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OASM ‐ Origin Transpiled Assembly
This version is exclusive to originOS and the OASM extension (found here), and allows for high level usage of fast scratch code, through the use of oasm transpiling.
All places you would normally put a variable can now be replaced with any static data you want without needing to define new variables manually for every small change in static data you make.
varname = data
- set the variable at the var int
varname += data
- set var1 to var1 + var2
varname -= data
- set var1 to var1 - var2
varname *= data
- set var1 to var1 * var2
varname /= data
- set var1 to var1 / var2
varname %= data
- set var1 to var1 % var2
math.sqrt var
- set var to the square root of itself
math.sin var
- set var to the sine of itself
math.cos var
- set var to the cosine of itself
math.tan var
- set var to the tangent of itself
strings.length var var2
- finds the length of the data in var1 and sets var2 to the result
strings.letter var1 var2 out_var
- finds the letter at the var in var1 of var2 and sets out_var to the result
var = 2
string = hello!
strings.letter var string out
print out
The above code would return "e"
strings.join var1 var2 out_var
- joins var1 and var2 and sets out_var to the result
:name
- creates a label that can be jumped to
jump label
- always jump to a line no matter what
if var1 > var2 label
if the data in the var at var1 is greater than the data in the var at var2, jump to line
if var1 < var2 label
if the data in the var at var1 is less than the data in the var at var2, jump to line
if var1 = var2 label
if the data in the var at var1 is equal to the data in the var at var2, jump to line
if var1 !> var2 label
if the data in the var at var1 is not greater than the data in the var at var2, jump to line (equivalent to less than or equal)
if var1 !< var2 label
if the data in the var at var1 is not less than the data in the var at var2, jump to line (equivalent to greater than or equal)
pen.down
- places the pen on the canvas
pen.up
- lifts the pen from the canvas
pen.clearall
- clears the canvas
pen.color var1
- sets the pen colour to a variable var (supports hex codes)
pen.size var1
- sets the pen size to a variable var
pen.setx var1
- makes the pen go to a x position at a variable var
pen.sety var1
- makes the pen go to a y position at a variable var
pen.goto var1 var2
- set position (makes the pen go to a x,y position)
mouse.position var1 var2
- puts the mousex and mousey into var1 and var2 respectively
mouse.click var1
- puts whether the mouse left button is down into var 1 (value of 1 if mouse down, value of 0 if mouse up)
data.line var1
- puts the current line number into the variable you pass it
now.timer var1
- puts the time since originOS was booted into the variable you selected
now.timestamp var1
- puts the current timestamp into the variable you selected
input.keypress key_a var1
- puts whether the a key is pressed into var1 (value of 1 if key pressed, value of 0 if key not pressed)
^^ this works with any key
print var/data
- print the data in a variable to console
originOS is a web desktop gui with a self contained file system, programming languages, internet system and a whole lot of stuff an os should be able to do Use originOS here