;Cowboy ;by Eugene P. Lilitko ;Union of Soviet Socialist Republics ; ;The snare for the opponent's processes. ;Bison commits suicide when all 64 processes are captured. ; FIRE DAT FIRE ; BEG DAT BEG FENCE MOV SUCCESS, SWITCH DEMON SUB # 1, BISON HELP SPL DEMON BOMBING MOV FIRE, < FIRE JMN HELP, BISON MOV BOMB, HELP BOMB DAT BOMB BISON DAT 64 COUNT JMP FENCE ; ;Welcome to the snare! ; WELLC1 JMP < WELLC1 WELLC2 JMP @ WELLC2 ; ; ;The main code. Traps are set, inviting the opponent to jump ;into the snare. When the bison are captured, SWITCH is changed ;to the instructions of SUCCESS. ; START MOV REST, SWITCH GBOMB MOV # 575, FIRECNT MOV # 64, BISON SPL RADAR CONT MOV # 4098, WELLC1 MOV # -4099, WELLC2 LOOP MOV WELLC1, @ WELLC2 MOV WELLC2, @ WELLC1 ADD # 7, WELLC1 SUB # 7, WELLC2 SWITCH DJN LOOP, FIRECNT ; ;All right! There are bison in the snare. The captured bison invite free ;bison into the trap. Cowboy must help them! ; NEW MOV BOMB, FIRE MOV BOMB, KILL SHOOT MOV FIRE, < FIRE JMZ SHOOT, KILL FORWARD JMP NEW SUCCESS MOV GBOMB, SUCCESS REST DJN SHOOT, COPY+3 ; ;The defense process. Build a set of pickets, test for a breach of the ;pickets, and switch to defensive action when the pickets are breached. ;Defense occurs when Cowboy is copied to a new place in memory, and the ;copy begins operating properly. ; RADAR MOV # 638, FORWARD MOV # -638, BACK MOV # 25, COUNT MAKE MOV COUNT, < FORWARD MOV COUNT, < BACK DJN MAKE, COUNT TEST MOV # 638, FORWARD MOV # -638, BACK MOV # 25, COUNT COMPARE CMP < FORWARD, < BACK BACK JMP ALARM KILL DJN COMPARE, COUNT FIRECNT JMP TEST ALARM MOV BOMB, SWITCH MOV # 50, BEG MOV # 3310, FORWARD COPY MOV @ BEG, < FORWARD DJN COPY, BEG MOV NEW, BOMBING ADD # 11, FORWARD ; FINISH JMP @ FORWARD END START