itself can completely determine a trait (th:}e color of the fly's eyes, for example). In more complex organisms, it may take hundreds or even thousands of genes to compl;}etely describe a trait (such as a person's height). To keep the program simple, we have limited the complexity of the gen<}etic "mixture" in your experimental subjects. On the first level of play, we use a single gene pair to fully describe a phys=}ical trait. In the second level, we use two gene pairs, each gene pair describing a separate physical trait. In the third a>}nd final level of play, two gene pairs work together in describing a single physical trait.A MATTER OF PRIORITY: Each ?}of the two genes in a pair can be either dominant or recessive - that is, one can have priority over the other. Unless a rec@}essive gene has a recessive partner, the characteristic it represents remains "invisible," and only the dominant characteristA}ic shows up. When two organisms mate, each of their germ cells contains only one half of any given gene pair. So, as these B}separated genes recombine in a fertilized ovum to form new pairs, characteristics not visible in the parents may "surface" inC} the offspring. With a single gene pair controlling a single trait, there are two possible outcomes for that trait - one D}that exhibits the dominant characteristic, and one the recessive. (In nature, a combination of dominant and recessive genes E}in a pair can sometimes work together to produce a third characteristic. This program keeps things simple by eliminating thiF}s possibility). Consider the following chart. Both parents have genetic code Aa: A a ------ ------A [ AG}A ] [ aA ] [ A ] Dominant gene ------ ------ -----a [ aA ] [ aa ] [ a ] Dominant gene ------ ------ H}----- The above chart illustrates some possible "mixtures" of dominant and recessive genes in a gene pair, and gives the I}outcome of that mixture. This chart is similar to the grid you will work with on your lab's Bio-Computer. Here, the capitalJ} A represents the dominant gene, while the lower case a represents the recessive gene. With the example in this chart, anK} offspring from the two parents has a 25% (one in four) chance of both its genes being recessive (double recessive); and the L}trait associated with the dominant gene shows up 75% of the time. PLAYING THE GAME: When the program first runs, the M}computer asks if you would like to load a previously saved game. If you have saved a game to disk or tape and wish to continN}ue where you left off, enter Y. Follow the system prompts to enter the file and/or device name of the file you want to load.O} If you do not load a previously saved game, you will be asked to select some options and then enter some parameters to pP}lay a new game. The first option is for the level of difficulty. We'll describe the three levels in more detail later. DepQ}ending on the level selected, you will be asked to enter the descriptions for a number of dominant and recessive traits. ForR} example, you may designate "blue eyes" as dominant, and "green eyes" as recessive. You will then have the option to let theS} computer randomly generate both the assignment and the original parents, or you can elect to create your own assignment. IfT} you create your own, you must choose to either let the computer randomly generate the genetic makeup of the original parentsU}, or set up the parents yourself. With your own setup, you must enter a mixture of dominant and recessive traits. Trying toV} "load" the game with an automatic solution will merely bring you back to the previous option. After you enter the trait W}descriptions and set up the options as explained above, the computer displays the main game screen. The top line of the dispX}lay shows the game title. The second line contains the assignment (the problem which you must solve), which consists of a seY}t of genes. You must cross the "critters" (we will refer to a single resultant organism from the sample we are breeding as aZ} critter), until you are sure you have one with the proper genetic code - one that is equivalent to the code in the assignmen[}t. Note that the order in which the genes are displayed is not relevant (i.e., Aa=aA and Bb=bB). Also shown on this main sc\}reen is your current operating budget reserve, starting with $100,000.THE BIO-COMPUTER: The Bio-Computer is like a gen]}etic calculator. You enter the genetic code for two parent critters, and the computer will fill the grid with all of the pos^}sible resultant combinations. It even color codes each cell in the grid, according to the physical description of the traits_}. If you select the Bio-Computer option from the main game screen, the computer displays a 16-cell grid. You can also selec`}t the Bio-Computer by pressing OPTION E after crossing two critters. When you finish using the Bio-Computer, simply press REa}TURN at the prompt for the parents genetic code, and you will return to the previous screen.THE PARENTS: In the upper b}half of the main game screen, you'll find windows that display the parents from two generations. The parents displayed in thc}e top row of windows can be from a previous, but not the current, generation. The current-generation parents appear in the sd}econd row of windows. In the two windows on the right side of the screen, the number following the letter F indicates thee} generation of the two parents on that row. We use the letter F here to indicate "generation" because it is already a commonf} convention in biology textbooks. You can advance to the next generation with the Cross option from the main game screen g}menu. This option breeds the two parents from the current generation. Before this takes place, you will also have to specifq}]BAUTORUN SYSBGOLF BASB>GOLF PICBPICLOAD BASB%BLUES V B'DESGENESDOCBGENES BASB?GLAD V B.EMULTSONGBASy how many "samples" you want to result from this union (as detailed below under "Crossing Critters"). At the end of the r}"gestation period," a breakdown of your results will appear on the screen - in terms of how many critters display what characs}teristics. You then have the option of "keeping" representative samples to become your next generation of parents. If you kt}eep two of the critters created by the cross, then those critters become the current generation parents on the control screenu}, advancing the current generation by one. The main game screen now shows a reduction in your operating budget due to the dev}duction of the breeding cost. You can back up a generation if you discover that you are following a hopeless strain of crw}itters (one that has lost a gene needed to solve the problem), or if you simply need to return to a generation that you now kx}now contains the critter with the proper genetic code to complete the assignment. To back up a generation, simply select they} Back Generation option from the main game screen menu. The program asks if you are sure you want to do this, because this oz}ption eliminates the current parents (they will no longer exist), making the previous generation the current generation. If {}you are sure, enter Y. To place any of the previous generations in the top window, select the Set Generation Top Window o|}ption. After selecting this option, the computer asks you to enter a generation. If the generation is legal (exists), then }}the main control screen reappears with the top windows showing the generation you selected. The top window indicates whic~}h past-generation parents to use during a Back Cross - a cross performed with one current-generation parent and one past-gene}ration parent. (If you choose to keep any offspring resulting from the back cross, the offspring replaces the parents in the} current-parents window, but it does not advance the generation.) You could also use the top window to simply scan the gener}ations to refresh your memory on what steps were taken to get where you are. The top window may never contain the current ge}neration parents. This is to prevent back crossing a critter with itself (a difficult task at best).CROSSING CRITTERS: } Designer Genes allows you to cross successive generations of critters. In addition, you can cross previous generations wit}h current generations. To produce a critter with the proper genetic code, you need to breed parents to produce offspring. Y}ou can accomplish this by using either the Cross or Back Cross options from the main menu. After you select the Cross or }Back Cross option, the bottom half of the screen will clear. You then receive a prompt to enter the number of samples (critt}ers) you would like - the minimum number you can use is 10, and maximum is 9999. This is important in determining the accura}cy of your experiment. As with any statistical survey, the higher the number of samples, the greater the accuracy. If the s}election of offspring were not random, then the offspring produced by the example in the previous chart would yield 75% domin}ant and 25% recessive. With the randomness of nature (and your computer), however, you may actually get 68% dominant and 32%} recessive. The random sample is closer to a 2 to 1 ratio than the ratio of 3 to 1 predicted by our grid. With larger sampl}es, this margin for error is reduced, yielding more accurate results.READING RATIOS: When making decisions about the o}utcome of crossing two parents, you need many samples from which you can calculate ratios. Because the genes from each paren}t are selected at random, the same two parents can generate many different offspring. You can use the ratio of the total num}ber of critters bred to the number of critters born with a particular physical description to help you discover the parent's }genetic makeup. For example: You are dealing with a single gene pair. You breed two parents and get 100 offspring. Of }the 100 offspring, 50% show the dominant trait, and 50% show the recessive trait. After trying several combinations of paren}ts on the Bio-Computer, you arrive at the conclusion that one of the parents must be a double recessive because it shows the }recessive trait; and the other parent must have a dominant gene and a recessive gene. So, using the ratio of the offspring, }you have determined the exact genetic makeup of both parents.HIGH SCHOOL BIOLOGY - LEVEL 1: In this first level, you a}re concerned with a single gene pair and a single trait. The gene we will work with is labeled A. A capital A indicates a d}ominant gene, while a lower case a indicates a recessive gene. Four possible gene pairs can be made from the dominant and re}cessive genes: AA, Aa, aA, and aa. (The two pairs Aa and aA amount to the same thing.) Level 1 focuses on only one trai}t. This trait can take one of two descriptions depending on the status of the genes; the dominant and the recessive descript}ion. The dominant description of the trait shows up whenever there is a dominant gene present in the pair. The recessive de}scription of the trait shows up only when both genes are recessive.BIOLOGY MAJOR - LEVEL 2: This level is much more co}mplex than Level 1, because you must now work with two gene pairs and two traits. Each gene pair has absolute control over t}he outcome of one trait. After you select Level 2, the computer asks you to enter a dominant and recessive description fo}r each of the two traits. After entering the descriptions, you will be taken through the options screens as described above.} As in Level 1, the first gene pair is called the A pair. We will assign the letter B to the second gene pair. A capita}l B signifies a dominant gene, and a small b indicates a recessive gene. There are four possible pairs of the B gene: BB Bb} bB bb. When asked to enter the code for the parents, you must enter both the A gene and the B gene (e.g., Aa Bb). The f}ollowing is a table of the possible combinations of genes with two gene pairs: AABB AaBB aABB aaBB AABb AaBb aA}Ba aaBb AAbB AabB aAbB aabB AAbb Aabb aAbb aabbGENETICS ENGINEER - LEVEL 3: In the third level, you sti}ll must work with two gene pairs - however, these two pairs together affect only one trait. The combination of the two gene }pairs determines the "condition" of the trait. There are four possible conditions: (1) both the A and the B genes are domin}ant; (2) only the A gene is dominant; (3) only the B gene is dominant; or (4) neither gene is dominant. Each of these con}ditions can result in a different physical characteristic. For example, if the two gene pairs determined the eye color in a }rare African frog, these might be your descriptions: GREEN EYES - Both A and B dominant. BLUE EYES - A dominant, B re}cessive. BROWN EYES - A recessive, B dominant. WHITE EYES - Both A and B recessive. As in the other two levels, you} are asked to enter a description for each of the four conditions listed above.TURN IN ASSIGNMENT: When you are sure y}ou have the proper genetic code in one of the current parents, select this option to turn in the assignment. The computer as}ks you to enter the number of the parent that you think contains the proper genetic code. If you are right, the program cong}ratulates you, displays your score, and asks if you want to play again. If you turn in a wrong answer - a parent with the} incorrect genetic code - the program deducts $50,000 from your budget. So if you only have $50,000 or less, you lose the ga}me. If you have enough money to pay the fine, the computer displays a conciliatory message and asks if you would like to }play again. The program then returns you to the main game screen.LOADING AND SAVING GAMES: To save a game that you ar}e unable to complete in one sitting, press the CONTROL O keys. The computer displays a menu with three options: 1) Load} Previous Data 2) Save Data 3) Exit Screen If you want to quit the game you are currently playing and start a new} one which you have previously saved, select the Load Previous Data option. To save the current game, select the Save Dat}a option. At the prompt, enter "C:Filename" to save to cassette, or "D:Filename" to save to disk. When the operation is com}plete, the computer returns to the main game screen. If you made a mistake by selecting this option and do not want to lo}ad or save data, select the Exit Screen option to return to the main game screen.Program from Home Computing Journal, 1986}, Vol 1.7tA*$9@K-A@d9AAdAU$Q6-@6 pq)C-@@f@:67<%@},.> ,X('(LOAD PREVIOUS GAME (Y/N) ?1 A0 ;+?I A)`N(X A6***SET LEVELS,TR}AITS***@] +('(ENTER SKILL LEVEL:*(E(1) HIGH SCHOOL BIOLOGYH(](2) BIOLOGY MAJORJ((3) GENETICS EN}GINEERT.)@. @I)!@SA@^] 6. 67@`,.)67@,.76-&@HA+]A}pAPAh***TRAITS-1***rS6-@( LEVEL ONE:!(?(ONE GENE PAIR & ONE TRAITI AS A|}G((DOMINANT TRAIT:34)B:,!@= ApG A&&67$@&@<$@,.((RECESSI}VE TRAIT:/4)B:,!@% Ap/ A::67+%@,$@&@<+%@,$@,.$}***TRAITS-2***H( LEVEL TWO:(5(TWO GENE PAIRS & TWO TRAITS8(H( TRAIT ONE:6-@ A,(( T}RAIT TWO:"6-@, A A***TRAITS-3***6( LEVEL THREE:(6(TWO GENE PAIRS & ONE TRAIT, #}A`!-@@%"((,(/4)B:,!@% Ap/ A **67+,$@&@<+,$@,}.  A& A0::A & B DOMINANT,A DOMINANT,B DOMINANT,A & B RECESSIVE:$!(ENTER 1 TO 15 CHARACTERS$}$D***MAIN LOOP***N A X Ab Al)@ A#pv--+ @I)!@V,*@}A #"@ A'# A??&@HAA@A0ApA0A  A*}**CROSS***c++-@@H(YOU DON'T HAVE ANY MONEY\-@A` c$j"@ }++-@@O(CAN'T BREED PAST 20 GENERATIONSc-@Ag j$J-@@1(}CROSS BREED; APG"J$^6-26.7$@&@<$@,^67@,.7$@&@<$}@, A***BACK CROSS***c++-@@H(YOU DON'T HAVE ANY MONEY\-@}A` c$"$N-@@0(BACK CROSSN(TOP WINDOW PARENT 1 OR 2:.)@}. @I)!@PAp gg67@<@,.7$@%+&@H,$@&@<$@%+&@H,$@}&@,4-@@4(CURRENT GEN PARENT 1 OR 2: .)@. @I)!@PA*__67@},.7$@%+&@H,$@&@<$@%+&@H,$@&@,4(6-?P AP%"($> } AH***NUMBER OF SAMPLES***R--@@-(NUMBER OF SAMPLES:\E-@ @(' A$pE} @*A`f 6- $p***BREEDING***z&-@@"&( BREEDING...z A!-@@}068,-<68,-8,H68,-8,L R6.Z6.k67A(,.z67@,.+-@@&+"@},$@S-@@&+"@,$@6.7$@%$@&@<$@%$@&@&+"@,}$@,!@A 0 A#6-@&/68,-8,%@;68,-8,D6.>:,V67@,.>:,67@2}$&@3%8,$@<A(,. A @v A"p!68,-8,%@-68,-8,66.>:,H67@,.>:,v67@}2$&@3%8,$@<A(,.   p6-?6-8@,%8@,%8@,%8@,S-@}@c68,-%8,'l6-8,p U-@6-H:,&"@A6-@&+ 8@,,U68,-8,%@}\!@H6-@%+!8@,,%+!8@,,%+!8@,,\68,-8,%@ }6-@!-@!})(Q-@@&+"@,$@e@@%u(>:%@d,}() "@W(7P:'@}%?P,$@&@:,@iABT 6-6-@ A}0%6-/ A>( J6-@T A LY6-&@d(8, @A@:-@@"Y(POSI}TION OF PARENT(1-2): V.)@. @I)!@PA`? (>:,6-&@H%"36-%@?6-}?j,,6-P:H:,$8,%@,$@&@t?!6-@:7@2$&@2%,,?6-@:7@2$&@1%,,~{{67$@}%$@&@<$@%$@&@,.7$@%$@&@<$@%$@&@,y26-7$@}&@<$@&@,4a6-7$@&@<$@&@,4k6-&$y&A@***ANOTHER O}FFSPRING?***.-@@#.(GET ANOTHER (Y/N) ?9 A0 #-@@/(9 A@X@6-&}P:+$@ $H:,,$+O:&,$+"?P,%@,,L X6-$***START BIO-COMP*** A@}K-@@"/(CODE FOR PARENT #1: 9 A$HB:, @K$`6. 6.*-@@#D(CODE }FOR PARENT #2: N A$]B:, @`$#6-@ Ap# A@:67@,.!B:, @:67B:,%@},. -@@1-@&+"@,E-@@Q"@67$@%$@&@ }<$@%$@&@ ,.7$@&@%, Z"@P67$@%$@&@<$@%$@&@},. Z Ak67$@%$@%$@&@<$@%$@%$@&@,.7$@&@%,}67$@%$@%$@&@<$@%$@%$@&@,.7$@&@%,U"@*"@}K-+%+&@,$@,$@%@@U A0(A @A@A-@+%+&@,$@,$@}2UU(7$@%$@%$@&@<$@%$@%$@&@,<   F+-@@}&+"@,$@S-@@&+"@,$@67$@%$@&@<$@%$@&@,.7}$@&@,PUU67$@%$@&@<$@%$@&@,.7$@%@,ZM67$@%$@}&@<$@%$@&@,.7$@,67$@%$@&@<$@%$@&@,.7$@}%@, @Ad6-$@%@/6-$@%@=-&@|6.7$@%$@&@}<$@%$@&@,( A"` An   x$B"@-?(7@X&$@W<@v&}$@W,B$. -+(7$@&@<$@,.$***DISPLAY BIO-COMP***V +(BIO-6(COMP | } | | |V( | | | |r-@@>("  R-@}@r( | | | |   _*("  > @A_( D. DOM}INANT A DOMINANT.$( D.RECESSIVE  B DOMINANT. A$( DOMINANT$( RECESSIVE$***TURN IN**}*7-@@7(WHICH PARENT (1 OR 2)::)@:+ @I)!@P,*AUA0"A}U$***CORRECT?***m6-&@H6-1-@@[6-%@:7$@%$@%&@,,_ m}"A "G%2A@@G2@A@@@,P(*(SORRY, YOU DON'T HAVE THE RIGHT}B(LIFEFORM DEVELOPEDP6-&B6_-@AP =2_2@}@5(+(YOU RAN OUT OF MONEY5 A@J$TC +@A@x1A @6CAR}@^}(@.(@ CONGRATULATIONS,K(@ YOU DID IT!]-@}(@YOUR SCORE} IS $h/((PLAY AGAIN (Y/N) ?( A0 ,/%r +|***ENTER NEW GEN***2-@@2(}ENTER GENERATION:<-@@ (' A$p9"*00<$ A ( A 6-} $***BACK ONE GEN***##"@)%@"A`K-@@ 4(ARE YOU SURE (Y/N) ?> A0 }K(A`w@<67$@&@<$@&@,.i67$@&@<$@&@,.w6-&}@$***TRAIT DISPLAY***z-@@V6.7$@%$@&@<$@%$@&@, }` A"`l"@z6-@&"@Ap@AP%"@6-@% AP1 }"@6-@'6-@1 AP&1"@6-@'6-@1 AP0'"@6-@'6-@ }:L+-@%+&@,$@@%L(7$@&@<$@,DX"@7-@%+&@,$@ }@%X(7$@&@<$@,N   $X***DISPLAY MAIN***bF +*(DESIGNER GENES - BIO LABF( }ASSIGNMENT:BREED FOR lk-(% S(PARENT1 ||PARENT2 F:k( } ||vE( ||E(% Y)(PARENT1 ||PARENT2 F:A( } ||Y( ||,,($-!@*6-#6-- A}" 6-6-@ A"$$***OPTIONS***f-@@/(OPTIONS:FUNDS:$<(1. CROSSN(} 2. BACK CROSSf(3. USE BIO-COMPUTERO(4. SET GEN. TOP WINDOW5(5. BACK GENERATIONO(6. TURN IN ASSIGNMENT1.(%}1(A A 0A PW(( DOMINANT: 7@<@,M( RECESSIV}E: 7@<@0,W A p'( DOMINANT 1:7@<@,K( RECESSIVE 1:7@<@0,o( DOMINANT 2}:7@1<@E,( RECESSIVE 2:7@F<@`, A pO)(AB DOMINANT 7@<@,O(A DOMINA}NT 7@<@0, P)( B DOMINANT 7@1<@E,P(AB RECESSIVE 7@F<@`, -@@}( $ ""***GET PARENTS & SOLUTION**** A%P4S-@@#"7!@A!0I67@,}. S A!0>,6.>:P:H:,$@,$@2%@d%,^67@,.>:P:H:,$@,$@2%@d%,67$@&}@<$@,.H+"@*"@+67@,. R"A!P\}*6.>:P:H:,$@,$@2%@e},Z67@,.>:P:H:,$@,$@2%@e,}67$@&@<$@,.f0!@0N:%,%@A!p}A!p3)67$@&@<$@,. 3 A!z}*6.>:P:H:,$@,$@2%@f,Z67@,.>:P:H:,$}@,$@2%@f,}67$@&@<$@,. c6.7@<@,+-@B:,76-K}-@@_6-%7<,47<,c 0"0N:%,%@A!A { "@A"@26.7@}<@,C-@B:,O6-c-@@w6-%7<,47<,{ 0"0N:%,%@A!}A  q6-6-'6-;-@@I6-%@:7,,_6-%@:7%@,,m6-%@:7,,}q 30+")",$+N:%,%@,A!A 3$E @6.,6.7@<@,6 A#<6.B6-E$ }e6-#A# --@@1"?-@C"Q4A"U Y e6-@} 6.6.7@,!}" A#(6.66-@&<6-H"@_6.7@<@,i A#w6-@&}6.$R #A#6-"}@--@@1"?4A"C O6-R$ AA,Aa,aA,BB,Bb,bB 449,AABB,AABb,AAbB,AaBB,AaBb,AabB,a#}ABB,aABb,aAbB 3,AAbb,Aabb,aAbb$ 3,aaBB,aaBb,aabB. 1,aabb8 ***FORCE UPPERCASE***B '!@* A#'6$}-&@2L $V **INPUT AB**` > 6.*-@@&+"@,>-@@j <)@<@d%%}*@%*AUA$t "AU*4A$P~ "AUA$ * (>:,"67B:,%@,.>:,& * &} $ ***INPUT 4 DIGIT*** 6. :)@:+ @H)!@W,*AUA$ E6"AU*@:,!@G'}*@:, @X*B:,?6-A:,B(E$ !"AU6-(!$ 9 (>:,"67B:,%@,.>:,9B:, @(}A$ 4A$ (6-A:,$ ***GET OPTION*** c +-@@/( SELECT ONE:2(I(1) RA)}NDOM SOLUTIONL(c(2) USER'S SOLUTION H-@@(*)@H @I)!@PA%` J6-&@P*}6-%+7-@@G( THINKING...J$ 6-@@/(SOLUTION 'A' GENES: 66. 8)@+}8@e*@*AUA%( .AU(>:,.67B:,%@,.>:,2 B:, @A%< 67,}@<@,.F "@A&P 6-@@/(SOLUTION 'B' GENES: 66.Z 8)@8@f*-}@*AUA&Pd .AU(>:,.67B:,%@,.>:,n B:, @A&Px 67@<@,..} H +-@@/( SELECT ONE:2(H(1) RANDOM PARENTS =(#(2) MAKE YOUR OWN PARENTS5-@@/}=( .)@. @H)!@PA' 6-&@P$ ***GET CODES FROM USER*** d +-0}@@>(ENTER PARENTS GENETIC CODEA(D(Q(E.G. Aa]!@d(Bb U-@@%( PARENT #1:/ A1}$F67@<@,.U4A'P U-@@%( PARENT #2:/ A$F67@<@,.U4A'`2} $ ***DISK I/O*** ` +-@@/( SELECT ONE:2(L(1) LOAD PREVIOUS DATAO(`( 2) SAVE DATA3} ((3) EXIT SCREEN H-@@(*)@H @I)!@QA( -6-&@H-A)`4}A)A(0 $ g 6.-@@1(ENTER FILE NAME:C-@ @K(X)@d"AUg5}$" P (>:,"67B:,%@,.>:,/)@PAU*B:, @A(P,  4C:6.C:$6  4C:6.C6}:$@  6.D:67@,.$J ***SAVE***T u A(@ A)@4@@A(@N(@7}[(@h(@u(@^ (@(@h o-@@'(@8,7(@88},; H(@U(@b(@o(@r  B'g@$| H(&(***ERROR SAVING TO DISK***:9}-@A> H A)0 ***LOAD*** A(@ A0#6-@@@M@:}Z@g@t@@ @@ G-@@$@-68,-;}:@C68,-G  7@@*@7@  B'g@$ W()(***ER<}ROR LOADING FROM DISK***=-@APA M6-@W A0 ***YES/NO?*** 6-)@ 55=}@*A!*@x*AA00 %"@)"A!%6-@ $ D:GENES.BAS $%>}6-@ $)"A!%6-@ $AP W or sweep dissolvesof any gra_"  0E CCECC   FE CCE CC   FE CCE CCD LLL LT@L K@} LT S L\C$LlC$LKKKKKKKKKKSl K LT K LCC|:A%,(LOAD THE SONG FILES************************** LOAD"J} THE 2 SONG FILES **************************  A@##*****************************##* SET ADD"K}RESS OF FIRST SONG *"##*****************************',!!6-?:%@<>6-?:<%A<%Aa<%Ag<%A<%A,^c*"N}*********************h* ASSIGN FLAG MARKER *m**********************rw6-A6|***************"O}*********** START PLAYING BLUES.V **************************A6@(>:A%,-"P}-(PLAY >:@4,BLUES.V>:@4,******************** STOP PLAYING AT ** END OF THE SONG *"Q}*******************?F:,!AU?* STOP WHEN HALT MARKER IS REACHED**********************"R}** REMOVE PLAYER PATCH ************************6-?:%AV,(>:A%,<<(>:@4,"S}BLUES.V>:@4, IS FINISHED PLAYING-@A !!***************************!!* SET ADDRE"T}SS OF 2ND SONG * !!***************************!!6-?:%@<>6-?:<%A<%Aa<%Ag<%A<%A,DI(>:A%,N,,(PLAY >:@4,GLAD.V>"W}:@4,SX************************]* START PLAYING GLAD.V *b************************glA6"X}@qv***********************{* STOP PLAYING AT THE ** END OF THE SONG ********************"Y}****F:,!AU************************ REMOVE PLAYER PATCH ********************"Z}****6-?:%AV,(>:A%,;;(>:@4,GLAD.V>:@4, IS FINISHED PLAYIHG"[}****************** POKEY PLAYER ** ML SUBROUTINE ******************a&;@4,;A,"\};@,/6-C:,X6."hBhEhDhIhH Vԩ`a6-C:,oo6.ehhhhhhhhh hh "]}66J <(E$% ]L\hhhhss67A,.`h'*3!$0ȝ$-"^}0`h  \`Iة2ҭ=ss67A,.`ҭAҭ>ҭBҭ?ҭCҭ@ҭDҭEҢ `l"_}˽!*!0 A)ss67A,.`A` c f)ɀ)F}$$)ڨ6! ͹ΥJJJ)"`} A*NN}$$ss67A,.`-A}'= ia͍@-)ɠ$2 -) A)*˝̝`"a})x33 ss67A,.`˽` f- f0` f3˝̝` f'` ˙6e˅ː`( f"b}ss67A,.``0 fE`8 f`@ f$`` ,AOdy;W)Ky!u9Qea =Q1e ss6"c}7Ax,.`=*ꪢbʢzKTTD4ĔDh(H ss67At,"d}.`!#&'*,/258;?CGLOTY_djpw~ !#%(*-/259<@DHLQU[`flryntz;67Ap,.>:AU"e},;67Aq,.W[aflsy]-@BYA%F:C:+ $0lll`,%,] "f} %************************* LOAD THE FIRST SONG */***********************49<@e<"g}@@ D:BLUES.V>C!!***************************H!!* ASSIGN STRING VARIABLES *M!!* TO EACH VO"h}ICE IN SONG 1 *R!!***************************W\]-@$)@1)@A6-%AV$M""i}T;,]6-C:,a"@;,6-C:,f"@;,6-C:,kI6-?:<<,!A') ERROR "j}4@F@e@Ipu***********************z* PLACE EACH VOICE IN ** CORRECT ADDRESS *"k}***********************]6-?:%@<<, '@9@e@M-AAY"l}] ****************** LOAD 2ND SONG ******************;@e;@@"m}D:GLAD.V""****************************""* ASSING STRING VARIABLES *""* TO EACH VOICE IN SONG 2 "n}*""****************************]-@$)@1)@A6-%AV$M"T;,"o}]6-C:,"@;,6-C:,"@;,6-C:,I6-?:<<,!A') ERROR 4@F"p}@e@I************************ PLACE EACH VOICE IN ** CORRECT ADDRESS ********"q}****************]6-?:%@<<, '@9@e@M-AAY]  "r}$77POKEY PLAYER - ANTIC VERSION by Craig ChamberlainD:MULTSONG.BAS P