;redcode-lp ;name Double ;author John K W ;strategy Limb Rending Incisors ;strategy Vampire ;strategy Vamp enemy into the pit or stun him with JMP 0, then dual clear ;strategy v1.5 Fixed a few bugs ;strategy -- Combined with -- ;strategy evoltmp ;strategy self-generating imp spiral in spirt of impfinity, with julian(?) stone ;strategy ;strategy I chose LRI as my lp warrior because ;strategy it's very good and because the boot comes close to using all ;strategy 8 procs. ;assert CORESIZE == 8000 ; All these numbers are the same. ; If you think I'm going to spend another hour+ to get it working again ; with different numbers then you've got a screw loose! step equ 15 stfang equ (stcode-7981+step*3) sboot equ (main+2543) org start ; --The Sneak-- ; This is backwards clear which will be booted away main dat 0, 0 sneak mov bomb, 2667, S+10 BOOT_DIST equ (3619+24*66) S equ 24 evol mov DED, vamp EvolCap mov.i jclr, evol+BOOT_DIST+S+4 for 6 mov.i {pptr, -500-15-1*2 psrc pdst dat pend, pmpof+pend-pump pump spl #0, 0 add.a #istep+1, ptr prime mov.i point, point-1 ptr jmp pump-pmpof+impoff-(istep+1)*3, >prime pend instr mov.i #istep, *0 p spl #0, {-S+1 add.f 3, 1 mov }S-2, -S+1 djn.f -2, <-1160 mov S, >-S djn.f -1, >-S-1 pptr: nop 0, evol+BOOT_DIST+6 DED i for 34-3-14 dat 0, 0 rof ; ---PIT--- pit spl 1, pclear mov dbomb, >pclear hit1 jmp pit, pclear ; --------- dat 0, 0 dat 0, 0 dat 0, 0 dat 0, 0 hit2 dat 0, 0 dat 0, 0 dat 0, 0 pclear dat 0, 50 dat 0, 0 hit3 dat 0, 0 dat 0, 0 dat 0, 0 dat 0, 0 jbomb jmp #0, #0 hit4 dat 0, 0 ; --Bomber-- stcode inc spl #-step, step dat 0,0 vamp add inc, fang pfang mov fang, @fang ; drop fang mov jbomb, *fang ; drop jmp bomb jmp vamp, @pfang ; My memory's hazy about this line ; a jmp vamp, 0 should work exactly the same dat 0, 0 ; --Clear-- ; works with the same ptr as the pit for a fast clear (max 200% c with enemy) myclear mov dbomb, >pclear jmp myclear, pclear hit5 dat 0,0 dbomb dat 0, 50 dat 0, 0 dat 0, 0 fang jmp pit-stfang, stfang end