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2. There sort of is, but its not the most obvious thing. The assembler just translates tokens into numbers so you are in essence just writing a list of digits (ie: the numbers you see in the program component). In particular, the assembler itself doesn't understand or care about your instruction width or anything like that. All it does is "see token -> is number".
Its vaguely described as such when you first learn the assembler (while building the first architecture) but its not super clear up front that both architectures are using the same assembler or that "4 byte instructions" is only in the counter you attached to the program input.. its not a fundamental property of LEG (and I'm pretty sure - though I haven't tried it - that you could build your own entire architecture if you wanted. I believe the tests on the full computers just compare inputs to outputs rather than trying to validate your assembler source or the layout of your components).
This is especially obvious in certain levels like SHIFT where you can just delete your entire computer (including the program module) and build a one-off piece of hardware (I used a 1-Bit memory cell with a NOT to make a one-bit "program" counter, and used that to MUX a couple of Byte maker-based shift operations). I'd recommend doing that on a new schematic rather than actually deleting your computer though - I'm not 100% sure what scenarios cause the game to overwrite the main LEG schematic! :D
From what I can tell, ALL levels dealing with OVERTURE and LEG will automatically overwrite the schematic. You'll definitely want to create a new schematic when doing something like that or when implementing your own.
A more advanced assembler is already on the roadmap. In the mean time, you can design your own assembly with customasm (or write your own assembler) if the current assembler is too tedious for you.
What is that?