With the new consoles (PS2) quickly taking priorty over the PSX/PS1 Game Console it is getting harder and harder to find information on games made for it. Websites are disappearing fast. So before some go the way of the DoDo Bird, I collected some info from them to save for historical purposes and for the PS1 users that have held on to their PS1 Game Console. So I hope those that haven't updated their site for many years and those that are planning on dropping the PSX/PS1 from their site don't mind me storing and sharing their work with others.I have 6 gigabytes of data, I'm only using very little of it here.( MDB@psxa2z.com ) My thanks go out to all PSX users and webpage makers for the past 7 years! Thank you. From http://www.cco.net/~arne/carnage/ -- Last Update: March 9, 1997 Date lifted from site: 3:33 AM 12/16/2002 Thanks again! ==================================================================================== This is the program I am currently using to whoop on the computer on the Callisto scenario. This same general program has worked all the way up to map 5 so far, as long as I update the hardware at each map. It is very simple to edit out the missile interferance device if you need to. Author: Arne Michaelsen Email : arne@cco.net Any two-leg OKE body Shotgun Rocket launcher (Snake, Hercules, or Panther) Missile interferance device 9x9 CPU (With some tinkering, this also works for OKE's with lasers and large missiles, and also multi-leg OKE's. See my notes below). + \/ +------+------+------+------+------+------+------+------+ |Scan P|Scan P Count Count Scan P|Scan P Scan P Random| Jump | | 60 > 20 > A<-1 > A+1 > 35 > 35 > 35 > > | |0 360|0 360 0 360|-90 90 90 90 1/2 | Right| + \/ +--\/--+------+ /\ + \/ +--\/--+--\/--+ \/ + \/ + | | |Scan M Count?| Jump | Jump | | | -- < Duck | Jam < 100 < | -- > | | -- | | | |0 360 A>15 | Ahead| Left | | + \/ +------+ \/ +------+--\/--+------+ \/ + \/ + \/ + | Time | | <4 > -- > -- < -- < -- | -- > -- > -- > -- > | | +--\/--+------+ \/ +------+------+ /\ +------+--/\--+------+ |Scan F|Scan F|Scan E| | | Temp Fire | 300 > 300 > 30 > Grap > -- > -- | | >80% > Main > |90 180|-90 180 0 90| | | + \/ + \/ + \/ +------+------+------+------+--/\--+------+ Scan F| |Scan E| Ammo |Count |Count? Fire < 300 | -- | 75 > Main > A<-1 > -- > -- | A=2 > Sub > -90 180| | 0 90| >1 | | 1 +--\/--+ \/ + \/ + \/ +------+------+ \/ + /\ +------+ Move | | Scan E| Ammo |Count Scan F Scan O| < Right| -- | -- > 110 > Sub > > 40 > 20 | | | 0 90| >1 | A<-2 0 90 0 90 | +------+ \/ +------+ \/ + \/ +------+--\/--+--\/--+------+ Move | | | Random Jump < Left < -- | -- < -- < -- | | -- > 1/2 > Right> | | | +------+------+ \/ +------+------+ +------+--\/--+------+ Turn Scan E Scan E| | Jump < Left < 300 < 300 | | Left > -- > 90 90 0 90 | | +------+--\/--+--\/--+ +------+------+ | Turn | Move | | Right| Ahead| | | | + \/ + \/ + What's it do? Well, first off for the first four seconds of combat, it looks left and right for friendly units. If there is an ally on one side, it'll sidestep away. If there is one on either side, it'll go right into the search and destroy part of the code. If there are no allies present, it will sit there and do nothing but dodge incoming fire for four seconds. I could try to make it go into search mode, but I havn't planned on how to do that et unless I went to a larger CPU. Plus I almost exclusivly use this program in groups anyway. Once the timer goes above four, it will never execute that part of the code again. From then on it consists purely of fire avoidance, and seek & destroy code. The loop in the projectile code helps avoid missiles that the jamming device doesn't stop. The entrance to the loop looks in a 60 meter range, and then it waits for either the projectile to get closer (35 meters) before jumping, or exits the loop if the projectile doesn't get close within 15 cycles. The 60 meter start is so the OKE can get into a state of "jump readiness" and not get caught firing weapons. Then it waits until the 35 meter mark which is usually close enough that missiles that are tracking you can't quite turn fast enough to catch you. If the fire is coming from the left or right it jumps forward. From the front or back it will jump sideways. The Search part is really simple, just looks ahead and walks forward. If the enemy isn't in front, it checks to the right. If they aren't there it turns left and starts again. The weapon firing I made simple too. But instead of seperate firing routines I made one that fires either weapon depending on the status of the A counter. That way I can put my friend and obstacle checking in only once, and have one section to fire the weapons after that. This code works best on a Vyper with a shotgun and rockets. It can work on any 2-legged OKE though, I just like the Vyper because it fires double rounds. It will also work on multi-legged OKE's, but I suggest raising the projectile scan chips by 5 or 10 meters, and widening the enemy and weapon scan widths to take advantage of wide fields of fire. I personnaly have used this program very succesfully with shotgun armed Jujuman OKE's combined with a laser (and large missile) armed Manticore for support. Later I used all Vyper OKE's for the group. Just remember to raise the weapon scan ranges for the laser armed OKE's, and lower the temp check (a laser armed Manticore cannot fire at anything above 65% or it will take some damage from heat). Multileg OKE's: Raise projectile detection ranges by 5 or 10 meters Widen enemy scanning and weapon firing arcs to 180 degrees Laser OKE's: Raise main weapon range to 150 meters Raise sub-weapon range to 200 (for large, long-range missiles) Raise temperature check if it fires more than single shots (Double shots should be about 70%, triple at 65% and quad at 60%, roughly. Thick armor makes you lose heat slower so you may have to adjust).