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  • Crashes
  • Basic Execution Node
    • Registers
      • ACC
      • BAK
        • You can't read directly from this register, so you can't add, subtract, or JMP based on this register's value.
      • NIL
        • This is useful if you have a node that accepts an input from another node, and under certain conditions the input from that other node isn't needed, and your node needs to use its ACC register to store something (so you can't do "MOV <DIRECTION>, ACC"). You can just say "MOV <DIRECTION>, NIL" to clear the input from that other node.
        • It's also useful to keep your code easy to understand in situations where your node doesn't need to use ACC (so you could just say "MOV <DIRECTION>, ACC"), because it'll be clear that that input was unneeded.
      • LEFT, RIGHT, UP DOWN
      • ANY - I still haven't used this one.
      • LAST - I still haven't used this one.
    • Instruction Set
      • Comments
      • Labels
      • NOP
      • MOV
      • SWP
      • SAV
      • ADD
      • SUB
      • NEG
      • JMP
      • JEZ
      • JNZ
      • JGZ
      • JLZ
      • JRO
        • -1 refers to the instruction before the current line.
        • 2 skips the next instruction
        • ACC will use the value in ACC to determine what line to jump to.
  • Stack Memory Node
    • Attempting to write to a full memory node or trying to read from an empty memory node will result in a block.
  • Keyboard shortcuts
    • Ctrl + Z - Undo last change
    • Ctrl + Y - Redo last change
    • Ctrl + X - Cut
    • Ctrl + C - Copy
    • Ctrl + V - Paste
    • Ctrl + Arrow - Navigate to the adjacent execution node
    • F1 - View instruction set quick reference
    • F5 - Begin running the current program
    • F6 - Step or pause the current program
  • Breakpoints
    • Put an exclamation point (!) at the beginning of a line.
    • When you hit a breakpoint, click 'Play' to resume execution. Execution will stop again if the breakpoint is hit again.
  • Visualization Module
    • The format for out put is 1) the starting X coordinate, 2) the starting Y coordinate, 3) one or more color values, and 4) a terminating negative value (e.g. -1).
    • The coordinate system starts at (0,0), which is in the top-left of the display.
    • Available colors:
      • 0 - Black
      • 1 - Dark grey
      • 2 - Bright grey
      • 3 - White
      • 4 - Red
    • Resolution - 30 characters wide and 18 characters tall.
      • The sandbox is 36 wide and 22 tall.

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