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DSA: dynamic JUMP (CSBwin)

Posted: Sat Jan 14, 2006 11:43 pm
by Zyx
Could you add J* and G* commands where you jump to the state given by the stack?

ie: LA L3 &* LB &+ &-1 J*
will jump to the state 3*A+B-1 (at S0)

Posted: Sun Jan 15, 2006 1:35 am
by Paul Stevens
The olde 'Computed GOTO', heh? Sounds like
fun. You'll have it tomorrow.

Posted: Sun Jan 15, 2006 7:17 am
by beowuuf
10 Do code
20 Zyx likes
30 Zyx needs more stuff
40 Goto 10

: )

Posted: Sun Jan 15, 2006 8:41 am
by Sophia
Now we just need self-modifying, self-replicating DSAs... muahaha!

Posted: Sun Jan 15, 2006 10:42 am
by beowuuf
Hasn't there been certain sci-fi films about this technology? *runs and hides after making sure arnold is still in calefornia governatatating*

Posted: Sun Jan 15, 2006 3:19 pm
by mikko
DSAs will take over the defense networks and start a nuclear war? Then four brave adventurers shall save whatever is left.. :shock:

Posted: Sun Jan 15, 2006 5:26 pm
by Paul Stevens
self-modifying, self-replicating DSAs
I had contemplated using the letters A, C, G, and T
to encode DSAs. I decided it was a bit too obvious.

Posted: Sun Jan 15, 2006 6:43 pm
by Adamo
Mikko, it would be possible to make a post-nuclear DM scenario with CSbuild & ADGE (no magic, guns and monsters like in Hired Guns, etc). But it would be a LOT of work, especially with replacing the graphics (100 % of them, I guess) and changing object`s functions.

Posted: Sun Jan 15, 2006 8:54 pm
by Paul Stevens
CSBwin-CSBuild.zip has the lastest version with the
computed GOTO. J*/G* ( messageType state . . . ),
almost like you specified but with the message type
parameter thrown in. It is untested so be careful
and quick to report bugs.

Also, I fixed the automatic increment of VITALITY.
It was caused by the feeding filter. The original
subroutine that incremented attributes divided the
increment by two and then added one under certain
circumstances. 0/2+1 = 1. It was not expecting to
be asked to increment by zero, I guess. I added a
quick exit if the increment is zero.

Posted: Sun Jan 15, 2006 10:16 pm
by Zyx
thank you. Could you add a way to retrieve the alternate graphic number of a monster, for example with &Monster@?

Posted: Sun Jan 15, 2006 11:38 pm
by Paul Stevens
retrieve the alternate graphic number of a monster, for example with &Monster@
Done in new CSBwin-CSBuild.zip.

Also &Monster!

So you can change a monster's graphics by
casting a spell. Perhaps a worm
could become a butterfly.

Documentation also updated.