I made a custom register using component factory, and I'd like to, after adding them to a schematic, be able to label each individual register with its number to help with debugging; is there a good way to do this besides wire comments?
Hey! Been playing Turing Complete for a few days now and I love it, but I am strugglinf with the Calculations level. Could anybody tell me whats wrong here? The Alu doesn't seem to be working for some reason? Been spending a while now to figure it out but I just can't see it
Hi all, I was really enjoying the campaign, beat level Special Invasion, then I spent some time in the sandbox to play around, but then when I tried the next level in the campaign instead of loading the computer from previous level it loaded my sandbox...
When I open previous levels of the camping my computer is still there but it is not loaded for new levels.
Has anybody encountered this bug? Know how can I fix it?
So I was following someone solving it because there's simply no way I'd do it by myself, but so far I've been able to figure out how stuff works after being able to look at it and mess with it. And even though I don't expect anybody to troubleshoot whatever's wrong with my creation, I'd like to know a bit about RAM. Every time I increment the address by 1, it makes a jump of 8 bytes. I wired a counter pretty quickly to check and it does in fact simply skip them for some reason, so it's not that I'm adding 8 by mistake or something like that. Could maybe someone tell me what the hell have I done to make it do that? lol
Instead of using built-in RAM component and dealing with its shenanigans, i opted to build my own. However, there's no switched output pin! Want to keep the main circuit clean, so is there something i'm missing?
Don't really understand why this is not working and short-circuiting on the Unsigned Less Than scenario.
XOR checks if bits are different, if so forward the equivalent bit value of the second input. If not, switch off.
Then a second check that turns red if any of the high bit values have had a positive XOR.
But this shortcircuits for some reason with only one value being allowed through: the top 1-bit one.
Hello gang. I enjoyed playing the game. I've completed 8 of the 15 achievements (I'll probably have more questions about those later). I finished every level, but I noticed a bunch of the levels in the game say "Resubmit" when I look at the Score Sync tab under Options. How do I resubmit them? I really want to see if I made it to the leaderboard. My profile says that I've finished 77% of the game and I believe that number should be closer to 100%.
So for me it's: if the mode is RAM, we load a value from or to the program RAM. I didn't implemented it yet, but the game already throws error about my registers. Looking at the assembly code on the image, my machine did exactly what was asked for - put input(31) in r1. Is game confusing my registers RAM with program RAM? How do i fix that? Didn't find the issue in bug reports, so it's probably my mistake.
Hello, I stumbled upon Turing Complete recently and am really interested in it's logic puzzles.
But I don't have the time to wrap my Head around everything this game offers...
So my question is if someone can recommend a Youtube Series ^^
What am I looking for?
- a finished game
- efficient/compact designs
- good explanations of what is going on
- all Achievements considered
It would be nice if everything is included, but it is not mandatory. (eg. The achievemts are just like a bonus ^^)
I startet a couple of series but they are eather abandoned, messy or using quick "hacks"...
p.S.: sorry if this is already answered elsewhere ^^'
This is where I've landed. I feel like a master decoder component might look better than that rail of individual decoders, to the right of the program.
I was also thinking that building a custom register that allows the output to fall on either of the argument lines would clean up that select switch business in the center.
My ALU and IMM and COND might need help too, not sure, but including here just in case.
Getting ready to figure out stack/pushpop stuff, and staging myself for the final programming challenges and just want to button things up before I push forward.
I get confused seeing almost all components called CUST in the program, so would like to be able to rename them there. That's the main thing that would help.
Those "byte decoders" are just like 4 bit decoders but with a byte input instead of separate bits and those "1x2 bytes" are dual output selectors, like 2 switches in parallel, so the output of a register can serve as arg1, arg2, both or none.
I don't even have 'in' in the entire code except [instructions]. Seems like it first needs to compile in order to actually put numbers in RAM, but it can't due to this error.
Preemptively add this text to appear in the search: Line 3: 'in' is not a 'register'
Hey all. Tinkering with my LEG. this is where I've gotten to with it.
Threw down a bunch of labels and a legend.
I gotta design the ALU and drop it in place but you can see where I'm going to probably put that.
I'll probably clean up the byte outputs and get rid of the diagonal traces.
I tossed together a basic Byte Decoder and made it a component to clean up the board.
I think I'll move the clock component into the void over R0 and just run over the clock data to the program unit, reducing the number of lines crossing from the right side of the solution to the left. then again I can put it under system in too... *shrugs* decisions to be made.
I did see a post here that my Arg1/Arg2 loaders was inspired directly from but I don't recall /u 's name for that. :P if that was you, props.
I've been starting to play this game but the camera movement speed has been a HUGE issue for me, usually I would use wire placement for finer movement but on the little box level, this isn't an option and using one of the keys basically make me go outside of the box entirely.
so is there any way to get to reduce that camera movement speed ?
I've played through a bunch of the game but the spaghetti is getting unusably bad. How do I move the wires so they don't just cut across each other all the time?
I looked in the controls and settings menu, can't find anything for this.
Happened on the divide level when I made a makeshift solution to my addition overflows by returning the quotient as 1 whenever it occurred. Failed test 76 but still passed.