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Original File | cred32mk1.zip |
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::----- Old-Genetics.rtf -----:: Genetics Suggestions for the: Gene Editor (in) Creatures Editor 32bit The following document gives you some ideas on what to do in the Gene Editor, including making some standard Highlander eggs (Needs Hatchery Editor Plugin) and making some Silver Highlanders, and also reproducing Sandra's Cardinal Norns. Index: · Highlander Gene Modifications · Silver Highlanders · Cardinal Norns · Suggestions for possible gene additions or modifications. Highlanders The gene modification in the Highlanders is in fact a single bit mutation on the Glucose -> Glycogen reaction and can happen naturally. However, here it is: 1. Open the Gene Editor and select the GEN file (I usually do a MUM? and DAD? pair) 2. Select BioChemical Reactions from the sub-types radio list 3. Scroll through the list of genes until you find one which starts with 1C 4. The gene will normally read: 1C 00 00 03 03 3A 01 00 01 3B 01 23 38 and means: Gene SubNumber: 1C Unknown: 00 Switch On: Embryo Sex / Mutability: Both Sexes, 2 types of mutability (Mutable, Duplicable I think) Reaction: 03 3A (3 Glucose) -> 01 3B + 01 23 (1 Glycogen) + (1 Hunger--) 5. Change the gene to read: 1C 00 00 03 03 3A 01 00 11 3B 01 23 38 such that the new gene means: Gene SubNumber: 1C Unknown: 00 Switch On: Embryo Sex / Mutability: Both Sexes, 2 types of mutability (Mutable, Duplicable I think) Reaction: 03 3A (3 Glucose) -> 11 3B + 01 23 ( 11 Glycogen) + (1 Hunger--) 6. Save the genome & repeat for other parent (if you want) <...truncated> ::----- Genetics.rtf -----:: Welcome to the Genetics Text for beginners. Introduction Before we start, I feel that I should outline the aims of this document. The document is aimed at people who already understand well the concepts of Biochemistry and what a « Feed-back Loop» is. It will also be assumed that you understand the number base 16 (hexadecimal). For those of you unsure of these, I have included a small re-cap on the main points in the revision section below. Requirements In order to take advantage of this document to the full, you will require the following software: · Creatures Version 1.02 (1.0.2) © Cyberlife Technologies. · Creatures Editor (EXE 0.8, Gene Editor 0.65, Resources Editor 0.6, Gene Decoder 0.41, FileFinder-0.28) – Minimum installation for editing GEN files. For the best results, include all CEPs. You may choose to use other genetics editors. At the time of writing this document, the ones known to me include GenMan by Alexander Laë mmle, a genetics editor of unknown name by Lee Gaiteri (LummoxJR) and The Genetics Kit by Cyberlife Technologies In theory, anything I say in this document is directly applicable to these other products, however, I will tend to use CrEd32 specific instructions, and the section on Gene Splicer files is specific to CrEd32. I also recommend the use of CrEd32 as it provides both high, and low level functionality, which is specifically useful to the more specialist areas of gene therapy in EXPorted norns. Revision In this section we will revise the few sections mentioned in the introduction, which are necessary if you intend to do any major genetics editing. 1. Hexadecimal Notation The use of Hexadecimal notation in computers is commonplace as it provides a simple and easily structured display of the information encoded in ASCII characters. The main unit of st orage on a computer is called a byte, and comprises two nybbles each of four bits. Each nybble is easily represented as a single hexadecimal digit. Thus any bytes can be represented as two hexadecimal digits, hereinafter referred to as a HEX PAIR. Hex pai rs are displayed in CrEd32 separated from each other by a space. Hexadecimal notation allows a single digit to contain a value ranging from zero to fifteen. The first ten of these digits are the standard Arabic numerals 0, 1, 2, 3, 4, 5, 6, 7, 8, 9. The digits from ten to fifteen are taken from the standard alphabet, and are A, B, C, D, E and F. Thus the number twelve in hexadecimal is the single digit C. For the sake of consistency, all hex pairs will be entered into this document in the Courier New Bold 12point style. Where changes are to be denoted, the displayed hex pair in question will have a colour change, usually to red. For example, here is a hex string (A list of hex pairs) and a change which could be made 4E 81 97 1F C1 33 91 AC B1 4E 81 97 1F C2 33 91 AC B1 2. The biochemistry of Cyberlife Autonomous Agents The following text is taken from a symposium paper written by Stephen Grand, Dave Cliff and Anhil Malhotra. Entitled Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Central to the function of the neural net is the use of a simplified, simulated biochemistry to control widespread information flow, such as internal feedback loops and the external drive-control system. This mechanism is also use d to simulate other endocrine functions outside the brain, plus a basic metabolism and a very simple immune system. The biochemistry is very straightforward and is based on four classes of object: The following information is « transliterated» from the text Chemicals: These are simply a number from 0 to 255 ( 00 to FF) where each chemical has a concentration in the same range. Emitters: These objects create most of the chemicals in the system. They are usually attached to a sensorimotor location, or to a particular location in the brain. Most notable of these are the d rive emitters which cause various of the drive chemicals to be released into the biochemical pool. Reactions: No interaction can occur between the chemical s except when mediated by a reaction object. These are not based on immutable laws of chemistry, but on genes in the creature’ s genotype. As such, where one creature may have the abili ty to turn glycotoxins into glycogen, others may not have such an ability. The system does limit these reactions, in that there can be no « Create something from nothing» reactions. Receptors: These are bound to a particular location in the creature’ s brain and provide input feeds for the neural network as to the levels of certain chemicals in the biochemical pool. They have certain rules which govern their function, and each bind to a specific site which can be respecified in the geneotype. 3. Feedback loops The simplest way to describe feedback loops, is to draw you a picture, so please forgive the ASCII art <...truncated> ::----- CrEd32 Manual.rtf -----:: Well, due to an overwhelming concensus of opinion as regards the need for a manual for Creatures Editor, here it is, a simple but hopefully useful set of notes about how CrEd32 implements such things as COB editing etc.. Creatures Editor 32bit - Manual Version 0.1a Index: · COB Editor · Gene Editor · Gene Mapper · COS Assistant · Dynamic Injector COB Editor This section will address some of the bits about the COB editor... 1. Expiry Date: The expiry date is implemented in the following way (British Full date): Day/Month/4digit Year e.g: 1/6/1998 for 1st June 1998 0/0/0 = never expires 2. Objects & Used: Objects = how many to include initially, set this if you find the object injector saying that you have run out of objects to insert. Used = how many have been used, has no real use that I can find. 3. Image Use the menu to import and export the SPR for the cob. This is the image which appears in the Object Injector, and has no bearing on what the objects use. 4. Imports and Scripts: Use the menu items to add/remove scripts & imports. The use of a non-one value for number of imports can cause problems, in general there should be only one import, and if you need no import then use a blank one (inst,endm) instead of having no imports. <...truncated>