00:24:43 I fired up my webserver again, and now it actually seems to work fine... 00:24:54 lol 00:25:01 Isn't it nice how that goe? 00:25:02 *goes 00:25:06 maybe it was a one time glitch... 00:25:18 or maybe it will go down in a moment.... 00:25:25 Heheh 00:58:30 Well, off to home now. 00:58:52 I'll start working on that Kipple interpreter when I get home. 00:58:56 bye. i'm off to bed myself 00:59:01 cool! 00:59:02 -!- GregorR-L has quit ("Leaving"). 03:16:01 -!- GregorR-L has joined. 03:16:12 Crapsicles ... Kipple doesn't need to be space-delimited? 03:24:18 -!- kipple has quit (Read error: 145 (Connection timed out)). 04:34:34 -!- Keymaker has joined. 04:34:53 GregorG: by its stacks? 04:35:06 well, there isn't said any size for them 04:35:17 but there is naturally limit 04:35:26 in the interpreter as well 04:39:51 Err, I meant that you can do stuff like: 04:39:56 44>a24>b32>c 04:40:01 Rather than: 04:40:04 44>a 24>b 32>c 04:40:21 yeah the first one is valid 04:40:28 blee 04:41:28 as is the second 04:41:34 Well, I knew that. 04:41:36 Makes it a bit harder to parse ;) 04:41:38 :) 04:41:39 yeah 04:42:35 but not that much, just remember that stack names are one character (a..z or @) 04:42:44 and input is digits 0..9 04:43:43 so if there is for example a<99b>c you can 'easily' detect where the input stuff (99) ends, because there comes alphabet (b) 04:46:11 Mmm 04:47:33 as well remember that a stack can be "connected" with two stuff like a>b<499 04:47:41 AHHHHHHHHHHHHHHHHHHHHHHHHHHHH 04:47:43 >_O 04:47:49 :) 04:48:00 ORK is not a good language to do this in. 04:48:03 Or anything in, for that matter. 04:48:06 nope 04:48:07 lol 04:48:15 Which is not to suggest that it can't be done. 04:48:18 It can. 04:48:21 yeah 04:48:32 kipple interpreter in brainfuck would be neat 04:48:34 but 04:48:40 the memory size is my problem 04:48:46 i mean the cell range 04:48:48 Yih 04:49:01 since i like the 8-bit environment 04:49:07 :) 04:49:09 The original 04:49:11 The classic 04:49:12 it'd be hard to have 32bit cells in that 04:49:13 yes 04:49:31 I prefer 4 trinary bits myself 04:49:34 to make interpreter for language using 32bit cells would be hard 04:49:40 :) 04:50:16 Actually, 5 trinary bits. 04:50:22 ok 04:50:23 That's 243 possibilities 04:50:29 Pretty close to 255 04:50:37 and.. what's trinary? 04:50:48 Binary is 0 and 1, trinary is 0 1 and 2. 04:50:55 ah yes 04:50:56 0 is false, 2 is true, 1 is undetermined. 04:51:00 lol 04:51:31 Or better yet, 1 is "Uuuhhhhhhhhhhhhhhhhh......" 04:51:41 :) 04:53:00 well, good luck with the interpreter 04:53:05 i must go now 04:53:12 Bye 04:53:15 stupid other-than-computer-time :) 04:53:19 bye 04:53:19 Heheh 04:53:23 -!- Keymaker has quit ("Freedom!"). 05:46:06 -!- calamari has joined. 05:51:32 hOI 05:51:33 Hoi 05:51:39 (Good ol' caps lock) 05:53:46 how's it going? 06:03:00 (ten minutes later, Gregor reappears :-P ) 06:03:06 Goin' good. 06:03:13 I'm busy failing to make a Kipple interpreter in ORK. 06:03:37 hehe 06:03:51 I haven't been keeping track of what's new in here 06:04:06 I'm new 8-D 06:04:37 been trying to simplify a roguelike game to its essestials.. not an easy task 06:04:53 essentials, even 06:05:06 I've been vaguely considering making a Roguelike probabilistic programming language. 06:05:15 GregorR-L: did you create a new language? 06:05:16 Merely because it would be so unbelievably stupid. 06:05:25 Well, lesse ... 06:05:29 Last year I made 2L ... 06:05:33 I made FYB (see the topic) 06:05:37 And I recently made ORK. 06:05:46 oh thats right.. you did the corewars thing :) 06:05:50 Yup 06:06:08 I knew you did something cool recently, I just couldn't remember what it was 06:06:15 Heheh 06:07:40 Only one person has actually written a program to challenge mine in FYB. 06:07:44 Was that you? 06:07:47 I can't remember who it was... 06:08:26 nope.. I was never good at corewars. I meant to play it, but ended up playing C-Robots instead (they were on the same shareware floppy) 06:08:33 Heheh 06:12:27 have you written a roguelike game before? Having trouble with dungeon generation. I need something VERY simple, but simple doesn't seem to be giving good results. 06:13:30 I'm probably crazy tho.. the entire game will have to fit in 32k, and I have 16k of memory to work with :) 06:13:40 DOS? 06:14:00 No, I haven't written a Roguelike - my consideration of creating a Roguelike programming language isn't quite the same as making a Roguelike game. 06:14:32 not DOS.. Atari 06:14:38 Ahh :) 06:14:43 how would it differ? 06:15:02 are you thinking more of a defined dungeon where the creatures just fight each other to the death? 06:15:04 No actual generation of maps - the maps are the programs, so they would be human-made. 06:15:17 I don't know how to explain this bizarre idea properly X-D 06:16:06 what would memory be? 06:16:24 a creature? 06:16:39 I haven't quite figured that part out. 06:16:44 The creatures would be ops 06:16:54 well, it can't be the map, because that wouldn't grow 06:17:03 Yeah. 06:17:05 the map would probably be the program 06:17:13 Like I said ;) 06:17:36 rogue has staircases.. so you can have multiple levels (for loops, etc) 06:17:46 Yeah, I had already thought about that part. 06:18:01 Mainly I'd like to figure out memory before I implement. 06:18:15 creatures being memory would be interesting 06:18:30 because you can create or destroy them 06:18:43 and do operations on them (attack) 06:19:06 operators could be their stats 06:19:09 I was thinking that the "hero" would be the program pointer. It wouldn't be human controlled, it would wander randomly. 06:21:01 it doesn't have to be random 06:21:13 No, but that would make it more interesting 8-D 06:21:22 you could have a sort of simple AI that decides which creature to attack 06:21:35 So it would be predictable, but difficult to predict. 06:21:45 I'd image the maps would be more like mazes with intersections where a decision would need to be made 06:23:27 I've been wanting to write a fractal programming language (Star Trek).. but can't figure out how it'd work.. can't be a superficial BF model tacked on :) 06:23:36 X-D 06:25:29 the program instead would have to be a fractal.. but memory would also 06:25:39 instead->itself .. bad typos tonight 06:34:37 Heheh 06:36:51 * GregorR-L is trying to determine how that works... 06:41:01 if you figure it out, let me know.. or better yet, write it :) 06:41:48 X-D 07:10:18 Yeah, I have no clue how that would work :-P 07:59:59 -!- clog has quit (ended). 08:00:00 -!- clog has joined. 08:42:35 -!- calamari has quit ("Leaving"). 08:51:07 -!- GregorR-L has quit (Read error: 60 (Operation timed out)). 13:36:34 -!- kipple has joined. 13:53:06 -!- Keymaker has joined. 13:53:19 * Keymaker reads the log first before writes anything :) 13:53:59 hmmm 13:54:05 interesting ideas there (again) 13:54:33 i have had kinda same idea, although not including any violent fighting.. 13:54:56 like some maze "game" language featuring program pointer travelling in some maze 13:55:02 and doing stuff 13:55:11 depending on stuff there is 13:55:17 but not any rpg crap 13:55:28 i hate those 13:55:44 befunge+tron , everywhere you go, you make a wall , the IP reverse when she meet a wall 13:57:01 ( in fact, it'd do hard to loop with such a language :/ ) 14:00:22 hehe 14:01:33 the loop should rewrite herself while doing her "usefull" job 14:02:41 yeah 14:03:02 but would be pretty hard if every single character/place/whatever would be replaced with a wall 14:03:46 it'd be pretty hard to fit some replace(x,y,with_this_character) into one character 14:03:56 unless the area is small 14:04:32 if there would be for example 20 instructions, it could work the way that the character would be char-20 14:04:50 then mod 10 to get x coordinate 14:04:58 hey wait.. 14:05:19 the instruction should be checked first 14:05:47 with some 255-char 14:06:37 ..and finally the remaining stuff (after 10 or whatever) would be the y 14:07:10 if the area is small this kind of thing would work 14:07:46 and if the instruction would for example just need to move the pointer right then its x and y stuff would be ignored 14:09:05 15x15 area (225) and 30 instructions could work :) 14:09:35 or maybe 15x16 (240) and 15 instructions 14:10:15 but making the programs do any useful stuff, 14:10:27 or making a infinite loop 14:11:06 the instructions would just always need to build the maze back as it were, and the wouldn't get a change to execute any other instructions 14:11:48 or well 14:12:53 maybe having 15x15 area (225) (that includes x and y data), and then two instructions that can have 15 values 14:13:24 that way could be defined what place to replace with what, and what to execute 14:15:16 as well, could be used, that those x and y values could be used with the current instruction, for example it could print out 16*x+y as character 14:15:44 as well, could be that if what-to-replace is 0, nothing would be replaced 14:15:57 instruction zero could be NOP 14:16:09 and all the "walls" could be NOPs 14:16:38 that when program pointer goes on it would make stuff automatically NOP while it goes 14:17:19 with this kind of language highly random looking code could be also made, since the instructions could be anything between 0 and 255 14:17:26 maybe i'll think more about this.. 14:19:20 it would be a bit difficult to write instructions 0-31 in the source code, though 14:22:05 yes 14:22:43 but what about using hex editor with width 16? :) 14:23:58 yes, that would work :) 14:24:47 :) 14:24:52 hmm. how about making a language which ONLY uses control chars? :) 14:25:03 wow 14:25:07 neat idea 14:25:18 that would make some really ugly source code 14:25:27 and the instruction depending from which direction the program pointer comes from? 14:25:33 yah 14:25:53 probably space could be the traditional NOP there, like in befunge 14:26:02 very good idea actually 14:26:26 haha, two insane program language ideas on this channel the past hour :) 14:26:45 * Keymaker starts thinking about this 14:28:03 if i counted right it would give 16 instructions to use (if having four directions and four instructions for them) 14:28:15 huh? four? 14:28:24 there are like 30 control chars 14:28:32 hmm? 14:28:56 0-31 pluss 127 14:29:35 ah i see what you mean 14:29:36 or are they perhaps called something else than "control" chars? 14:29:50 i was talking about a funge style langauge 14:30:05 using space as blank and < > v ^ as direction characters 14:30:26 ah. 14:30:48 that would be cool too 14:30:57 yeah 14:31:44 hmm.. would it be possible with only one character to control the direction? 14:31:51 i mean it would be 14:31:52 but 14:32:01 hmmm 14:32:31 it would cause executing unwanted instructions 14:32:35 and therefore not good 14:33:01 but what about two instructions for moving? 14:33:08 and one for space 14:33:40 what do you mean, for space? 14:33:48 like this 14:33:50 + 14:33:51 + 14:33:53 + 14:33:54 + 14:33:56 + 14:34:19 if the program is in 2d space the instructions can't be this way: 14:34:21 +++++ 14:34:30 if you see what i mean 14:34:35 yes 14:34:44 ok 14:35:20 this kind of thing would allow 8 instructions to be executed 14:35:31 wouldn't that be much like wierd (or whatever it's called) 14:35:43 hmmm 14:35:55 not quite, iirc 14:36:07 (or maybe perfectly :P) 14:37:20 iirc in wierd the instruction was defined by the angles the lines of '*' crossed each other 14:37:40 well, this would be kinda like that 14:37:47 although more user-friendly 14:38:56 (whatever that means :)) 14:39:34 it's usually not the most important thing in an esolang... :) 14:39:51 yeah 14:40:38 hmm. i need food (read: noodles) 14:40:46 i'll be back. soon. 15:04:48 hmm 15:06:32 for information , i decided to separate my befunge core from the funge-space, making a funge-space-librairy which could be usefull for many langages maybe ... 16:14:08 aaaaaaaaaaargh 16:29:22 ? 16:29:53 Of course it's possible to have only one character to control direction flow. 16:29:56 * GregorR references 2L 16:32:16 hmm 16:33:05 yes, but iirc the direction can be change in 2l if the first (?) memory cell is zero or non-zero 16:33:31 It's if the current cell - and you can force a direction, like so: 16:33:34 (Copy/paste) 16:33:52 ok 16:33:53 + 16:33:53 + 16:33:53 > + 16:34:06 In one case, it will turn right. In the other case, it will turn left-left-left 16:34:32 but in 2l there is one command to execute the instruction, right? 16:34:38 Yeah 16:34:39 and other to control the pointer 16:34:43 i was talking about 16:34:53 language where those would the same 16:34:57 Ohhhhhhhhhhhhhhhhhhhhhhhhh 16:35:10 Only one command, period. 16:35:11 Hmmm. 16:35:43 like where program pointer would execute different instructions depending where it comes to the direction-changer 16:36:04 and as far as i can see there is no way to make that kind of language working without it executing un-wanted instructions 16:36:13 Where as in its x-y location? 16:36:27 sorry? (i can't understand) 16:37:03 Keymaker like where program pointer would execute different instructions depending where it comes to the direction-changer < do you mean the direction it comes from or the location of the next instruction? 16:37:20 the direction where it comes from 16:37:24 Ahhhhhh 16:37:26 if it for example comes from left 16:37:46 Yeah, I can't see how that could work, since you would be forced into a direction that wouldn't necessarily do what you want. 16:38:42 or more like forced to execute unwanted instruction while trying to get the correct direction 16:38:50 Right 16:39:04 but if having two guiders 16:39:18 like for example 16:39:29 '|' and '-' 16:39:59 wait.. i try to think what i was about to say 16:40:02 :) 16:40:08 Heheh 16:41:00 hmm 16:41:02 forget :) 16:41:07 that won't work 16:41:26 I think you would need at least 2. 16:41:30 Hence the beauty of 2L ;) 16:41:34 :) 16:41:36 yeah 16:41:43 that is what i thought 16:43:43 anyways 16:43:50 hmmm 16:44:17 no 16:44:18 hmm 16:44:27 i think it still doesn't work that way 16:44:42 like if the direction-changers execute instruction 16:44:56 you still get unwanted instructions even if you have two of them 16:45:16 You could have a pure-direction-changer and an op-direction-changer. 16:45:43 hmm 16:49:51 anyways; GregorR: did you read the log? 16:49:58 about that maze language ideas? 16:50:44 Briefly, but I didn't quite get it :-P 16:51:05 Unless you're talking about me yesterday ;) 16:51:20 But that was just an allusion. 16:51:27 heh :) 16:51:35 yeah, i was solo-talking 16:51:39 pretty muchly 16:51:47 probably just writing what came to my mind :) 16:51:54 Heheh 16:52:01 esotalk :) 16:52:06 Well, I've got to go to school. 16:52:09 See ya later. 16:52:10 ok 16:52:12 yah 17:03:29 hey 17:03:44 hi 17:04:46 {kipple the human}: could you please tell me if {kipple the language} is imperative and 1D? 17:05:14 hmm 17:05:29 what's the definition of imperative? I think it is, but not quite sure 17:06:00 * kipple is looking up in wikipedia 17:06:02 I'm not sure I could make up a definition 17:06:14 but for example, BF is 17:06:18 well, it is definately not functional 17:06:19 Befunge is as well 17:06:41 is it deterministic? 17:06:45 arg. wikipedia is so incredibly slow 17:06:56 yes 17:07:05 k thanks 17:07:35 * pgimeno files the Kipple bookmark into his imperative 1-D deterministic languages folder 17:07:47 the stacks are 1 dimentional, but since there are several stacks one could perhaps argue that it is 2D? 17:08:07 hi pgimeno 17:08:09 no, I mean, befunge is a 2D language but (say) pascal, basic, etc. are 1d 17:08:14 it is 1D 17:08:25 (in case that isn't answered yet :)) 17:08:28 are there many langs that are not deterministic? I only know of Java2k I think 17:08:30 :) 17:08:42 not many... I can recall of three right now 17:08:48 ah, yes you mean dimentions in the source code of course 17:08:56 yeah 17:08:57 that is, the IP 17:09:19 Java2K, Thue and Whenever are the non-deterministic ones I remember right now 17:09:31 :D 17:09:51 well, there's Sartre which I'm not sure about 17:12:19 regarding the discussion about making a 2D language where direction changes are expressed by just one symbol... ever played KBlackBox? 17:12:39 nope 17:12:41 what's that? 17:12:53 it's a guessing game 17:12:57 hmm 17:13:19 well.. what kind of? 17:13:21 there's a 2D "black box" (grid) and you throw "rays" 17:13:33 hmm 17:13:38 there are four marbles within the board 17:14:25 depending on which position the ray reappears, it gives information on where the marbles are 17:14:39 hm 17:14:50 the aim is to guess where the marbles are using the least possible number of rays 17:15:25 ok 17:15:33 i can see now 17:15:38 is it a computer game 17:15:40 or real world game? 17:15:54 computer 17:15:58 'ok 17:16:06 (i thought so :)) 17:16:28 sounds like a KDE game. am I right :) 17:16:43 you are :) 17:16:46 yeah 17:16:55 i guessed something like that as well 17:17:05 linux game makers are not too creative when it comes to naming games.... 17:17:13 hehe 17:17:51 the relevant part is this: 17:18:06 ..? 17:18:09 :p 17:18:35 if you throw a ray from the left side of the box, it bounces in a straight angle when the marble is at the northeast of the cell 17:18:54 it's hard to explain 17:19:47 anyway it would be a way to make a program pointer bounce in any arbitrary direction, if the positions to its relative left or right can be examined 17:19:53 like this: 17:19:59 + 17:20:13 ********* 17:20:18 * 17:20:20 * 17:20:30 got it? 17:20:34 no 17:20:38 wait a sec :) 17:20:55 no 17:21:04 heh, well 17:21:07 :) 17:21:10 the *'s are program flow 17:21:13 ok 17:21:15 the + is the direction changer 17:21:23 ok 17:21:35 the straight angle turn is due to the presence of the direction changer 17:21:45 ah 17:22:01 now i see 17:22:18 (that's how a ray bounces in KBlackBox too) 17:22:25 ok 17:23:09 in KBlackBox, this one makes the ray to return the way it came: 17:23:17 + 17:23:25 ********* 17:23:30 + 17:23:45 as well as this one: 17:23:48 *********+ 17:24:15 that idea could be used with a 2D esoteric language 17:24:19 yeah 17:24:24 pretty cool! 17:24:58 how about executing instructions? 17:25:11 should some another character be used to that? 17:25:21 that's beyond the scpoe of this document ;) 17:25:25 hehe 17:25:26 scope 17:25:29 i have an idea 17:25:36 oh wait.. 17:25:42 yes 17:25:51 like the changing of the instruction could happen 17:25:57 with different turnings 17:26:01 or whatever 17:26:08 depending how the program pointer goes 17:26:13 and instruction would be executed 17:26:25 when the pointer goes back where it came 17:26:30 like in this *************+ 17:26:56 this kind of language would take extremely much space but at least beat GregorR's 2L ;) 17:27:32 hum, a problem with going back in the same way is that the whole way would be undone 17:27:48 arg 17:27:51 :D 17:27:56 unless... 17:28:14 ugh, that idea looks sooo ugly :) 17:28:20 :) 17:28:30 ... the pointer "pushes" the + sign at the time of bouncing 17:28:44 :D 17:28:54 so you actually have a self-modifiable program, à la Malbolge 17:29:05 hehe 17:29:57 * pgimeno eeks away of his own idea 17:33:17 some day I will take a look at the Alpaca system 17:33:22 what's that? 17:33:30 a CA engine 17:33:38 ? 17:33:42 CA = Cellular Automaton 17:33:44 ah 17:33:57 haven't heard of any Alpace engine 17:34:01 is it some esolang? 17:34:11 it's in cpressey's site 17:34:18 ok 17:34:50 http://catseye.webhop.net/ 17:36:17 couldn't get there for some reason 17:37:11 it's a redirector to http://catseye.mine.nu:8080/ 17:38:17 can't get there either :) 17:38:31 oh 17:38:43 anyways; 17:38:50 take a look at this: 17:38:51 http://koti.mbnet.fi/yiap/preview.png 17:39:05 i'm trying to make a really simple design for my brainfuck site 17:39:10 are the colours ok? 17:40:20 not counting the PREVIEW sign they are :) 17:41:40 ok :) 17:41:43 so it's ok? 17:42:28 I think so 17:43:51 ok 17:43:53 :) 17:45:24 the simplicity of your design can't beat the simplicity of my lack of design ;) 17:45:30 hehe 17:46:04 I'm not very aesthetically-oriented, I just care about contents (in case you haven't noted) 17:46:22 uh, time to go home 17:46:25 bbiab 17:47:13 ok 17:47:29 yeah, i care most about the content as well 17:49:35 -!- GregorR-L has joined. 17:49:43 Keymaker: You're living in a dream world ;) 17:50:18 (/me was just remembering about the 1-command language) 17:51:09 NOOOOOOOOOOOOOOOOOOOO 17:51:11 :D 17:52:02 :-P 17:52:26 So, does probabalistic count as nondeterministic? 17:52:37 Silly question, really. 17:52:39 i assume so :) 17:52:40 Since it is :-P 17:52:55 * GregorR-L is seriously considering making a programming language based on NetHack :-P 17:53:19 so.. "Tell Me More!!1" 17:54:41 lol 17:54:43 Basically... 17:54:47 Your program pointer is the @... 17:54:53 i see 17:54:54 You build a little array of rooms... 17:54:57 And the @ wanders... 17:55:01 Every monster is an op... 17:55:13 And the doors could be one-way, or only-if-condition, etc, to make loops. 17:55:24 sounds pretty neat 17:55:40 Unfortunately, I haven't quite figured out some of the stranger attributes :-P 17:55:46 ok 17:56:21 Mainly, do I want the data pointer to just be in a stack or tape... 17:56:29 Or do I want the data pointer to be your pet >:) 17:56:42 :) 17:56:47 pet of course 17:57:28 AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 17:57:34 NetHackLang = NHL 17:57:39 Bad short form :-P 17:57:47 I guess that means nothing to a non-north-american. 17:57:50 hehe 17:57:57 well i know what it is 17:58:01 but don't care at all 17:58:18 lol 17:58:19 ice hockey's boring :) 17:58:29 Exactly why I don't want that shortform ;) 17:58:35 :D 17:59:54 I'll call it ... The Rogue Language 18:00:05 Read with the proper emphasis, that's pretty cool :-P 18:00:13 :) 18:08:41 AHAHAHA 18:08:45 hm? 18:08:53 We're studying turing machines in the class I ought to be paying attention to right now :-P 18:09:00 And I can't keep my mind off of brainfuck 18:09:26 2) A TM can be described by: 1) A graph. 2) A brainfuck program 18:09:27 :-P 18:09:57 wow 18:10:04 did they say that? 18:10:08 No ;) 18:10:11 d'oh 18:10:27 very cool 18:10:29 :-P 18:10:33 interesting stuff you have there 18:10:43 is it just a normal university? 18:10:50 Yeah 18:11:08 i hope i can find a good place to get learnin' that stuff the next year 18:11:15 Heheh 18:11:23 or well actually after ~1.5 years 18:11:25 :) 18:45:25 well 18:45:33 must go. see you tomorrow :) 18:45:37 -!- Keymaker has quit ("Freedom!"). 19:40:10 -!- puzzlet has joined. 19:47:27 -!- GregorR-L has quit ("Leaving"). 20:02:13 -!- puzlet has joined. 20:11:40 -!- Keymaker has joined. 20:11:44 hi 20:11:50 managed to get back for a while 20:19:31 re 20:19:37 -!- puzzlet has quit (Read error: 113 (No route to host)). 20:19:44 * pgimeno is right now working in his own esoteric language 20:20:21 hmm 20:20:24 that sounds good 20:20:35 any break-through yet? 20:20:41 soon :) 20:20:48 it'll be Bitxtreme 20:21:16 neat neame! 20:21:21 mmh.. extreme.. 20:21:24 it'll be *called* Bitxtreme 20:21:32 'ok 20:21:36 it's actually a company's name but who cares 20:21:40 hehe 20:54:04 well.. good nite 20:54:15 -!- Keymaker has quit ("Freedom!"). 21:04:54 done! 21:04:58 more or less 21:05:02 a few bits missing 21:06:01 http://www.formauri.es/personal/pgimeno/prog/esoteric/Bitxtreme.php 21:31:44 oops, gtg, see you tomorrow 21:39:07 It seems to already have the 0 and 1 bits, what more do you need? 21:41:46 well, I'm also working in some subtle I/O details... you know, I don't want this spec to be imprecise or incomplete like that of HQ9+ which lacks a specification of the initial accumulator's value 21:42:54 I think that's worth being mentioned as well 21:50:55 updated; now I'm really off, bye 23:24:27 -!- puzlet has quit (Read error: 113 (No route to host)).