Schmolendevice
Schmolendevice
59 / 1
6th Aug 2015
27th Oct 2016
The future of TPT computing is on its way! This save features a 256 FILT particle 768 byte FRAM capable of read and write access 60 times a second! This device is the precursor to my 60 Hz BitStormer CPU. 8/12/15 User I/O interface finished.
computer electronics processor 60hz conv subframe howitworks a3sftt

Comments

  • Schmolendevice
    Schmolendevice
    13th Aug 2015
    As per the latest update, you can now input binary addresses or data to the CPU FSB. Sparking Standby makes the CPU idle, and Run makes the CPU start executing instructions at the current address. To program a location, set the desired address by sparking the red buttons and spark Enter. Then similarly set the data you want to write. Spark Address Set and then Program. Spark Access to read the current location. Demos simply read or write at high speeds.
  • Schmolendevice
    Schmolendevice
    13th Aug 2015
    8/12/15 On my way to finishing an input/output interface for the CPU FSB. You will be able to read, program and run the CPU with a set of buttons and I/O devices. @Kike200 Well, the device does take advantage of a ridiculous number of the often neglected aspects of TPT game mechanics. Call sub-frame timing the 'quantum mechanics' of TPT; hidden and underlying the universe while bearing extensive implications.
  • Kike200
    Kike200
    12th Aug 2015
    Schmolendevice: My gosh, this is too advanced for a geek user like me...
  • jakubthebuilder
    jakubthebuilder
    12th Aug 2015
    im making a comptuer too,just it would be my 2nd verson
  • Schmolendevice
    Schmolendevice
    12th Aug 2015
    @unknownkarma If you click on the blue "more info on A3SFTT" sign at the bottom, it should lead you to a thread that talks about solid spark and particle ordering. Whenever you start any save, the game calculates particle IDs for each and every element from left to right and top to bottom (reading order). Each frame, particles are processed in order of particle ID. The trick is finding a way to consistently 'reset, respark and propagate' an element every frame.
  • unknownkarma
    unknownkarma
    12th Aug 2015
    How did you get the sub-frame spark and stuff to be so stable? I tried doing something similar to this but every time I reloaded the save it broke and sometimes wouldn't fix, so I gave up :'c
  • Schmolendevice
    Schmolendevice
    12th Aug 2015
    @FuriousWeasel Wow. 60 Hz 32 by 32? How did that go? More like how did you get the addressing to work if ever you managed the prototype? @oldmud0 Indeed that device to the right is my current 60 Hz adder design. Sparking the green or red INST toggles the carry in. The output BRAY is at the top right of each adder. Currently it adds 255 by 0, but toggling the carry in will propagate the carry in one frame.
  • FuriousWeasel
    FuriousWeasel
    12th Aug 2015
    Megusta! I like how this is coming along! I A few months ago I was working on a 60hz 32x32 pixel FILT adressor/memory whatever that could read/write and was about to start on the goto function. I lost the stamp though... because I left that computer with my parents when I moved and I usually save WIPs as stamps. :/ ...and I feel a little inspired by this to give it another try.
  • oldmud0
    oldmud0
    12th Aug 2015
    Actually it looks like you still need to support the other CPU functions. I hope you can do subframe math as well ;)
  • oldmud0
    oldmud0
    12th Aug 2015
    Very nice! Looking forward to working I/O.