Editing IC10
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | [[Category: | + | [[Category:MIPS Programming]] |
− | = | + | =MIPS scripting language for IC10 housings / chips= |
− | MIPS is [[Stationeers]]' | + | MIPS is [[Stationeers]]' in-game scripting language. It runs on [[Integrated Circuit (IC10)|IC10 chips]] crafted at the [[Electronics Printer]]. |
==Registers== | ==Registers== | ||
Line 44: | Line 44: | ||
This code will load the average temperature of all gas sensors on the network named "Sensor 1" onto register '''r0''' | This code will load the average temperature of all gas sensors on the network named "Sensor 1" onto register '''r0''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Here are some examples demonstrating all three operations: | Here are some examples demonstrating all three operations: | ||
Line 72: | Line 56: | ||
To set a device specific value (like '''On'''), you can write into this value. | To set a device specific value (like '''On'''), you can write into this value. | ||
− | <code>s d0 On r0</code><br>Writes the value from register '''r0''' out to '''On''' parameter of device '''d0'''. In this example the device will be turned On, if valve of register r0 equals 1, otherwise (register r0 equals 0) it will turned off. See section [[ | + | <code>s d0 On r0</code><br>Writes the value from register '''r0''' out to '''On''' parameter of device '''d0'''. In this example the device will be turned On, if valve of register r0 equals 1, otherwise (register r0 equals 0) it will turned off. See section [[MIPS#Device_Variables|Device Variables]]. |
− | It's recommended to use labels (like: ''someVariable'') instead of a direct reference to the register. See '''alias''' in section [[ | + | It's recommended to use labels (like: ''someVariable'') instead of a direct reference to the register. See '''alias''' in section [[MIPS#Instructions|Instructions]]. |
=== Special registers === | === Special registers === | ||
Line 80: | Line 64: | ||
==Stack Memory== | ==Stack Memory== | ||
− | ;push r?: adds the value | + | ;push r?: adds the value of register '''r?''' to the stack memory at index '''sp''' and increments the '''sp''' by 1. |
;pop r?: loads the value in the stack memory at index <code>sp-1</code> into register '''r?''' and decrements the '''sp''' by 1. | ;pop r?: loads the value in the stack memory at index <code>sp-1</code> into register '''r?''' and decrements the '''sp''' by 1. | ||
;peek r?: loads the value in the stack memory at index <code>sp-1</code> into register '''r?'''. | ;peek r?: loads the value in the stack memory at index <code>sp-1</code> into register '''r?'''. | ||
− | |||
− | |||
− | |||
− | |||
As mentioned previously, '''sp''' can be both written to and read from any time. When reading ('''peek''' or '''pop'''), '''sp''' must be between 1 and 512, inclusive. While writing ('''push'''), '''sp''' must be between 0 and 511, inclusive. | As mentioned previously, '''sp''' can be both written to and read from any time. When reading ('''peek''' or '''pop'''), '''sp''' must be between 1 and 512, inclusive. While writing ('''push'''), '''sp''' must be between 0 and 511, inclusive. | ||
Line 97: | Line 77: | ||
Traversing the stack can be done similarly to how an array would be traversed in some other languages: | Traversing the stack can be done similarly to how an array would be traversed in some other languages: | ||
− | + | <blockquote> | |
− | #this will traverse indices {min value} through {max value}-1 | + | <nowiki />#this will traverse indices {min value} through {max value} - 1 |
+ | |||
move sp {min value} | move sp {min value} | ||
+ | |||
+ | |||
loop: | loop: | ||
+ | |||
add sp sp 1 | add sp sp 1 | ||
+ | |||
peek r0 | peek r0 | ||
+ | <nowiki />#do something here with your stack values (loaded into r0) | ||
+ | |||
+ | blt sp {max value} loop | ||
− | |||
− | + | <nowiki />#continue on | |
− | + | </blockquote> | |
− | |||
Alternatively, you can use the pop function's decrementing to make a more efficient loop: | Alternatively, you can use the pop function's decrementing to make a more efficient loop: | ||
− | + | ||
+ | <blockquote> | ||
move sp {max value} | move sp {max value} | ||
+ | |||
add sp sp 1 | add sp sp 1 | ||
+ | |||
+ | |||
loop: | loop: | ||
+ | |||
pop r0 | pop r0 | ||
− | #do something here with your stack values (loaded into r0) | + | <nowiki />#do something here with your stack values (loaded into r0) |
bgt sp {min value} loop | bgt sp {min value} loop | ||
− | |||
− | + | <nowiki />#continue on | |
+ | |||
+ | </blockquote> | ||
==Device Ports== | ==Device Ports== | ||
Line 132: | Line 124: | ||
The '''l''' (load) or '''s''' (set) instructions you have to read or set these values to your device. Examples: | The '''l''' (load) or '''s''' (set) instructions you have to read or set these values to your device. Examples: | ||
− | + | ||
− | #Reads the 'Temperature' from an atmosphere sensor | + | <code>l r0 d0 Temperature</code> #Reads the '''Temperature''' from an atmosphere sensor at device port '''d0''' into register '''r0'''. |
− | + | ||
− | + | <code>s d1 Setting r0 </code> # Writes the value of the register '''r0''' to the device on port '''d1''' into the variable '''Setting'''. | |
− | |||
− | |||
− | # Writes the value of the register 'r0' to the | ||
− | |||
− | |||
− | |||
==Labels== | ==Labels== | ||
Labels are used to make it easier to jump between lines in the script. The label will have a numerical value that is the same as its line number. Even though it's possible to use a labels value for calculations, doing so is a bad idea since any changes to the code can change the line numbers of the labels. | Labels are used to make it easier to jump between lines in the script. The label will have a numerical value that is the same as its line number. Even though it's possible to use a labels value for calculations, doing so is a bad idea since any changes to the code can change the line numbers of the labels. | ||
− | + | ||
− | main: # define a jump mark with label 'main' | + | <br><code>main:</code> # define a jump mark with label '''main''' |
− | j main # jumps back to 'main' | + | <br><code>j main</code> # jumps back to '''main''' |
− | + | ||
==Constants== | ==Constants== | ||
Instead of using a register to store a fixed value, a constant can be made. Using this name will refer to the assigned value. With the help of Constants you can save register places. | Instead of using a register to store a fixed value, a constant can be made. Using this name will refer to the assigned value. With the help of Constants you can save register places. | ||
− | + | <br><code>define pi 3.14159</code> # defines a Constant with name '''pi''' and set it's value to 3.14159 | |
− | # defines a Constant with name 'pi' | ||
− | |||
− | |||
− | |||
− | You can use these constants like any other variables (see: alias in section [[ | + | You can use these constants like any other variables (see: alias in section [[MIPS#Instructions|Instructions]]). Example: |
− | + | <br><code>move r0 pi</code> # set the value of register '''r0''' to the value of constant named '''pi'''. | |
− | # set the value of register 'r0' to the value of constant named 'pi'. | ||
− | |||
− | |||
==Numeric values== | ==Numeric values== | ||
Line 179: | Line 158: | ||
==Indirect referencing== | ==Indirect referencing== | ||
This is a way of accessing a register by using another register as a pointer. Adding an additional r in front of the register turns on this behaviour. The value stored in the register being used as the pointer must be between 0 to 15, this will then point to a register from r0 to r15, higher or lower values will cause an error. | This is a way of accessing a register by using another register as a pointer. Adding an additional r in front of the register turns on this behaviour. The value stored in the register being used as the pointer must be between 0 to 15, this will then point to a register from r0 to r15, higher or lower values will cause an error. | ||
− | + | ||
− | move r0 5 | + | <code>move r0 5</code> stores the value 5 in r0 |
− | move rr0 10 | + | <br><code>move rr0 10</code> is now the same as <code>move r5 10</code> since r0 has the value 5, rr0 points at the register r5 |
− | |||
− | |||
− | |||
Additional r's can be added to do indirect referencing multiple times in a row. | Additional r's can be added to do indirect referencing multiple times in a row. | ||
− | + | <br><code>move r1 2</code> | |
− | move r1 2 | + | <br><code>move r2 3</code> |
− | move r2 3 | + | <br><code>move rrr1 4</code> is now the same as <code>move r3 4</code> since r1 points at r2 which points at r3 |
− | move rrr1 4 | ||
− | |||
− | |||
− | |||
This also works with devices | This also works with devices | ||
− | + | <br><code>move r0 2</code> stores the value 2 in r0 | |
− | move r0 2 | + | <br><code>s dr0 On 1</code> is now the same as <code>s d2 On 1</code>, r0 has the value 2 so dr0 points at d2 |
− | s dr0 On 1 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Comments== | ==Comments== | ||
Comments can be placed using a '''#''' symbol. All comments are ignored by the game when it reads commands. Below is an example of valid code with two comments. | Comments can be placed using a '''#''' symbol. All comments are ignored by the game when it reads commands. Below is an example of valid code with two comments. | ||
− | + | ||
− | alias MyAlias r0 # Text after the hash tag will be ignored to the end of the line. | + | <code> alias MyAlias r0 # Text after the hash tag will be ignored to the end of the line. </code> <br> |
− | # You can also write comments on their own lines, like this. | + | <code> # You can also write comments on their own lines, like this. </code> |
− | |||
==Debugging advices== | ==Debugging advices== | ||
Line 229: | Line 184: | ||
<code>s db Setting 137</code> # sets/writes the number 137 into the parameter '''Setting''' of the IC Housing('''db''') | <code>s db Setting 137</code> # sets/writes the number 137 into the parameter '''Setting''' of the IC Housing('''db''') | ||
− | Always use unique names for labels. When a label is named after a | + | Always use unique names for labels. When a label is named after a MIPS keyword like "Temperature:" or "Setting:" the original meaning of the keyword is overwritten, so when an instruction tries to use it an error will occur. |
A [[Cartridge#Configuration|configuration cartridge]] installed in a [[Handheld_Tablet|tablet]] can be used to see all available values and configuration parameter for all devices you focus on. | A [[Cartridge#Configuration|configuration cartridge]] installed in a [[Handheld_Tablet|tablet]] can be used to see all available values and configuration parameter for all devices you focus on. | ||
− | ==Learning | + | ==Learning MIPS== |
− | + | MIPS can be difficult to get started with. So here is a list of instructions that are useful for beginners. These can be used to write many different scripts. | |
General: | General: | ||
Line 285: | Line 240: | ||
<br>Notes: | <br>Notes: | ||
− | <br>-All instructions and variables can be seen in-game in the | + | <br>-All instructions and variables can be seen in-game in the MIPS editor window by clicking the "f", "x" and "s(x)" buttons on the top right. |
<br>-The stationpedia is the best source to see which variables are available to each device. | <br>-The stationpedia is the best source to see which variables are available to each device. | ||
<br>-Most scripts are loops, they end with a jump instruction that leads back up to the start. Otherwise they will just run once and then stop. | <br>-Most scripts are loops, they end with a jump instruction that leads back up to the start. Otherwise they will just run once and then stop. | ||
Line 346: | Line 301: | ||
---- | ---- | ||
− | + | <div id="alias"></div> | |
+ | ;alias | ||
+ | :alias str r? d? # labels register or device reference with name. When alias is applied to a device, it will affect what shows on the screws in the IC base. (housing) | ||
+ | <code>alias vTemperature r0</code> | ||
+ | <br> | ||
+ | <code>alias dAutoHydro1 d0</code> | ||
+ | |||
+ | <div id="move"></div> | ||
+ | ;move | ||
+ | :d s # stores the value of s in d | ||
+ | <code>move r0 42 # Store 42 in register 0</code> | ||
+ | |||
+ | <div id="l"></div> | ||
+ | <div id="load"></div> | ||
+ | ;l (load) | ||
+ | :l r# d# parameter | ||
+ | Reads from a device (d#) and stores the value in a register (r#) | ||
+ | |||
+ | <code>l r0 d0 Setting</code><br>Read from the device on d0 into register 0 | ||
+ | |||
+ | <code>l r1 d5 Pressure</code><br>Read the pressure from a sensor | ||
+ | |||
+ | This also works with aliases. For example:<br/> | ||
+ | <code> | ||
+ | alias Sensor d0 <br/> | ||
+ | l r0 Sensor Temperature | ||
+ | </code> | ||
+ | |||
+ | <div id="ls"></div> | ||
+ | <div id="load slot"></div> | ||
+ | ;ls (load slot) | ||
+ | :ls r# d# slotNum parameter | ||
+ | Reads from a slot (slotNum) of a device (d#) and stores the value in a register (r#) | ||
+ | |||
+ | <code>ls r0 d0 2 Occupied</code><br>Read from the second slot of device on d0, stores 1 in r0 if it's occupied, 0 otherwise. | ||
+ | |||
+ | And here is the code to read the charge of an AIMeE:<br/> | ||
+ | <code> | ||
+ | alias robot d0 <br/> | ||
+ | alias charge r0 <br/> | ||
+ | ls charge robot 0 Charge | ||
+ | </code> | ||
+ | |||
+ | |||
+ | <div id="s"></div> | ||
+ | <div id="set"></div> | ||
+ | ;s (set) | ||
+ | :s d# parameter r# | ||
+ | Writes a setting to a device. | ||
+ | |||
+ | <code>s d0 Setting r0</code> | ||
+ | |||
+ | |||
+ | <div id="add"></div> | ||
+ | ;add | ||
+ | :d s t # calculates s + t and stores the result in d | ||
+ | <code>add r0 r1 1 # add 1 to r1 and store the result as r0</code> | ||
+ | <br> | ||
+ | <code>add r0 r0 1 # increment r0 by one</code> | ||
+ | <div id="sub"></div> | ||
+ | ;sub | ||
+ | :d s t # calculates s - t and stores the result in d | ||
+ | <div id="mul"></div> | ||
+ | ;mul | ||
+ | :d s t # calculates s * t and stores the result in d | ||
+ | <div id="div"></div> | ||
+ | ;div | ||
+ | :d s t # calculates s / t and stores the result in d | ||
+ | <div id="mod"></div> | ||
+ | ;mod | ||
+ | :d s t | ||
+ | ::# calculates s mod t and stores the result in d. Note this | ||
+ | ::# doesn't behave like the % operator - the result will be | ||
+ | ::# positive even if the either of the operands are negative | ||
− | + | <div id="slt"></div> | |
+ | ;slt | ||
+ | :d s t # stores 1 in d if s < t, 0 otherwise | ||
+ | |||
+ | <div id="sqrt"></div> | ||
+ | ;sqrt | ||
+ | :d s # calculates sqrt(s) and stores the result in d | ||
+ | <div id="round"></div> | ||
+ | ;round | ||
+ | :d s # finds the rounded value of s and stores the result in d | ||
+ | <div id="trunc"></div> | ||
+ | ;trunc | ||
+ | :d s # finds the truncated value of s and stores the result in d | ||
+ | <div id="ceil"></div> | ||
+ | ;ceil | ||
+ | : d s # calculates the ceiling of s and stores the result in d | ||
+ | <div id="floor"></div> | ||
+ | ;floor | ||
+ | : d s # calculates the floor of s and stores the result in d | ||
+ | |||
+ | <div id="max"></div> | ||
+ | ;max | ||
+ | : d s t # calculates the maximum of s and t and stores the result in d | ||
+ | <div id="min"></div> | ||
+ | ;min | ||
+ | : d s t # calculates the minimum of s and t and stores the result in d | ||
+ | <div id="abs"></div> | ||
+ | ;abs | ||
+ | : d s # calculates the absolute value of s and stores the result in d | ||
+ | <div id="log"></div> | ||
+ | ;log | ||
+ | : d s # calculates the natural logarithm of s and stores the result | ||
+ | ::# in d | ||
+ | <div id="exp"></div> | ||
+ | ;exp | ||
+ | : d s # calculates the exponential of s and stores the result in d | ||
+ | <div id="rand"></div> | ||
+ | ;rand | ||
+ | : d # selects a random number uniformly at random between 0 and 1 | ||
+ | ::# inclusive and stores the result in d | ||
+ | |||
+ | ::# boolean arithmetic uses the C convention that 0 is false and any non-zero | ||
+ | ::# value is true. | ||
+ | <div id="and"></div> | ||
+ | ;and | ||
+ | : d s t # stores 1 in d if both s and t have non-zero values, | ||
+ | ::# 0 otherwise | ||
+ | <div id="or"></div> | ||
+ | ;or | ||
+ | : d s t # stores 1 in d if either s or t have non-zero values, | ||
+ | ::# 0 otherwise | ||
+ | <div id="xor"></div> | ||
+ | ;xor | ||
+ | : d s t # stores 1 in d if exactly one of s and t are non-zero, | ||
+ | ::# 0 otherwise | ||
+ | <div id="nor"></div> | ||
+ | ;nor | ||
+ | : d s t # stores 1 in d if both s and t equal zero, 0 otherwise | ||
+ | ::# Lines are numbered starting at zero | ||
+ | <div id="j"></div> | ||
+ | ;j | ||
+ | : a # jumps to line a. | ||
+ | <div id="bltz"></div> | ||
+ | ;bltz | ||
+ | : s a # jumps to line a if s < 0 | ||
+ | <div id="blez"></div> | ||
+ | ;blez | ||
+ | : s a # jumps to line a if s <= 0 | ||
+ | |||
+ | <div id="bgez"></div> | ||
+ | ;bgez | ||
+ | : s a # jumps to line a if s >= 0 | ||
+ | <div id="bgtz"></div> | ||
+ | ;bgtz | ||
+ | : s a # jumps to line a if s > 0 | ||
+ | <div id="beq"></div> | ||
+ | ;beq | ||
+ | : s t a # jumps to line a if s == t | ||
+ | <div id="bne"></div> | ||
+ | ;bne | ||
+ | : s t a # jumps to line a if s != t | ||
+ | <div id="bdseal"></div> | ||
+ | ;bdseal | ||
+ | : d? a(r?|num) # Jump execution to line a and store current line number if device d? is set. | ||
+ | <code>bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.</code> | ||
+ | <BR> | ||
+ | <code>bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.</code> | ||
+ | |||
+ | <div id="yield"></div> | ||
+ | ;yield | ||
+ | : # ceases code execution for this power tick | ||
+ | |||
+ | <div id="lb"></div> | ||
+ | ;lb | ||
+ | : r? deviceHash logicType batchMode # Loads LogicType from all output network devices with the provided type hash using the provided batch mode. Average (0), Sum (1), Minimum (2), Maximum (3). Can use either the word, or the number. The result is stored into r?. | ||
+ | |||
+ | <div id="sb"></div> | ||
+ | ;sb | ||
+ | : deviceHash logicType r? # Stores the register value to LogicType on all output network devices with the provided type hash. | ||
+ | |||
+ | <div id="lbn"></div> | ||
+ | ;lbn | ||
+ | : r? deviceHash nameHash logicType batchMode # Loads LogicType from all output network devices with the provided type and name hashes using provided batch mode. Average(0), Sum (1), Minimum (2), Maximum (3). Can use either the word, or the number. The result is stored into r?. | ||
+ | |||
+ | <div id="sbn"></div> | ||
+ | ;sbn | ||
+ | : deviceHash nameHash logicType r? # Stores the register value to LogicType on all output network devices with the provided type and name hashes. | ||
+ | |||
+ | <div id="#"></div> | ||
+ | ; # | ||
+ | : # The following text will be ignored during compiling; use this to create comments. | ||
[https://www.cs.tufts.edu/comp/140/lectures/Day_3/mips_summary.pdf Other examples] | [https://www.cs.tufts.edu/comp/140/lectures/Day_3/mips_summary.pdf Other examples] | ||
Line 384: | Line 522: | ||
|- | |- | ||
| -nez || if a != 0 || bnez || bnezal || brnez || snez | | -nez || if a != 0 || bnez || bnezal || brnez || snez | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| -dns || if device d is not set || bdns || bdnsal || brdns || sdns | | -dns || if device d is not set || bdns || bdnsal || brdns || sdns | ||
Line 446: | Line 580: | ||
<div id="Color"></div> | <div id="Color"></div> | ||
;Color | ;Color | ||
− | : < | + | : <span style="color:blue;">▇▇▇</span> 0 (or lower) = Blue |
− | : < | + | : <span style="color:grey;">▇▇▇</span> 1 = Grey |
− | : < | + | : <span style="color:green;">▇▇▇</span> 2 = Green |
− | : < | + | : <span style="color:orange;">▇▇▇</span> 3 = Orange |
− | : < | + | : <span style="color:red;">▇▇▇</span> 4 = Red |
− | : < | + | : <span style="color:yellow;">▇▇▇</span> 5 = Yellow |
− | : < | + | : <span style="color:white;">▇▇▇</span> 6 = White |
− | : < | + | : <span style="color:black;">▇▇▇</span> 7 = Black |
− | : < | + | : <span style="color:brown;">▇▇▇</span> 8 = Brown |
− | : < | + | : <span style="color:khaki;">▇▇▇</span> 9 = Khaki |
− | : < | + | : <span style="color:pink;">▇▇▇</span> 10 = Pink |
− | : < | + | : <span style="color:purple;">▇▇▇</span> 11 (or higher) = Purple |
<div id="CompletionRatio"></div> | <div id="CompletionRatio"></div> | ||
;CompletionRatio | ;CompletionRatio | ||
Line 646: | Line 780: | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="{{int:Expand, Automated Harvie Script}}" data-collapsetext="{{int:Collapse, Automated Harvie Script}}"> | <div class="mw-collapsible mw-collapsed" data-expandtext="{{int:Expand, Automated Harvie Script}}" data-collapsetext="{{int:Collapse, Automated Harvie Script}}"> | ||
− | + | <pre> | |
alias dHarvie d0 | alias dHarvie d0 | ||
alias dTray d1 | alias dTray d1 | ||
Line 657: | Line 791: | ||
main: | main: | ||
yield | yield | ||
− | #read plant data from the Tray | + | #read plant data from the Tray |
ls r0 dTray 0 Mature | ls r0 dTray 0 Mature | ||
− | #harvestable plants return 1, young plants return 0 | + | #harvestable plants return 1, young plants return 0 |
− | #nothing planted returns -1 | + | #nothing planted returns -1 |
beq r0 -1 plantCrop | beq r0 -1 plantCrop | ||
beq r0 1 harvestCrop | beq r0 1 harvestCrop | ||
ls r0 dTray 0 Seeding | ls r0 dTray 0 Seeding | ||
− | #seeds available returns 1, all seeds picked returns 0 | + | #seeds available returns 1, all seeds picked returns 0 |
− | #plants too young or old for seeds returns -1 | + | #plants too young or old for seeds returns -1 |
beq r0 1 harvestCrop | beq r0 1 harvestCrop | ||
j main | j main | ||
plantCrop: | plantCrop: | ||
− | #stop the planting if no seeds available | + | #stop the planting if no seeds available |
− | #otherwise it will plant nothing repeatedly | + | #otherwise it will plant nothing repeatedly |
ls r0 dHarvie 0 Occupied | ls r0 dHarvie 0 Occupied | ||
beq r0 0 main | beq r0 0 main | ||
Line 683: | Line 817: | ||
### End Script ### | ### End Script ### | ||
− | + | </pre> | |
</div> | </div> | ||
<br> | <br> | ||
Line 689: | Line 823: | ||
===Solar Panel 2-axis tracking=== | ===Solar Panel 2-axis tracking=== | ||
+ | This script was copied from the [[Solar_Logic_Circuits_Guide]] (code provided by bti, comments and readability changes by Fudd79) | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="{{int:Expand, Solar Panel 2-axis tracking}}" data-collapsetext="{{int:Collapse, Solar Panel 2-axis tracking}}"> | <div class="mw-collapsible mw-collapsed" data-expandtext="{{int:Expand, Solar Panel 2-axis tracking}}" data-collapsetext="{{int:Collapse, Solar Panel 2-axis tracking}}"> | ||
− | + | <pre> | |
− | # | + | # This code assumes the following: |
− | # | + | # Daylight Sensor data-port points north |
− | # | + | # Solar Panel data-port points east |
− | |||
− | |||
− | |||
− | |||
alias sensor d0 | alias sensor d0 | ||
+ | alias v_angle r0 | ||
+ | alias h_angle r1 | ||
+ | alias sun_up r2 | ||
− | + | define solar_panel_hash -539224550 | |
− | + | define heavy_solar_panel_hash -1545574413 | |
− | define | ||
− | |||
− | |||
start: | start: | ||
+ | # Check to see if sun is up | ||
+ | l sun_up sensor Activate | ||
+ | # Go to reset if it's not | ||
+ | beqz sun_up reset | ||
+ | |||
+ | # Calculate vertical angle | ||
+ | l v_angle sensor Vertical | ||
+ | div v_angle v_angle 1.5 | ||
+ | sub v_angle 50 v_angle | ||
+ | |||
+ | # Write vertical angle to all solar panels | ||
+ | sb solar_panel_hash Vertical v_angle | ||
+ | sb heavy_solar_panel_hash Vertical v_angle | ||
+ | |||
+ | # Obtain horizontal angle | ||
+ | l h_angle sensor Horizontal | ||
+ | |||
+ | # Write horizontal angle to all solar panels | ||
+ | sb solar_panel_hash Horizontal h_angle | ||
+ | sb heavy_solar_panel_hash Horizontal h_angle | ||
+ | |||
+ | # Go to start again | ||
yield | yield | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
j start | j start | ||
reset: | reset: | ||
− | + | # Park solar panels vertically facing sunrise | |
− | + | sb solar_panel_hash Vertical 0 | |
− | + | sb heavy_solar_panel_hash Vertical 0 | |
− | + | # Park solar panels horizontally facing sunrise | |
− | + | sb solar_panel_hash Horizontal -90 | |
− | sb | + | sb heavy_solar_panel_hash Horizontal -90 |
− | sb | + | # Wait 10 seconds |
− | sb | ||
− | sb | ||
sleep 10 | sleep 10 | ||
+ | # Go to start again | ||
j start | j start | ||
− | + | ||
+ | ### End Script ### | ||
+ | |||
+ | </pre> | ||
</div> | </div> | ||
<br> | <br> | ||
Line 748: | Line 885: | ||
===Example experiment: how many lines of code are executed each tick?=== | ===Example experiment: how many lines of code are executed each tick?=== | ||
To determine this, a script without <code>yield</code> will be used. It should have as few lines as possible (so no labels are used, but a reset value at the top will be needed) and count the number of lines, the IC Housing will be used to display the result. | To determine this, a script without <code>yield</code> will be used. It should have as few lines as possible (so no labels are used, but a reset value at the top will be needed) and count the number of lines, the IC Housing will be used to display the result. | ||
− | + | ||
+ | <pre> | ||
move r0 1 #the first line has number 0 | move r0 1 #the first line has number 0 | ||
add r0 r0 3 | add r0 r0 3 | ||
s db Setting r0 | s db Setting r0 | ||
j 1 | j 1 | ||
− | + | </pre> | |
Line 772: | Line 910: | ||
=Links= | =Links= | ||
---- | ---- | ||
− | + | * [https://stationeering.com/tools/ic] Stationeering.com offers a programmable circuits simulator so you can develop your code without repeatedly dying in game! | |
− | |||
− | |||
− | |||
* [http://www.easy68k.com/] EASy68K is a 68000 Structured Assembly Language IDE. | * [http://www.easy68k.com/] EASy68K is a 68000 Structured Assembly Language IDE. | ||
* [https://marketplace.visualstudio.com/items?itemName=Traineratwot.stationeers-ic10] syntax highlighting for IC10 MIPS for Visual Studio Code (updated Feb 10th 2022) | * [https://marketplace.visualstudio.com/items?itemName=Traineratwot.stationeers-ic10] syntax highlighting for IC10 MIPS for Visual Studio Code (updated Feb 10th 2022) | ||
* [https://pastebin.com/6Uw1KSRN] syntax highlighting for IC10 MIPS for KDE kwrite/kate text editor | * [https://pastebin.com/6Uw1KSRN] syntax highlighting for IC10 MIPS for KDE kwrite/kate text editor | ||
* [https://drive.google.com/file/d/1yEsJ-u94OkuMQ8K6fY7Ja1HNpLcAdjo_/view] syntax highlighting for IC10 MIPS for Notepad++ | * [https://drive.google.com/file/d/1yEsJ-u94OkuMQ8K6fY7Ja1HNpLcAdjo_/view] syntax highlighting for IC10 MIPS for Notepad++ | ||
+ | * [https://pastebin.com/3kmGy0NN] syntax highlighting for IC10 MIPS for Notepad++ (updated: 05/05/2021) | ||
* [https://drive.google.com/file/d/1Xrv5U0ZI5jDcPv7yX7EAAxaGk5hKP0xO/view?usp=sharing] syntax highlighting for IC10 MIPS for Notepad++ (updated: 11/08/2022) | * [https://drive.google.com/file/d/1Xrv5U0ZI5jDcPv7yX7EAAxaGk5hKP0xO/view?usp=sharing] syntax highlighting for IC10 MIPS for Notepad++ (updated: 11/08/2022) | ||
− | |||
---- | ---- |