Known issues/2.0.16: Difference between revisions

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{{Breadcrumbs|Alpha Branch/{{SUBPAGENAME}}}}
{{Breadcrumbs|Alpha Branch/{{SUBPAGENAME}}}}
{{Early-access-version|2|0.16|apha}}
{{Early-access-version|2|0.16|alpha}}


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.
The level log mentions "like in the register level", disregard that as that level has been removed, and this text not yet been updated to match.


== Wire Spaghetti ==
== Wire Spaghetti ==
This section is out of date for current 2.1.x alpha builds.


[https://discord.com/channels/828292123936948244/1357728243456806984 RAM broken in Wire Spaghetti]
In the current local 2.1.48 Alpha files, <code>campaign/symphony_1_nand/meta.txt</code> already:
 
* uses the provided <code>Main Memory</code> and <code>Register File</code> components instead of asking the player to place their own RAM blocks;
Various issues with RAM in Wire Spaghetti and following levels.
* explains that register addresses are byte-addressed and must be multiplied by 4; and
 
* no longer tells the player to leave <code>zr</code> disconnected.
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''':
The older RAM-width workarounds and the <code>zr</code> note below applied to older builds only and should not be followed on current builds.
# Copy-paste a 16-bit RAM from sandbox for the register file, then
# 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.
 
[https://discord.com/channels/828292123936948244/1357729558547398837 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 ==
== Integrating ALU ==
This section is out of date for current 2.1.x alpha builds.


The ALU you previous built has a multipy instruction. The tests for Integrating ALU assume mul returns zero.
In the current local files, <code>campaign/symphony/test.si</code> implements opcode <code>11</code> as multiplication (<code>a_value * b_value</code>). The old workaround about deleting or disabling the multiply unit should not be followed on current builds.


'''WORKARND''': Delete or otherwise disable the multiply componet inside the ALU custom component.
== RAM ==
This section is out of date for current 2.1.x alpha builds.


== RAM ==
<code>campaign/symphony_6_ram/meta.txt</code> already documents:
* <code>0 load_8</code>
* <code>1 load_16</code>
* <code>2 load_32</code>
* <code>3 reserved</code>
* <code>4 store_8</code>
* <code>5 store_16</code>
* <code>6 store_32</code>


=== The level log is incomplete. ===
It also already explains that the load ports must be above the store ports to avoid a circular dependency. The older workaround in this section should be removed for current builds.


There are 4 new instructions:
== SSD ==
* <code>store_16</code>
This section is out of date for current 2.1.x alpha builds.
* <code>load_16</code>
* <code>store_8</code>
* <code>load_8</code>


The level log incorrectly states put the store port at the top, they should (for this level) be at the bottom.
<code>campaign/symphony_7_ssd/meta.txt</code> already documents:
* <code>0 load_8</code>
* <code>1 load_16</code>
* <code>2 load_32</code>
* <code>3 pload</code>
* <code>4 store_8</code>
* <code>5 store_16</code>
* <code>6 store_32</code>
* <code>7 pstore</code>


'''WORKAROUND''':
Also, <code>campaign/symphony/test.si</code> reads <code>Main Memory</code> and <code>Persistent Memory</code> by name, so the older RAM/SSD mix-up workaround does not match the current local files.
Add to the existing program block from bottom to top:
# a 16-bit store port, then
# an 8-bit store.
# Move the existing 32 bit load port above the store ports, followed by
# a 16-bit load port, and
# an 8-bit load port.


== Instruction aliases ==
== Instruction aliases ==
This section is out of date for current 2.1.x alpha builds.


=== Level fails to compile due to wrong meta.txt ===
Current local files show:
* <code>campaign/symphony_9_aliases/meta.txt</code> asks the player to add five aliases: <code>mov</code>, <code>neg</code>, <code>not</code>, <code>movt</code>, and <code>movb</code>;
* <code>campaign/symphony_9_aliases/default.asm</code> uses only those five instructions; and
* <code>campaign/symphony_9_aliases/test.si</code> validates the resulting register values for those instructions.


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
The older workaround about editing four load/store lines or replacing <code>test.si</code> should be removed for current builds.


<pre>default_assembly = `
== Various levels ==
in r1
This section appears to describe older assembly-spec problems.
mov r2, r1
neg r3, r2
not r4, r2
`</pre>
 
=== Level fails due to wrong test.si ===
 
Edit <code>Turing Complete\campaign\symphony_9_aliases\test.si</code> and replace the it all with


<pre>def get_input($scratch_space: [Int], tick: Int, $inputs: [Int]) {
Current local 2.1.48 Alpha files already ship separate <code>default.isa</code> assets for later Symphony levels, including:
    inputs[0] = 10
* <code>campaign/symphony_10_stack/default.isa</code>
}
* <code>campaign/symphony_reg_use_check/default.isa</code>
* <code>campaign/symphony_11_functions/default.isa</code>


def check_output($scratch_space: [Int], tick: Int, inputs: [Int], outputs: [Int]) TestResult {
These files already include <code>movt</code>, <code>movb</code>, <code>push</code>, <code>pop</code>, <code>call</code>, and <code>ret</code>. The broad regex/workaround section should be treated as historical and should be removed unless someone can still reproduce it on a current build.
    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
        }
}</pre>
 
== Various levels ==
 
A number of levels' meta.txt have out of date spec.isa, these can be fixed with a simple regex
<pre>
s/(^|  )([01][01])0/$10$2/g
</pre>

Latest revision as of 09:33, 30 March 2026

wip
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This page descibes the early access verion 2.0.16 alpha. 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[edit | edit source]

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[edit | edit source]

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.

The level log mentions "like in the register level", disregard that as that level has been removed, and this text not yet been updated to match.

Wire Spaghetti[edit | edit source]

This section is out of date for current 2.1.x alpha builds.

In the current local 2.1.48 Alpha files, campaign/symphony_1_nand/meta.txt already:

  • uses the provided Main Memory and Register File components instead of asking the player to place their own RAM blocks;
  • explains that register addresses are byte-addressed and must be multiplied by 4; and
  • no longer tells the player to leave zr disconnected.

The older RAM-width workarounds and the zr note below applied to older builds only and should not be followed on current builds.

Integrating ALU[edit | edit source]

This section is out of date for current 2.1.x alpha builds.

In the current local files, campaign/symphony/test.si implements opcode 11 as multiplication (a_value * b_value). The old workaround about deleting or disabling the multiply unit should not be followed on current builds.

RAM[edit | edit source]

This section is out of date for current 2.1.x alpha builds.

campaign/symphony_6_ram/meta.txt already documents:

  • 0 load_8
  • 1 load_16
  • 2 load_32
  • 3 reserved
  • 4 store_8
  • 5 store_16
  • 6 store_32

It also already explains that the load ports must be above the store ports to avoid a circular dependency. The older workaround in this section should be removed for current builds.

SSD[edit | edit source]

This section is out of date for current 2.1.x alpha builds.

campaign/symphony_7_ssd/meta.txt already documents:

  • 0 load_8
  • 1 load_16
  • 2 load_32
  • 3 pload
  • 4 store_8
  • 5 store_16
  • 6 store_32
  • 7 pstore

Also, campaign/symphony/test.si reads Main Memory and Persistent Memory by name, so the older RAM/SSD mix-up workaround does not match the current local files.

Instruction aliases[edit | edit source]

This section is out of date for current 2.1.x alpha builds.

Current local files show:

  • campaign/symphony_9_aliases/meta.txt asks the player to add five aliases: mov, neg, not, movt, and movb;
  • campaign/symphony_9_aliases/default.asm uses only those five instructions; and
  • campaign/symphony_9_aliases/test.si validates the resulting register values for those instructions.

The older workaround about editing four load/store lines or replacing test.si should be removed for current builds.

Various levels[edit | edit source]

This section appears to describe older assembly-spec problems.

Current local 2.1.48 Alpha files already ship separate default.isa assets for later Symphony levels, including:

  • campaign/symphony_10_stack/default.isa
  • campaign/symphony_reg_use_check/default.isa
  • campaign/symphony_11_functions/default.isa

These files already include movt, movb, push, pop, call, and ret. The broad regex/workaround section should be treated as historical and should be removed unless someone can still reproduce it on a current build.