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I don't know all of them yet...

nop -> Do nothing when this code is executed
mov A B -> Move A to B
jmp A -> Jump to label A
slp X -> Sleep X cycles
slx A -> Sleep until input on A (needs to be XBus)
teq A B -> A equals B
tgt A B -> A greater than B and A less than B nop
tlt A B -> A less than B and A greater than B nop
tcp A B -> A greater than B and A less than B is negative
add X -> Add X to acc
sub X -> Sub X from acc
mul X -> Multiply acc X times (this is new and great)
not -> swap states in acc 0 to 100 OR !0 to 0
dgt X -> Store the digit X of acc in acc (X [0-2])
dst X Y -> Set the digit at X of acc to Y (X [0-2] Y [0-9])
gen A X Y -> generate 100 power at A for X cycles and then 0 power at A for Y cycles

MCXXXX have a few XBus for data and a few I/O for power, plus storage for code
DXXXX have XBus to get data and three I/O for power, depending on the input at any XBus the I/O are turned on/off 100 = p2, 011 = p0,p1, 000 = off OR if power goes into the p0-2 then the code is sent through the XBus and can be read

The memory modules can be read and written at either d0 or d1
The current address for 0 or 1 can be read or written at either a0 or a1
a0 is the address for d0
a1 is the address for d1
the address automatically advances by one if memory is read or written via d0,1 (d0 advances only a0 and d1 advances a1)
Post edited March 13, 2017 by disi
slx x? Huh, missed that one in the manual and it fixes quite a lot of problems I have in the game.

As for what NOT does:
If Acc is 0, then NOT sets Acc to 100
If Acc is not 0, then NOT sets Acc to 0

As for what Nop does:
It doesn't actually do nothing. Instead, it is a line of code that is executed and allows you to sync chips with varying code-lengths, as it literally tells your chip to do a step of nothing at all. But there are usually more elegant ways of dealing with sync-issues., though it certainly has it's super-sneaky uses here and there.
Post edited March 10, 2017 by MadnerKami
Yes, it helps a lot to save power!

I forgot the gen instruction :)
putting an @ symbol at the beginning of the code causes it to execute only once.
Hoax?
Post edited March 11, 2017 by disi
One-time-instructions (@ ...) are useful, sometimes you have to initalize ports i.e. to 50, "gen" can save some lines of code.

You can press TAB while routing to hide the chips and you can create connections below the chips, sometimes helpful.

pavo
Great info. Why 'gen' and '@' arent included in a ingame manual???
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Vink01: Great info. Why 'gen' and '@' arent included in a ingame manual???
The @ function is mentioned in one of the emails from your colleagues ingame.
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Vink01: Great info. Why 'gen' and '@' arent included in a ingame manual???
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disi: The @ function is mentioned in one of the emails from your colleagues ingame.
oh yes, I've read it a bit later while game progressing

TY