Edgewrap documentation. The programmer part of me knows that all code is self-documenting making documentation redundant but the management side knows otherwise. A simple breakdown of Edgewrap operation follows... Auxhost Phase 1: EDGE1.EXE is called to determine whether potential ship movement will extend outside a box with opposite corners of (1000,1000) (3000,3000). Note the code defines the universe to be 2001LY by 2001LY as a ship whose destination would be (1000,1000) or (3000,3000) is considered not to have crossed the edge. Standard and Gravatonic movement as well as 'proper' HYPerdrive moves are examined to determine the destination. Apart from hyperdrive moves, there is no consideration for fuel consumption .. EDGE1 expects you 'can' get there from here! Ships in tow react the same as their towing vessels. All tows are expected to work at this time. This does not imply all tows across the edge will complete .. HOST controls that part. If Host breaks the tow, any ships lost in space will be handles later. Much the same as towing, intercepting ships react with the target .. if the target crosses the edge the interceptor will too. The only Host actions prior to Auxhost1 are the loading of the TRN files and simple checks. If EDGE1 predicts an edge crossing, it resets the ship's position and destination to reflect it. For example, a ship at (2990,2990) with a destination of (3010,3010) would be reset to a position of (990,990) with the destination at (1010,1010) .. no more, no less! Host manages the ship moves. Can you get out of minefields this way, sure .. but there may be one on 'the other side' which you can't see 'till you're there! AuxHost Phase 2: By the time EDGE2.EXE is called, all Host has left to do is create the RSTs. It is possible to have ships stranded in space outside the standard square universe. Edge2 checks the ships for this and relocates any found outside the square. Point to ponder... If you are towing a ship across the edge and this ship is set to lay mines, where do the mines end up? The sequence is: relocate in auxhost1; Lay the mines; ship movement; battles; auxhost2 check locations; with this sequence in mind (many host functions have been omitted) the minefield will be outside the universe .. hyperspace so to speak. Such a mine field will become very hard to clear and a constant nuisance for edge travellers. Any problems, comments or requests for source code can be directed to me. The code is currently Turbo Pascal but a rewrite to C may someday be finished. The rewrite will present messages to players relecting edge motion to (hopefully) eliminate some confusion. ...Michael aka Voice from the Void...