3 ms·
Not sure exactly what you're referring to (didn't find "m1" or "m2" anywhere in the paper), but ... When a monstar leaves the counter (due to a SUB lever emitt
by breadbox 11y ago
Not sure exactly what you're referring to (didn't find "m1" or "m2" anywhere in the paper), but ...
When a monstar leaves the counter (due to a SUB lever emitting a bunny), the monstar has to proceed to the area under the ladder, where Tim has to kill it in order to proceed.
If Tim pulls a SUB lever when the counter equals zero (no monstars), then the bunny will die on the ceiling spikes and be removed. Tim will not be able to reach the ladder and will have to exit the branch point and proceed to the next spot.
- gremble 11y ago> To perform the “Branch if 0” part of the operation, we would like to guide this monstar into the appropriate Branch gadget. To do this, build a room that catches all monstars leaving the counter. This room should consist of a flat floor for the monstar to walk back and forth across, along with many platforms forming trap doors in the floor. Next, force Tim through a second Lever Pull Gadget, whose lever opens one of these trap doors. Build a path below this trap door, leading the monstar to the appropriate Branch gadget. Alright, M1 the first memory "thing", the counter where the result of ADD is stored. M2 is the second memory "thing", the room mentioned in the part quoted. However, you have made me feel rather silly for not realising the very obvious solution to the problem. Thanks.