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10:20:14 <SimonRC> Wait, did I say that out loud?
11:21:15 <fizzie> I didn't hear anything.
12:49:02 <SimonRC> that was a punchline from explosm.net
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12:49:58 <SimonRC> there are two panels of thses three guys just sitting around. in the third panel, one guy says: "Did I say that out loud?"
12:58:26 <fizzie> Oh, right; I've seen that.
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22:32:09 * Pikhq does a wordcount on BFM. . .
22:32:21 <Pikhq> 5392 lines of code in that little thing.
22:32:49 <Pikhq> . . . Ah. Nearly 4000 are auto-generated in stdcons.bfm.
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22:43:59 <Pikhq> I'm not seeing an article of that name. . .
22:44:05 <oklopol> it requires some real skill to create a language that actually has to do with pokemon
22:44:46 <oklopol> easy to create a lang and rename commands to be pokemon phrases though
22:45:31 <SuperAussieEvil6> I didn't like the idea of using just pure ASCII numbers for programming.
22:47:02 <oklopol> mm yes, now you create an assembly language, index the commands, the rest is just look-upping
22:47:17 <oklopol> you can translate anything to pokemons, of course.
22:47:34 <oklopol> so the language can be designed completely separately
22:47:51 <oklopol> but i suppose you know that and ask for help in designing it
22:48:03 <oklopol> that's not all that esoteric, so i'll watch south park :)
22:48:13 <oklopol> too late for anything too serious
22:49:05 <oklopol> it must not be serious, it need not be esoteric :)
22:49:30 <oklopol> fun is also non-serious, i'd say
22:55:24 <Pikhq> What'd be *fun* is defining a language in such a way that you've got a series of Pokemon, each with a set of attacks which are used. . . The interpreter goes through the defined party and executes each Pokemon's attacks.
22:57:00 <oklopol> or even better, something like the magic the gathering thing i read about somewhere, where the language is just a playing strategy that makes mtg tc :)
22:57:14 <oklopol> there are so many mtg card it might even be possible
22:57:27 <oklopol> since even a rotten apple on a string is tc.
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22:59:32 <SuperAussieEvil6> Such that you'll find yourself going, "Now was 'Ember' the register increase move?"
23:06:15 <oklopol> that should be for exit(1)
23:07:22 <oklopol> heh, progemon, where you catch progemons and use their evil moves to segfault their enemy
23:08:45 <Pikhq> The noop would be equally obvious. . .
23:10:58 <oklopol> randomization can be done with metronome
23:12:35 <Pikhq> Hmm. . . Looping. . .
23:13:11 <oklopol> i think there are forms of recursion there...
23:13:29 <oklopol> it's many years since i played
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23:17:16 <oklopol> but looping is already how battles are fought
23:17:27 <oklopol> hit - hit - hit - hit - etc.
23:22:07 <Pikhq> What's needed is a way to change the Pokemon that will be executed. . .
23:22:28 <oklopol> many moves change current pokemon
23:23:15 <Pikhq> I've got an idea for a Pokemon call, at least. Not sure if it adds to Turing completeness, though.
23:23:48 <oklopol> well, storing data is kinda hard
23:23:55 <Pikhq> Mimic will pop a number off the stack, and the current Pokemon will mimic that Pokemon (this assumes that the specified Pokemon are numbered).
23:24:57 <Pikhq> Push and pop would need to be implemented. . . Probably a physical attack of some sort.
23:25:17 <Pikhq> Now, will Pokemon be limited to 4 attacks, or will they have more?
23:25:49 <oklopol> if you can change pokemon to any other, i don't think you need more
23:26:44 <Pikhq> Soon as the mimiced Pokemon's attacks are done, it goes back to the mimicing Pokemon. . .
23:26:50 <Pikhq> Yeah, I think that should do it.
23:27:00 <Pikhq> It'll be annoying and weird, but it'll work. ;)
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23:31:41 <Pikhq> Recursion can happen with that, though.
23:32:26 <Pikhq> pokemon 1 { add_attack, Mimic, Splash, Splash };
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23:44:34 <Pikhq> I'm not sure what the attack would be for that.
23:49:13 <Pikhq> Psuedo-C: push(pop()++);