Professional Documents
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1000-Bit Manual
1000-Bit Manual
10100 =
1 * 16 + 0
* 8 + 1 * 4 + 0 * 2 + 0 * 1 =
16 + 0 + 4 + 0
+ 0
=
20.
PARENTHESES ()
PARENTHESES ACT JUST AS IN ARITHMETIC - THE
EXPRESSION INSIDE A PARENTHESIS IS
EVALUATED BEFORE THE ONE OUTSIDE IT.
SQUARE BRACKETS []
SQUARE BRACKETS ARE USED TO SET AND RECEIVE
THE VALUE OF A SINGLE BIT OF A VARIABLE.
THE VALUE INSIDE THE BRACKETS SIGNIFIES
WHICH BIT IS READ OR SET, STARTING FROM THE
RIGHTMOST ONE AND MOVING TO THE LEFT.
CURLY BRACKETS / BRACES {}
CURLY BRACKETS SIGNIFY THE BEGINNINGS AND
ENDS OF LOOPS, WHICH WILL BE DISCUSSED IN
PART 3. ALTERNATIVELY, THEY CAN BE REPLACED
WITH BEGIN AND END.
COMMENTS #
COMMENTS ARE STATEMENTS THAT DO NOT DO
ANYTHING IN THE CODE ITSELF, BUT ARE PURELY
FOR THE PROGRAMMER TO PLACE FOR THEIR OWN
UNDERSTANDING OF THE PROGRAM. THEY ARE
DENOTED WITH A HASH AND COMMENT OUT THE
WHOLE LINE.
NOTE: ONE MAY COMMENT OR UNCOMMENT A LINE
OR NUMBER OF LINES BY PRESSING CTRL+K OR
CTRL+SHIFT+K.
BREAKPOINTS @
BREAKPOINTS CAN BE PLACED ANYWHERE WITHIN
THE CODE, AND IMMEDIATELY PAUSE THE PROGRAM
ONCE THE EXECUTOR REACHES THAT LINE.
NOTE: CTRL-CLICKING A ROW IN THE INPUT OR
OUTPUT WILL CAUSE THE PROGRAM TO RUN AND
PAUSE ONCE THE CURSOR REACHES THAT ROW.
SETTING VARIABLES
ONE MAY SET A VARIABLE TO A GIVEN AMOUNT BY
SIMPLY STATING THE AMOUNT AFTER THE
VARIABLE NAME, E.G. V 1 (SET V TO 1).
OPERATORS
OPERATORS USUALLY TAKE TWO VALUES AND
RETURN ONE VALUE. THE VALUES MUST BE PLACED
ON EITHER SIDE OF THE OPERATOR, E.G.
VAL0 AND VAL1
THE OPERATORS WILL BE DISCUSSED IN PART 3.
IN ADDITION, THERE IS THE NOT OPERATOR,
WHICH TAKES EITHER ONE VALUE OR ONE
OPERATOR, AND THE BOOL AND SIZE OPERATORS
WHICH TAKE ONLY ONE VALUE.
BITWISE OPERATORS WORK JUST LIKE NORMAL
OPERATORS, BUT GO THROUGH NUMBERS BIT BY
BIT AND PERFORM OPERATIONS ON THEM.
NOTE: THE SYNTAX USES LEFT-GROUPING
PRECEDENCE, WHICH MAY CAUSE UNEXPECTED
RESULTS WITH INDICES, SUCH AS:
A[0] AND B[0]
BEING READ AS:
(A[0] AND B)[0]
PART 3: KEYWORDS
BUILT-IN VARIABLES
IN - READ-ONLY VARIABLE
RETURNS THE VALUE OF THE CURRENT INPUT
FUNCTIONS
UP/DOWN VALUE - MOVES THE CURSOR UP OR DOWN
BY THE GIVEN AMOUNT
OPERATORS
BOOL - RETURNS WHETHER THE NUMBER IS
GREATER THAN 0; CAN BE REPLACED WITH ?
ECR-01 CHIP
THE ECR-01 CHIP CHANGES THE INPUT, OUTPUT,
OR BOTH, TO A MONITOR THAT DISPLAYS BINARY
NUMBERS. EVERY DIGIT CORRESPONDS TO A
PIXEL, WHERE 0 IS BLACK AND 1 IS WHITE.
ECR-12 CHIP
THE ECR-12 CHIP IS LIKE THE ECR-01 CHIP,
BUT FOR DECIMAL NUMBERS. THIS TIME THOUGH,
DIFFERENT DIGITS CORRESPOND TO DIFFERENT
COLORS. 0 REPRESENTS BLACK, WHICH IS THE
DEFAULT COLOR, AND THE REMAINING DIGITS
REPRESENT THE FOLLOWING:
● 1 - 25% GRAY
● 2 - 50% GRAY
● 3 - WHITE
● 4 - RED
● 5 - YELLOW
● 6 - GREEN
● 7 - CYAN
● 8 - BLUE
● 9 - MAGENTA
MES-PLAY CHIP
THE MES-PLAY CHIP ALLOWS READING INPUT FROM
A STANDARD MES CONTROLLER. EVERY TICK,
EVERY SLOT OF THE INPUT WILL HOLD A BINARY
VALUE, WHERE THE CORRESPONDING BIT WILL
INDICATE WHETHER THE FOLLOWING KEY IS
PRESSED:
● 0 - LEFT D-PAD
● 1 - RIGHT D-PAD
● 2 - UP D-PAD
● 3 - DOWN D-PAD
● 4 - A BUTTON
● 5 - B BUTTON
● 6 - SELECT
● 7 - START
IN THE CASE THAT YOU DON’T HAPPEN TO HAVE
AN MES CONTROLLER NEAR YOU, THE INPUT CAN
BE EMULATED WITH A KEYBOARD, WITH THE ARROW
OR ADWS KEYS FOR THE D-PAD, A, Z OR Q FOR
THE A BUTTON, B, X OR E FOR THE B BUTTON,
SPACE FOR THE SELECT BUTTON, AND ENTER FOR
THE START BUTTON.
SND-1000 CHIP
THE SND-1000 CHIP ALLOWS LISTENING TO
SOUND. EACH OF THE 64 SLOTS CAN HAVE ONE
PIECE OF SOUND DATA INPUTTED INTO IT. THE
SND-1000 OUTPUT BEHAVES EXACTLY LIKE A
BINARY NUMBER OUTPUT.
THE 2 LEFTMOST DIGITS CONTROL THE TIMBRE OF
THE SOUND:
● 00 - NO SOUND
● 01 - SQUARE WAVE
● 10 - SAWTOOTH WAVE
● 11 - TRIANGLE WAVE
THE NEXT 2 DIGITS CONTROL THE OCTAVE OF THE
SOUND, AND THE FINAL 4 CONTROL WHICH DEGREE
OF THE OCTAVE IS PLAYED. THE SND-1000 CHIP
DOES NOT USE STANDARD TUNING (12-TONE EQUAL
TEMPERAMENT); RATHER, TO MATCH THE 16
POSSIBLE VALUES, IT USES THE 16-TONE
OVERTONE SERIES FRAGMENT 16-32. FOR MORE
DATA, SEE PART 6.
NOTE: THE MES-PLAY AND SND-1000 CHIPS ONLY
WORK IN THE SANDBOX MODE AND REQUIRE
SLEEPING. FOR MORE INFORMATION, SEE PART 5.
PART 5: AUXILIARY
KEYWORDS
DVAR NAME - CREATES A NEW DECIMAL VARIABLE
WITH THE GIVEN NAME.