*SIGN documentation

#1. codeflow

When you press ctrl+r to run your code, it executes it from top to bottom by default. But you can use various functions to change its flow.

1.1 codeflow functions

Functions are the essential building blocks of programming. They take inputs in their (parentheses) and proceed to do their action. Here are the functions that have to do with codeflow:

1.2 modifiers

Modifiers change how lines are ran. They go right before a line.

1.3 hashing

Hashing is SIGN's weird way of handling conditionals, but it isn't very like other languages. They are a combined interaction between two registers - hash and tag - and 4 modifiers - =#, >#, <# and x#.

#2. math

Math is very important when programming, and there's a couple of things you need to keep in mind if you want to use it in SIGN.

2.1 operators

2.2 math functions

2.3 variables

In SIGN variables don't need to be defined, but there are a couple variables that have a specific impact by default, called registers. Variables start at 0 by default.

#3. graphics

You can use a bunch of functions and registers to draw things on the screen. The screen consists of 48 by 32 characters, which all have a fore- and background colour. They all must adhere to a specific tileset and colour palette.

3.1 sprite

Controlling where you draw on the screen is done via the sprite, which you can manipulate using these registers:

3.2 text and stamping

There are various ways to write characters on screen, and it is important to understand how the different functions function.

3.3 other things related to graphics

SIGNpad uses a SIGNSCII tilest, which has some non-letter characters too. You can access these by going in fullscreen, showing a little guide to all the characters. Once you know what you want to type, simple type the tile's number, and press ctrl+b to convert it to that character. Do note that copy+pasting over these characters can be a bit weird at times.