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Topics - spike43884

Pages: 1 [2] 3 4 ... 9
16
Darwinbots3 / Just a quick insight i'd love.
« on: May 23, 2015, 12:24:56 PM »
With DB3 im wondering if the following features are going to be implemented?
1)phagocytosis (splitting partially open to ingest something)
2)I've forgotten the specific name for this, but where a cell just pops open, spilling out its guts (not where it splits open to ingest something)
3)Active transport and osmosis
4)Ways to disrupt the phillic and phobic properties in the cell membranes, causing them to, fall apart.

17
Darwinbots3 / DB3 Energy, panels and how to make them more realistic
« on: April 24, 2015, 10:34:07 AM »
Ok, so somehow in DB3 energy has to be generated by bots. Thus I ask for toxins/acids to because of the following...
More things bots can take in, to keep it balanced means more things they have/should put out...because of the lack of shots I suggest allowing them to eject them quickly through the edges of the panels (the corners) and for everything to slowly seep through panels themselves (thicker panels = less leakage)

Then also a function of toxins/acids (and alkali's) is they damage cells, thats why holding your breath and swimming underwater gives the burning feeling...now im personally not fully sure of what type damage they do to the cells, and scientists aren't sure fully which chemicals do the damage (lactic acid actually only slows down metabolism/respiration, it doesn't do the hugest amounts of damage to the cells) but toxins and acids in DB would be a a useful factor in damaging cell walls, as they do both to some extant.

18
F3 bots / [F3 BOT] Sentry [Spike] 4-19-2015
« on: April 19, 2015, 06:18:08 AM »
This bot I tested under F1 conditions but im sure it doesn't break the rules for F3.
It'd also be nice if it could be used in a little bot tutorial in the wiki, one for an alternative method of attack. This bot uses the finally refined and functioning version of my infamous "Blind Retaliation" gene, which means that it doesn't need eyes. It also doesn't need conspec recognition. Because it ONLY attacks things which attack it, it relies on aggressive enemies. They just bring the NRG from the plants to it. Its also immune to my vegetable vucaris, which in a sim where vucaris is the only vegetable, sentry would outlive its opponents. The biggest benefit is that its automatically in hibernation, unless told otherwise by the blind retaliation or birth genes. It also uses a -6 (body) shot which is 10 times as powerful as your generic -1 shots (A DIRTY TRICK NOT BANNED BY F3 ;D) so it really, really can eliminate opponents.
Some statistics for your likings:
-NRG expended while no attackers around = 0
-NRG gained per shot = 100 I think (or is it 10, whatever it is, its 10 times the usual)

Code: [Select]
'Sentry - Simplest bot ever for me to make.
'It's good for beginners to look at as well as I programmed it very self-explanatory.
'Programmed and given life by Spike43884 (and one bugfix by shadowgod2) on 19th of April 2015


'Gene 1 Blind Retaliation
cond
*.shdn 0 !=
*.shup 0 != or
*.shdx 0 != or
*.shsx 0 != or
start
*.shang .aimshoot store
-6 .shoot store
stop


'Gene 2 Reproduction
cond
*.nrg 30000 >
start
50 .repro store
stop


'Gene 3 I was born!
cond
*.robage 0 =
start
180 .aimdx store
stop


'Gene 4 Moving out
cond
*.robage 1 =
start
10 .up store
stop


'Gene 5 Almost moved out
cond
*.robage 3 =
start
10 .up store
stop

19
Bot Tavern / HAVING A PROBLEM WITH A SIMPLE BOT.
« on: April 18, 2015, 08:14:20 AM »
I've made one of the simplest bots I've ever made (it can actually function with just one gene) and it doesn't even need a conspec recognition because the chance it could become a cannibot is impossible without mutations.
Code: [Select]
'Sentry - Simplest bot ever :D


'Gene 1 Blind Retaliation
cond
*.shdn 0 !=
*.shup 0 != or
*.shdx 0 != or
*.shsx 0 != or
start
*.shang 0 add .aimshoot store
-6 .shoot store
stop


'Gene 2 Reproduction
cond
*.nrg 30000 >
start
50 .repro store
stop


'Gene 3 I was born!
cond
*.robage 0 =
start
180 .aimdx store
stop


'Gene 4 Moving out
cond
*.robage 1 =
start
10 .up store
stop


'Gene 5 Almost moved out
cond
*.robage 3 =
start
10 .up store
stop

Im having a small problem with the first gene, I can't seem to get the angle right in the shot. I want it to return the body shots to whatever shot it...exactly the same angle if possible. Thanks.

20
DNA - General / A simple self-preservation bot
« on: April 16, 2015, 09:05:49 AM »
A simple unorganised MB which stores in a freevariable the size of the MB its in. Then it compares its MB size and the body of whatever it might attack then decides to flee or fight.

21
Darwinbots3 / Panels (Re: Who else is online?)
« on: April 14, 2015, 06:52:49 AM »

Just as a sidenote if you do do an update to change IM, coudl you also include a little change to maybe 10 free memory locations to store longterm memory that remains for maybe 20 cycles unless overwritten? It'd be incredibly useful if I were to attempt an "All For One" bot

Any memory locations that aren't sysvars won't get reset frame to frame (unless something is broken).  I think that's what you're asking for?  If you want them to wipe once every, say, 20 cycles, you could do something like

Code: [Select]
*.timer 20 mod 0 = 0 .somememloc store

Ahh ok, also, what amount of panels will bots have in DB3?

22
Darwinbots3 / Viruses (Re: Programming task (DNA editor))
« on: April 04, 2015, 08:17:27 AM »
I have some ideas for projects in Sunweaver if you aren't sick of it yet (things like static code analysis to find sections of DNA that don't do anything and remove them when executing the code to make it faster) .  Or if you want something more adventurous I might have some ideas for things in other modules.  At the easier side it's writing tests to expose bugs in things I'm pretty sure have bugs in them, and then trying to fix them.  At the more extreme end it's things like integrating Yeppp! in to the math library and seeing what sort of performance gains that gives.
You can't remove static code. Your going to artificalise it by doing that.
Static code might be there and not be static in a few cycles from a mere little mutation. Think of the 2nd generation of wrinkly pea's and round pea's.

23
Darwinbots3 / HTML DNA (Re: Programming task (DNA editor))
« on: April 01, 2015, 11:45:58 AM »
Do Be patient, I skipped a few of these comments, but if were making DNA more realistic with a basepair sort of thing. Can I provide some input.
HTML

It is >THE< Coding language of basepairs, you have the <blablabla> command then the matching </blablabla> Why not model the new language a bit like HTML. Its a beautifal language for beginners (I <3 HTML) and its just like how it seems we need. It'd provide perfect crossovers as well, the program internally numbers each basepair then cross's them over? It'd be much more structured to. Admittedly it throws the DB2 type system and probably most we've though about out the window, but hey thats why DB3 is really.

24
Darwinbots3 / Command Shortcutting
« on: March 29, 2015, 07:51:23 AM »
Can we have for commands / operators in DB3 multiple names for them...Some people remember things differently you know :P

25
Darwinbots3 / DB3 progress and networking
« on: March 22, 2015, 08:21:13 AM »
(I've split the topic off from a discussion in this topic) - Numsgil.

DB3 - Could you give us a new wiki page which is a jargon free (or as jargon free as possible) list of the things done in DB3 or partially done...Especially things like the commands that are input to the DNA (so the language for the DNA). I do hope your using a relatively fresh language for the DNA, possibly with backwards compatibility to the old language so the old bots can still jump about in DB3. I mean, the DB2lang is really messy. A lot of the commands are illogical, like ABS being NOT, what is ABS meant to litterally mean? I thought abs were your chest muscles, not a not statement.

26
This is a collection of similar bots (Actually versions technically, but each is really different and interesting) - These were meant to be reed-like structures but the only time they float up is when not tied (that needs fixing by someone as Alpha-Reed, the ultimate goal)
Alga-reed 2
Code: [Select]
'Alga Reed (Pondmode Plant)
'Good little floater, even has a head.
'By Spike43884
'-------------------------------------------
'Derived from Alga_Minimalis_Chloroplastus
'Your code management is terrible though botsareus, so long and hard to
'comprehend!

def head 50
def float 51


'Gene Reproduction
cond
*.nrg 2000 >
*.numties 1 =<
*.head 0 =
start
50 .repro store
stop


'Gene Recombine
cond
*.robage 0 =
start
1 .tie store
stop


'Gene Head Specification
cond
*.robage 0 !=
*.numties 0 =
start
1 .head store
stop


'Gene 1st reproduction
cond
*.numties 0 =
*.head 1 =
*.nrg 2000 >
start
40 .repro store
stop


'Gene Head Sharing
cond
*.head 1 =
*.multi 1 =
start
50 .sharenrg store
stop


'Gene Body Sharing (and body tielengths)
cond
*.head 0 =
*.multi 1 =
start
50 .sharnrg store
20 .fixlen store
90 .stifftie store
stop


'Gene head tielength override
cond
*.head 1 =
*.multi 1 =
start
200 .fixlen store
100 .stifftie store
314 .setaun store
628 .fixang store
stop


'Gene Bouyancy
cond
*.head 1 =
start
 *.float *.rdboy sub .setboy store
stop


'Gene Setting float (Specifys a rough range for bouyancy to work from)
cond
start
22000 rnd 6000 rnd add .float store
stop


'Gene Tell our bouyancy to the body
cond
*.head 1 =
start
*.rdboy .tout1 store
stop


'Gene Follow the head a bit.
cond
*.head 0 =
start
*.tout1 *.rdboy sub 500 sub .setboy store
stop


'Gene Chloroplasts
cond
*.nrg 1000 >
*.nrg 2000 <
start
100 .mkchlr store
stop


'Gene Corpse Feeding
cond
*.nrg 0 =
*.eye5 0 != and
*.reftype 0 = and
start
6 .shoot store
stop




end

Alga-reed 3
Code: [Select]
'Alga Reed (Pondmode Plant)
'Good little floater, even has a head.
'By Spike43884
'-------------------------------------------
'Derived from Alga_Minimalis_Chloroplastus
'Your code management is terrible though botsareus, so long and hard to
'comprehend!

def head 50
def float 51


'Gene Reproduction
cond
*.nrg 2000 >
*.numties 1 =<
*.head 0 =
*.robage 2 =
start
50 .repro store
stop


'Gene Recombine
cond
*.robage 0 =
start
1 .tie store
stop


'Gene Head Specification
cond
*.robage 0 !=
*.numties 0 =
start
1 .head store
stop


'Gene 1st reproduction
cond
*.numties 0 =
*.head 1 =
*.nrg 2000
*.robage 1 =
start
40 .repro store
stop


'Gene Head Sharing
cond
*.head 1 =
*.multi 1 =
start
50 .sharenrg store
stop


'Gene Body Sharing (and body tielengths)
cond
*.head 0 =
*.multi 1 =
start
50 .sharnrg store
20 .fixlen store
90 .stifftie store
stop


'Gene head tielength override
cond
*.head 1 =
*.multi 1 =
start
200 .fixlen store
100 .stifftie store
314 .setaun store
628 .fixang store
stop


'Gene Bouyancy
cond
*.head 1 =
start
 *.float *.rdboy sub .setboy store
stop


'Gene Setting float (Specifys a rough range for bouyancy to work from)
cond
start
25000 4999 rnd add .float store
stop


'Gene Tell our bouyancy to the body
cond
*.head 1 =
start
*.rdboy .tout1 store
stop


'Gene Follow the head a bit.
cond
*.head 0 =
start
*.tout1 *.rdboy sub 3 sub .setboy store
stop


'Gene Chloroplasts
cond
*.nrg 1000 >
*.nrg 2000 <
start
100 .mkchlr store
stop


'Gene Corpse Feeding
cond
*.nrg 0 =
*.eye5 0 != and
*.reftype 0 = and
start
6 .shoot store
stop




end

Alga-reed 3B
Code: [Select]
'Alga Reed (Pondmode Plant)
'Good little floater, even has a head.
'By Spike43884
'-------------------------------------------
'Derived from Alga_Minimalis_Chloroplastus
'Your code management is terrible though botsareus, so long and hard to
'comprehend!

def head 50
def float 51


'Gene Reproduction
cond
*.nrg 2000 >
*.numties 1 =<
*.head 0 =
*.robage 2 =
start
50 .repro store
stop


'Gene Recombine
cond
*.robage 0 =
start
1 .tie store
stop


'Gene Head Specification
cond
*.robage 0 !=
*.numties 0 =
start
1 .head store
stop


'Gene 1st reproduction
cond
*.numties 0 =
*.head 1 =
*.nrg 2000
*.robage 1 =
start
40 .repro store
stop


'Gene Head Sharing
cond
*.head 1 =
*.multi 1 =
start
50 .sharenrg store
stop


'Gene Body Sharing (and body tielengths)
cond
*.head 0 =
*.multi 1 =
start
50 .sharnrg store
20 .fixlen store
90 .stifftie store
stop


'Gene head tielength override
cond
*.head 1 =
*.multi 1 =
start
200 .fixlen store
100 .stifftie store
314 .setaun store
628 .fixang store
stop


'Gene Bouyancy
cond
*.head 1 =
start
 *.float *.rdboy sub 20 add .setboy store
stop


'Gene Setting float (Specifys a rough range for bouyancy to work from)
cond
start
27000 2000 rnd add .float store
stop


'Gene Tell our bouyancy to the body
cond
*.head 1 =
start
*.rdboy .tout1 store
stop


'Gene Follow the head a bit.
cond
*.head 0 =
start
*.tout1 *.rdboy sub 3 sub .setboy store
stop


'Gene Chloroplasts
cond
*.nrg 1000 >
*.nrg 2000 <
start
100 .mkchlr store
stop


'Gene Corpse Feeding
cond
*.nrg 0 =
*.eye5 0 != and
*.reftype 0 = and
start
6 .shoot store
stop




end

Alga-Reed 4
Code: [Select]
'Alga Reed (Pondmode Plant)
'Good little floater, even has a head.
'By Spike43884
'-------------------------------------------
'Derived from Alga_Minimalis_Chloroplastus
'Your code management is terrible though botsareus, so long and hard to
'comprehend!

def head 50
def float 51


'Gene Reproduction
cond
*.nrg 2000 >
*.numties 1 =<
*.head 0 =
*.robage 2 =
start
40 .repro store
stop


'Gene Recombine
cond
*.robage 0 =
start
1 .tie store
stop


'Gene Head Specification
cond
*.robage 0 !=
*.numties 0 =
start
1 .head store
stop


'Gene 1st reproduction
cond
*.numties 0 =
*.head 1 =
*.nrg 2000 >
*.robage 15 =
start
50 .repro store
stop


'Gene Head Sharing
cond
*.head 1 =
*.multi 1 =
start
50 .sharenrg store
stop


'Gene Body Sharing (and body tielengths)
cond
*.head 0 =
*.multi 1 =
start
50 .sharnrg store
20 .fixlen store
90 .stifftie store
stop


'Gene head tielength override
cond
*.head 1 =
*.multi 1 =
start
200 .fixlen store
100 .stifftie store
314 .setaun store
628 .fixang store
stop


'Gene Bouyancy
cond
*.head 1 =
start
 *.float .setboy store
stop


'Gene Setting float (Specifys a rough range for bouyancy to work from)
cond
start
25000 4999 rnd add .float store
stop


'Gene Tell our bouyancy to the body
cond
*.head 1 =
start
*.rdboy .tout1 store
stop


'Gene Follow the head a bit.
cond
*.head 0 =
start
*.tout1 *.rdboy 10 sub .setboy store
stop


'Gene Chloroplasts
cond
*.nrg 1000 >
*.nrg 2000 <
*.robage 0 !=
*.robage 1 !=
start
100 .mkchlr store
stop


'Gene Corpse Feeding
cond
*.nrg 0 =
*.eye5 0 != and
*.reftype 0 = and
start
6 .shoot store
stop




end

27
DNA - General / Meoisis & Gametes
« on: March 11, 2015, 12:23:05 PM »
Im going to attempt to make realistic Gamete & Meoisis (or Sexual reproduction) after finishing my current few bots.
It'll pretty much state if its a cell, an egg, or a sperm in a freevariable (0 = cell, 1 = sperm, 2 = egg) and then using viruses switch up the DNA hopefully

28
Off Topic / Views on Temporal Shift
« on: March 01, 2015, 09:03:06 AM »
For you guys out there who don't know what a temporal shift is, its part of time travel, im just looking for some peoples views on how time travel may work...Because Im just trying to make the most accurate model possible for cause an effect...which as it currently looks, appears to also be able to estimate when something performs the first time travel (Because it will happen, time is infinite, space is infinite, thus possibilities and events are infinite)
Pretty much a quick explaination of the current cause an effect model is a load of hourglass shapes stacked ontop of eachother...each getting shorter. The widest points are when the timeline is most stable...and the thinnest points are when its most unstable, and changed from what it originally should have been. Currently its impossible to determine which event is a widepoint, and which is a thinpoint, though its possible to tell that a point is either an extremely thin point, or an extremely wide point (As we don't know what the original timeline would have been). When the hourglasses hit flat, thats when the timetravel happened, as its both a thin and widepoint at the same time. A Major problem with the model is it can't account for the butterfly effect... The first hourglass (longest one) is the time the person travelled to.
Currently identified as the most obvious thin/wide points are: 1)Extinction of dinosaurs     2)WW1/WW2+Economic Collapse
These are major events which had little or no run-up time and could never be predicted, yet the effect-time of them is nigh-infinite. Dinosaurs died out from whatever killed them (meteor?) yet lizards and such didn't. If dinosaurs died out then birds and lizards wouldn't-shouldn't exist. Now a meteor is thrown on its course by gravity, gravity and time are both very close (A net is always the best way to describe them, 1 direction of thread is time, the other is gravity...when gravity is pulled so is time...and theoretically...Visa versa) thus, if a meteor was thrown even the a tiny bit off course far enough away...the effects would be really different, like hitting an inhabited planet and causing mass extinction possibly? Now of course, its impossible to work out timetravel yet really...Just to work out when it happens is as far as science is going to get for a good time considering the gap between point 1 and 2 (mentioned up a bit) but the degrading rate could be much faster...actually making timetravel closer...Its hard to tell yet until a 3rd thin/thick point is found...Possibly the next thin/thick point (opposite to point 2) is when world economy picks up...Because its happening quite quickly...and is in essence the inversion to the economic collapse...Theres also a lot less war...opposing to ww1/ww2.

29
F1 bots / Spore BETA (Mutation) F1(Spike43884)2-24-2015
« on: February 24, 2015, 01:21:10 PM »
Its unoptimised so I doubt it'll do very well, but It happened by accident, I was testing slither (all my sims have alga and animal to make it realistic) and I forgot to check the no mutations box, It got 1 major, major but fun looking mutation. I suggest you have a bit of a look at it in a sim, its dead fun to watch, and maybe it might become useful on how it spreads out.
Slither currently doesn't move far (though that will change soon hopefully) so I guess it was an escape/hunt mechanism, a bit like in all_hunter!
Code: [Select]
'#generation: 0
'#mutations: 1

 cond
 *.eye5 0 >
 *.refeye *.myeye !=
 start
 *.refveldx .dx store
 *.refvelup 30 add .up store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  17  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  18  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 *.refeye *.myeye !=
 start
 -1 .shoot store
 *.refvelup .up store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  32  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  3 Begins at position  33  '''''''''''''''''''''''
 cond
 *.eye5 0 =
 *.refeye *.myeye =
 or
 start
 314 rnd .dx store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  46  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  4 Begins at position  47  '''''''''''''''''''''''
 cond
 *.nrg 20000 >
 start
 10 .repro store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  55  '''''''''''''''''''''''

'#hash: 6b"9muEGI\,'5WTW=Qm#
And the MRATE FILE (after opening in notepad):
Code: [Select]
80
80
5000
3
1
5000
1
0
5000
3
1
5000
1
0
5000
250
75
5000
3
1
5000
1
0
5000
500
150
5000
250
75
5000
1
0
5000
1
0

30
DNA - General / Well. I need a tad bit O' help with this dna
« on: February 24, 2015, 01:16:22 PM »
I created a bot based off the caterpillar MB structure, a chain...its amazing in every way realistically, just a mere chain...So I created 'slither'. Version 1 was a failure, but then it was very undeveloped code. V1.5 (Slither length) was relatively successful, except it dies to quickly, it does sustain medium population, but dies very rapidly as individuals. Slither V2 is meant to have a gene like 'all hunter' where if nothing is seen, then the head will move rapidly randomly around the area, and the body because of a 'body follow' gene will just follow behind, the body can't move .up or .dn but can shoot, I'd like to include a function to let it turn to face prey...if possible. So I'll submit in this post slither V2 so you can understand the code and fix it hopefully. Its a slight frankenstein of DNA, as the hunting, eyes, and body and movement management come from other things...though the code for them has been changed to make it flow smoother.
Code: [Select]
'Slither 2
'By Spike
'Because caterpillar takes to much of the glory.

def minlen 50
def maxlen 51
def head 52
def hunt 53
def sight 54


'Initilisation (TIELENX)
start
500 .maxlen *.maxlen 500 sub sgn 1 add mult store
stop

cond
*.tielenx *.maxlen >
start
*.tinlenx 10 add *.tielenx store
stop

or

def minlen 50
def maxlen 500

cond
*.tielenx .maxlen >
start
*.tielenx 10 sub .tielenx store
stop


'Initialisation (EYES)
cond
*.robage 2 <
start
135 .eye1width store
135 .eye2width store
135 .eye3width store
140 .eye4width store
4 .eye5width store
140 .eye6width store
135 .eye7width store
135 .eye8width store
135 .eye9width store
410 .eye1dir store
300 .eye2dir store
190 .eye3dir store
75 .eye4dir store
0 .eye5dir store
-75 .eye6dir store
-190 .eye7dir store
-300 .eye8dir store
-410 .eye9dir store
stop


'Gene 1 No food = Hunt
cond
*.sight 0 =
*.head 1 =
*.hunt 0 =
start
157 rnd .aimdx store
1 .hunt store
stop


'Gene 2 No food & Turned = Move
cond
*.sight 0 =
*.head 1 =
*.hunt 1 =
start
15 .up store
2 .hunt store
stop

cond
*.sight 0 =
*.head 1 =
*.hunt w =
start
10 .up store
3 .hunt store
stop

cond
*.sight 0 =
*.head 1 =
*.hunt 3 =
start
10 .up store
0 .hunt store
stop


' Gene 1 Food Finder (waiting)
cond
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye5 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add 0 =
*.refeye *.myeye = or
*.head 1 =
start
10 rnd .aimdx store
stop


'Gene 1 Find Food
cond
*.eye5 0 >
*.refeye *.myeye !=
*.head 1 =
start
*.refveldx .dx store
*.refvelup 30 add .up store
1 .sight store
stop


'Gene 2 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
*.head 1 =
start
-1 .shoot store
-6 .shoot store
*.refvelup .up store
1 .sight store
stop


'Gene 3 Eat Food As the Body
cond
*.eye5 50 >
*.refeye *.myeye !=
*.head 0 =
start
-1 .shoot store
-6 .shoot store
stop


'Gene 4 Reproduce
cond
*.nrg 20000 >
*.head 0 =
start
10 .repro store
stop


'Gene 5 Head Allocation
cond
*.numties 0 =
*.head 0 =
*.robage 0 !=
start
1 .head store
stop


'Gene 6 First Birth
cond
*.head 1 =
*.numties 0 =
start
25 .repro store
stop


'Gene 7 Body/NRG Control
cond
start
*.body *.nrg 2 mult sub 0 floor .fdbody store
*.nrg 2 mult *.body sub 0 floor .strbody store
stop


'Gene 8 If MB Stuff
cond
 *.multi 1 = or
 *.hibernate 0 =
start
 50 .sharenrg store
 500 .maxlen store
 60 .stifftie store
stop

'Gene 9 MB communication
cond
 *.eye5 0 !=
 *.head 1 =
start
 *.eye5 .tout1 store
 *.aimdx .tout2 store
stop


'Gene 10 MB communication (for body)
cond
 *.tin1 0 !=
 *.head 0 =
start
*.tin2 .aimdx store
stop


'Gene 11 Connect
cond
*.robage 0 =
start
.tie inc
620 .aimdx store
stop


end

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