3 ms·
The instruction set is finely tuned to make interesting puzzles. Most of my time in each puzzle was spent trying to cram 1 more instruction into a chip here or
by MichaelBurge 10y ago
The instruction set is finely tuned to make interesting puzzles. Most of my time in each puzzle was spent trying to cram 1 more instruction into a chip here or there.
Since real instruction sets have to be practical for production use, I imagine it would be harder to get the same effect.
Plus you wouldn't get cool features like being able to conditionally execute every instruction.
- RossBencina 10y ago> Since real instruction sets have to be practical for production use, I imagine it would be harder to get the same effect. I'm not so sure. Have you ever hand-optimised asm? I recall spending hours if not days trying to reduce the instruction count by 1 or 2 instructions in a tight DSP loop (Motorola 56k). It always seems like an interesting puzzle to me.
- salicideblock 10y ago> Plus you wouldn't get cool features like being able to conditionally execute every instruction. You would be very close if it were ARM :) My wild guess is that the developer wisely chose to sidestep imbalance towards parts of his public and any possible IP issues on the IS. Plus if he writes this kind of games he probably had fun writing his own IS.
- tech2 10y agoARM had that early on, all instructions were conditional, but with many more condition codes: https://en.wikipedia.org/wiki/ARM_architecture#Conditional_execution https://en.wikipedia.org/wiki/ARM_architecture#Conditional_e...