There is a bug in the Algonet handling code that allows for the processor to run any Thyme script you want -- but there's one problem.
This code runs in the Thyme console using "geval", which doesn't tell the script the object it's running from.
So, you couldn't just use the Algonet bug and simply type "timeToLive = 0", you would need to somehow find the processor through the script.
I could also do something cheeky to make this easier -- what if I allow the user to see the processor's EntityID?
That way, you could save it into a script that looks slightly like this:
entityID = 123456;
cpu = scene.entityByID(entityID);
cpu.timeToLive = 0
I might actually do a scene demoing this bug sometime soon. I'm too lazy to try to figure out how to fix it (I'm not sure where I would even start anyway...) so it might as well be a secret feature!
Here's a sample Chives script that makes a "Hello World!" box appear:
set 0 a;App.GUI.ShowMessage("Hello, World!")
netread 1 vr0
The way this glitch works is that, by typing a; followed by a command, we essentially return the command's return value instead of whatever is on that Algonet location.
Algonet uses geval and, with a regular value, it would execute something like this:
netread 0 random_address
->
geval("algonet_domain_random_address")
whereis in my example, it would execute this geval instead:
Doing so would require a script to have access to the CPU.
This could be done by looping over all objects in the scene -- but that would be incredibly inefficient.
In the AHOX Boron and PocketPC mk6, I plan on adding features to both Chives and Ab that allows the CPU to share its EntityID with programs, making it easier for the glitch to target the CPU.
A very script to fry the computer, on a system that supported accessing the CPU's entityID, would look something like this:
import 0 entityid
set 1 ;cpu=scene.entityByID( vr0 );cpu.postStep=(e)=>{};0
print Your CPU has been fried!
netread 0 vr1
(tested and confirmed working on the AHOX Boron Prototype)
As you can see, this script works in a way that's similar to the script shown in the scene.
Instead of showing a "Hello, World!" box, however, it deletes the computer's BIOS.
The computer will run this program and simply give an error due to running out of code like usual -- but once you turn off the power, you will notice that.. nothing happens!
You can try restarting it as many times as you like, but the truth of the matter is, it's broken!
This script gives a similar effect, but it deletes the CPU rather than simply frying it:
As a result, the GPU loses signal shortly after and the computer simply enters an infinite "No Signal" screen, which might still be kind of fun!
Now, in both scripts, you may have noticed the ";0" at the end of variable 1.
This is so that we don't return the CPU to memory for the singular frame it's still active and create an infinite loop of CPUception, crashing Algodoo.
I would definitely like to make this into an AlgoMEMZ 2.0 when the Boron and PocketPC 6 release -- I think it would be kind of funny!
Just like how I like scripting, drawing, and cosplaying, or how my friends love dressing up - everyone has their own interests and likes/dislikes, and as long as it's not hurting anyone, there is nothing wrong with that!
And, as someone who likes scripting, I upload scripting stuff quite a bit.
I don't typically upload drawing stuff and definitely don't upload cosplaying stuff for safety reasons, but yeah!
I've never seen Numberblocks, but I can imagine it being a fun show for some -- especially people early in school.
People like what they like -- and there's nothing wrong with that.
Algodoo just got updated to version 2.2.4, which added a new introduction scene containing this ball. Everyone who updated to 2.2.4 got the new introduction scene -- and therefore the silly ball.
Thank you!
The past year (16) has been difficult but it's been probably the best year of my life even with all of those difficulties.
Here's to hoping 17 is even better!
Midway through making this scene, Algodoo crashed and I didn't realize that the entire time Algodoo had been lying about it saving (i.e. even though i pressed save and Algodoo said it saved, it didn't).
I thought I had added everything back that had been lost in that crash, but I just discovered that critical fixes for the rip and fprg commands have been undone in the crash.
I'll try to fix these as soon as possible but I might be a bit busy today....
EDIT: I managed to fix these bugs before I had to leave.
I think that might have been part of the inspiration (although now that you mentioned it I can't actually find that scene ) but this was mostly because I had recently re-opened an old game of mind and found a tic tac toe computer I had made a while ago.
I can help you make yours work though if you like!
One thing I definitely think would help, however, is making it so that holding W doesn't cause the bird to constantly move upwards.
Being able to hold W makes it feel more like Jetpack Joyride than Flappy Bird.
Kutis96 gave me the _set function while I was making the AHOX Codecruncher, so it's actually made by them, not me. (I do have their permission to use it though!)
Everything else the scene aside from that and maybe xfor (if xfor is used in this scene) was programmed by me though, including all of set's usecases.