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Custom level creation/meta.txt
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==Fields== * <code>kind: LevelKind</code> ** One of <code>misc</code>, <code>combinational</code>, <code>sequential</code>, <code>architecture</code>, <code>factory</code> * <code>immutable_program: Bool</code> ** Player cannot edit the program in assembley enabled RAM & ROM * <code>immutable_spec: Bool</code> ** Player cannot edit the <code>spec.isa</code> * <code>overwrite_assembly: Bool</code> * <code>no_score: Bool</code> * <code>tests: SInt</code> ** Number of tests to run, defaults to 1 * <code>title: String</code> ** Pretty name for display in game * <code>default_isa_spec: String</code> * <code>default_assembly: String</code> * <code>no_panel: Bool</code> * <code>no_state_ui: Bool</code> * <code>no_controls: Bool</code> * <code>size: (S16,S16,S16,S16)</code> ** Coordinates of the edges of the allowed draw area <code>(left, top, right, bottom)</code> ** Ignored for architecture levels * <code>unlocks_components: [ComponentKind]</code> * <code>components_available: {ComponentKind: SInt}</code> ** This overrides the default component list based on the level progression ** Maximum number of allowed instances of <code>ComponentKind</code> ** -1 means unlimited ** If this option is specified then custom components will NOT be available unless the IO pins (<code>com_cc_input: -1, com_cc_output: -1</code>) are also listed. * <code>add_components: {ComponentKind: SInt}</code> ** This adds to the default component list based on the level progression ** -1 means unlimited * <code>remove_components: [ComponentKind]</code> ** Exclude these Components from the build menu * <code>tick_past_fail: SInt</code> * <code>output_history_pins: SInt</code> * <code>copy_solution_to_level: [String]</code> ** Note: Potentially broken parsing code, might copy stuff to weird locations on small mistakes * <code>copy_solution_to_architecture: String</code> * <code>save_solution_as_custom: String</code> * <code>unlocks_info: String</code> * <code>input_labels: [(String,)|(String,String)|(String,String,String)]</code> ** Same Note, but less danger, just messed up names * <code>output_labels: [String]</code> ** Same Note * <code>unlocks_pages: [String]</code> ** Same Note * <code>unlocks_special: [String]</code> ** Same Note * <code>background: UInt</code> * <code>arch_input_word_size: SInt</code> * <code>next_level: String</code> * <code>dialogue: Dialogue</code> * <code>post_mortem_first_win: Dialogue</code> * <code>post_mortem: Dialogue</code> === Dialogue === The <Dialogue> format is TODO.
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