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- Rbot v1.2
- "Bot 2"
- (C) 1991, 1992
- Ed T. Toton III
- All rights reserved
- 6/26/91, 01/30/92
-
-
-
- Part 1: [Introduction and apology/clarification]
-
- Welcome to Rbot, Bot 2. This is a program in which you design robots to
- compete against other robots. You will find it best to get at least one or
- two friends together to play as well, and have everyone see who can make the
- best robot, or perhaps the one that does the best in team games or
- free-for-all's. At anyrate, I hope you enjoy it.
- I want to apologize now for a little problem with the whole thing. Below
- is a listing of all of the program codes. I don't think I explained it too
- well, so as clarification, read this:
-
- All the program commands have several
- different codes with which to use them.
- Which code you use determines the direction
- that the robot's program cursor will move
- after the command is completed. U,D,L,R mean
- up,down,left,right respectively. The 'IF'
- commands always pass the cursor down or to
- the right. Which one of those 2 is determined
- by whether the condition it's checking for
- is true or not, and which code you used. The
- program cursor always starts at 1,1.
-
-
-
- Part 2: [program codes]
-
- PROGRAM CODES:
- Under each command listed below are the number codes that are put into
- the programs. The program operates as a flow-chart. The different codes
- under the same heading tell it which way to move the program cursor after
- executing that instruction. The letters U,D,L,R mean up, down, left, right
- respectively.
-
- NOTE- Long programs may work well but they will run much more slowly.
- Also, if the program is instructed to go to a program element
- that has the number 0, it will return to the upper-left corner (1,1).
- It will go to the upper-left if the program cursor is sent off
- the side of the program also.
- See the sample program at the end of this file.
-
- ATTACK: (Attacks the enemy. Note that the enemy must be in the space
- U: 1 directly in front of the robot)
- R: 2 NOTE-Multiple attacks in large loops has a disadvantage. Every
- D: 3 successive element that is an attack will decrease your attack
- L: 4 strength by 1 (normal damage=1 to 5). However, a non-attack
- program element will reset you to full strength.
-
- MOVE: (Moves the robot one space forward)
- U: 5
- R: 6
- D: 7
- L: 8
-
- TURN LEFT: (Turns robot left 90 degrees)
- U: 9
- R: 10
- D: 11
- L: 12
-
- TURN RIGHT: (Turns robot right 90 degrees)
- U: 13
- R: 14
- D: 15
- L: 16
-
- RANDOM TURN: (Turns robot 90 degrees left or right)
- U: 17
- R: 18
- D: 19
- L: 20
-
- CONNECTOR: (Simply acts as a bridge for the program cursor. Note that
- U: 21 This is one of the only program elements that doesn't slow the
- R: 22 robot down)
- D: 23
- L: 24
-
- RANDOM SPIN: (Turns robot to a random facing. Note-There is a 1/4 chance
- U: 25 that the robot will remain facing the same direction)
- R: 26
- D: 27
- L: 28
-
- OVERBURN ON: (Turns robot to overburn status)
- U: 29
- R: 30
- D: 31
- L: 32
-
- OVERBURN OFF: (Turns robot off from overburn status)
- U: 33
- R: 34
- D: 35
- L: 36
-
- OVERBURN TOGGLE: (Turns robot overburn to on if it's off and
- U: 37 vice versa)
- R: 38
- D: 39
- L: 40
-
- SIDESLIP 'L': (Moves robot diagonally forward and left)
- U: 77
- R: 78
- D: 79
- L: 80
-
- SIDESLIP 'R': (Moves robot diagonally forward and right)
- U: 81
- R: 82
- D: 83
- L: 84
-
- NOTES ON OVERBURN: Overburn, when on, will allow the robot to do double
- damage when attacking and triple damage when self-destructing. When
- doing this, however, the robot overheats. It's memory curcuits don't
- function normally at these temperatures, thus everytime the robot attacks
- with overburn on, 1 randomly chosen program element will be given a
- random code.
-
- DESTRUCT:
- 99 (Self destructs robot. Does up to 3 times the damage of a normal
- attack to all within 1 space)
- RANDOM:
- 100 (This only has one code. It will randomly select to go down or right
- in the program)
-
- GOTO: (Sends program cursor to a specified location in x,y format)
- 111-269 NOTE-This (like connectors) will not slow the robot.
- Also, Not all these numbers are used. The equation
- for what code is as follows: 100 + (10 * x) + y
-
- NOTES ON CONNECTORS/GOTOS: Connectors and gotos normally don't slow the robot
- because they don't count as a function. However, ten of them in a row will!
-
- IF STATEMENTS:
- (These only pass the cursor down and right.
- In each case, 2 codes are given.
- In the first, yes goes right and no goes down.
- In the second, no goes right and yes goes down.)
-
- OVERBURN ON: (Detects if overburn has been activated)
- 42, 43
-
- ARMOR <= 5%: (Detects if armor is less than or equal to 5 percent)
- 44, 45
-
- ARMOR <= 10%: (Detects if armor is less than or equal to 10 percent)
- 46, 47
-
- ARMOR <= 25%: (Detects if armor is less than or equal to 25 percent)
- 48, 49
-
- ARMOR <= 50%: (Detects if armor is less than or equal to 50 percent)
- 50, 51
-
- ENEMY HERE: (Detects if an enemy is in the space in front of the robot)
- 52, 53
-
- ENEMY THERE (F): (Detects if an enemy is in front of the robot)
- 54, 55
-
- ENEMY THERE (L): (Detects if an enemy is left of the robot)
- 56, 57
-
- ENEMY THERE (R): (Detects if an enemy is right of the robot)
- 58, 59
-
- OBSTACLE (F): (Detects if an obstacle is in the space in front of the robot)
- 60, 61
-
- OBSTACLE (L): (Detects if an obstacle is in the space left of the robot)
- 62, 63
-
- OBSTACLE (R): (Detects if an obstacle is in the space right of the robot)
- 64, 65
-
- NOTE-The walls of the arena count as obstacles!
-
- FRIEND HERE: (Detects if a friend is in the space in front of the robot)
- 66, 67
-
- FRIEND THERE (F): (Detects if a friend is in front of the robot)
- 68, 69
-
- FRIEND THERE (L): (Detects if a friend is left of the robot)
- 70, 71
-
- FRIEND THERE (R): (Detects if a friend is right of the robot)
- 72, 73
-
- NOTE- The enemy detectors will not see robots that have the same team number,
- In other words, robots on the same team are invisible to each other unless
- the friend detectors are used by the robot.
-
-
-
- SAMPLE PROGRAM:
-
- The default program:
-
- 1: 2: 3: 4: 5: 6: 7: 8: 9: 10: 11: 12: 13: 14: 15: 16:
-
- 1: 61 53 7 0 0 0 0 0 0 0 0 0 0 0 0 0
-
- 2: 17 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
-
- 3: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
-
- 4: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
-
- 5: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
-
- 6: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
-
- 7: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
-
- 8: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
-
- 9: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
-
-
-
- NOTE- This program is the default for the robots.
- All robot programs must have the extension '.RBT'
-
-
- We apologize if this is confusing, this program and this
- text file assume a certain level of knowlege, you can
- probably figure out how the thing works if you play around
- with it and have a printout of the above program codes
- available to you... Also, you may want to dissect the
- robots that come with this game.
-
-
-
-
-
- Part 3: [differences between Rbot and Bot]
-
- Rbot now takes full advantage of the VGA graphics system, unfortunately it
- restricts usage to only those who actually have a VGA or EGA (Bot worked on
- EGA, MCGA, and VGA). Rbot colors the entire robot for ID purposes (Bot only had
- a colored nob on top of the robot). Rbot allows for a wide variety of maps,
- Bot had maps that were 24x15, Rbot allows them to be anywhere from 10x10 all
- the way up to 50x35. Rbot has alot of those 'annoying tid-bits' cleaned up.
- One major change: For robots that used overburn, they had to be reloaded after
- each battle in order to re-use them because they would get ruined. Rbot saves
- them in temp files and reloads them after the battle for you. However, if
- you want to look and see what happened to them, it won't reload them until
- you leave the 'after-battle menu', where you can view all of the robots.
- Another improvement is that you don't design just the program, but also the
- hard-ware that the robot is equipped with. And you can still load your old
- BOT programs, they are given standard settings for the hard-ware, and will
- perform exactly the same in the arena as they did before. Rbot is also
- equipped with a map editor (mapedit.exe). With this you can either change the
- existing maps or create your own. Rbot is now written in Pascal 5.5 as
- opposed to Quick-Basic 4.5 (like Bot). This allows for smaller program size
- and faster execution.
-
- These are most of the major changes. If there are any others I have forgotten
- (and I'm sure there are), I apologize.. and they should become apparent very
- quickly.
-
-
-
-
- Part 4: [explanation of technology]
-
- The story etc...
-
- Each robot is about 5 feet long and usually weigh roughly 3200 pounds. Each
- coordinate-box on the map is about 6 feet across (which makes some arenas as
- large as 300x210 feet).
- The robots are equipped with a variety of weapons. Some have thrust-blades,
- others are epuipped with claw-arms. The most common weapon however is the
- plasma-blaster. It has a range just as short as the other weapons, and is
- very effective. Class 1 weapons tend to be blades, class 2's are usually
- claws, and class 3's and up are different sized plasma-blasters.
- Many types of locamotion are available as well, including treads, wheels,
- hover-pods, and legs (the most common). These all have the same basic effect
- in the game since the robots are more limited by there program than type
- of propulsion. Thus it's not even an option in the robot-editor.
- Armor tends to be dura-plast. Dura-plast is a very strong plastic-like
- material. It's cheaper to produce and has the same effect as sheet-metal.
- But some wealthy competitors prefer metal just for that reason.
- There are a couple of different construction designs for the chassis.
- The lighter ones tend to have more dead-air space inside and thus tend to
- act as insulation. Though they allow you to carry more, they also tend
- to trap heat in. This can be very dangerous considering that the brains
- of the robots don't operate well when hot (as you will find out).
- All robots are equipped with demolition charges. The standard is 2. They
- are all made of an electrically-detonated material. Some robots have been
- designed with the suicide-tactic in mind where everything on the robot is
- stripped off in favor of explosives.
- Every robot is equipped with at least one heat-sink. Heat sinks are the
- heat-exchangers for the robot. Note that the effect of them is cancelled by
- insulating chassis. Heat is one of your two main enemies!
- The other main enemy to your robot design is weight. If you go over the
- suggested maximum weight, the robot will be hindered in it's walking. The
- farther up the weight goes, the less often the robot will be able to move,
- until eventually it can't move at all. It's ability to turn is also effected,
- but not as much as movement. It too will be completely impossible if the
- robot gets too heavy.
-
-
-
-
- Part 5: [warnings, suggestions, etc]
-
- Warning! Know what file names things have and know how to spell them
- BEFORE trying to type them in!! If you spell it wrong the program
- will crash and dump you into dos!
-
- Suggestion: File names should be only 3 or 4 letters long. This will
- decrease your chances of mispelling them, and they'll be
- easier to remember. I have made several robots in series
- example: EXP1, EXP2, and so on.. (EXP=Experiment)
- FAS1, FAS2.... (FAS=Fast)
-
- Caution: Rbot (unlike it's predecessor, Bot) does not support MCGA.
- Only VGA and EGA will work. Also, the maximum map size for EGA
- users is 50x26 (as opposed to the afore mentioned 50x35, which
- is available only to VGA users). If you are using EGA and you
- load a map larger on the Y axis than 26, it will be cut short
- so that it will fit on your screen.
-
-
-
-
- Part 5: [closure and credits and legal stuff]
-
- I thank you for using this program. I hope you enjoy it. If you have any
- suggestions/criticism/remarks/donations/complaints, please send them to:
-
- Ed T. Toton III
- 7101 Talisman Lane
- Columbia MD, 21045
-
-
- NOTICE:
-
- This program is being distributed on the "shareware" concept. It is by
- no means completely free. If you think the program is of use to you, please
- send a registration fee of $5. If you think that is rediculous, then send
- less (or more for that matter). If you hate the program or found too many
- bugs, write me and tell me, and include a graphic explanation (but don't
- be too harsh!! Heheheh). In any event, write to:
-
- Ed T. Toton III
- 7101 Talisman Lane
- Columbia Md 21045
-
-
- And WHY should you register it?
- 1. To support my continuing efforts to bring you some level of
- functional programs. If I get no cash, you get no improvements
- in these programs, and I won't be encouraged to make new and
- better software!
- 2. To get that warm glow for knowing that you supported the author
- of at least one of the many shareware programs you probably use.
- 3. To find out if there is a newer version. All you need to do is
- ask! But letters with money take priority!
- 4. You could be sick and demented and thus register everything you
- get your hands on.
- 5. To get anything else this program may entitle you to.
- (some of my programs will have the source code available,
- or additional data files to enhance your life).
-
-
-
- DISCLAIMER:
-
- This program is provided "AS IS" and I make no gauruntees about it's
- performance. I will not be and can not be held responsible for any damages
- incurred during it's use. It's on a "use at your own risk" basis. Nothing
- at all should happen, the program is harmless, but I have to say it anyway.
-
-
-
- COPYRIGHT:
-
- This program may be freely distributed (which is actually encouraged)
- AS IS. No one may modify this program in ANY way. ESPECIALLY where names
- and credit is given, and INCLUDING all the documentation and data files.
- It may NOT be used for comercial or profit-turning ventures of any kind,
- including sale by disk vendors, without the written consent by ME, with
- ONE exception. Disk vendors MAY sell it without my written consent ONLY
- if they charge no more than $5 higher then the cost of the disk, AND they
- register it first. NOTHING may be added to it either. NO BBS ads are
- allowed EXCEPT as zip comments, or as a single SEPERATE text file.
-
-
-
-
-
- Special thanks to:
-
- Kenneth B. Foreman
- &
- Jeremy Kusnetz
-
- (for their helpful thought-provoking comments,
- their suggestions and support, and for their
- de-bugging help. Also for their patience.....)
-
-
-
-
- Ed T. Toton III
- Rbot v1.2 "Bot 2"
- 6/26/91, 01/30/92
-
-