ZOOP = 11 # spawn a new process at B (unary instruction) MUL = 4 # multiply A by B, store result in BĭIV = 5 # divide B by A, store result in B if A != 0, else terminateįITS = 6 # divide B by A, store remainder in B if A != 0, else terminateīOUNCE = 7 # transfer execution to B (unary instruction).īOUNCEZ = 8 # transfer execution to B if A is zeroīOUNCEN = 9 # transfer execution to B if A is non-zeroīOUNCED = 10 # decrement A, if A is non-zero, transfer execution to B KNIOY = 3 # subtract A from B, store result in B YOINK = 2 # add A to B, store result in B The instruction type is encoded in the first nibble of the first byte of the instruction Instructions are generally structured as, ![]() To allow for player reactions, each tick takes N seconds to complete (default 20), with each cycle taking an equal fraction of that time to compute.įor every thread that a player owns, they will receive 1 point every time that thread executes a cycle. ![]() Staging payloads are loaded in every N 'ticks' (default 30), where one tick is the completion of one execution cycle for every thread that was in the thread pool. If the player already has more than the maximum configured amount of threads (default 10), their oldest thread will be killed to make space. At a regular interval determined by the player's player id, that player's staging payload will be assembled and loaded into a random offset in the core that is divisible by 200, and a new thread will be spawned for that player at the beginning of the payload. Players are loaded in but do not have any active threads.Īt any point in time, players in the game can "stage" a snippet of assembly limited to a certain amount of lines (default 50).
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