~rabbits/orca-examples

da9f09eeab23eb9d61d735042ee3ab81c2598182 — neauoire 10 months ago 92518bb master
Fixed issue with workshop
1 files changed, 28 insertions(+), 25 deletions(-)

M README.md
M README.md => README.md +28 -25
@@ 36,10 36,11 @@ Orca is a two-dimensional esoteric programming language in which every letter of
Orca operates on a base of 36 increments, operators will convert alphanumeric values into values ranging from 0 to 36. Special characters are used to handle platform and client specific interactions.

This section will teach the basics of playing a note and a sequence of notes.
Send a midi note

- D8, will send a bang, every 8th frame.
- :03C, will send the C note, on the 3rd octave, to send C#, use the lowercase c3.
### Send a midi note

- `D8`, will send a bang, every `8th` frame.
- `:03C`, will send the `C` note, on the 3rd octave, to send `C#`, use the lowercase `c3`.

```
D8...


@@ 48,7 49,7 @@ D8...

### Play a random note

- aRG, will output a random value between A & G, the rightside uppercase letter indicates an uppercase output.
- `aRG`, will output a random value between A & G, the rightside uppercase letter indicates an uppercase output.

```
D8.aRG.


@@ 57,7 58,7 @@ D8.aRG.

### Make a melody

- 04TCAFE, will create a track of 4 notes, and output its first value.
- `04TCAFE`, will create a track of 4 notes, and output its first value.

```
D814TCAFE


@@ 65,7 66,7 @@ D814TCAFE
```
### Play the melody

- 8C4, will count from 0 to 3, at 1/8th speed.
- `8C4`, will count from 0 to 3, at `1/8th` speed.

```
.8C4.....


@@ 76,19 77,20 @@ D804TCAFE
## Logic

This section will teach the basics of automating logic decisions and changing the values of operators dynamically.
Play every second note

- 2I6, will increment to 6 at a rate of 2.
### Play every second note

- `2I6`, will increment to 6 at a rate of 2.

```
.2I6.......
D846TCAFEDG
.:03D......
D626TCAFEDG
.:03F......
```

### Play a note with an offset

- 1AC, will add 1 to C, to output D. To get D#, use the lowercase d, like 1Ac.
- `1AC`, will add 1 to C, to output D. To get D#, use the lowercase d, like `1Ac`.

```
D8.1AC.


@@ 96,18 98,18 @@ D8.1AC.
```
### Play a sequence back and forth

- 2B8, will count from 0 to 7, and back down to 0, at half speed.
- 5AC, will increment the value so the sequence starts at the note C.
- The combination of the output of `C6` into `B3` will bounce a value between 0 and 3 over 6 frames.

```
..2B8..
D2.5AC.
.:03H..
4C6......
.4B3.....
D414TCAFE
.:03A....
```
### Play a note at a specific interval

- .I4, will increment to 4, at a rate of 1.
- .F2, will bang only if leftside input is equal to 2.
- `.I4`, will increment to 4, at a rate of 1.
- `.F2`, will bang only if leftside input is equal to 2.

```
I4.....


@@ 120,8 122,8 @@ I4.....
This section will teach the basics of creating new operators procedurally.
Halt a moving operator

- E, will travel further eastward, every frame.
- H, will stop a E from moving.
- `E`, will travel further eastward, every frame.
- `H`, will stop a E from moving.

```
..H


@@ 130,7 132,7 @@ E..

### Read an operator at position

- 22O, will get the operator E at the offset 2,2.
- `22O`, will get the operator E at the offset 2,2.

```
22O...


@@ 140,7 142,7 @@ E..

### Write an operator at position

- 22X, will output the operator E at the offset 2,2.
- `22X`, will output the operator E at the offset 2,2.

```
22XE.


@@ 151,7 153,7 @@ E..

### Animate a projector

- B4, will bounce from 0 to 4 and back.
- `B4`, will bounce from 0 to 4 and back.

```
C...........


@@ 167,7 169,8 @@ C...........
## Variables

This section will teach the basics of storing accessing and combining that stored data.
Write a variable

### Write a variable

- aV5, will store 5 in the variable a.



@@ 218,4 221,4 @@ J..
```
D43Ka...
.Y.:03C...
```
\ No newline at end of file
```