Article 2411 of rec.games.corewar: Path: hellgate.utah.edu!csn!magnus.acs.ohio-state.edu!cis.ohio-state.edu!news.sei.cmu.edu!bb3.andrew.cmu.edu!andrew.cmu.edu!mn2f+ From: Michael N Nonemacher Newsgroups: rec.games.corewar Subject: Blitzkrieg source Date: Fri, 28 Jan 1994 15:56:00 -0500 Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA Lines: 139 Message-ID: <4hGLjUK00WB9Fhm0Ra@andrew.cmu.edu> NNTP-Posting-Host: po5.andrew.cmu.edu OK, so I guess more source code posting wouldn't hurt. Here it is... ;redcode ;name Blitzkrieg ;author Mike Nonemacher ;strategy Quick-CMP -> stone -> SPL/DAT coreclear -> gate ;strategy Just fixed a really stupid bug that made me hit myself... ;kill All That Glitters ;Blitzkrieg is loosely based on W. Mintardjo's Fire Storm. The main element ;is a 3-line bomber. It bombs & decrements at mod-4 (decrement, 3 untouched, ;bomb, 3 untouched...), at 66% of c. After a short bombing session, just ;enough to bomb or decrement every 4 locations, it turns itself into a two ;pass coreclear. I also added a Quick-CMP similar to QuickFreeze, but it ;bombs with SPL/JMPs. This helps to stall slow-booting imp-spirals, like ;Imprimis 7 (Nimbus-style launch for the 7-point spiral), but against quick- ;booting imp-spirals, like Night Crawler, expect 60-70% losses. Also, Fire ;Storm spent a little too much time bombing before the coreclear, so it lost ;a few more to replicators before it started the coreclear. As an interesting ;note, Blitzkrieg does very well against Winter Werewolf 3, because of a ;sort-of 'reverse mirror'. Blitzkrieg's quick-scan CMPs x with x+4000, and ;if they're different, makes note of where it was. But it doesn't know if ;there was anything at x or x+4000, so it bombs both with SPL/JMPs. Against ;WW3, I find the decoy, and bomb the decoy and the decoy+4000. Since WW3 ;bootstraps itself exactly 4000 away, I often stun it before there's any ;chance of being bombed by it. BOOT EQU 3415 ;Just picked this one at random C EQU 168 ;bombing increment - small, mod-8 GVAL EQU -18 ;decrement for gate INCR EQU 20 ;offset of inc from stone CMP1 EQU (start-2)*50+CMPST CMP2 EQU CMP1+4000 MOV1 EQU (start-1)*50+CMPST-BPTR+67 BPTR EQU bptr1 CMPST EQU start+31 ;mis-aligns SPL 0s & stone's bombs start cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR ;5 cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR ;10 cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR ;15 cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR ;20 cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR ;25 cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR ;30 cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR ;35 cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR cmp CMP1, CMP2 mov #MOV1, BPTR ;39 bptr1 jmz top, #0 mov jump,