Page 1 of 1

Quine in ZZT-OOP

Posted: Sun Jun 04, 2006 6:54 pm
by wil
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.

Posted: Sun Jun 04, 2006 7:32 pm
by Zenith Nadir
a what

Posted: Sun Jun 04, 2006 8:25 pm
by Ando
A quine is a code that is self-replicating.

Posted: Mon Jun 05, 2006 6:48 am
by Zenith Nadir
oh, right

i remember flimsy once made a bunch of objects that duplicated themselves in the exact same order over and over, until they ran out of space on the board

that was pretty cool! it was a long time ago though

Posted: Mon Jun 05, 2006 7:59 pm
by JDMSonic
Here's something that might be useful in Quine-land; has anyone ever hex-edited around to make an object pushable?

Posted: Mon Jun 05, 2006 9:36 pm
by Quantum P.
I don't believe that that is possible. Whether or not a tile is pushable is dependent on the type of the tile; it isn't a property that an individual tile can be assigned (like color is). Pushability is intrinsic.

Posted: Tue Jun 06, 2006 11:37 am
by TTTPPP
I wrote a bf executer in ZZT a few years ago, and then thought it would never be interesting to anyone, but it turns out someone else has done the same thing. Brilliant!

I can't remember the exact specifics of my engine, but there was roughly a register for each column on the board. Each column could contain an integer up to the number of rows minus about 5 or 6. The value of each register was the number of boulders in it. The bf program was entered as a row of tiles (breakable in different colours I think), and I think I used the 8 symbol varient of bf, though integer entry was pretty gay.

I'm not convinced by the argument for 3:
Maybe I'm just being dumb, but the fact that movement requires two characters per move (/x ?x) seems to preclude this.
but then again I've not tried writing one like this either. I don't think you can get the object to paste itself into the background anyway, so the whole walking around thing seems a bit redundant.

I would be happy with an object that changed char to each of the symbols in the program in order.

Posted: Tue Jun 06, 2006 6:57 pm
by JDMSonic
Possible solution to the movement dilemma: Use a sort of 'inward spiral' series of walks (:thud -> #walk ccw flow) so that they all naturally flow into place? or something?

Posted: Tue Jun 06, 2006 9:21 pm
by Alexis Janson
Zenith Nadir wrote:oh, right

i remember flimsy once made a bunch of objects that duplicated themselves in the exact same order over and over, untill they ran out of space on the board

that was pretty cool! it was a long time ago though
I ran into that again not too long ago, but I can't remember where. It is pretty cool, but it's not really a quine, and technically could be reduced to just two duplicators in a row. Duplicatin' around.

Posted: Wed Jun 07, 2006 2:37 am
by wil
I have uploaded the bf interpreter i made... it's musical with bleeps and bloops. it's in uploaded. I lost news access in the switch to belsambar so i can add games to the archive but not announce it so I'm going to just leave everything sitting there for now.