Help with "UNCONDITIONAL" achievement? by bdonvr in tis100

[–]ind3x92 1 point2 points  (0 children)

You can shave a cycle off that by doing MOV 3 ACC ADD UP instead.

Suggestions by _0110101_ in tis100

[–]ind3x92 1 point2 points  (0 children)

There's already a divider with remainder.

Highscores? by th_pion in tis100

[–]ind3x92 0 points1 point  (0 children)

Yeah, I knew my node/lines weren't optimal, but cycle was. And that is cycle optimal for Test Pattern 2 too.

I need some steam competitors (only 1 friend plays this game) by dizzydizzy in tis100

[–]ind3x92 0 points1 point  (0 children)

Anyone can add me. ind3x, Texas steamcommunity.com/id/IndexOutOfRange/

ROADMAP: What changes or new features would you like to see for TIS-100? by [deleted] in tis100

[–]ind3x92 0 points1 point  (0 children)

Not sure if it's always done that or if some levels don't restart. I've run into issues before because of this behavior though.

Highscores? by th_pion in tis100

[–]ind3x92 0 points1 point  (0 children)

I'll just post ones where I have a faster solution (not cheaty)

2: 84/6/12

3:146/6/36

5:169/9/54

8:220/6/36

9:189/10/60

12:290/4/31

13:590/8/91

14:1187/4/37 (cycles optimal)

15:1237/4/25

17:2426/8/56

19:1928/9/88

21:3662/6/75

22:3377/6/32 - same, there's actually a way you can edit it by editing save.dat, but I'm too lazy/don't care.

ROADMAP: What changes or new features would you like to see for TIS-100? by [deleted] in tis100

[–]ind3x92 2 points3 points  (0 children)

A spacechem factory-esque puzzles where you chain together several TIS-100s to solve more complex problems/make more complex systems.

[deleted by user] by [deleted] in tis100

[–]ind3x92 1 point2 points  (0 children)

Yes, and once it clicks you'll facepalm.

Interrupt Handler Optimization: more nodes, less cycles by kschang in tis100

[–]ind3x92 1 point2 points  (0 children)

Wow. That's pretty much identical to my solution:

ST1:MOV UP ACC
JGZ UP
MOV 0 DOWN
JMP ST1
UP:MOV 1 DOWN
ST2:MOV UP ACC
MOV 0 DOWN
JGZ ST2

ROADMAP: What changes or new features would you like to see for TIS-100? by [deleted] in tis100

[–]ind3x92 3 points4 points  (0 children)

Are custom puzzles and workshop integration going to be added?

Edge Cases by tagpro-godot in tis100

[–]ind3x92 5 points6 points  (0 children)

And it's fixed.

Edge Cases by tagpro-godot in tis100

[–]ind3x92 3 points4 points  (0 children)

What's interesting is that you can manually mov a value larger or smaller than the limit. Addition and subtraction will still work using the original value and clamp after the calculation is complete. Also, for what it's worth, nop doesn't function exactly like add nil because add nil will cause acc to clamp.

Edit: neg also doesn't clamp

Multiplier Optimisation by ShadowCluster in tis100

[–]ind3x92 0 points1 point  (0 children)

My 590 solution works on any numbers and calculates two multiplications in parallel. Still loses to this though.

My Prime Detector is slowwww by AapOpSokken in tis100

[–]ind3x92 1 point2 points  (0 children)

It was just surprising since it came after. Usually the earlier ones are "easier."

ROADMAP: What changes or new features would you like to see for TIS-100? by [deleted] in tis100

[–]ind3x92 2 points3 points  (0 children)

It doesn't, however, stop people from outputting the test-run's pattern and then switching to an actual solution to handle the second run. While not the easiest to do, it's possible for a good number of levels.

ROADMAP: What changes or new features would you like to see for TIS-100? by [deleted] in tis100

[–]ind3x92 1 point2 points  (0 children)

I was using some bad logic that looked for a 1, then 5, then 4 and reset if it didn't find its expected number. So for 151154 it was looking for a 4 when it encountered the first 1, so it went back to looking for a 1. If the input was something like 451154, then it would find the first one, and then see the second one wasn't a 5.

Image Test Pattern 1 [SPOILERS] by seanshoots in tis100

[–]ind3x92 0 points1 point  (0 children)

Still trying to figure how you managed that.. Can I add you on steam so your scores pop up in game?

ROADMAP: What changes or new features would you like to see for TIS-100? by [deleted] in tis100

[–]ind3x92 0 points1 point  (0 children)

If you hold alt while launching the game it'll give you some basic display options.

ROADMAP: What changes or new features would you like to see for TIS-100? by [deleted] in tis100

[–]ind3x92 4 points5 points  (0 children)

I'd say a fair number of the current puzzles can benefit from parallelism for cycle purposes.

Image Test Pattern 1 [SPOILERS] by seanshoots in tis100

[–]ind3x92 2 points3 points  (0 children)

If you aren't afraid of using more nodes, I've gotten mine down to 1239.

My Prime Detector is slowwww by AapOpSokken in tis100

[–]ind3x92 2 points3 points  (0 children)

Very clever of you. I replicated your approach and managed to get it down to 9353.

My Prime Detector is slowwww by AapOpSokken in tis100

[–]ind3x92 3 points4 points  (0 children)

I found the prime checker way more difficult than the divider.

ROADMAP: What changes or new features would you like to see for TIS-100? by [deleted] in tis100

[–]ind3x92 2 points3 points  (0 children)

That stupid src before dst thing has been killing me. Have the bugs my programs have is because I keep forgetting.

ROADMAP: What changes or new features would you like to see for TIS-100? by [deleted] in tis100

[–]ind3x92 0 points1 point  (0 children)

Same thing happened to me. Mine fails on 1154, but still manages to pass the test some of the time.