Re: A82: Life


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Re: A82: Life




Hmm...I haven't tried the game yet, but it doesn't sound too much like the
Life I'm used to.  Isn't Life that board game where you get a job, have pay
days, pay taxes, etc?

~Adamman

In a message dated 98-03-23 15:20:30 EST, you write:

> I wasn't aware that there was an 85 version - but I went to ticalc.org
>  and found it.  It works totally differently than mine does - from what i
>  could read in the documentation it uses the graph memory as the array,
>  and then kills or creates life in a cell by counting the number of
>  neighbors each cell has every generation.  Mine represents each cell as
>  a byte in the APD_BUF - one bit determining if it is alive, another
>  determining if it will survive to the next generation, and 4 bits
>  holding the number of neighbors.  Each time a cell dies or is born, i
>  simply increment or decrement the number of neighbors of each of the
>  surrounding cells.  I think it works faster than his algorithm because
>  it doesn't have to recalculate the number of neighbors every cell has
>  every generation.  Unfortunately, I don't have access to an 85, so i
>  can't see if I'm right or not.  As for it being bloated - the size of
>  his program is approximately 700 bytes (it is 732 bytes before it is
>  sent to the calculator).  Mine is 635 bytes if you compare the programs
>  more equally - take the size of the demo program, which doesn't have any
>  input routines or instructions, and subtract 256 bytes because it
>  includes a whole sample array.  So, although I know my coding isn't the
>  most compact or efficient, it isn't that bloated.  If you want, i could
>  release a version without a title screen or instructions but still with
>  the input routine - it would be 943 bytes.
>  
>  - Bryan Catanzaro
>  
>  
>  L0rdG0aT, Lord of sodomy and of darkness wrote:
>  > 
>  > i will look further into the matter... when I get home... i can't access
>  > any Java-capable computers until i'm home.... i also want to find out who
>  > made the ti85 version, because i'll either mail you the source & you can
>  > prot it yourself (great capabilities...  draw on the graph screen, and
>  > then you can run life on the contents... very good verison...)
>  > 
>  > as for yours, it's a great version, but I believe that there's something
>  > wrong with the coding... also, why is it that the game is bloated?  are
>  > your routines built in, or did you enhance the game in any way?
>  > 
>  > -Greg
>  > 
>  > On Mon, 23 Mar 1998, Bryan Catanzaro wrote:
>  > 
>  > >
>  > > If you visit this address and put in the pattern that you showed into
>  > > his java applet (i don't even know who he is), it does exactly the same
>  > > thing as mine.  It would be strange to make the same bug twice in 2
>  > > different languages...
>  > >
>  > > http://www.student.uwa.edu.au/~kameleon/GameOfLife2.html
>  > >
>  > > - Bryan Catanzaro
>  > >
>  > >
>  > >
>  > > L0rdG0aT, Lord of sodomy and of darkness wrote:
>  > > >
>  > > > ok, i have a little thing to put up to the author of this game...
>  > > >
>  > > > great game, except one thing... the virus thingy doesn't work!! (
> example:)
>  > > >
>  > > > xx xx xx xx xx
>  > > > xx xx xx xx xx
>  > > >
>  > > > xx xx xx xx xx
>  > > > xx xx xx xx xx
>  > > >
>  > > > xx xx xx xx xx
>  > > > xx xx xx xx xx
>  > > >      0
>  > > > xx xx xx xx xx
>  > > > xx xx xx xx xx
>  > > >
>  > > > xx xx xx xx xx
>  > > > xx xx xx xx xx
>  > > >
>  > > > now, that life scheme will NOT change (the x's). if i put another
one,
>  > > > near the center (denoted by 0), it'd kill off everything...  but in 
> this
>  > > > version, it stays the same.  your algorithim, (how does one spell
that
>  > > > word?  i'm having an argument about it) is, um, not the real LIFE
one.
>  > > > it'd kill everything.
>  > > >
>  > > > -Greg
>  > > >
>  > > > On Mon, 23 Mar 1998, Greg Milewski wrote:
>  > > >
>  > > > >
>  > > > > oh, really? my version of juno (or maybe the list server) xlates it
> to
>  > > > > uue and puts it into the message. (version 1.49)
>  > > > >
>  > > > > as for the game, i was wondering when someone would make it...
>  > > > >
>  > > > > -Greg
>  > > > >
>  > > > >         "You know, it's at times like this when I'm trapped in a 
> Vogon
>  > > > > airlock with a man from Betelgeuse and about to die of asphyxiation
> in
>  > > > > deep space that I really wish I'd listened to what my mother told
me 
> when
>  > > > > I was young!"
>  > > > >         "Why, what did she tell you?"
>  > > > >         "I don't know, I didn't listen."
>  > > > >                 -- Douglas Adams, "The Hitchhiker's Guide to the 
> Galaxy"
>  > > > >
>  > > > > On Mon, 23 Mar 1998 06:24:46 EST kouri@juno.com (Kouri Rosenberg) 
> writes:
>  > > > > > Um, why don't you post it at ticalc or something. I can't get
>  > > > > >attached
>  > > > > >files thru Juno.
>  > > > > >
>  > > > > >On Mon, 23 Mar 1998 02:07:40 -0700 Bryan Catanzaro
>  > > > > ><natrium@cs.byu.edu>
>  > > > > >writes:
>  > > > > >>
>  > > > > >>I wrote the classic life simulation for ASH... here it is in case
>  > > > > >>anyone
>  > > > > >>is interested.
>  > > > > >>
>  > > > > >>
>  > > > > ><snip>
>  > > > >
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> _
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> 
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>  > > > >
>  > >







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