266 lines
7.5 KiB
Plaintext
266 lines
7.5 KiB
Plaintext
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CHIPWITS DOCS
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WRITTEN BY: THE HELIX
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THANX TO: THE I.C.
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Chipwits is a game very much like Robot War. You program you robot to
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collect the good stuff like pies, cups, oil cans, and disks; and you
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also program the robot to destroy the bad stuff like those bugs that
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shock your robot, the weird looking face. And the bomb which can not be
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destroyed has to be avoided.
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1. First you drag down the warehouse menu and you select an unused
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slot, or if you want to write over a previous robot select an already
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occupied slot.
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2. Goto the workshop menu and select "ENTER". From here is where you
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will be programming your robot.
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Programming your robot:
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The program always starts out at the stoplight. The little pointer
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attached to the lower right hand boz of the stoplight is the direction
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flow of the program. Goto to the box to the right of the stoplight and
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press the button (This is how you move the cursor around). You then have
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to select an operator, which is a command to the robot. But some
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commands require an argument, like the eye for example.
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OPERATORS:
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Starting from upper right working down as how you would read a book.
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Eye:
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Allows the robot to see in front of himself. The robot can cover all the
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spaces in front of him. (requires an argument)
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Hand:
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Allows the robot to touch the floor in front of him. This command covers
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only the space directly in front of him. (requires an argument)
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Nose:
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Allows the robot to "sniff" out what is in the room. This covers the
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entire room. (requires an argument)
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????:
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I have no idea what this waffle-like shape does.
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Linker:
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This looks like a railroad track. This is like a connector it perfroms
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no specific command. It just connects from one box to another in case
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you run out of space. (requires no argument)
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Train?:
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I don't know what this icon looks like but I know what it does. It is
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the movement command for the robot. (requires an argument)
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Musical note:
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This makes a noise, but I don't see the useful purpose in this command
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(Requires an argument)
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"+":
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I don't know what this does. (Requires no argument)
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"-":
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Me don't know this one either. (Requires no argument)
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An arrow pointing to a train:
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This assigns a variable to the movement memory of the train. This
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command is used if you want the robot to do something over that it
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previously done. The robot only has enough room to store 3 variables. If
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you assign new ones, the last one is cleared and everything is shifted
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down one. (Requires an argument)
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An arrow pointing to a question mark:
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This is like the eariler one except it does not deal with direction of
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movement. It deals with the objects in the game. i.e. pies, disks, etc
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(Requires an argument)
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An arrow pointing to a cup:
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This assigns a variable to the memory of the robot also. But it is a
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value in a sense. For example, in Applesoft you may use the command
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"X=4" then later say "If X=4 then ..so on..." You can do that in
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Chipwits. This command is the assinging function in this process. The
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"If.. then.." part of the function will be mentioned later. (Requires an
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arugment)
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An arrow pointing away from "X":
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This is a command to throw out the most recent entered variable, entered
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by the top three command. When the upper-most variable is thrown the
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variables are all shifted up one. (Requires an argument)
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Electric Generator:
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This is the defense mechanism in the robot. When this command is called
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upon, a bolt of electricity is fired. The electricity goes the way the
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robot is facing. This command is used to kill the dangerous objects in
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the game. i.e. those bugs and the funny faces. (Requires no argument)
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The train with an "=" sign under it: This is used in conjunction with
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the command that has an arrow pointing to a train. When an variable is
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assigned with that command, this command acts lP}e the "If..=...then"
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part of the function. (Requires an argument)
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The "?" with a "=" under it: This command is like the previous one.
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This command checks to see if the most recent variable equals the one
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you asked for. If it does the value is (T)rue and if it does not the
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value is (F)alse. (Requires an argument)
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The cup with a "=" under it: Same as above, except it works with a
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value. (Or in this case an amount) (Requires an amount)
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The cup with a "<" under it: Same as above, except it is not equal that
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is being asked, it is less than. (Requires an amount) A grabber:
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This is the hand of the robot. This is how the robot picks things up to
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be eaten. The robot gets points for things eaten. (Requires no argument)
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A boomer-rang shaped object:
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This servers as the command "RETURN" It performs the same function as in
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Applesoft. It returns the program from a sub-routine. (Requires no
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argument) A looped arrow:
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This command restarts the program. In a sense it means "start over from
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the stoplight" (Requires no argument)
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An interface card:
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This command allows you to expand the length of the program. It branches
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the main program into sub-routines. For example, you can have a
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different sub-routine handle one task, like moving, grabbing things, and
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so on. And to return from the sub-routine you use the boomer-rang shaped
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thing. The program continues with the box that follows the departure
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point of the main program. (Requires an argument)
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A "T" connected to a "F": This is a randomizer. For example, if you
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don't want your robot following one set of commands all the time (One
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set of commands often leads to a loop) you can use this command at the
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beginning of your program. There is a 50% chance for (T)rue and 50% for
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(F)alse.
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Arguments for EYE, HAND, NOSE, ARROW ABOVE "?", ARROW UNDER "?":
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Pie:
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a prize that is worth a certain amount of points.
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Cup:
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A prize, to my knowledge has no point value.
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Disk:
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A prize worht points.
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Oil can:
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Worth points
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Floor:
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The ground
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"?":
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The most recent variable assigned to the "?" memory.
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Bomb:
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a destructive object that can not be electrified. It must be avoided.
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Funny face:
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This destructive object can be electrified with the electric generator.
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Bug:
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This bug shocks your robot, and this is not good for your robot. This
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bug can also be destroyed by electricty.
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Wall:
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This is the wall.
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Door:
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This is a door.
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Arguments for Train, Arrow above train, arrow under train:
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The arrows indicate which direction of movement.
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Up arrow:
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Move foward
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Down arrow:
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move backward
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Left:
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Turn left
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Right:
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Turn right
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Arguments for Interface Card: The letters A, B, C, D, E, F. These are
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the amount of room you have to work with on your program. You have 6
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pages of programming room not counting the main page.
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Argumens for Arrow above "X":
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The three variable stacks:Train, "?", and cup. This removes the most
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recent variable.
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Arguments for the commands to do with the "cup":
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There are cups filled to a different amount. This is used for the
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numbers. The least filled cup means 1 and as it gets filled more the
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numbers increases. Or the numbering can go the opposite way. It is just
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a matter of interpretation.
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After you have made a robot, save it if you like. Then to enter your
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robot to his mission, goto the Missions menu and select "start mission",
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and watch your robot work.
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If you need to de-bug your robot. Select "step" from the OPTION menu.
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This will make your robot preform step by step. The number in the bottom
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right corner is the box the program is on.
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