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Nazalassa

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Everything posted by Nazalassa

  1. I think the part count shouldn't be a problem, as there are like 2.2 KALs per register (rough estimate), but... Maybe loading time will be awful. Editing the file will be awful, too. Would be waaaay too hard to find the right KAL and then edit it. I really should work on something that purely edits KALs before we try it on a larger scale. Maybe we should begin with 48 registers? 32 storage, and 16 special ones (like if you write to them and then read from them, you get what you wrote but a NOT has been applied to it, also a register for the IP, one for the address to look in the memory that, when read, gives what's at the address, etc.) But can't we just proxy the KAL linked the the AG in the case you describe (t)here? Like the other one.
  2. Now that I have refuel vessels in orbit, waiting for their transfer windows, I can (finally) start roving.
  3. All refuel stuff launched (except for Moho, but that'll be on day 82) Roving can now start. Kerbin Elkano Right! Kerbin path: We'll begin by the 800 or so kilometers underwater; it may take 35 hours! Bill will take photos of fishes and other sealife.
  4. Just asking, but (if you still have the craft file) what is the size of the craft file?
  5. Log 23.9 I have some good news and a less-good new. I have successfully made a bus which can MOV from one register to another, both specified by two special KALs. That means we can do MOVs. So we can have as many as 256 registers. Each MOV instruction takes 4 phys-ticks, so if we made a computer out of that, it will likely be 6.25ips. It may be possible to pipeline MOVs at 3 phys-ticks (8.3333ips) as MOVs consist of two parts, [write to the bus] and [read from the bus]. Each takes 3 phys-ticks, but the latter is delayed by 1 phys-tick, for technical reasons. Even if I use 3 KALs per storage register, I think I can as well use 2, since purely storage registers don't need an always-active KAL. I have some ideas for memory, and 256 machine words may take like 4 or 5 KALs. HOWEVER, less-good new: I have made some calculations ; assumig we have three buffer fields per register (two in the register itself + one in the bus), that makes around 1,700 lines per register in the craft file, so for example, if we have 48 registers, that makes around 81,600 lines. With an average of 42 characters per line (I think this is more or less a correct approximation), that makes 3,427,200 characters, so the craft file will be around 3.27 MiB (or 3.43 MB). I'm not sure how KSP handles craft files that large, but I suspect some replica crafts are even larger, so if anyone has data to give... Besides, I'm not sure how KSP will handle the KALs. There will "only" be a hundred or so, but most of them will have buffers in them (512 points) which may be bad for performance, although I have not tried. Anyways, that's only for 48 registers. 96 would be better - more storage! - but that would also be 6.5 MiB. It would definitely be better if we could just define the buffer in one place and then just refer to it in the other KALs. I don't know if it's possible, nor do I know how to do it. Download: https://kerbalx.com/Nazalassa/bus-mov-test
  6. Idea fir instruction set: every instruction is a 'MOV'. There are as many registers as we want connected to the bus. Since there is only 1 instruction, we can drop the opcode, and encode instructions as 16-bit (65536) numbers - two opcode registers will be needed. Some registers do stuff with what's in them - so for example registers 0x10 and 0x11 are the adder inputs, and 0x12 is its output, 0x13 and 0x14 are the carry in/out resp., maybe 0x15 and 0x16 are for ror, 0x17 and 0x18 for rol, 0x19 and 0x20 for inc, etc. and the rest can be used as memory. I'll try to make a bus that takes two numbers and transfers from the first to the second. (that's an highly orthogonal RISC architecture lol)
  7. Calling more people @Kerbalsaurus @Jacob Kerman @Akagi @SSTO Crasher @LHACK4142 @Admiral Fluffy @cantab @WaldeB @ColdJ N 13
  8. N 15 They can, but that will require either of - or, even better, both : Less Positives playing More Negatives playing Positives playing less often Negatives playing more often Hacking the forum's server (not recommended)
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