[0.23] ProgCom – CPU Emulator 0.10.3

A CPU emulator part capable of controlling your spaceship.


Do you want some computer science with your rocket science? This is the mod for you!
This mod adds a CPU emulator part to the game which can be programmed with an assembly language detailed in the included manual. It is currently able to control most aspects of the spacecraft.

If you find any bugs, please report them in the forum thread.

Forum thread is here

Version 0.10.3
A few minor bugfixes and additional features

Version 0.10.2
Made som clarification to documentation, fixed minor bug.

Version 0.10.1
Fixed the incorrect part definitions.

Version 0.10
Lots of changes

Version 0.9
Several bugfixes to Serial interface and interrupts.
Added a tape drive.

Version 0.8.2
Added a side-mountable part.

Version 0.8.1
Improved string handling, you can now use hexadecimal constants everywhere, fixed some bugs.
See changelog for more details.

Version 0.8
Added a keyboard
See changelog for more details.

Version 0.7.2
Fixed an issue that caused the emulator to not use the entire cache memory.

Version 0.7.1
The monitor should no longer be blurry if you run at low texture resolution settings.

Version 0.7
Fixed some bugs, added a monitor.
See the changelog for more details.

Version 0.6
Changed the way the opcodes work a little bit
the documentation now properly states that the computer has 64k words ram
added some new instructions
see the changelog for more details

Version 0.5:
Changed the syntax for the assembler to make it a little more useful.
Made most branching instructions use pc-relative adressing
See changelog for more details.

Version 0.4:
Fixed several bugs with the GUI
Added documentation for some instructions I had forgotten about
You can now read the players controls, toggle ActionGroups and control RCS thrusters from the CPU
See the changelog for more details.

Version 0.3:
Various bugfixes and some new features, including interrups and cache memory emulation.
See the changelog in the zip for more details.

Version 0.2:
Various bugfixes, added a timer.


Addon Installation Guide


How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.


Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)


Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.


Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:


In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.


It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.


Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.


Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.


Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.


Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:


Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:


To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.



How to use

Instructions on how to program the computer and how to use the example code are included in the download. If you want to use the example code, copy the "PluginData" folder in the zip to your main ksp folder.


11 Comments for “[0.23] ProgCom – CPU Emulator 0.10.3”

  1. I can get extra practice in assembly for 0×10^C with this!

    wrothmonk February 25, 2013
  2. You need to explain the errors better than this:

    Incorrect instruction at 8:-1
    Incorrect instruction at 9:-987
    Incorrect instruction at 11:-1023
    Incorrect instruction at 14:-7

    Mike March 1, 2013
  3. Nicely done! Would you mind pushing it to GitHub so people can collaborate?

    John Cant March 23, 2013
  4. Vim highlighting for ProgCom ASM syntax:


    John Cant March 23, 2013
  5. Does this function in the Linux version?

    Allevil669 April 4, 2013
  6. Incredible!

    You beat Notch to finishing 0x10c, congratulations!

    fusty April 4, 2013
  7. why do we need this there is a mod that is in the #1 spot and already controls your ship and that one is very well developed and has an easy GUI it is called Mechjeb so why this ?????

    JANNIK April 8, 2013
  8. If you want it done for you use MechJeb. If you want to do it yourself use this, but by using programming use this. It’s a neat option that I enjoy quite a bit.

    Alskari April 10, 2013
  9. JANNIK, this might work well with the RemoteTech mod…

    Garoad May 1, 2013
  10. Yes, if it could function as a substitute for the remotetech autopilot this addon would be fantastic! Would allow for programming of probes so they will still be able to do things like landing when too far away to practically control by hand.

    kellpossible May 24, 2013
  11. can you please help? i installed it and itll show the proCom-IC but not the actual proCom.

    Joshua Hayes September 10, 2013

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