Idelogy: merological-universalism (yes I have near to no knowledge of the meaning behind this word :D )
- '+' - increment Value at carret
- '-' - decrement Value at carret
- '<' - reverse address pointer
- '>' - traverse address pointer
- '{' - beginning of scope, check if carret value is non-zero, otherwise go past end of scope to the preceding instruction
- '{' - beginning of scope, always enter scope, but exit the scope when it's at a new range
- '}' - end of scope, return to beginning of newest scope
- '?' - reads the content of the oppnent's carret and writes to the players carret
- '!' - reads from the player's carret and writes to the oppnents carret
- Each Player is allowed 32 states
- Every state has to be unique
- Each player has a total of 512 steps
- Each player has 8 bytes, storing a value between 0-63
- Each one of the player's state has a distinct value assigned to it
- Each Player is allowed 6 rules
- Each player has a total of steps every turn that is the total sum total of the buffer
- Each player has 8 bytes, storing a value between 0-255
- Each one of the player's rules has a range of value assigned to it
- Overflowing/underflowing of array indices and byte values is permitted
- bytes has to be picked by the player, and the state with corresponding value runs
- The carret does not reset between turns
- every instruction run on that cost 1 step, including repeats
- open scope instructions are automatically closed the end of the file
- Overflowing/underflowing of array indices and byte values is not permitted, and attempting one will cost the player a step
- bytes has to be picked by the player, and the rule with corresponding value range runs
- The carret does not reset between turns
- every instruction run on that cost 1 step, including repeats
- open scope instructions are automatically closed the end of the file
- Make it possible by extra commands, to read buffer index
- Have a rule be drawn from a pool of random rules, every turn
- Make other players byte accessable by your carret
- Have underflows pop bytes, and overflows append them
- formula for max value: number of cells Max Value=4^(2+numCell), stepCap=2^(7+numCell) Example of how it could scale: 4 / 128 16 16 / 256 64 64 64 / 512 256 256 256 256 / 1024
- Each player pick what values will represent what state (between 0-255)
- Player swap half their states at random, and place their state in the closest Fit (rounding)
- The values of the bytes are randomized for both players
- Each player pick what values will represent what rules (between 0-255) (And what 4 bytes will be swapped with four arbitrary values instead of the summation rule)
- Player swap half their states at random, and place their state in the corresponding range
- The values of the bytes at the beginning is assigned and is capped at 50 for the sum of the values om the buffer
- If a player has no bytes that represent a state left, they lose
- If a player has no steps left, they lose
-
If a player reaches the final range (224-255) for their entire buffer, they win on their turn
-
If a player reaches the Initial range (0-31) for their entire buffer, they lose on their turn