I do a lot of "if x = 0, die." To me it feels messy for that to necessarily take four lines of code (SUBI X 1 X TEST X = 0 FJMP LOOP HALT), so I'm going to adapt my workflow to include this idea. When I have to bring a file home, I suppose I could then issue a command I know will be invalid so the EXA will kill itself, but to me that feels sloppy when there's a command for "kill yourself."īut I can totally see the value in a loop that will cause an invalid command once it has outlived its usefulness. You play as Moss, a hacker who was forced to retire when he contracted The Phage, a mysterious disease which turns parts of the victims body into computer components. So I almost always put a "HALT" at the bottom of my program, and if necessary I'll add a MARK DONE just above it.Īlso, most missions have the explicit objective "leave no trace," which I thought meant all EXA's need to terminate. Exapunks is the third Zachtronics programming game, based on using mobile units to hack networks. Personally, I want everything to end itself cleanly because it had instructions to terminate after finishing its task, not because it received an invalid instruction, didn't know what to do, and committed suicide in a panic of uncertainty. I almost always just make my EXA's crash and I typically see a HALT statement as a failure to optimize. Do mind that in actual code, I almost *never* write HALT. Originally posted by thewifiwhisperer:p.s.2. I don't really care about optimizing my code to increase my score on a puzzle I've already solved, but I do care about optimizing the code I haven't written yet (meaning I'm interested in refining my methods without re-solving puzzles I've already completed, not that I want hints for the next puzzle per se). If there's a better way to do what I'm doing here, suggestions are welcome. If you were also having trouble with this puzzle, I hope this was helpful. Having said that, it's even more redundant to have both ADDI and SUBI. I still wish there was a command other than SWIZ to do "write 20 to #DISP." Though to be fair, the SWIZ command serves the purpose, so having a discreet command that works like SET X = 15 would just be redundant, I guess. But I guess it's no less messy than writing nearly-identical code for seven EXA's. The DISP section looks like this, and is the end of the file:Īt first this seemed messy to me. Then I REPL'd six more EXA's like this:Įach of those REPL's has its own MARK, which look like this: I started by LINKing my EXA to the long hallway connected to all the ATM's. I made six little code sections that look a bit like this: Third: If you really just want me to spell it out for you (my solution, anyway), read on. Second: spoiler] I started with just one EXA, and it never executed most of the code I gave it (though all of it was necessary). In case anybody else was looking for a hint, here are some. Okay, I figured out a solution that keeps me under 50 (3009 cycles, 35 lines of code). So if I'm just not seeing what's right there in front of me, please just put me out of my misery. I thought of that, looked for it, and don't see it. If there's something in the seemingly-unrelated files that indicates which ATM hosts have spawned in each test case, I'm fine with that being spoiled. This is my first playthrough and I haven't unlocked the second 'zine yet. But this is just different enough from both of those that I don't see how to put them together. I suspect the solution lies somewhere between the ideas presented in Unknown Network 1 ( branching REPL's) and UC Berkeley ( walking around in a circle until you find the matching file). So it seems like the solution is to have seven EXA's, sending one to each possible room, and any that try to go to a room that doesn't exist will just self-terminate when they try an invalid LINK. The first test of course went fine, but after that the rooms change. My initial solution was to send five EXA's with 11 lines of code (doing it with 9 now, since I realized I can just TEST #CASH = 0 instead of SUBI X 1 X TEST X = 0) to each of the five ATM hosts. I can't figure out how to get under the 50-line limit. I could see someone considering this a spoiler, so I'll black it out as such. I want to solve this puzzle I just need a hint. I run with two EXA's, the first kills everything, the second writes everything.I can't stress this enough: If I wanted to be handed the solution, I would have clicked one of the dozens of Google results that link to someone else's code. Here is my code in case anyone can suggest what to change. I have read that it is important to kill all the EXA's before modifying any files, and I do that as I don't move to change any files until everyone is terminated. I get ticks for killing the EXA's and then modifying the files, but it dosn't end when all my EXA's are terminated. I don't know what I am doing wrong for the King's Ransom level. I'll leave this here in case others have issues. Solved - Issue was I was modifying the weapons as well.
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