Quine in ZZT-OOP
Posted: Sun Jun 04, 2006 6:54 pm
Man i wrote this big long thing about quines in ZZT-OOP and the different possible ways to create them, but the bitch didn't post it give error.
Here follows a synopsis:
1. An infinite number of psuedoquines can be generated because ZZT-OOP displays any line of text not preceded by special characters (!@#:').
These are dumb. Moving on:
2. Create a quine using # commands, :labels, and fudging a bit using spaces in front of #commands and :labels and not caring in the final quine whether there's a space in front of the #command.
Also kinda dumb, but the only hope for creating a quine that displays in a text box.
3. Create an object that is constantly duplicating, and have it create the quine by walking to spots on the board and using #char to assemble itself into the quine on the screen.
Maybe I'm just being dumb, but the fact that movement requires two characters per move (/x ?x) seems to preclude this.
4. Create a ZZT-OOP interpreter in ZZT-OOP, with a limited set of input parameters and commands, and have it use an upper and lower line as input a la janson's composer engine. Then have the execution robot assemble those lines via the quine algorhythm.
Easily the most reachable goal. I haven't written a ZZT-OOP interpreter but I've written a brainfuck interpreter in ZZT-OOP that could quine itself if I could write a small enough quine for it.
Attempt a quine. Tell us your results.
Here follows a synopsis:
1. An infinite number of psuedoquines can be generated because ZZT-OOP displays any line of text not preceded by special characters (!@#:').
These are dumb. Moving on:
2. Create a quine using # commands, :labels, and fudging a bit using spaces in front of #commands and :labels and not caring in the final quine whether there's a space in front of the #command.
Also kinda dumb, but the only hope for creating a quine that displays in a text box.
3. Create an object that is constantly duplicating, and have it create the quine by walking to spots on the board and using #char to assemble itself into the quine on the screen.
Maybe I'm just being dumb, but the fact that movement requires two characters per move (/x ?x) seems to preclude this.
4. Create a ZZT-OOP interpreter in ZZT-OOP, with a limited set of input parameters and commands, and have it use an upper and lower line as input a la janson's composer engine. Then have the execution robot assemble those lines via the quine algorhythm.
Easily the most reachable goal. I haven't written a ZZT-OOP interpreter but I've written a brainfuck interpreter in ZZT-OOP that could quine itself if I could write a small enough quine for it.
Attempt a quine. Tell us your results.