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Nazalassa

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Everything posted by Nazalassa

  1. Log 23.5 Wheee! Through testing, I found some interesting stuff: It seems that, as long as we have 1 action or less for 0.04s the sequence is correctly executed. If there are more, some may go missing. An example is my try at a TAB operation (A->B), it works only if the length of the KAL is 0.08s or more. I don't know what it does if there's some lag. Needs testing I guess. So, I've added the six transfer instructions to the adder+bus thing, as well as ADD (A+B->A). One KAL is reserved for ADC (ADD with carry). I'll probably add a carry storage once I'll be done with that, should be soon. This "thing" (tell me if you have a better name) can be either active or inactive, the latter being the default state. It will only do meaningful operations when activated, and to switch between states press '0', or whatever key is associated with AG 10. The seven possible instructions have been packed in seven different KALs: TAB, TBA, TAC, TCA, TBC, TCB, ADD. Their location is shown in the picture above. To execute an instruction, simply play the associated KAL. Nothing more! OK, avoid executing two instructions simultaneously please... That'll break stuff - but otherwise it's safe. In order to be able to load stuff into the registers, I connected a KAL (labelled "C Register Loader") to the C register. If it is enabled and you write in it, whatever you write will be stored into the C register. You can then use one of the transfer instructions to put that data into another register. Instruction Set * TAB : Copies data from the A register into the B register. * TBA : Copies data from the B register into the A register. * TAC : Copies data from the A register into the C register. * TCA : Copies data from the C register into the A register. * TBC : Copies data from the B register into the C register. * TCB : Copies data from the C register into the B register. * ADD : Adds the values of registers A and B, then puts the result back in A. For the moment, there's no carry support. More pictures: Download: https://kerbalx.com/Nazalassa/256-Analog-Computer-Prototype
  2. Last night I had a dream which was the first one I remember. My imagination told me that there is a planetoid named Tellumo orbiting the Sun 120° (2π/3 radians) behind the Earth. It's a bit bigger than Mars and its orbit is stable (maybe it's at some "L6" Lagrange point?). An Apollo mission (I don't remember the number, probably XXIII) was sent there and the astronauts were landed in the LEM on the surface. But the engines didn't want to work (mysteriously out of fuel) so they couldn't get back to orbit. Then one of the astronauts took an instrument that looked like a mix of an harmonica and a piano and played some music, and the LEM started sliding on the surface, then it took off like a plane (???) and did a regular SSTO ascent to low orbit, even though there was no atmosphere and no engines were on on the craft. The music the astronaut played was Gold Rush by Kevin Macleod. Then the LEM and the CSM redocked and the dream ended. I don't know why I dreamed of that... Was fun anyways :)
  3. So I was browsing KSP2 mods on spacedock to see what new mods there were (even if I don't play KSP2) and I noticed something strange about several mods. Pictures in the spoiler above. Look at the font... (I know that's unifont.) It isn't [one of] the "default" font [s] of KSP2. Through many livestreams I've watched, and many screenshots I've found, I've only found unifont in these mods' windows. Never elsewhere. (It seems all of these mods use Spacewarp, though I'm not sure of that.) So, why do these mods use unifont? Is it because it's included in KSP2, or comes with Spacewarp (or the other mod loader)? Or is it just a mere coincidence?
  4. Nazalassa

    Hello

    Wait, that's old school :)
  5. Maybe I should think of getting back to this challenge, I wanted to try but I just forgot about it :)
  6. Also the copyright year should be changed. It has been 2023 for a few months now...
  7. For the adder: unfortunately I guess it isn't. Oh well, if you do the 2's complement-plus-one thing yourself it will probably work, one more piece of hardware to do I think that for running actions we could like have all of them happen in less than 0.04 sec. (one phys-frame) in a single KAL. Like maybe we can have one KAL for each OPcode or something, that plays a sequence that basically enables/disables other KALs. I don't know if enabling then disabling a KAL in the same phys-frame would enable it for a bt, or not. More experiments to do I guess... I tried a 2-KAL-loop and oh well. The game doesn't seem to like it. EDIT from roughly one day later: I'll try extra-short KALs in the following days to see what we can do it the whole KAL plays in one phys-frame.
  8. Nazalassa

    Hello

    Hello @Tazooka!
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