;redcode ;name DeathStarV3WithTieFighterV1WithShieldV2 ;author Skybuck Flying ;assert 1 ;strategy Massive-Multi-Threaded-Sorta-Single-Instruction-Bomber with re-load and re-fire ! and does not kill itself ! ;) stun plasma + deadly plasma. ;strategy With TieFighter to protect the deathstar from dangerous x-wings while it's construction is being completed. ;strategy With Shield Generator to protect the deathstar from dangerous y-wings :D ;strategy Ask yourself: Can my warrior stop the death star before it fires ? ;strategy Ask yourself: Can my warrior stop the death star during it's firement ? ;strategy Ask yourself: Can my warrior survive the deadly rays of the death star ? HAHAHAHA =D ;strategy Ask yourself: Can my warrior survive the tie fighter ? HAHAHAHA ;strategy Ask yourself: Can my warrior penetrate the Deathstar's shields ?! ;) >D YEAAAAAAAHAHAHAHAHAHA ;version 3 ;date 11 december 2007 ;history version 1 created on 9 december 2007. You can probably expect more advanced, efficient, moving and more deadly death star versions in the future ! =D ;history version 2 created on 9 december 2007, reset of death ray not necessary, death ray can immediatly fire again but then from back to front very nice ! two for the price of one ! =D ;history version 3 created on 9 december 2007, the first ray fires the most deadly plasma known to man: stun plasma, the second ray fires the deadly plasma to kill fuckers off yeah ! =D ;history version 3.1.2 created on 11 december 2007, tie fighter takes care of little x-wings, the shield generator prevents the y-wings from damaging the death star ! =D ; Version 2 of the deathstar: ; fires again but this time vice versa. from back to front. yeah ! =D ; Let's see ; Version 1 fires: 7991 bombs per loop of three cycles (7991 / (7991 * 3) ) = 0.33 bombs per cycle. ; Version 2 fires: 7991 * 2 bombs per loop of three cycles ( (7991 * 2) / (7991 * 3) ) = 0.66 bombs per cycle ; Yup version 2 is twice as fast as version 1 ! ;) :) ; VERSION 3 of the deathstar: ; ; Let's turn the death star into an even more deadly death ray but using different forms of plasma. ; ; The most deadly plasma know to man is the SPL $0, $0 plasma ! ; ; And the runner up is the DAT $0, $0 plasma ! =D ; ; So let's use the first ray to fire the most deadly plasma ; ; So let's use the second ray to fire the lesser but almost as deadly plasma. ; ; So we need an extra bomb and I am gonna rename it to plasma. ; ; StunPlasma ; ; and ; ; KillPlasma ; ; Hahahahaha yessss =D ; ; So we need to create a new spawn program. ; ; ; let's clean up the code a bit too ;) to make it more readable. ; ; Threads needed calculations is done as follows: ; ; MaxProcessess - (ProgramLength (not counting the spawn program)) ; ; MaxProcessess is assumed to be 8000 for now. ; ProgramLength = 6 ; ; So 8000 - 6 = 7994 - 1 for main thread = 7993 threads to spawn ; ; Let's add a shield generator to protect us from the y-wing's ! ; ; ; ; Version 3.1.2 protects itself from y-wings with a shield generator ! ; ; ; HAHAHAHAHAHAHA YOU SHALL HAVE TO DO BETTER THAN THAT MASTER JEDI HAHAHAHAHAHAHA. ; ; Meanwhile I have time to complete my death star to FULL OPERATION HAHAHAHAHAHAHAH. ; ; CoreLineLength equ 128 ; raise the shields to protect from y-wing, while the tie fighter takes care of the x-wing spl DeathStarShieldGeneratorBegin DeathStarShieldLength equ DeathStarShieldStop - DeathStarShieldStart DeathStarShieldStart DeathStarShieldStrength equ 3 ; indicates how many shields. TieFighterBegin TieFighterBombEnemyFightersBegin mov TieFighterDecoyAndBomb, @TieFighterWeaponPosition ; funtions as bomb as well. add.ab #3, TieFighterWeaponPosition djn TieFighterBombEnemyFightersBegin, #((CORESIZE - ((100-DeathStarEnd)+1) ) / 3) - 1 TieFighterBombEnemyFightersEnd ; now that the enemy fighter has been destroyed, power up the death star. jmp DeathStarBegin TieFighterWeaponBegin TieFighterWeaponPosition dat $0, #100 - DeathStarEnd TieFighterDecoyAndBomb dat $666, 777 TieFighterWeaponEnd TieFighterEnd DeathStarShieldGeneratorBegin DeathStarShieldGeneratorInitializeBegin DeathStarShieldGeneratorInitializeEnd DeathStarShieldGeneratorRaiseShieldsBegin DeathStarShieldGeneratorSetShieldLocationsBegin ; mov.ab #(DeathStarShieldStart - CoreLineLength) - DeathStarTopShieldLocation, DeathStarTopShieldLocation mov.ab #(DeathStarShieldStart + CoreLineLength) - DeathStarBottomShieldLocation, DeathStarBottomShieldLocation DeathStarShieldGeneratorSetShieldLocationsEnd DeathStarShieldGeneratorSetShieldStrengthBegin DeathStarShieldGeneratorSetShieldStrengthEnd DeathStarShieldGeneratorRaiseMoreShieldsBegin DeathStarShieldGeneratorSetShieldLengthBegin mov.ab #DeathStarShieldLength, DeathStarShieldGeneratorRaiseMoreShields DeathStarShieldGeneratorSetShieldLengthEnd DeathStarShieldGeneratorRaiseShieldCellsBegin ; DeathStarRaiseTopShieldCell mov DeathStarShieldPlasma, >DeathStarTopShieldLocation DeathStarRaiseBottomShieldCell mov DeathStarShieldPlasma, >DeathStarBottomShieldLocation DeathStarShieldGeneratorRaiseShieldCellsEnd DeathStarShieldGeneratorRaiseMoreShieldCellsBegin DeathStarShieldGeneratorRaiseMoreShields djn DeathStarShieldGeneratorRaiseShieldCellsBegin, #DeathStarShieldLength DeathStarShieldGeneratorRaiseMoreShieldCellsEnd DeathStarShieldGeneratorRaiseMoreShieldsEnd DeathStarShieldGeneratorIncreaseShieldStrengthBegin ; set new top shield location ; sub.ab #CoreLineLength + DeathStarShieldLength, DeathStarTopShieldLocation ; set new bottom shield location add.ab #CoreLineLength, DeathStarBottomShieldLocation sub.ab #DeathStarShieldLength, DeathStarBottomShieldLocation djn DeathStarShieldGeneratorRaiseMoreShieldsBegin, #DeathStarShieldStrength DeathStarShieldGeneratorIncreaseShieldStrengthEnd ; jmp TieFighterBegin ; dat $0, $0 DeathStarShieldGeneratorRaiseShieldsEnd DeathStarShieldPlasma mov $556, $554 DeathStarTopShieldLocation dat $0, $0 DeathStarBottomShieldLocation dat $0, $0 DeathStarShieldGeneratorEnd DeathStarBegin DeathStarConstructionBegin ; threads to spawn is 7993, binary: 1111100111001 ; spawn program: spl 1 ; 1 spl 1 ; 1 spl 1 ; 1 spl 1 ; 1 spl 1 ; 1 mov -1, 0 ; 0 mov -1, 0 ; 0 spl 1 ; 1 spl 1 ; 1 spl 1 ; 1 mov -1, 0 ; 0 mov -1, 0 ; 0 spl 1 ; 1 DeathStarConstructionEnd DeathStarFireWeaponsBegin ; stunning plasma ray moves from front to back DeathStarStunningPlasmaRayBegin mov DeathStarStunningPlasma, >DeathStarRayPosition DeathStarStunningPlasmaRayEnd ; deadly plasma ray moves from back to front DeathStarDeadlyPlasmaRayBegin mov DeathStarDeadlyPlasma,