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{{Breadcrumbs|Alpha Branch/{{SUBPAGENAME}}}} | {{Breadcrumbs|Alpha Branch/{{SUBPAGENAME}}}} | ||
{{Early-access-version|2|0.16| | {{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 | 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 == | == Unofficial partial fixes == | ||
| Line 24: | Line 24: | ||
</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This section is out of date for current 2.1.x alpha builds. | |||
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; | |||
* 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. | |||
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. | |||
== Integrating ALU == | == Integrating ALU == | ||
This section is out of date for current 2.1.x alpha builds. | |||
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. | |||
== RAM == | |||
This section is out of date for current 2.1.x alpha builds. | |||
<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> | |||
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 == | |||
This section is out of date for current 2.1.x alpha builds. | |||
<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> | |||
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. | |||
== Instruction aliases == | == Instruction aliases == | ||
This section is out of date for current 2.1.x alpha builds. | |||
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. | |||
The older workaround about editing four load/store lines or replacing <code>test.si</code> should be removed for current builds. | |||
== Various levels == | |||
This section appears to describe older assembly-spec problems. | |||
=== | |||
< | Current local 2.1.48 Alpha files already ship separate <code>default.isa</code> assets for later Symphony levels, including: | ||
* <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> | |||
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. | |||
< | |||
</ | |||
Latest revision as of 09:33, 30 March 2026
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.
#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 MemoryandRegister Filecomponents 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
zrdisconnected.
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_81 load_162 load_323 reserved4 store_85 store_166 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_81 load_162 load_323 pload4 store_85 store_166 store_327 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.txtasks the player to add five aliases:mov,neg,not,movt, andmovb;campaign/symphony_9_aliases/default.asmuses only those five instructions; andcampaign/symphony_9_aliases/test.sivalidates 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.isacampaign/symphony_reg_use_check/default.isacampaign/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.
