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What are you playing?

#871 User is offline   djtiesto 

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Posted 08 March 2016 - 03:31 AM

Yeah, I LOVE Live A Live! I like the variety in the different scenarios, though I didn't really feel that any of the scenarios dragged ('cept maybe the prehistoric one). But the concepts in each of them were cool - especially mind-reading in Akira's chapter (cyberpunk one). The final plot twist was really great, too, and the music is some of the only Shimomura stuff I really like.

I played some more of Guardian's Crusade and it's a really cool game. Nearing the end of it. The 'living toy' system, where you can summon from one of 70 different 'toys' to aid you, is interesting, the game has some 'tamagotchi' like elements (being a late 90's title), where you have to feed and care for a strange pink hippo-like creature named Baby. My favorite thing about the game is how there's unique dialogue for nearly every object in houses and towns... Reminds me of what I tried to do with the Engine games.

Also, up to the final boss of the genocidal run in Undertale... this'll take me a while :(
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#872 User is offline   Dr Lancer-X 

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Posted 08 March 2016 - 09:59 AM

View Postdjtiesto, on 08 March 2016 - 01:31 PM, said:

Yeah, I LOVE Live A Live! I like the variety in the different scenarios, though I didn't really feel that any of the scenarios dragged ('cept maybe the prehistoric one). But the concepts in each of them were cool - especially mind-reading in Akira's chapter (cyberpunk one). The final plot twist was really great, too, and the music is some of the only Shimomura stuff I really like.


Oh, I didn't think the scenarios dragged; if anything dragged, it could have been the final chapter, but it's not like you have to complete all the dungeons and it's a lot shorter if you don't. I meant more that the battle system quickly reaches the limit at which it continues to provide entertaining gameplay. A couple of the chapters turn into mini-grindfests as skills necessary for beating an upcoming boss / difficult battle are locked behind certain levels. In those cases there should have been a wider variety of enemy encounters - you could probably manage this without even creating new enemies, simply because each encounter design provides an interesting little puzzle - the problem is that once you've solved the puzzle each battle against that design involves performing the same moves again. Things can change thanks to the effect of the random number generator, but they seldom change much.

I think it's a fascinating battle system with some good ideas that I would like to see fleshed out further, and one that could probably be tweaked to work for a full length RPG.

Anyway, really intriguing game on the whole. I can't complain about the amount of content, considering all the different chapters and the fact that each chapter has its own set of enemies, characters, moves, items etc. so it has the same amount of stuff a full-length JRPG has in it without itself being quite full-length.
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#873 User is offline   Goshi 

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Posted 10 March 2016 - 06:22 AM

View Postdjtiesto, on 08 March 2016 - 01:31 PM, said:

Yeah, I LOVE Live A Live! I like the variety in the different scenarios, though I didn't really feel that any of the scenarios dragged ('cept maybe the prehistoric one).

Prehistoric is the one I have mixed feelings about. On one hand, I love that they try to avoid using dialog, and it had a pretty funny overall presentation. On the other hand, its quite terrible gameplay wise, since battles are nearly unavoidable, frequent and grow very tiresome quite quickly.

Beyond that and the final chapter though, I don't think any of them really dragged. If anything though, I felt some of the scenarios are a little too barebones (I'm especially looking at the Wild West and Kung Fu ones). It is very charming game, and I love it too, especially for the medieval chapter, which is one of my favorite jRPG moments overall.
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#874 User is offline   djtiesto 

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Posted 11 March 2016 - 05:11 AM

Undertale Genocide Final Battle. I'm too old for this shit...

Anyways... play Guardian's Crusade, such a great game that was ignored back in the day.
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#875 User is offline   Dr Lancer-X 

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Posted 11 March 2016 - 05:53 AM

Currently playing Dragon Quest II. Wow. Now, I wasn't the biggest fan of the original Dragon Quest, but this thing is orders of magnitude better. It's a pretty massive game for such an early JRPG, with a huge number of little quests and a lot of flexibility in the order in which they can be completed. The only way this could be any better is if the battles weren't so horrifyingly frequent.
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#876 User is offline   djtiesto 

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Posted 12 March 2016 - 04:51 PM

Are you playing the NES, SNES, GBC, or Mobile version, Lancer? In whatever form, I think 2 is my least favorite of the series.

I am just about to embark on Trails in the Sky: SC for the PC. GOG is running a sale where you can get both TITS 1 and 2 for $30. Fantastic games, and I'm psyched that the third game just got announced for the US!

GOG link to the TITS series
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#877 User is offline   Dr Lancer-X 

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Posted 12 March 2016 - 07:54 PM

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Are you playing the NES, SNES, GBC, or Mobile version, Lancer? In whatever form, I think 2 is my least favorite of the series.


SNES version. I dunno, but I love that moment in a JRPG when the world opens up and you have no idea what to do next, but there's stuff awaiting you wherever you go. I felt DQ2 handled it pretty fantastically. The world map is so big! Hell, it contains the world map from the previous game inside it! You can go back and loot the Dragonlord's castle from the previous game again! All this in a game from 1987!

Sora no Kiseki are fantastic games. Good on XSEED for not backing down on those.
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#878 User is offline   Goshi 

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Posted 16 March 2016 - 09:54 AM

Playing Dark Souls 2: Scholar of the First Sin, since I'm hyped for the upcoming DS3, plus I've hardly touched the game so it isn't as fresh in my head as DS1 is.

View PostDr Lancer-X, on 13 March 2016 - 05:54 AM, said:

SNES version. I dunno, but I love that moment in a JRPG when the world opens up and you have no idea what to do next, but there's stuff awaiting you wherever you go. I felt DQ2 handled it pretty fantastically. The world map is so big! Hell, it contains the world map from the previous game inside it! You can go back and loot the Dragonlord's castle from the previous game again! All this in a game from 1987!

Huh, I remember Alefgard just being a small island in DQ2; it is definitely cool being able to visit it though.

This post has been edited by Goshi: 16 March 2016 - 09:56 AM

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#879 User is offline   Dr Lancer-X 

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Posted 16 March 2016 - 10:22 AM

Oh, it's definitely scaled down, but still, very cool. Anyway I finished DQ2- I'll probably play some more DQ games later but for now I've started playing Slayers (SNES). I dunno, not sure it's my thing so far. I'll have to see but it seems like the battle system is almost a joke so far; there's been no challenge in it.
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#880 User is offline   Dr Lancer-X 

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Posted 22 March 2016 - 10:16 AM

As it turns out Slayers wasn't my thing, so I'm onto DQ3 (still playing SNES versions). This is a really nice game- they went all out on this SNES port; it looks gorgeous and the interface is almost at acceptable levels for the time period. I've just gotten access to the ship and as normal I'm pretty lost, but I look forward to getting lost once the world opens up in a JRPG so I'm still having a good time.

Continuing to play Shin Megami Tensei 3-- it's definitely an impressive game. I've idly thought about the kinds of things you'd need to have for a perfect modern Megami Tensei game to work and SMT3 has basically all of them, plus a few that I didn't think of. Press Turn is probably the best thing ever put in an RPG battle system, and although I guess it was "refined" in Persona 3 and 4, I think the original works better (and makes a bit more sense in turns of mechanics- throwing the enemies off balance gives your entire team more time to get attacks in before the counterattacks come, but even that can only be stretched so far). I kind of miss swords and guns, though-- oh well, there's still Soul Hackers.
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#881 User is offline   Goshi 

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Posted 28 March 2016 - 07:52 AM

DQ3 is best DQ game (Besides 5 of course).

The ship is pretty intimidating since there's like 1000 different things you can do. DQ3's world map is massive, I think its the biggest in the series in fact.
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#882 User is offline   Dr Lancer-X 

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Posted 29 March 2016 - 08:45 AM

Finished DQ3. Great stuff- and they put in the full-sized Alefgard this time (as well as SURPRISE REVEAL that I had already mostly guessed at, since that desert city was intact in this game). Loved the great variety of spells and the possibilities inherent in the class-change system.

Getting towards the end (I think) of Shin Megami Tensei: Featuring Dante from the Devil May Cry™ Series. Still awesome, and I'm having a considerably more pleasant time now that I've gotten the hang of boss battles (at least to the point where I don't die the first time I attempt each one). Before I was in Persona mode and put too much emphasis on having a broad range of different elemental attacks + healing spells (which doesn't work in a game where nothing is vulnerable to anything)- I've gotten back into the SMT 2 mindset of having every *kaja and *nda and throwing them all down in order to see what sticks, and this seems to be working well.

EDIT: Started playing Dark Orb II. I shit you not, you have to grind in order to beat the very first boss.
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#883 User is offline   djtiesto 

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Posted 01 April 2016 - 03:52 AM

Up to chapter 3 in Trails in the Sky: SC. It's a bit faster moving than the first game, thankfully, although it shares a lot of the same areas and (unfortunately) soundtrack. Charming and great fun, battles are a lot more challenging, too.
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#884 User is offline   Goshi 

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Posted 01 April 2016 - 04:17 AM

7th Dragon 2020. Translation patch for it came out recently so I'm running through it again. Thinking of going with Destroyer, Trickster and Psychic for some crazy counterattacking potential.

Also playing through Shadowrun Hong Kong. Never played the added the content from the Extended Edition before so this is slightly new to me. Running a Mage/Shaman for my main character, since there is no Mage companion in the game, and I love my Flamethrowers, Fireballs and Blindness spells. Would've liked to have used summons, but Hong Kong's budget is too tight to waste on expensive totems ==
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#885 User is offline   Dr Lancer-X 

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Posted 03 April 2016 - 09:23 PM

Finished Dual Orb II. It's actually a fairly short RPG, just artificially inflated by the absurdly high encounter rate and the need for grinding. The exact same strategy also works for all of the later boss fights (they're quite difficult at first, but your stat buffs/debuffs apply endlessly so you just keep casting them while attempting to keep your characters alive and eventually you'll be able to win with ease).

I'm up to the Tower of Kagutsuchi in Tokyo Mirage Sessions 3 and things are going pretty smoothly- I've fought the first two bosses and haven't had too much trouble so far.
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#886 User is offline   Baby Bonnie Hood 

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Posted 07 April 2016 - 02:11 AM

Final Fantasy Record Keeper. It's just lol mobile, but what can you do when all you have is an iPad?

Anyway, it's just RPG battles in various FF games with a bazillion characters to collect. The battle engine is the classic ATB system from the 16-bit era, and everyone has the same 16-bit sprite style (yep, even everyone from FF7 onwards; 16-bit Cloud and Lightning <3). The whole thing is just a nostalgia fanfest where you can use a team of your faves to fight in that memorable battle from that game omg. And also mobile crap like stamina, premium currency, and the dreaded gatcha system used here for getting equipment (but at least not characters). Overall, it's okay I guess; gives me something to do at least.

Oh yeah, and the music. All from the original games. So much nostalgia... although for me, the FF4-6 music makes me nostalgic for MZX instead because I've never actually played any FF's before 7 and only heard the music from MZX games like Doomsday Dream Legend and FF Edventure. So Locke's theme? FF Edventure's title screen to me :(
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#887 User is offline   Dr Lancer-X 

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Posted 10 April 2016 - 06:08 AM

Well, it looks like the PAL PSN ver of Nocturne (Lucifer's Call) crashes after you beat Kagutsuchi, every time, no matter what you do. I've googled around and it doesn't appear that anyone's ever managed to fix this issue. Pretty annoying! Guess I won't be fighting the final boss just yet.

I'm playing Mystic Ark. Very interesting game so far. It's Dragon Quest-esque, which makes sense considering it's an Enix title. Apparently it's a spiritual sequel or something to another game I haven't played, 7th Saga.

EDIT: I was able to port my saves to PC and continue my game in PCSX2. Finished the game-- beat Lucy on my first try. Pfft easy =P
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#888 User is offline   Goshi 

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Posted 15 April 2016 - 04:51 PM

Dark Souls 3.

Its amazing, though the netcode seems really shitty at the moment.
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#889 User is offline   Exophase 

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Posted 15 April 2016 - 05:23 PM

View PostDr Lancer-X, on 10 April 2016 - 02:08 AM, said:

I'm playing Mystic Ark. Very interesting game so far. It's Dragon Quest-esque, which makes sense considering it's an Enix title. Apparently it's a spiritual sequel or something to another game I haven't played, 7th Saga.


I tried this one years ago when the translations were first ready. But I couldn't finish it, and I don't remember very much about it except being bored. Something about the whole format of breaking the game down into these different worlds each with their own random backgrounds and no real overarching narrative makes it really hard to keep my attention. That and the gameplay felt very standard.

The game was hyped up for years too. It was one of those really big SNES RPG translation targets. The popular sentiment was that it was like a much better version of 7th Saga. But I think I liked 7th Saga more, even if I didn't make it through all of that game either.
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#890 User is offline   djtiesto 

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Posted 18 April 2016 - 02:32 AM

I like the music in Mystic Ark. Played a bit of the import copy (I own it) but didn't make it too far... looks like a fairly neat game with some attractive graphics. I didn't particularly care for 7th Saga, though - they borked the difficulty in the US version, making it possible to get permanently stuck fighting against overpowered enemies. Graphics were also quite hideous.
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#891 User is offline   djtiesto 

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Posted 12 June 2016 - 03:06 PM

I just beat Breath of Fire IV. Pretty good game, though it started out awfully slow and the controls feel extremely stiff. The variety in environments was cool (each dungeon usually has its own gimmick) and I especially like how the game has a South Asian and a rural Chinese feel toward the end. The actual combat was pretty easy apart from a few tricky bosses, and a real grueling final encounter that took like an hour to beat.

Next up, I downloaded ISOs of the 2 Suikogaiden games, visual novels that take place around the time of Suikoden 2. Want to play them to continue with my Suiko series playthrough (after this all I have left is Suiko 5, and hope the PSP Suiko gets a fan translation eventually). And need something rather quick to play before Star Ocean 5, Setsuna, and FF15 hit.

And also going upstate for my brother's wedding next week so I think I'll give Vita some love. Danganronpa or Tales of Hearts R are in consideration.
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Posted 12 June 2016 - 11:49 PM

Paper Mario Sticker Star. eeeehhhhhhhh

But then: Human Resource Machine. Wheeeeeeee! Do you like SpaceChem, TIS-100, or even Redstone at all? You use Assembly-like commands to make your dude do stuff until eventually computers replace you and you are "retired." Good puzzle goodness from the World of Goo team, as usual, with some very weird cinematics, as usual. This is an excellent game to pick up for a mobile platform, as it's very conducive to a five minute brain-teaser. It's really nice, if a bit short.
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Posted 13 June 2016 - 08:37 AM

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#894 User is offline   Wervyn 

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Posted 13 June 2016 - 02:09 PM

I was disappointed in Human Resource Machine. First in the papered on "hey it's an apocalypse!" story, because if you're writing a puzzle game and you're not going to invest in a story beyond drawing some quirky characters and random, apocalypse related stuff that has no effect on anything, why bother with the story in the first place? Why not spend that time making the actual GAME better?

That's HRM's primary sin, though, the gameplay is clumsy in the bad way. And a lot of this is just the interface. It suffers from what I'd dub "mobilitis" (n.b. consolitis for mobile devices), having clearly been designed solely with the mobile sector in mind, and no consideration or concession given at all to the idea that someone might actually play it with a real pointing device or even a keyboard attached:
  • No no, I don't see any need for some sort of text entry, everyone's going to LOVE crudely scrawling comments and data labels with their fat fingers.
  • No one actually needs ROBUST undo/redo support in a programming game, just slap a button on the bottom there that says "Undo", good enough. What do you mean it's a problem to scroll all the way to the bottom of the code every time you want to undo something? Why would anyone need to SEE what they're undoing? It's going away anyway! What is this "redo" you speak of, if they want to redo something they'll just do it again, won't they? It's not like Assembler is hard to read or anything.
  • Of course drag and drop is the only method we need for writing the program. I can't think of any good reason someone wouldn't want to spend at least a second dragging each command in a 50 line program into place and then poking at widely separated places on the screen to set parameters. It's very visual, you see, all of those instructions look like little pieces of candy! You like candy, don't you?
  • Localized selection, copy, and paste? What would you need that for? What is this "loop unrolling" you speak of, you're saying you want to copy the same segment of the program over and over again, and that makes it faster somehow? Look, we gave in and provided you a way to copy the whole thing out to the clipboard, shouldn't that be enough? Use whatever external program you want if you're gonna be pissy about our interface.
  • What do you mean "fast isn't fast enough"? Look at that little guy go, I mean queue up the Benny Hill music am I right? No I haven't sat through 1000 cycles multiple times trying to sort out that one last optimization, that's your job.

Honestly I think that tone really captures it. HRM feels like a programming game designed by managers that don't know how programming works. And maybe that was on purpose to fit the mood, but it's bad design either way. They asked the eggheads for some programming challenges that are easy in modern languages but difficult-ish in limited Assembler, slapped a clumsy UI on it, and called it done.

That leads into the other problem with the gameplay, which is that the problems provided by the game and the limitations set by the language just aren't all that interesting. You're working with a single accumulator Assembly Language with small set of commands and very limited memory, but there's generally plenty of space to do what you need and the command set doesn't have any notable gaps that you need to work around. Ultimately this makes pretty much all of the problems straightforward if you have any inkling of procedural programming at all. Contrast this with TIS-100 as a obvious parallel and a MUCH better (and more challenging) game. This has a similarly small command set, but imposes two very non-standard limits and a unique design constraint in having a number of physically located instruction sets executing in parallel. First, all sub-programs have to be 15 lines or less, which forces you to split more complex programs into tasks that have to work in concert. Second, there is no data storage to speak of, you have to come up with schemes to juggle values around the grid in each individual accumulator register, and figure out how to retrieve them later. Basically, almost every problem in TIS-100 feels like a unique challenge, frequently requiring some very creative thinking. Almost every problem in HRM just feels like CS 101 homework.
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#895 User is offline   CJA 

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Posted 13 June 2016 - 08:04 PM

I think that the reason that I had a different experience with HRM is that because I played it on my phone, which, yes, okay, it was designed for. I thought that the PC version would have... you know... typing. The challenges don't really get very complicated or push the limits of what the game offers, but the optimization challenges are perfect 15-minute-break sized puzzles that are designed to be solved while my fiancee is in line to get ice cream, and then I can lock your phone and walk away. Also, this was my first experience working with any assembly-level language at all! I think it's a very good introduction to the concept of working with data at such a low level. I also think that if I had taken some sort of formal course about ASM I would find the puzzles akin to tedious homework.

So I have no contest with anything you said and I'm inclined to agree that if this game on PC is anything like it is on iOS, then it would probably be much more annoying to play. But I feel like for someone like me, having no ASM experience and playing it on a phone, all of these things were positive factors or at least didn't affect me.

I do look forward to playing TIS-100, though. I hope the memory cell concept isn't anything like trying to reverse-engineer sliding puzzles.
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#896 User is offline   Wervyn 

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Posted 14 June 2016 - 01:09 AM

View PostCJA, on 13 June 2016 - 04:04 PM, said:

I think that the reason that I had a different experience with HRM is that because I played it on my phone, which, yes, okay, it was designed for. I thought that the PC version would have... you know... typing. The challenges don't really get very complicated or push the limits of what the game offers, but the optimization challenges are perfect 15-minute-break sized puzzles that are designed to be solved while my fiancee is in line to get ice cream, and then I can lock your phone and walk away. Also, this was my first experience working with any assembly-level language at all! I think it's a very good introduction to the concept of working with data at such a low level. I also think that if I had taken some sort of formal course about ASM I would find the puzzles akin to tedious homework.

So I have no contest with anything you said and I'm inclined to agree that if this game on PC is anything like it is on iOS, then it would probably be much more annoying to play. But I feel like for someone like me, having no ASM experience and playing it on a phone, all of these things were positive factors or at least didn't affect me.

I do look forward to playing TIS-100, though. I hope the memory cell concept isn't anything like trying to reverse-engineer sliding puzzles.


Not really much like sliding puzzles, it's more that you have to be creative when doing anything involving more than one value at a time.
Let me give you a "simple" example:

>SEQUENCES ARE ZERO-TERMINATED
>READ A SEQUENCE FROM IN
>WRITE THE MIN VALUE TO OUT.I
>WRITE THE MAX VALUE TO OUT.A
>EXAMPLE INPUT: 14 73 58 0 21 87 11 56 0 50 71 60 0 98 60 18 76 0 20 28 98 0 83 34 11 0 50 84 53 58 0 92 52 83 24 88 0 76 0
>EXAMPLE OUT.I: 14 11 50 18 20 11 50 24 76
>EXAMPLE OUT.A: 73 87 71 98 98 83 84 92 76

                            IN |
+------------------++----------v-------++------------------++------------------+
|                  ||MOV UP DOWN       ||                  ||                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
|                  ->                  ->                  ->                  |
|                  ||                  ||                  ||                  |
|                  <-                  <-                  <-                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
+-------^--|-------++-------^--|-------++-------^--|-------++------------------+
+-------|--v-------++-------|--v-------++-------|--v-------++------------------+
|                  ||MOV UP ACC        ||MOV LEFT DOWN     ||\                /|
|                  ||MOV ACC DOWN      ||                  || \              / |
|                  ||MOV ACC RIGHT     ||                  ||  \            /  |
|                  ||                  ||                  ||   \          /   |
|                  ||                  ||                  ||    \        /    |
|                  ||                  ||                  ||     \      /     |
|                  ->                  ->                  ||      \    /      |
|                  ||                  ||                  ||       >--<       |
|                  <-                  <-                  ||      /    \      |
|                  ||                  ||                  ||     /      \     |
|                  ||                  ||                  ||    /        \    |
|                  ||                  ||                  ||   /          \   |
|                  ||                  ||                  ||  /            \  |
|                  ||                  ||                  || /              \ |
|                  ||                  ||                  ||/                \|
+-------^--|-------++-------^--|-------++-------^--|-------++------------------+
+-------|--v-------++-------|--v-------++-------|--v-------++------------------+
|S: MOV RIGHT ACC  ||MOV UP ACC        ||MOV UP ACC        ||S: MOV LEFT ACC   |
|SUB RIGHT         ||JEZ Z             ||JEZ Z             ||SUB LEFT          |
|JLZ R             ||SWP               ||SWP               ||JGZ R             |
|MOV 1 RIGHT       ||S: MOV UP ACC     ||S: MOV UP ACC     ||MOV 1 LEFT        |
|JMP S             ||JEZ O             ||JEZ O             ||JMP S             |
|R: MOV 2 RIGHT    ||MOV ACC LEFT      ||MOV ACC RIGHT     ||R: MOV 2 LEFT     |
|                  ->SWP               ->SWP               ->                  |
|                  ||MOV ACC LEFT      ||MOV ACC RIGHT     ||                  |
|                  <-JRO LEFT          <-JRO RIGHT         <-                  |
|                  ||SWP               ||SWP               ||                  |
|                  ||JMP S             ||JMP S             ||                  |
|                  ||O: SWP            ||O: SWP            ||                  |
|                  ||Z: MOV ACC DOWN   ||Z: MOV ACC DOWN   ||                  |
|                  ||                  ||                  ||                  |
|                  ||                  ||                  ||                  |
+------------------++----------|-------++----------|-------++------------------+
                         OUT.I v             OUT.A v


This is a program that tracks min and max values over sequences. The three cells at the top are really just about splitting the input and passing it to two different processing units of very similar form. These take the form of a storage unit (right above each output) and a comparison unit (to the left or right). The main limitation is that while each "processor" can store two values and SWP between them, it can never work with both at the same time. Processors can reason about data being passed on their "ports", but not about comparisons between values "inside" themselves. So we NEED a second processor in order to ask a question about the relationship between two values. The program basically says, accept first input. Zero (empty list) passes through automatically, otherwise we store the first input. For all subsequent input, we check for end of list (output current stored value), and then pass both to the comparitor. The comparitor subtracts and compares less than zero and then returns what is basically an argument to a switch statement (JRO X jumps X instructions forward or back depending on the value read from X). This way, if the subtraction says the original value is less than or equal, the main processing swaps it back to storage. Otherwise, the new value remains in storage and the old one gets overwritten on the next loop. the right side of the program runs very similar steps targeted at determining the largest value instead.

Hopefully that's understandable enough to follow, while demonstrating the complexity of the workarounds you have to invent to get around otherwise simple problems like comparing two values.
To lie is to change the truth.
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.

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#897 User is offline   Dr Lancer-X 

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Posted 14 June 2016 - 01:35 AM

that looks pretty neat. looks like it encourages developing modes of thinking that are useful when creating heavily parallelised algorithms (e.g. for Xeon Phis, GPUs etc.). although the layout is reminiscent of a tensor network...
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#898 User is offline   Wervyn 

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Posted 14 June 2016 - 11:48 AM

One thing I especially love about TIS-100 is that the "in-game" help actually opens this PDF, which appears to have been printed out, pored over with a highlighter, tossed in the back of someone's truck, and then scanned back in. You are encouraged to print it out yourself as a reference document, to fully appreciate the experience of fooling around with some weird computer architecture in the 80's.
To lie is to change the truth.
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.

-Wervyn
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#899 User is offline   CJA 

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Posted 14 June 2016 - 06:52 PM

I adore this PDF. Guess I gotta play this now. Stay tuned.
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#900 User is offline   Lachesis 

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Posted 15 June 2016 - 09:54 AM

update:
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up next:
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ugh...
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