perm filename ALS10[F8,ALS]1 blob
sn#299858 filedate 1977-08-11 generic text, type C, neo UTF8
COMMENT ⊗ VALID 00002 PAGES
C REC PAGE DESCRIPTION
C00001 00001
C00002 00002 * CHECKERS REV 0.10
C00063 ENDMK
C⊗;
* CHECKERS REV 0.10
* DATE 8/10/77 VERSION ALS
*
*Resident package addresses
JOYT EQU H'0C00'
SHCB EQU H'FDA'
WTLN EQU H'FDB'
DBNC EQU H'FDC'
INPF EQU H'FDD' SET IT Tg 0 FOR FCS
LINE EQU H'FDE'
TXC EQU H'FE0'
CMRG EQU H'FE2'
UPI EQU H'FFA'
PUSH EQU H'4217'
POPS EQU H'422A'
UDAT EQU H'423E'
FCS EQU H'4316'
WAIT EQU H'4444'
WMS EQU H'4450'
TIR EQU H'45B9'
IJS EQU H'4670'
JOYI EQU H'4686'
*Misc. constants
TCMD EQU H'44'
BCMD EQU H'6D'
TCOL EQU H'80' TEXT COLOR
ULIN EQU H'FF'
COM EQU H'8F7'
SLT EQU SKL
*
*RAM assignments
JOYK EQU H'0B23' 0 if JOY, FF if KEYBOARD
OBJ0 EQU H'C30'
TREE EQU H'0E10' Tree data (15 blocks of 16 bytes each)
BLCK EQU H'0E10'
WHT EQU H'0E20'
PLMD EQU H'0EC0' Used for temp store of player's move info
PLMV EQU H'0ED0' Overlay region used for player's moves
PLMF EQU H'0EE0' and move numbers
MOBS EQU H'0F00' Mobility and DJ flags (14 bytes)
PLY0 EQU H'0F0E' Place for player's ply depth choice
COL0 EQU H'0F0F' Place for color choice (next after PLY0)
OBJ1 EQU H'F10' BOARD 2
*
*Scratch pad assignments
J EQU H'9'
HU EQU H'A'
HL EQU H'B'
PLOC EQU O'3' LISU value for ACTIVE and PASSIVE
KLOC EQU O'4' LISU value for KING's and special data
ELOC EQU O'5' LISU value for EMPTY's area
ISA EQU O'30' ISAR value for active area
ISP EQU O'34' ISAR value for passive
ISK EQU O'40' ISAR value for kings
ISE EQU O'51' ISAR value for empty (with offset)
*Mimimum ply depths
PLYT EQU H'FE' Ply depth for Robot Tom (stored as neg.)
PLYD EQU H'FD' Ply depth for Robot Dick
PLYH EQU H'FC' Ply depth for Robot Harry
*
ORG H'1000'
DC H'AA'
DC H'55'
DC H'00' BACKGROUND COLOR
DC H'00' BACKGROUND COLOR
DC H'00' SPACES
DC H'00' SPACES
DC H'3119' CH
DC H'0B31' EC
DC H'150B' KE
DC H'0921' RS
DC H'00' -
DC H'00' -
DC H'00' -
DC H'00' -
*
* MAIN PROGRAM STARTS HERE
*
LI O'76'
LR IS,A
LI O'75'
LR S,A SET STACK POINTER
*
* SET INTERRUPT VECTOR
*
* SET LINE INTERRUPT
*
DI DISABLE INTRPT
LI INHR: Set INT vector in SMI
OUTS H'C'
LI INHR.
OUTS H'D'
LIS H'0'
OUTS H'E' Disable SMI INT
*
PI QN1 WILL ASK QUES.#1
PI QN2
PI QN3
PI BRDI Set up initial board
PI MEN Put men on it
DI Disable CPU interrupt
DCI CMRG Reset INT bit in COM reg
LR Q,DC
LM
NI H'F7'
LR DC,Q
ST
DCI COM
ST
NOP
NOP
NOP
NOP
OKPS PI JOYR Read joystick
BR * TEST LOOP FOR ABOVE
PI OKPI Check if piece can move
BZ OKPS Try again
OKMS PI JOYR Read joystick a second time
PI OKMV Check the move
BR *
BZ OKMS Try again
*Code to move piece goes in here
*Then redo the board and men leaving cursor off
LI INHR: Set INT vector in SMI
OUTS H'C'
LI INHR.
OUTS H'D'
LI ULIN Set Y INT reg to FF
DCI H'8F0'
ST
LIS H'08' Set INT bit in COM reg
DCI CMRG
LR Q,DC
OM
LR DC,Q
ST
DCI COM
ST
LIS 1
OUTS H'E' Enable SMI INT
EI Enable CPU INT
*Tree routine goes in here
BR *
*Subroutine to call MAP and thru it JOYI
JOYR LR K,P
PI PUSH
LI H'FF' Wait for line FF
DCI WTLN
ST
JOYL PI WAIT
PI UDAT
PI BORD Regenerate board to wipe it clean
PI MEN Put the men back on
PI MAP Map joystick into board position and set cursor
CLR Read push button
OUTS 1
INS 1
NI 1
BZ JOYL Loop until button is pushed
PI POPS
PK
*The following may be useful but is not now used
LI H'7F'
LR 0,A
LOP0 LI H'7F'
LR 1,A
LOP1 NOP
DS 1
BP LOP1
DS 0
BP LOP0
NOP
NOP
NOP
NOP
BR *
*********************************************************
*
* FIRST QUES. WILL BE FOR
* SKILL LEVLE SELECTION.
* DEF. IS LOWEST LEVEL 'TOM'
* PLY LEVEL STRORED IN LOC H'F0E'
*
*********************************************************
QN1 LR K,P SAVE RETURN
PI PUSH PUSH IT ON STACK
PI TINT TEXT INIT
LISU O'2'
LISL O'4'
LI H'40' H40=D64
LR S,A SET REG24
DCI LINE
LI H'20' LINE # 2 POS. 0
ST
DCI SKL SKILL LEVEL TABLE
PI WMS WRITE MASSAGE
*
* TEXT IS DISPLAYED ,LOOK FOR REPLY NOW
*
PI RKB READ KEYBOARD
CI H'1F' IS IT DICK?
BNZ QN12 No
LI PLYD
BR QN14
QN12 CI H'19' IS IT HARRY?
BNZ QN13 No, it must be Tom
LI PLYH
BR QN14
QN13 LI PLYT
QN14 DCI PLY0
ST
PI POPS
PK
***************************************?*****************************
*
* QUESTION 2 ROUTINE QN2
*
*********************************************************************
*
*
* INPUT MODE KBD/JSTK/
* PLY0,BIT7=0 JOYSTICK
* BIT7=1 KEYBOARD
*
*
QN2 LR K,P SAVE RETURN ADDR
PI PUSH
PI TINT INIT.TEXT
LISU O'2'
LISL O'4' SET ISAR
LI H'30' #OF CHARS.
LR S,A PUT IT IN '24'
DCI LINE
LI H'30' LINE 3 POS.0
ST
DCI INJK TEXT TABLE ADDR.
PI WMS
PI RKB READ KEYBOARD
CI H'15' IS IT K?
DCI JOYK
LIS H'F' F if keyboard
BZ INJ It is K
PI IJS Init joystick
DCI JOYK
CLR 0 if joystick
INJ ST
PI POPS
PK RETURN
*
* END OF QUEST 2
*
********************************************************************
*
* QUESTION 3 ROUTINE QN3
* QUEST # 3
* YOU MOVE FIRST?
* Y/N (H)=E10 Y, (H) =E20 N
*
********************************************************************
*
QN3 LR K,P SAVE RET. ADDR
PI PUSH
PI TINT TXT INIT
LISU O'2'
LISL O'4'
LI H'1A' H1A=D CHARS.
LR S,A PUT IT IN 24
DCI LINE
LI H'30'
ST
DCI YMF
PI WMS
PI RKB GET ANSWER FROM KBD
CI H'2B' IS IT 'N'?
BZ QN31 ITS N
DCI BLCK DEF. BLACK
QN32 LR H,DC PUT IT IN H
PI POPS
PK
QN31 DCI WHT
* A DUMMY LINE TO FIX AN ASSEMBLY ERROR
BR QN32
*
* END OF QUEST 3
*
***************************************************************
*
* TINT TEXT INITIALIZATION
*
************************************************************
TINT LR K,P SAVE RETURN
PI PUSH
PI RST RESET UM1 REGS.
TNT1 DCI H'8FB'
LIS H'8'
XM
BNZ TNT1
DCI CMRG PROG COPY OF COM REG.
LI TCMD DISPLAY COMMAND
ST
DCI H'C18'
CLR
ST
DCI WTLN
LI ULIN WAIT LINE
ST
DCI TXC TEXTCOLOR
LI TCOL
ST
PI TIR CALL TEXT INIT
PI POPS
PK
*
**********************************************************
*
* RST RESETS UM1 REGS.
*
**********************************************************
RST LR K,P CLR R/W REGS.
LI H'80'
LR 0,A
LI H'FF'
DCI H'800'
RST1 ST
DS 0
BNZ RST1
DCI H'8F0' CLR WRITE ONLY REGS
LIS H'8'
LR 0,A
CLR
RST2 ST
DS 0
BNZ RST2
PK
*
**************************************************************
*
* KEYBORD READ
*
**************************************************************
RKB LR K,P
PI PUSH
CLR
DCI INPF CLEAR FLAG
ST
DCI DBNC
ST
DCI SHCB CLER SHIFT CONTROL
ST
DCI CMRG
LI TCMD
ST
LISU O'2'
LISL O'4'
LI H'C0' WAIT TIME FOR FCS
LR S,A PUT IT IN '24'
RKB1 PI FCS GET CHAR.
BZ RKB1 WAIT FOR ANY KEY
LR A,8 RETURN CHAR IN AC
PI POPS
PK
*
************************************************************************
*
* BOARD IMAGE ROUTINE
*
******************************************
*
BRDI LR K,P SAVE RETURN
NOP
NOP
NOP
PI PUSH
PI RST RESET UM1 REG
PI BORD GENERATE BOARD
PI SURP SET UM1 REGS AND POINTERS
*
*Put in initial pieces both in SC and in blocks 0 or 1
LISU PLOC
LISL H'0'
LI H'FF' Full double row of pieces
LR I,A First byte of ACTIVE
LI H'F0' 1 row only
LR I,A Second byte of active
CLR
LR I,A Part of board with no active pieces
LR I,A Part of board with no active pieces
LR I,A Part of board with no passive pieces
LR I,A Part of board with no passive pieces
LI H'F' 1 row only (in second half of byte)
LR I,A byte of PASSIVE
LI H'FF' Full double row of pieces
LR I,A Last byte with Passive pieces
LISU KLOC
LISL 0
CLR
LR I,A 4 king bytes next (all empty)
LR I,A
LR I,A
LR I,A
LI H'F0' The 4 bits for pieces that can move RF
LR I,A The MOVE byte
LIS H'4' BYTE # 1 RF normal move with no piece debit
LR I,A
LI H'80' Set score at -128 (lose, unless move is found)
LR I,A
CLR With position advantage of 0
LR I,A
* LR DC,H This was set earlier
* PI SCRD Store pieces in correct RAM pos.
* LR DC,H
CLR Should put black at bottom
COM Should put red at bottom
DCI COL0
ST
PI MEN
* A DUMMY LINE TO FIX AN ASSEMBLY ERROR
PI POPS
PK
* Code to read the internal representation of the board and to put the
* required pieces into the board image.
*
MEN LISU O'3' Start with pieces
LIS H'1' 1 for red pieces (shown first always)
LR 4,A To specify piece color (1 red, 0 black, -1 king)
XDC
DCI COL0
LM
XDC
LR 7,A
LR A,11
SR 4
AI H'FF'
LR A,7
BZ *+2
COM
LR 7,A
NS 7 Set status
LISL O'7' Decrement if black is active and shift right
BZ MEN1 Black is active (Appears at bottom of screen)
LISL O'0' Red is active, increment and shift left
MEN1 LIS H'3'
LR 1,A To count bytes
MEN2 LIS H'7'
LR 2,A To count bits
DCI TAB1 STARTING ADDRESS FOR BYTE LOCATION
LR A,1 This byte number
SL 1 Locations occupy 2 bytes each
ADC
LM Get the location
LR QU,A and save it in Q
LM
LR QL,A
LR A,7
NS 7
BZ MEN5 Black is active
LR A,I Increment if red is active
BR MEN4
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,8x;
D≥~→$
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(~;N∞=λ_O≡→#"D∧λλλ∧∧λ⊂1λ4λλλ∧∧λλλ∧∧λλλ∧∧λλλ∧∧∃~~.4~<h∞M→(≤n≡8<Y$∞≠|z.M;{C!$λλλ∧∧λλ∪
$λλλ∧∧⊂+
∧∧λλλ∧∧λλλ∧∧λ∩9]]~9O∀≥≡<T≠yH∞
98y!QHλλ∧∧λλλ jhλλ∧∧λ
β!$λλλ∧∧λλ⊂ITλλλ∧∧∀∃5 4λλλ∧∧λλλ∧∧λ∀α7H8:z⊂→7{w⊂_P5tw→FE⊂⊂λ⊂⊂⊂⊂λ&$iPλ⊂⊂⊂$ Z∪P⊂λ⊂⊂⊂⊂λ⊂⊂⊂⊂∀92x0\e for a piece
LR 5,A P <AG←k9hAYS9Kf~∀@@@@@A→∩@@@@↓⊂Nd`≤@@@@@@@@A'WS@Ahβ#*β≠'K>Bβ"
M∩v/4¬β"S¬⊃PRα∧∧ααα∧λ∀$_Q$ααα∧∧αα¬λH0hR∧∧ααα∧∧∧$≤∀∧αααλ)D]α∧∧ααα∧∧ααα∧λ⊗w&≤=↔ε∂LTε
ε-L⊗≡Z∞
⊗.≡QQ"αα∧∧αααλ+"αα∧∧ᬬZIBαα∧∧ααα∧∧αα∧∀&f∞=4πεN\<RαG>L↔'/4&O"∞>FNfD
vZHQ$ααα∧∧αα∧H9∩αα∧∧¬∀,J∧ααα∧∧ααα∧∧α∧vuDεO">h∀≤Y9∧∞~98lQ"Hλ∧∧λλλ∧λTHλ∧∧λλ∀
Z∪β"J
5∩h∧∧λ∪∩*4λλλ∧ λlId∧λλλ∧∧λλλ∧∧∪{[∂∀h≠
≥Y<h`7y⊂0H1y7{[εE⊂⊂λ⊂⊂⊂⊂λ&)⊂⊂λ⊂⊂⊂~K FE⊂λ⊂⊂⊂⊂λ⊂&$iH⊂⊂⊂⊂∩∪\∪Pλ⊂⊂⊂⊂λ⊂⊂⊂⊂λ*7P9Ztx⊂_H64w2CE⊂⊂⊂λ⊂⊂⊂⊂⊂b!FEλ⊂⊂⊂⊂λ⊂⊂,"⊂FE⊂⊂λ⊂⊂⊂⊂λ"!dPλ⊂⊂⊂%Rg#FE∀*j&⊂λ⊂⊂&&H⊂⊂⊂⊂λ⊂⊂⊂⊂λ⊂⊂⊂⊂λ⊂⊂⊂⊂λ⊂(:zλ67wxβE⊂⊂⊂λ⊂⊂⊂⊂⊗"!FEλ⊂⊂⊂⊂λ⊂⊂)jβE⊂⊂⊂λ⊂⊂⊂⊂∪$iP⊂λ⊂⊂$∪M↓' To next line on screen (less increme↓]hR~(@@@@@@Aβ⊃ε~∀@@@@@A1 ε4∀@@@@@@A⊃&@@@@@j~(@@@@@@A¬@@@@@A!+)0@@@@@@@@@A→←=`~∃≠∃≤r@@A &@@@@@H~∀@@@@@@↓∧α5↓α↓↓↓αl)E@4R↓↓↓↓α↓↓α J$ααα∧∧∧
cqQ"αα∧∧ααα j2αα∧∧αβ8Q$ααα∧∧αα∧+$ααα∧∧∧l,f↓H∧∧λλλ∧∧λλλ∧λ[_8m4_8⎇
≡Y(_l≡y#"D∧λλλ∧∧λ⊂TD∧λλλ∧ 13Ld∧λλλ∧∧λλλ∧∧∀Y9∧8⎇~.l(_x.<#"S(V,λλ∧∧⊂∀h∧∧λλλε⊃"Hλ∧∧λλλ∧λTλλ∧∧λλ∪(YLHλ∧∧λλλ∧∧λλλλm|H≥
(≠Y/∞λ~;N∞=λ_O≡→#"D∧λλλ∧∧λ∪∀D∧λλλ∧λ+
β!$λλλ∧∧λλ∪J4λλλ∧∧
β"D∧λλλ∧∧λ⊂S$∧λλλ∧λQ⊃6∧∧λλλ∧∧λλλ∧∧⊃>~.D_\[mT_[x. 2⊂97]:4w2CE⊂⊂⊂λ⊂⊂⊂⊂⊃)P⊂⊂λ⊂⊂~εB⊂⊂⊂⊂λ⊂⊂⊂!∀⊂⊂⊂⊂λ⊂&bgP⊂⊂⊂λ⊂⊂⊂⊂λ⊂⊂#wH95zw→⊂0spZw⊂37\⊂160XuP84YqryFB⊂⊂⊂⊂λ⊂⊂⊂&∩ijP⊂λ⊂$∪Z P⊂⊂⊂λ⊂⊂⊂⊂λ⊂⊂#r]⊂9rzλ37xα kings
LR A,7
NS 7
LISL H'3' Decrementing case
BZ MEN1
LISL H'0' Incrementing case
BR MEN1
BDEX POP
*
***********************************************************************
*
* BORD GENERATES BOARD IMAGE
*
************************************************************************
*
BORD LR K,P
PI PUSH
LI H'FF'
LR 3,A REG3=FF
DCI OBJ0 BRD1 START ADDRESS
LIS H'2' FLAG FOR BORD
LR 4,A SET REG 4 = 2
LIS H'6'
BRD4 LR 0,A REG0 = 6 ROWS
BRD3 LIS H'A'
LR 1,A REG 1 = 10 LINE/ROW
BRD2 LIS H'4'
LR 2,A REG2=SQ PAIRS/ROW
BRD1 LR A,3
ST STORE IN BRD
COM
ST NEXT IS COMPL. OF FIRST
DS 2
BNZ BRD1 MORE FOR THIS ROW
DS 1 NO, ALL LINE DONE
BNZ BRD2
LR A,3 DONE A TIMES YET
COM
LR 3,A
DS 0 DEC ROW COUNT
BNZ BRD3 ALL ROWS DONE?
DS 4
BZ BRD5 BOTH OBJECTS DONE?
DCI OBJ1 NO,GET BORD2 ADDRS.
LIS H'2'
BR BRD4 REG0=2
BRD5 PI POPS
PK
***********************************************************************
*
* SURP SETS UM1 REGS & PTRS
*
***********************************************************************
SURP LR K,P
PI PUSH
DCI H'800' UM1 REG START
XDC TUCK IT AWAY
DCI INIT INIT TABLE POINTER
LIS H'6'
LR 0,A
SRP1 LM READ INIT TABLE
XDC
ST PUT IN UM1
XDC PT. BACK TO INIT
LM READ TABLE
XDC
ST
DS 0 REG 0 = COUNTER 6
BZ SRP2
LIS H'E'
ADC
XDC
BR SRP1 CONTINUE
SRP2 LI H'1E' DO LAST TWO ENTRIES
ADC
XDC
LM GET IT FROM INIT TAB
XDC
ST PUT IT UM1
XDC
LM GET IT FROM
XDC
ST
*
* SET UPI PTRS
*
DCI UDIT
LR Q,DC
DCI UPI
LIS H'2'
ST
ST
LR A,QU
ST
LR A,QL
ST ODD
LR A,QU
ST
LR A,QL
ST
PI POPS
PK
*
* Subroutine to move data from RAM to S O'30' thru O'47' with the data for
* S O'30' thru O'43' coming from the current block. Data for O '44' thru
* O'47' is from the previous block, with some items deleted.
*
RASC LR K,P Save return address
LISU PLOC SC buffer with Active and Passive
LISL 0
LIS H'8'
LR 0,A
PI RASL
LISU KLOC SC buffer with Kings
LISL 0
LIS H'4'
LR 0,A
PI RASL
LI H'F1' Rest of data from earlier block
ADC
CLR Zero the MOVE byte
LR I,A
LM
NI H'E0' Save Piece debit only
LR I,A
LM
LR I,A Keep both SCORE bytes
LM
LR I,A
PK
*
RASL LM
LR I,A
DS 0
BNZ RASL
POP
*
*Subroutine to move 16 bytes from SC O'30' thru O'47' to RAM direct.
SCRD LR K,P
LISU PLOC
LISL 0
LIS H'8'
LR 0,A
PI SCRL
LISU KLOBα~∀@@@@@A→∪'0@@@@@~∀@@@@@@↓→∪&@@@A⊂≤pN~∀@@@@@A→$@@@@`Yα~(@@@@@@A!$@@@@A'π%0~∀@@@@@@↓!⊗~∀(~∀U'UEe←kQS]JAQ↑A[←YJ@bl↓EsiKLAMe←4A'εA<Nf`N↓iQe`*α8
;Ftrπ ≠h∀H→+λ≤L↑Y<\m≥&Hα8X>↓2@nce in 4
LIS H'9' Nee↓H@pA
CiCO=dβ'↔~↓_ε␈$∞FF*↓~,`32y2@nce
LR 0,A
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~∀@@@@@↓ ε@@@@Aλ≤phN~(@@@@@A ε@@@@↓λNpd≤~∀@@@@@A⊃ε@@@@AλN``N~∀@@@@A ε@@@@A⊂N`nN4∀@@@@@A @@@@AλN`TN~∀@@@@@↓ ε@@@@Aλ≤`fN~(@@@@@A ε@@@@↓λN`b≤~∃↔∪9∞@@A⊃ε@@@@A∧N@b`bb@b`N@@@A↔%≥∞O&↓π%∨/8~∀@@@@@A⊃ε@@@@A∧N@`bbbD``N~(@@@@@A ε@@@@↓∧N``@bb``@N~∃%∃ @@↓ ε@@@@A∧≤``bbDb``N@@@AIλA!%π
~(@@@@@A ε@@@@↓∧N`bDbbbb@N~∀@@@@@↓ ε@@@@A∧≤`bbbDbb`N4∀@@@@@A @@@@A∧N`DbbbbD`N~∀@@@@A ε@@@@AλN``bDbb``≤~∃¬→- @@A⊃ε@@@@A∧N@`bbbD``N@@@A¬1βπ⊗AA∪π
4∀@@@@@A @@@@A∧N`D````D`N~∀@@@@A ε@@@@AλN`b`@``b`≤~∀@@@@@A⊃ε@@@@A∧N@b```@b`N~(@@@@@A ε@@@@↓∧N``Dbbb`@N~∃!=∪≤@@↓ ε@@@@A∧≤````Db``N4∀@@@@@A @@@@A∧N`@```bD`N~∀@@@@A ε@@@@AλN```@``bb≤~∀@@@@@A⊃ε@@@@A∧N@````@`bN~(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TT~∀(~∀T@A'↔∪1_A→Y_A)∃1(A)¬¬→
~(T~∀T(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(TTTT(T~∃'-_@@@↓ ε@@@@A⊂≤fbbr≤Aπ⊂~(@@@@@A ε@@@@↓⊂NbfDfNA∨<~∀@@@@@A⊃ε@@@@A⊂NHba∧N↓'
~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂N`@N@@@4~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤bja∧≤A↔
~(@@@@@A ε@@@@↓⊂N`j@`NA24~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N`nbLNA)≡4∀@@@@@A @@@@A⊂Ndd``NA4Z~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂N`@N@@@4~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N`n≤@@A(4∀@@@@@A @@@@A⊂N`@N@@@4~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~) ∪π⊗@A ε@@@@↓⊂Nc@bNA $~∀@@@@@A⊃ε@@@@A⊂NLbbjN↓π⊗~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂N`@N@@@4~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂Nc_N@@A⊂~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∃⊃β%d@@A @@@@A⊂NbdbbNA!α~∀@@@@@↓ ε@@@@A⊂≤`r`r≤A%$~(@@@@@A ε@@@@↓⊂N`j@`NA24~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂N`@N@@@4~∀@@@@@A⊃ε@@@@A⊂NDrN@@↓⊂~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂N`@N@@@4~∀T~(T@@@XhA¬3Q&A)¬¬→
A→∨$@~(T@@A
⊃∨∨'∀A'↔∪1_A→Y_~∀(@@@A%≥!+(↓≠∨
↓∀←⊗~(T~∃∪9∃⊗@@↓ ε@@@@A⊂≤`be∧≤A∪≤~(@@@@@A ε@@@@↓⊂Ndj@fNA!T~∀@@@@@A⊃ε@@@@A⊂N@n``N↓(Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂NddbfNA5≡~∀@@@@@↓ ε@@@@A⊂≤ca∧≤A
~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂NfTN@@@|~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∃-¬%λ@A ε@@@@A NbjaλNA↔
4∀@@@@@A @@@@A⊂N`TeλNAe∧~∀@@@@@↓ ε@@@@A⊂≤bfbb≤A∨α~(@@@@@A ε@@@@↓⊂N`rENA%⊂~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂N`@N@@@4~∀@@@@@A⊃ε@@@@A⊂NDjN@@↓⊗~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂NbnDfNA∃<~∀@@@@@A⊃ε@@@@A⊂N@jdbN↓3&~∀@@@@A ε@@@@A N`n`DNA)∩4∀@@@@@A @@@@A⊂NfDbjNA
⊗~∀@@@@@↓ ε@@@@A⊂≤``N@@Z~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀@@@@@A @@@@A⊂N`@N@@@4~∀@@@@@A⊃ε@@@@A⊂N@`N@@Z~∀@@@@@↓ ε@@@@A⊂≤bnN@A∀~∀@@@@A ε@@@@A N``N@@Z~(@@@@@A ε@@@@↓⊂N``≤@@@Z4∀T~∀(@@A9λA∨↓u∪≥!U(A≠∂⊃
A)β →
@~(T@@@PpA¬3Q&~∀(~∀@@@@@A∃≥λ~∀