Genetic Studies 0
Genetic Studies of Aboriginal and Free Norns
When you hatch an egg from the Hatchery, the egg's parents aren't
actually around of course.
But the genetic patterns used to create the new creature are in
the Genetics directory as usual, in the "mum" and "dad" GEN files.
If you hatch the leftmost egg in the hatchery, its genes are
produced by "mating" the mum1.gen and dad1.gen files.
The second egg uses mum2.gen and dad2.gen, and so on.
You can confirm this by looking into the GEN file for a
first-generation norn: the 02_01_01 gene, that holds the
genetic monikers of the creature's parents, will say (for
instance) "mum1dad1".
In exploring the genetics and natural history of Albia, we
pointed the GCOMP program at the mum and dad genes in our
Genetics directory.
Perhaps unsurprisingly, the only genes in which any of these
GEN files differ from each other are the 02_02 and 02_06
genes, the genes that determine basic body type and coloration.
In all other genes, all those coding for biochemistry, instinct,
neural structure, and so on, all the aboriginal GEN files are
completely identical.
Mutation, therefore, is the only source of
variation in the first generation of norns
(except for body type and coloration, of
course, which can be fun and amusing).
Hypothesis: all mum and dad GEN files shipped with a given version
of Creatures are identical.
That is, my mum3.gen is the same as yours, and so on.
I'm using the U.S. version of Creatures; I don't know if there are
shipped subversions within that.
I've installed the 1.0.2 upgrade, but that doesn't do anything to
GEN files as far as I know.
Some support for this hypothesis comes from the Six Free Norns
that appeared when we registered Creatures with Cyberlife.
Examining the genetics of these norns showed that they are
first-generation norns, one produced from each pair of
aboriginals: one from mum1 and dad1, one from mum2 and dad2,
and so on.
Using GCOMP to compare these six norns with our own copies
of the aboriginal (mum and dad) GEN files gave completely
plausible-looking results; in fact, two of the six norns were
true and mutationless copies of the corresponding aboriginal
GEN files.
This suggests that the mum and dad GEN files that Cyberlife used
to produce these norns are identical to the ones in our own
Genetics directory.
Question: Did everyone else who got Six Free Norns get
these same six?
The mutations found in the Six Free Norns, relative to our mum and
dad GEN files, are as follows. (For some of the mutations found
in our own naturally-bred norns, see the documents filed under
the Dig at Tsing-Doh.)
DION, child of mum1 and dad1, has mutations in
- The 00_00_06 gene, the Attention Lobe gene: an 04 instead of an 00,
- The 00_00_07 gene, the Concept Lobe: 2A instead
of 28 near the beginning,
- The 01_00_11 gene, which is the Receptor called "inhibit dec0
atrophy" (wonder what that means?): a 34 rather than a 35 near
the end,
- The 02_05_0F gene, an instinct that geNorNics lists as
"verb rest": an 0B instead of an 09 in the middle.
Note that these are all one-bit changes.
BUFFY, child of mum2 and dad2, has mutations in
- The 01_03_01 gene, decay rates: an EF instead of an FF somewhere,
and an FD instead of an FF elsewhere,
- The 01_02_20 gene, the drive raiser for sex drive:
an interesting one!
Instead of taking one sexdrive++ and one 00 (nothing) to one
sexdrive and one punishment, it now takes one sexdrive++
and one 02 (need for pleasure) to one sexdrive and one
punishment.
So while the creature is still punished for things that
increase net sexdrive/frustration, and sexdrive still
goes up at that point, the process also reduces "need
for pleasure." Behavioral consequences? Not clear.
Again, all are one-bit changes, although there were two
in the same gene.
MELVIN, child of mum3 and dad3, has mutations in
- The 01_03_01 gene, decay rates: an FD instead of one FF,
- The 01_01_0B gene, the emitter called "energy consumption
(hexokinase)": an 09 instead of an 01 somewhere,
- The 02_05_0D gene, the instinct "verb drop": a 10
instead of an 00 somewhere,
- The 02_05_12 gene, the instinct "avoid overcrowding": a 0A
instead of an 08 somewhere.
More one-bit changes.
JARVIS, child of mum4 and dad4, has no mutations at all.
SHARLA, child of mum5 and dad5, has mutations in
- The 00_00_06 gene, the Attention Lobe gene: an 08 instead of an 00,
- The 01_02_2A gene, immune response to Antigen 7:
a 3A has changed to a 2A.
The result is that instead of using up glucose to convert two Antigen 7
into one Antibody 7 and one hotness, Sharla has to use up fear-- instead.
I originally thought this would be a bad thing (since it'll take
her much longer to get rid of the Antigens), but in fact I think
it's good; although the Observation Kit will show her as sick for
much longer, and the sickness will interfere with her being less
afraid, the disease will not hurt her glucose levels, and will
not deplete glycogen and hence life force.
So in fact she's sort of immune to Antigen 7!
Sort of.
- The 01_02_2B gene, the fever reaction: a 52 instead of a 50 in
the last byte; she will burn up fever toxin quicker than the average
Norn, but probably not enough faster to matter.
- The 02_06_03 gene, blueness at birth: a B7 instead of a B5 at
the end; Sharla may be slightly bluer than her parents.
All one-bit changes.
TEESHA, child of mum6 and dad6, has no mutations at all.
Norns: http://users.aol.com/dmchess/www/norns.html
Home: http://users.aol.com/dmchess/
David Chess, dmchess@aol.com
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