(Clarified that rotating a section disconnects it) |
(→Common abbreviations: Copied from an arceived version of the old github wiki https://web.archive.org/web/20231103121731/https://github.com/Turing-Complete-Game/Suggestions-and-Issues/wiki/Common-Abbreviations) |
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<templatestyles src=Template:Controls/ | <templatestyles src=Template:Controls/styles.css/> | ||
''See also'' [https://turingcomplete.game/FAQ the official FAQ], and the [https://github.com/Turing-Complete-Game/Suggestions-and-Issues/blob/main/.github/FAQ.md github FAQ]. | ''See also'' [https://turingcomplete.game/FAQ the official FAQ], and the [https://github.com/Turing-Complete-Game/Suggestions-and-Issues/blob/main/.github/FAQ.md github FAQ]. | ||
===Common abbreviations=== | |||
* '''1bm''': One Bit Memory. The component in the game capable of storing a single bit with a save signal. | |||
* '''CC''': Custom Component, one made in the Component Factory. | |||
* '''CLA''': Carry Look Ahead. A special way of building Byte adders that reduces delay. | |||
* '''CS''': Computer Science. | |||
* '''DAG''': Directed Acyclic Graph. A special kind of graph, used in the game for simulation. This is the reason why cyclic dependencies aren't possible without {{Component|Delay Line|Delay Lines}}. | |||
* '''DB''': Delayed Buffer. An obsolete term for the {{Component|Delay Line}} component in the game that outputs the value that was input in the tick before. | |||
* '''FA''': {{Component|Full Adder}}. The level/component in the game that adds 3 bits to a 2 bit result. | |||
* '''LFSR''': Linear Feedback Shift Register. A NAND efficient alternative to Counters. | |||
* '''LUT''': Look Up Table. A common pattern for good solutions for combinatorical levels. | |||
===How do I Rotate?=== | ===How do I Rotate?=== | ||
* You can rotate a | * You can rotate a component before it is placed with the [[Controls|hotkey]], which by default is {{kbd|Space}}. | ||
* A single placed component can be rotated the same way provided it is not connected to anything else. | * A single placed component can be rotated the same way provided it is not connected to anything else. | ||
* A group of connected | * A group of connected components and wire can be rotated by selecting, cutting, rotating and then pasting it. By default this is | ||
** {{kbd|Shift}}{{mouse|l}}-drag, {{kbd|CTRL}}{{kbd|X}}, {{kbd|Space}}, {{kbd|CTRL}}{{kbd|V}} | ** {{kbd|Shift}}{{mouse|l}}-drag, {{kbd|CTRL}}{{kbd|X}}, {{kbd|Space}}, {{kbd|CTRL}}{{kbd|V}} | ||
** Any wire connection internal to the selection will be preserved. | ** Any wire connection internal to the selection will be preserved. | ||
** However this will break any [[wire]] connections (and [[watch links]]) between the selection and the rest of the circuit. You cannot rotate a selection without disconnecting it from the rest of the circuit. | ** However this will break any [[wire]] connections (and [[watch links]]) between the selection and the rest of the circuit. You cannot rotate a selection without disconnecting it from the rest of the circuit. | ||
===I've finished the last level but my profile says "Complete: 95%"=== | |||
Some levels have not syncronised with the server for some reason. To resubmit them go to the game <code>Options</code> → <code>Score Sync</code>. This will show <code>Resubmit</code> for the levels that the game is resubmitting. This fixes this issue most of the time. | |||
{{TODO}} Other options to try if this doesn't resolve it. | |||
===What are the extra RAM input/outpus for?=== | ===What are the extra RAM input/outpus for?=== |
Latest revision as of 10:10, 7 May 2025
See also the official FAQ, and the github FAQ.
Common abbreviations[edit | edit source]
- 1bm: One Bit Memory. The component in the game capable of storing a single bit with a save signal.
- CC: Custom Component, one made in the Component Factory.
- CLA: Carry Look Ahead. A special way of building Byte adders that reduces delay.
- CS: Computer Science.
- DAG: Directed Acyclic Graph. A special kind of graph, used in the game for simulation. This is the reason why cyclic dependencies aren't possible without Delay Lines.
- DB: Delayed Buffer. An obsolete term for the Delay Line component in the game that outputs the value that was input in the tick before.
- FA: Full Adder. The level/component in the game that adds 3 bits to a 2 bit result.
- LFSR: Linear Feedback Shift Register. A NAND efficient alternative to Counters.
- LUT: Look Up Table. A common pattern for good solutions for combinatorical levels.
How do I Rotate?[edit | edit source]
- You can rotate a component before it is placed with the hotkey, which by default is .
- A single placed component can be rotated the same way provided it is not connected to anything else.
- A group of connected components and wire can be rotated by selecting, cutting, rotating and then pasting it. By default this is
-drag, , ,
- Any wire connection internal to the selection will be preserved.
- However this will break any wire connections (and watch links) between the selection and the rest of the circuit. You cannot rotate a selection without disconnecting it from the rest of the circuit.
I've finished the last level but my profile says "Complete: 95%"[edit | edit source]
Some levels have not syncronised with the server for some reason. To resubmit them go to the game Options
→ Score Sync
. This will show Resubmit
for the levels that the game is resubmitting. This fixes this issue most of the time.
TODO: Other options to try if this doesn't resolve it.
What are the extra RAM input/outpus for?[edit | edit source]
They allow the RAM to load and store words wider than 64 bits on 64 bit wires.
RAM, Latency RAM and Fast RAM have 4 Input value and Output pins. Only the first is used when the data width is set to 8, 16, 32 or 64 bits. The first 2 are used when the data width is set to 128. All 4 are used when it is set to 256.