2DP
2DP is a language made by User:iconmaster. This language, interestingly enough, was made before the author knew about esoteric programming.
2DP is an acronym for 2 Dimensional Processor.
Description
A 2DP program consists of Heads and Tiles. all the tiles form a grid, and can hold any 8-bit value. Heads move across the tiles, executing instructions on the tile under them. Heads can go in any one of 8 directions. Additonally, heads can also store a 8-bit hex value. Heads will continue on their path, and execute the instruction contained on the tile under them. The program ends when all the heads have been deleted. The only form of output is through 8-bit color codes. The playfield is 256*256 tiles.
Commands
Descriptions are unfinished.
(Note that if a command has a #2 or #3, it has arguments. Arguments are always directly next to the instruction, and going in the direction of the head. Heads will skip over arguments the next tick. Also note that VAL is a reference to the head’s stored value.)
00 NOP Does nothing. The default config for all tiles. 01 LT Turns left once. IE: N to NW. 02 RT Turns right once. 03 LT 2 Turns left twice. IE: N to W. 04 RT 2 Turns right twice. 05 LT 3 Turns left 3 times. IE: N to SW. 06 RT 3 Turns right 3 times. 07 REV Reverses the heads position. IE: N to S. 08 TRL #1 Sets the trail to #2. From now on, it will replace any tiles it goes over with this value. 09 TOFF Disables the trail. 0A JROW #2 Sets the heads row to #2. 0B JCOL #2 Sets the heads colunm to #2. 0C JP #2,#3 Jumps to row #2, col #3. 0D MOVE #2 moves forward #2 spaces 0E ADD #2,#3 Adds #2 and #3, and stores the value at #2's position. 0F SUB #2,#3 Subtracts #2 and #3, and stores the value at #2's position. 10 SET #2,#3 Sets the space #2 paces away from it to #3. 11 HALT Stops the movement of the head until a START command is under it. 12 AND #2,#3 Logical ANDs #2 and #3, and stores the value at #2's position. 13 OR #2,#3 Logical ORs #2 and #3, and stores the value at #2's position. 14 XOR #2,#3 Logical XORs #2 and #3, and stores the value at #2's position. 15 NOT #2 Logical NOTs #2. 16 COPY #2,#3 Copy the value #2 paces away form it, and store it #3 paces away from it. 17 NEWHD #2 Generates a new head #2 paces away form it. 18 SAVE #2 Stores the value #2 paces away from it into VAL. 19 LOAD #2 puts VAL #2 spaces away from it. 1A EXEC Executes the command in VAL. 1B SVAL #2 stores #2 into VAL. 1C LDADD #2 adds VAL and #2, and stores it in VAL. 1D LDSUB #2 Subtracts VAL and #2, and stores it in VAL. 1E LDJR Jumps to the row pointed to by VAL. 1F LDJC Jumps to the colunm pointed to by VAL. 20 LDAND #2 Logicl ANDs VAL and #2, and stores it in VAL. 21 LDOR #2 Logicl ORs VAL and #2, and stores it in VAL. 22 LDXOR #2 Logicl XORs VAL and #2, and stores it in VAL. 23 LDNOT Logical NOT's VAL. 24 CP #2 25 SROW Saves the row into VAL. 26 SCOL Saves the colunm into VAL 27 IF #2,#3 If #2 is equal to VAL, jump #3 paces forward. 28 SHD ON Turns SHD on. When it is on, it gives VAL to newly created heads. 29 SHD OFF Turns SHD off. 2A DELHD Deletes the head. 2B DIR N the DIR commands make the head move in the argument's direction. 2C DIR NE 2D DIR E 2E DIR SE 2F DIR S 30 DIR SW 31 DIR W 32 DIR NW 33 INC #2 Increments the tile #2 paces away. 34 DEC #2 Decrements the tile #2 paces away. 35 LDINC Increments VAL. 36 LDDEC Decrements VAL. 37 LDMOV Moves forward VAL paces. 38 BACK #2 Moves backwards #2 paces. 39 LDBACK Moves backwards VAL paces. 3A RAND #2 Puts a random value #2 paces away. 3B LDROW #2 3C LDCOL #2 3D SPOS #2#3 Sets the position to #2 and #3. 3E HDAT #2#3 Sets VAL to 1 if there is a head at the position #2#3, 0 otherwise. 3F SHFT #2 40 LDSHFT 41 LDTRL Sets the trail to VAL. 42 START Starts a halted head. 43 SAT #2#3 44 LDAT #2#3 45 LTIF #2 turns 2 left if #2 is not 0. 46 RTIF #2 turns 2 right if #2 is not 0. 47 LTIFLD turns 2 left if VAL is not 0. 48 RTIFLD turns 2 right if VAL is not 0. 49 COLR #2 Sets the color trail to #2. 4A COLR OFF Disables the color trail. 4B SETCOLR #2 Sets the color #2 paces away from it to VAL. 4C LDCOLR Sets the color trail to VAL. 4D GETCOLR #2 Loads the color #2 paces away from it.
Interpreter Syntax
A theroetical 2DP program would be split into 2 sections, the Heads section and the Tiles section. The HEADS section would define all the heads in the program when it starts. Each entry has this syntax:
X nn Y nn DIR dd VAL nn [HALTED]
Where nn is a hex number, and dd is a direction (N,NW,W,etc.).
The fields are:
- X: The X position of the head. Default is 01.
- Y: The Y position of the head. Default is 01.
- DIR: The direction of the head. Default is E.
- VAL: The stored value of the head. Default is 00.
- HALTED: Include this word if the head starts out halted.
The TILES setion would contain a grid of tiles. Each tile is 2 characters long, and 1 tall. The hex value of each word is put into the corresponding tile. Spaces equate to 0s.
The complete program style is like this:
HEADS (head definitions here) TILES (Tile words here)
Computational Class
2DP is at best a Bounded-storage machine, because of its fixed playfield and data size. However, a version somehow including bignum words or a infinite playfield would be Turing-complete.