Known issues/2.0.16: Difference between revisions

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{{Early-access-version|2|0.16|apha}}
{{Early-access-version|2|0.16|apha}}


A number of levels in version are known to be broken, and require some workarounds to complete. Some of thes issues affect multiple levels, I only give the first level you are likely to come across them.
A number of levels in version are known to be broken, and require some workarounds to complete. Some of these issues affect multiple levels, I only give the first level you are likely to come across them.


== Unoffical partial fixes ==
== Unofficial partial fixes ==


Some of the levels can be fixed by replacing the game's campaign folder with an amended version from GitHub, provided by the user ERYK500.
Some of the levels can be fixed by replacing the game's campaign folder with an amended version from GitHub, provided by the user ERYK500.
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* [https://github.com/ERYK500/tc_campaign/ https://github.com/ERYK500/tc_campaign/]
* [https://github.com/ERYK500/tc_campaign/ https://github.com/ERYK500/tc_campaign/]


{{Note|These are '''UNOFFICAL''' patches, please do not report problems to the game's developer, instead post on the TC Discord server in the <code>#new-patch-talk</code> channel.}}
{{Note|These are '''UNOFFICIAL''' patches - Please do not report problems to the game's developer. Instead, post on the TC Discord server in the <code>#new-patch-talk</code> channel.}}


This is a limited fix as some of the issues are engine limitations, which require a game update to resolve.
This is a limited fix as some of the issues are engine limitations, which require a game update to resolve.
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You should be able to place 16-bit components, but the bit-width tool might not be present in the level.
You should be able to place 16-bit components, but the bit-width tool might not be present in the level.


You can try pasting the following line into <code>levels.txt</code>:
You can try pasting the following line into <code>levels.txt</code> (which is found in your save folder, check the location in Options):
<pre>symphony_register_1,true,10000,10000,0,Default
<pre>symphony_register_1,true,10000,10000,0,Default
</pre>
</pre>


Some people report that the bit-width tool appears simply by going to the Sandbox then component factory.
If your game is running, restart the game to ensure the changes take effect.
 
Some people report that the bit-width tool appears simply by going to the Sandbox then component factory. This works only if you first hoover the cursor over wire colors tool in a way that color panel stays open when the cursor is moved away and than click on Sandbox button.


If that does not work you can copy-paste 16-bit components from the sandbox.
If that does not work you can copy-paste 16-bit components from the sandbox.
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These stem from the lack of API in <code>text.si</code> to identify which RAM block is the program and which is the register file.
These stem from the lack of API in <code>text.si</code> to identify which RAM block is the program and which is the register file.


'''WORKAROUNDS''':
Before attempting the following workarounds, enable the bit-width tool by following the steps in the [[Known issues/2.0.16#Symphony Counter]] section above to modify your <code>levels.txt</code> file, if you have not done so already.  The bit-width tool will then be displayed below the wire comment tool and is required to set the bit size of the ram blocks during the following steps.
 
'''WORKAROUND A''':
# Delete the RAM for both register file and program.
# Set the bit width tool to 16, if you don't have it, see above or move onto B below.
# Place a 16-bit RAM for the register file (the size is hidden).
# Set the bit width tool to 32.
# Place a 32-bit RAM (again size is hidden) for the program.
# These steps should be taken in order. This might take several attempts, for reasons that are unclear to me.
 
'''WORKAROUND B''':
# Delete the RAM for both register file and program.
# Copy-paste a 16-bit RAM from sandbox for the register file, then
# Copy-paste a 16-bit RAM from sandbox for the register file, then
# Copy-paste a 32-bit RAM from sandbox for the program.
# Copy-paste a 32-bit RAM from sandbox for the program.
# These steps should be taken in order. This might take several attempts, for reasons that are unclear to me.
# These steps should be taken in order. This might take several attempts, for reasons that are unclear to me.
'''WORKAROUND C''':
If the above doesn't work, you can also try this, which has been reported to help.
# Remove the program counter (PC) from the level;
# Switch schematics to anything else for a moment;
# Return to the level;
# Replace the PC in its original place


[https://discord.com/channels/828292123936948244/1357729558547398837 Wire Spaghetti level log out of date]
[https://discord.com/channels/828292123936948244/1357729558547398837 Wire Spaghetti level log out of date]


The level log for Wire Spaghetti states:
The level log for Wire Spaghetti states:
3. Click "Edit link components" on the program component and then "Add register file". (do not connect the zr register)
3. Click "Edit link components" on the program component and then "Add register file". (do not connect the <code>zr</code> register)


This is now wrong, zr should be linked, as part of the register file.
This is now wrong, <code>zr</code> should be linked, as part of the register file.


=== RAM is byte addressed ===
=== RAM is byte addressed ===
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== Integrating ALU ==
== Integrating ALU ==


The ALU you previous built has a multipy instruction. The tests for Integrating ALU assume mul returns zero.
The ALU you previous built has a multiply instruction. The tests for Integrating ALU assume <code>mul</code> returns zero.


'''WORKARND''': Delete or otherwise disable the multiply componet inside the ALU custom component.
'''WORKAROUND''': Delete or otherwise disable the multiply component inside the ALU custom component.


== RAM ==
== RAM ==
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=== The level log is incomplete. ===
=== The level log is incomplete. ===


There are 4 new instructions:
There are 4 new instructions, not the 2 listed in the level log:
* <code>store_16</code>
* <code>0: load_8</code>
* <code>load_16</code>
* <code>1: store_8</code>
* <code>store_8</code>
* <code>2: load_16</code>
* <code>load_8</code>
* <code>3: store_16</code>


The level log incorrectly states put the store port at the top, they should (for this level) be at the bottom.
The level log incorrectly states put the store port at the top, the 2 store ports should (for this level) be at the bottom, see below for my recommended ordering.


'''WORKAROUND''':
'''WORKAROUND''':
Add to the existing program block from bottom to top:
From bottom to top the ports attached to the program RAM block should be:
# a 16-bit store port, then
# a new 16-bit store port, then
# an 8-bit store.
# a new 8-bit store port.
# Move the existing 32 bit load port above the store ports, followed by
# The existing 32 bit load port (used for instructions) should be moved above the store ports, then
# a 16-bit load port, and
# a new 16-bit load port, and finally,
# an 8-bit load port.
# at the top, a new 8-bit load port.


== Instruction aliases ==
== Instruction aliases ==
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=== Level fails to compile due to wrong meta.txt ===
=== Level fails to compile due to wrong meta.txt ===


Edit <code>Turing Complete\campaign\symphony_9_aliases\meta.txt</code> and delete the last 4 lines of default_assembly, so that the section reads
Edit <code>Turing Complete\campaign\symphony_9_aliases\meta.txt</code> (found in the game's install folder, not your save files) and delete the last 4 lines of default_assembly, so that the section reads


<pre>default_assembly = `
<pre>default_assembly = `

Revision as of 21:31, 19 June 2025

wip
wip

This page descibes the early access verion 2.0.16 apha. It may not be completely correct for the the current stable version, nor the latest unstable version. Help us update it, and you get a cookie.

A number of levels in version are known to be broken, and require some workarounds to complete. Some of these issues affect multiple levels, I only give the first level you are likely to come across them.

Unofficial partial fixes

Some of the levels can be fixed by replacing the game's campaign folder with an amended version from GitHub, provided by the user ERYK500.

These are UNOFFICIAL patches - Please do not report problems to the game's developer. Instead, post on the TC Discord server in the #new-patch-talk channel.

This is a limited fix as some of the issues are engine limitations, which require a game update to resolve.

Symphony Counter

Missing bit-width tool and 16-bit

You should be able to place 16-bit components, but the bit-width tool might not be present in the level.

You can try pasting the following line into levels.txt (which is found in your save folder, check the location in Options):

symphony_register_1,true,10000,10000,0,Default

If your game is running, restart the game to ensure the changes take effect.

Some people report that the bit-width tool appears simply by going to the Sandbox then component factory. This works only if you first hoover the cursor over wire colors tool in a way that color panel stays open when the cursor is moved away and than click on Sandbox button.

If that does not work you can copy-paste 16-bit components from the sandbox.

Wire Spaghetti

RAM broken in Wire Spaghetti

Various issues with RAM in Wire Spaghetti and following levels.

These stem from the lack of API in text.si to identify which RAM block is the program and which is the register file.

Before attempting the following workarounds, enable the bit-width tool by following the steps in the Known issues/2.0.16#Symphony Counter section above to modify your levels.txt file, if you have not done so already. The bit-width tool will then be displayed below the wire comment tool and is required to set the bit size of the ram blocks during the following steps.

WORKAROUND A:

  1. Delete the RAM for both register file and program.
  2. Set the bit width tool to 16, if you don't have it, see above or move onto B below.
  3. Place a 16-bit RAM for the register file (the size is hidden).
  4. Set the bit width tool to 32.
  5. Place a 32-bit RAM (again size is hidden) for the program.
  6. These steps should be taken in order. This might take several attempts, for reasons that are unclear to me.

WORKAROUND B:

  1. Delete the RAM for both register file and program.
  2. Copy-paste a 16-bit RAM from sandbox for the register file, then
  3. Copy-paste a 32-bit RAM from sandbox for the program.
  4. These steps should be taken in order. This might take several attempts, for reasons that are unclear to me.

WORKAROUND C:

If the above doesn't work, you can also try this, which has been reported to help.

  1. Remove the program counter (PC) from the level;
  2. Switch schematics to anything else for a moment;
  3. Return to the level;
  4. Replace the PC in its original place

Wire Spaghetti level log out of date

The level log for Wire Spaghetti states: 3. Click "Edit link components" on the program component and then "Add register file". (do not connect the zr register)

This is now wrong, zr should be linked, as part of the register file.

RAM is byte addressed

The level log does not make clear that RAM is byte addressed (this is a change from 0.1059).

Since the register file entries are 16-bits (2 bytes) wide the register address should be adjusted to match.

r9 should have value 65535 not 0

If you see this error on tick 62, then you are writing to and reading from the zero register, this is an error in your circuit, not a bug in the game.

Integrating ALU

The ALU you previous built has a multiply instruction. The tests for Integrating ALU assume mul returns zero.

WORKAROUND: Delete or otherwise disable the multiply component inside the ALU custom component.

RAM

The level log is incomplete.

There are 4 new instructions, not the 2 listed in the level log:

  • 0: load_8
  • 1: store_8
  • 2: load_16
  • 3: store_16

The level log incorrectly states put the store port at the top, the 2 store ports should (for this level) be at the bottom, see below for my recommended ordering.

WORKAROUND: From bottom to top the ports attached to the program RAM block should be:

  1. a new 16-bit store port, then
  2. a new 8-bit store port.
  3. The existing 32 bit load port (used for instructions) should be moved above the store ports, then
  4. a new 16-bit load port, and finally,
  5. at the top, a new 8-bit load port.

Instruction aliases

Level fails to compile due to wrong meta.txt

Edit Turing Complete\campaign\symphony_9_aliases\meta.txt (found in the game's install folder, not your save files) and delete the last 4 lines of default_assembly, so that the section reads

default_assembly = `
in r1
mov r2, r1
neg r3, r2
not r4, r2
`

Level fails due to wrong test.si

Edit Turing Complete\campaign\symphony_9_aliases\test.si and replace the it all with

def get_input($scratch_space: [Int], tick: Int, $inputs: [Int]) {
    inputs[0] = 10
}

def check_output($scratch_space: [Int], tick: Int, inputs: [Int], outputs: [Int]) TestResult {
    switch tick
        0 {
            if get_register_value(1) != 10 {
                set_error(`The first instruction is supposed to move the input value (10) to r1.`)
                return fail
            }
        }
        1 {
            if get_register_value(2) != 10 {
                set_error(`The first instruction is supposed to move the input value (10) to r2.`)
                return fail
            }
        }
        2 {
            if get_register_value(3) != 65526 {
                set_error(`Negate r2 and store the result (65526) in r3.`)
                return fail
            }
        }
        3 {
            if get_register_value(4) != 65525 {
                set_error(`NOT r2 and store the result (-9) in r4.`)
                return fail
            }
            return win
        } 
}

Various levels

A number of levels' meta.txt have out of date spec.isa, these can be fixed with a simple regex

s/(^|  )([01][01])0/$10$2/g