@@ 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
+```