Pinkcode is a 2D programming game. The name is a spoof of Redcode.
The play field is a two dimensional grid of a certain size (e.g. 256x256). Height and width of the great must be equal and both must be a power of two. The grid is initialized to all zeroes. The grid consists of 16bit unsigned integer cells. cell values < 256 are treated as ASCII encoded instructions. Programs are placed so that neither their X coordinates nor Y coordinates overlap. I.e.
aaaa aaaa aaaa bbb bbb bbb
is not a legal placement whereas
aaaa aaaa bbbbb bbbbb
is a legal placement. Coordinates are relative to the upper-left corner.
The data pointer is initialized to the instruction in the bottom right corner.
Mnemonic Description No Operation > Change direction to right < Change direction to left v Change direction to down ^ Change direction to up l Move data pointer left r Move data pointer right u Move data pointer up d Move data pointer down X Exchange data pointer with a hidden data pointer + Increment cell under the data pointer - Decrement cell under the data pointer L Set data pointer to the nearest @ instruction to the left R Set data pointer to the nearest @ instruction to the right A Place an @ instruction to the cell under the data pointer B Place a T instruction to the cell under the data pointer T Terminate current process ? If cell under the data pointer is zero branch upwards, otherwise fall through ! If cell under the data pointer is not zero branch upwards, otherwise fall through ` Set data pointer to the upper-left corner of the program ' Set data pointer to the bottom-right corner of the program : Branch upwards if the cell under the data pointer belongs not to the enemy . Touch cell under the data pointer (changes ownership) # Set data pointer to the location of this instruction 0 Set the cell under the data pointer to zero 2 Mulitply the cell under the data pointer by two M cell under the data pointer module 256 S Spawn a new process at data pointer s Spawn a new process at the next instruction (depending on the direction) & Spawn a new process at this instruction = Branch upwards if data pointer == hidden data pointer (compares x and y coordinates) / Branch upwards if cell under data pointer equals cell under hidden data pointer x Branch upwards if data pointer == hidden data pointer (compares only x coordinates) y Branch upwards if data pointer == hidden data pointer (compares only y coordinates) p Push data pointer to the stack P Pop data pointer from the stack $ Peek data pointer from the stack
The field is arranged as
yxxxxxxx 00123456 10123456
If the x coordinate of the data pointer exceeds max width it is set to zero and the y coordinate is incremented. If the x coordinate of the data pointer drops below zero it is set to max width and the y coordinate is decremented. If the y coordinate exceeds max height both the x and y coordinates are set to zero. If the y coordinate drops below zero both the x and y coordinates are set to max width/max height. Initial direction is "to the right".
Instructions are executed alternating between two players. If player A has three processes and B has two processes then the schedule would loke like:
A1 B1 A2 B2 A3 B1 ...
If a process reads or writes to a cell (executing an instruction counts as reading) the ownership of the cell is handed over the process who read/wrote to/from that cell.
The example first searches for an
@ in memory which (if there is one) will be inside the opponent's code. Next the program pointer alternates between moving left and right over
BrB which sequentially fills memory with
T to overwrite any non-mobile programs. The program eventually overwrite itself and self-destructs.