
                     ----------<  Comments!!!  >----------


  Here in this file is where you should write comments 
                          you would like to pass on to future readers...





-->   Remember that when you change data at a certain location, by sending
      it an immediate, or a value from a register, it's the second operand
      that gets changed. The rest of the command there stays the same!!!!!



-->   Also note that when you read something from a memory location into a
      register, or compare it with a register or an immediate, again, only
      the second operand is used from the memory location.



-->   Remember to make your programs as space efficient as possible! The 
      larger your program is, the larger of a target it presents!



-->   BACS sometimes will place programs so that they overlap, thus 
      effectively ruining one or more of them. It rarely happens, but
      if you see it, you may want to re-run the match.



-->   If you can program for Binary Armageddon, you can probably program
      for real assembly (if you don't already). If you have learned from
      this game, then apply it to real assembly and you'll go far!!



-->   There are several alternate spellings for some of the commands. Here
      is a list:

        Command:    Alt spelling:
           DATA         DAT
           MOV          SET 
           JEQ          JE
           JGR          JA
           JLS          JB

      They are there mostly for the idea that those who program PC assembly
      can use some of the command names they are already familiar with.




-->   Remember always that anytime you use a MOV statement to change 
      something somewhere, that something will be turned into a DATA 
      statement. You can't change only the second operand on commands 
      without destroying the command!

      All other commands that modify memory locations only modify operands,
      instead of the entire command.




-->   Note that some programs will run faster without loops, such as ScanMan.
      The firing routine runs without loops, and thus simply repeats the same
      commands over and over. This is a little faster, but it makes ScanMan
      larger, and he presents a larger target. There are always trade-offs
      that must be made, so choose carefully.



