安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Making a loop without jmp instruction can save a lot of power.
You can get 2 nops in only 1 instruction by using gen p1 0 0 . This can help you save your lines of code.
1 17,21,9,3,11 2,18,15,23,14 6,15,24 10,21,13,16,19 15,22,5,18 20,8,5 12,1,26,25 4,15,7
A quick brown fox jumps over the lazy dog
Spoilers craved.
So close to getting the cost down to 6 but had to pad the end of the first module with 3 nops to get the timing right.
But then you have to send multiple data points in bits in a single time unit. over a simple i/o. that involves a whole lot of timing and syncronisation. what a pain.
1. There is some glitch which can cause a simple input to be written to. Perhaps after >999 write attempts the logic will overflow and bend to your whim. This could explain the high power requirements in other solved solutions
2. There is a way to arrange components on the board that allows for communication between sides. I've tried all manner of tricks, but perhaps there's still something I'm missing
3. Perhaps there's a component that's required to solve the puzzle that must first be unlocked in the campaign.
4. Compression? Using huffman coding for example, you may be able to fit enough into rom modules, but the text doesn't seem highly compressable. The "a quick brown fox jumps over the lazy dog" text for example uses all 26 characters of the alphabet exactly once. Still, this seems the most likely candidate.
Anyone offering to help me know if one of my guesses is close?
However, I'm even more surpised that you have even beaten the power usage of my solution with the same production cost and number of lines. It makes me start to wonder whether every player actually gets the same sample I/O. The LUA script seems to randomly generate the sample data. But it seems the same sequence of data are used every time I simulate my designs. Otherwise, I would get different power usage results on every run, since the executed lines of code heavily depend on the input. Either I miss something or the power usage isn't comperable across players?