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(+1)

I just finished the game on Steam and oh boy that was a journey. I spent countless hours on this over the last 3 days. Very well made.

My game isn't saving.

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Are you on an iPad, by any chance? If not, which browser and OS?

If you're on iOS: the game is saved into "HTML Local Storage" in the browser, and unfortunately Apple changed the default settings on iOS to prevent saving data to localStorage when hosted cross-domain (as is done here on itch.io). This was ostensibly done for privacy reasons, but unfortunately it completely broke saves for browser-based games on itch.io for iOS. The only work-around for SIC-1 (short of disabling the "Prevernt cross-site tracking" setting--which I don't recommend doing, since it's a global setting) is to manually export your save data (Options -> Manage Save Data) and then import it next time.

If you're not on iOS: let me know the browser+OS and whether or not any settings (especially privacy/security settings) have been modified, and I'll give it a try.

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I'm using chrome on windows 10, and I think it may not be the game's fault, because I've gotten errors attached to localStorage on other things, so it may be my google account.

EDIT: I read the big block of text for iOS, (because I like reading, I know, I'm a nerd. What did you expect?) and I saw the bottom: "The only work-around for SIC-1 (...) is to manually export your save data...". Well then, I guess I'll do that!

I think Chrome has a similar setting, but it is disabled by default. It might be called “block third party cookies”. It might be enabled by default in incognito mode.

(+1)

I found the setting and have set it to "Block in incognito mode",

Thanks for the help!

(+1)

Is it pronounced ess-eye-see-1 or sick-1?

“Sick 1” 🙂

A single instruction Zach-like sounds delightful, thanks for adding more cool programming puzzle games to the world :D

Personally I'd appreciate an option to view dark text on a light background. I understand if that goes against the theme of the game as being reminiscent of a particular period of computing hardware. (I had a similar issue with TIS-100...) I've half a mind to root around in the browser tools to see if I can edit it on the client side :P

(+1)

I had not considered adding an optional “light mode”. Good idea, thanks!

(+1)

Alternative color schemes are now available!

How do I remove my save data?

Do you mean your saved programs/progress or your leaderboard scores?

For your code and whatnot, it’s stored in HTML Local Storage in the browser (on your computer). Deleting it is different by browser, but for Chrome open dev tools with F12, go the Application tab, and delete the entries that start with “sic1_”. Clearing browser history also deletes it, but that also deletes all your browser history, which you probably don’t want.

For deleting leaderboard data, I haven’t published the instructions yet, but the instructions will be in the next update (coming next weekend). If that’s what you’re looking for, let me know which browser you’re using and I can try and give you instructions that will work on the current version (there’s no UI for this in the current version).

Also, if you don’t mind sharing, why do you want to remove your saved data? If you think you hit a bug or something, let me know!

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It's not that I encountered a bug. I just wanted to revert my solutions for the problems into their original state (I deleted the comments, basically, which made it much more difficult for me to understand what to do). 

Also, is there anyway to download the game into another system not via itch.io? I downloaded the game from GitHub, but the game wouldn't open. 

That makes sense, thanks! I have plans to add a "reset" button that would restore the original code, but that work isn't done yet. If you don't mind potential spoilers, you can just search for the puzzle name in this file to see the original comments: https://github.com/jaredkrinke/sic1/blob/master/sic1/shared/puzzles.ts

As far as downloading, right now itch.io is the only option. If you use Steam on Windows, SIC-1 is releasing there (also for free) on Friday (with cloud saves). I don't have any other release plans. For the record, GitHub only has the source code and there are compilation steps required, so that unfortunately won't work for playing, in general.

Ah, OK. Also, I was planning to save my programs for later on my machine. So what's the file extension I have to use to save these programs?

I would use “.txt”, given it is plain text and there aren’t any other programs that use SIC-1 Assembly Language 🙂

Several weeks ago similar idea came to my mind. However, instead of full game, I made single challenge. I was thinking about how to measure complexity of algorithms including all possible dependencies (libraries, OS, CPU) and subleq appeared as ideal method for it. Subleq is relatively fast and still very basic.

For testing of such idea, I selected lossy image compression task: it is easy to check if resulting image is good and it gives lots of possibilities for implementation of different algorithms and optimizations. Because image data occupies large amount of RAM, I selected 32 bit address size and 32 bit data size.

If someone wants complex challenge (amount of code + data for solution is ~50k-200k), I suggest to look at it:

Subleq image decoder - Stack Exchange

SLIF - GitHub

How does the ranking system work? I keep seeing that I'm 1/17XX

Does everyone who completed all 30 levels see that they are #1? Or is it the average ranking on all levels? Or is it the last person to complete the game that gets the #1 title?

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Everyone with the same number of tasks completed sees the same rank.

On the web leaderboard the relative order between people with 30 tasks completed is arbitrary. Maybe I should make it alphabetical or something just so people don’t waste time trying to improve their position 🙂

Edit: maybe the web leaderboard should just be a “hall of fame” for everyone who completed all the tasks.

ingenious

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Hi

Wasn't expecting this to get updated. After beating this game a while ago I got very inspired. I felt like there was one aspect of the game that was missing. I really wanted this game to have more program space and the requirement to write actual functions. So I made my own macro assembler :)

It basically has the same functionality SIC-1 has but with more readable syntax, and macross. Here's some example code

function sub(a,b)
{
    b,a,?+1
}
function set(a, b)
{
    !var temp 0
    clear(a)
    clear(temp)
    sub(temp, b)
    sub(a, temp)
}
function add(a, b)
{
    !var temp 0
    clear(temp)
    sub(temp, b)
    sub(a, temp)
}


It all just compilers down to subleq It's quite satisfying to write in. I've made a lot of cool stuff with it.

cool thing. (does something interesting, see for yourself ;) )

So yeah! Thank you for introducing me to this strange language!

Also I haven't published the assembler anywhere yet, but if someone wants it you can dm me

I almost went down this path in my initial attempt to beat the final puzzle (to make sure it was indeed possible to beat). For the record, I think writing your own compiler is fair game for something like this. Nice work!

(+1)

I just published a relatively large update that includes improved graphics, many fixes, and some under-the-hood changes. Post a comment if you run into any issues, thanks!

Fixed a bug that would crash them game if a new player reloaded the page. If the game didn't work for you, please try again!

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since cycles and bytes are only counted for the first set of inputs optimization scores are really easy to abuse, its often possible to output the requirements for the first test above the actual programed solution. This is especially easy to do on the last level due to the nature of the levels challenge.

its been awhile since a played other zach-likes but if I remember correctly they usually use the score your solution scored the worst on. Though here the program doesn't reset between tests so I'm not sure if that's do-able.

Thanks! There is some logic to filter out these kinds of submissions on the server, to avoid showing them to other players (the submitter will still see their scores, however, as in your screenshot).

Having said that, the current filtering mechanism is not perfect, so some determined player could certainly get their bogus scores to appear on those histograms (side question: if someone goes through that much trouble, should I be flattered?). I could add a heuristic that tests programs on random inputs to make sure they're similar to the fixed inputs.

I don't know if this is possible with the way the game is set up, but what I would recommend is simply restarting the players solution on the second set of tests. The way I abused the system was simply hard coding the correct output for the first test above the actual solution, if the program where to run from the start for the second set of tests that hard coded output would cause the solution to fail.

I haven't looked at the code in a while, but it's likely that that is exactly what I'm doing on the server side. It would make sense to do the same thing on the client side (I don't recall if there was a reason for the discrepancy), although that could potentially break some existing solutions. Regardless, thanks for flagging this for me!

Just released an updated client that resets the simulation (and stats) when advancing to the next test set. This is similar to what is done server side, and should prevent this trick (except for the handful of "tutorial" assignments that don't validate solutions using random data).

One additional note: prior to February 2020, it was possible to submit hard-coded output like this and make it onto the histograms. This is no longer possible, but I have to go back and clean up the histograms.

I'm also planning to see if I can, as you suggested, reset the machine for each set of tests (just need to ensure this doesn't break legitimate solutions).

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