it was an idea for a multi tone (color) printer. that could be used both for 2d and 3d printing. i was working on the "INK" cartridge. it got overy complicated in the way i was using it. i think ill keep working on it.
You sir, are a genius! I'm going to play around with this idea once I come back home. I have a good plan for 3-color, but once a fourth block is added things get a bit complicated. I'll try to figure something out... if it's even possible.
I solved that issue using a pulse limiter. I don't care how long you stand on the pressure plate, it will only send one cart each activation.
For the station itself, I need to set it up so that when someone selects a location using the pressure plates, it locks that location in place until either they leave, or a new location is selected.
Brilliant idea, I didn't even think of that when I built one. That was back when I wasn't too great with redstone. You could still use my array for selection if you want. You would just need detector rails at the exit for each location to reset the latches.
Thanks for the design, but I'm going to use something a bit bulkier and see how it works out, if at all.
So, I don't have it completely done as of yet, but I've finally settled on a design I like for the station, and I've gotten it to where when you step on a pressure plate, the location chosen will stay selected.
Tomorrow I plan on seeing if, with the way I have it set up, it is possible to lock in a location until an "exit" signal is received. After that will come the actual "exhibits" and tracks connecting them.
As for if anyone wants pictures... When it is completed and working, I will then worry about pictures.
impressive. add me on XBL if you need a hand. i can keep up with redstone logic. but the size is.. erm.. crazy =)
gt: l SPITFiRE l
Thanks for the offer, but I already have a couple people willing to help me out.
And there's a bit more than simple binary logic going on here. What you see that's completed so far is the brain of this machine. It can perform all 6 basic logic operations, along with 2 mathematical functions, 3 comparative functions, (IF statements) and 2 bitwise functions, shift left or right.
This system works on a foundation we call parallel logic. This means the machine calculates every possible outcome, all at the same time. For each bit of the ALU, 2 bits of data are coming in and going into 6 (technically, 10) mechanisms simultaneously. This is a 16 bit ALU, so this is all happening 16 times, meaning 96 mechanisms are at work for 32 binary digits.
On top of that, there are other mechanisms I like to call "modifiers". First is just a muxer that allows the processed data to be sent from the output. Usually this isn't needed, but it is necessary because of another mechanism, an inverted muxer. I use this as a NOT gate external to the accumulator. This means I can use it to invert the output of any function, turning AND to NAND, OR to NOR, etc. The purpose of this design feature is purely because it massively cuts down on the size of an ALU in many aspects.
External to these output enablers are bitwise shifters, which I'm very proud of. They're my own design, each mechanism uses only one piston, and they're completely instant.
Yeah, the ALU is pretty big, but that's the price you pay if you want a powerful CPU. When the whole machine is complete, the size will be at least tripled. I plan on having 4 times as many RAM addresses in this computer, which means 8 times as many memory cells since this time I'm working with 16-bit words instead of 8.
Sorry if that made no sense to you, but I'm not sure about what you do and don't know. You might understand some of what I'm talking about, so I don't want to type up a mega-post explaining every detail when half of it is unnecessary. If there is something you don't get, please feel free to ask and I'll explain it in greater detail.
Got everything hooked up and working properly beyond a lock mechanism(Not completely necessary)
The station is essentially done. Some systems, such as the call and return functions for the carts and the various locations need to be connected.
Pulled out my map, saw that I was in the bottom right corner and... The track selection system is pointing towards the bottom of the map. Major facepalm moment right there. Let's just say that I will not be rebuilding the entire station because of it.
Got everything hooked up and working properly beyond a lock mechanism(Not completely necessary)
The station is essentially done. Some systems, such as the call and return functions for the carts and the various locations need to be connected.
Pulled out my map, saw that I was in the bottom right corner and... The track selection system is pointing towards the bottom of the map. Major facepalm moment right there. Let's just say that I will not be rebuilding the entire station because of it.
There I go not explaining what I mean again. Haha!
By a lock mechanism, I mean something that will prevent multiple locations from being selected at a time. That, as well as a system that will prevent someone from changing the location on someone before they can leave. It's probably possible with my set-up, however, I've had a bit of an issue with patience today. But, it's finished and I'm now going to create a thread and post a few pictures there so people can yell about what I did wrong.
There I go not explaining what I mean again. Haha!
By a lock mechanism, I mean something that will prevent multiple locations from being selected at a time. That, as well as a system that will prevent someone from changing the location on someone before they can leave. It's probably possible with my set-up, however, I've had a bit of an issue with patience today. But, it's finished and I'm now going to create a thread and post a few pictures there so people can yell about what I did wrong.
What I just posted in your thread will achieve most of that. But a system that blocks the destination selector until a cart leaves would be easy to add on. Just install a latch that sets, retracting pistons, not allowing a new input. Then, using the same detector rail that resets the destination latches, wire it to reset the input enabler latches as well.
What I just posted in your thread will achieve most of that. But a system that blocks the destination selector until a cart leaves would be easy to add on. Just install a latch that sets, retracting pistons, not allowing a new input. Then, using the same detector rail that resets the destination latches, wire it to reset the input enabler latches as well.
Alright, so back on topic of the computer. Now that the ALU is finished, what comes next?
Alright, so back on topic of the computer. Now that the ALU is finished, what comes next?
Well I'm out of town right now, so it'll be a week or so before I even touch it again.
But, when I do, at that point I can bring you and Dew in, if you're still interested. The rest of the build will be a piece of cake compared to designing an ALU. Next will be adding general purpose registers, which most people just call RAM, but that's not completely accurate. RAM is any memory cell or register that can be written to and read from, as opposed to ROM which can only be read from. Technically my program memory will consist of RAM, this just isn't the same kind of memory most people think of when they hear RAM. Generally, they are thinking of the memory stick you plug into your mother board, which is actually full of general purpose registers.
I want to have 16 locations, altogether containing 32 bytes of data RAM. In terms of construction, this means building 256 D flip flops, plus another 16 for a special purpose register which will act as a shortcut between the ALU's output and input. 90% of the time, whatever comes out of the ALU, you'll want to send right back in. This specific register increases the speed dramatically, allowing you to cut a whole line out of the program which would be used to store a value, that you didn't even need in the long run, in one of your primary RAM locations.
Also, I'm also going to have a toggleable clock for the program counter this time. It will actually be able to over-clock itself whenever instructed to, just like in a real CPU. It's pretty much a necessity at this point with how slow the comparator is. For A > B detection, it takes the comparator 36 agonizing ticks to negate all of the less significant digits in input B. Not counting the comparator, the most intensive operation in this ALU is a full ripple carry, which only takes 13 ticks. And that's from the initial input, in front of the inverters, all the way to the ultimate output, behind the bitwise shifters.
Even if it was restricted to 36 ticks, that's still faster than the average 16-bit computer, which usually has less functionality than mine does. But, with this toggleable clock, I'm pretty sure it could average around 20 ticks. Which, as far as I know, is unheard of for a computer that's as large and powerful as mine.
Well I'm out of town right now, so it'll be a week or so before I even touch it again.
But, when I do, at that point I can bring you and Dew in, if you're still interested. The rest of the build will be a piece of cake compared to designing an ALU. Next will be adding general purpose registers, which most people just call RAM, but that's not completely accurate. RAM is any memory cell or register that can be written to and read from, as opposed to ROM which can only be read from. Technically my program memory will consist of RAM, this just isn't the same kind of memory most people think of when they hear RAM. Generally, they are thinking of the memory stick you plug into your mother board, which is actually full of general purpose registers.
I want to have 16 locations, altogether containing 32 bytes of data RAM. In terms of construction, this means building 256 D flip flops, plus another 16 for a special purpose register which will act as a shortcut between the ALU's output and input. 90% of the time, whatever comes out of the ALU, you'll want to send right back in. This specific register increases the speed dramatically, allowing you to cut a whole line out of the program which would be used to store a value, that you didn't even need in the long run, in one of your primary RAM locations.
Also, I'm also going to have a toggleable clock for the program counter this time. It will actually be able to over-clock itself whenever instructed to, just like in a real CPU. It's pretty much a necessity at this point with how slow the comparator is. For A > B detection, it takes the comparator 36 agonizing ticks to negate all of the less significant digits in input B. Not counting the comparator, the most intensive operation in this ALU is a full ripple carry, which only takes 13 ticks. And that's from the initial input, in front of the inverters, all the way to the ultimate output, behind the bitwise shifters.
Even if it was restricted to 36 ticks, that's still faster than the average 16-bit computer, which usually has less functionality than mine does. But, with this toggleable clock, I'm pretty sure it could average around 20 ticks. Which, as far as I know, is unheard of for a computer that's as large and powerful as mine.
I am still interested in helping out and getting to learn a thing or seven myself.
You're a genius. I'm only recently starting on large red stone projects but you've done an awesome job explaining this and I feel like I understand very well.
You said in a post you'd be interested to see what my opinion is of your latest build.
I hope this is it.
First impression: My eyes hurt.
Forewarning; You may have to speak to me like I'am a dumb person, because I'am not... software savvy. (or is it hardware? See how un-savvy I'am?)
-So you are building a computer, xbox, OS, what? I don't understand.
-Purpose? For fun? Just to be able to say you did it? Or am I going to be able to one day hop in your world, an actually do something?
-How long did it take you to;
A: Understand how a computer works
B: Understand how to create a computer on mine craft (not so much how much time it took to make it, but how much time it took just to figure it out)
-In terms of percentage, how much room is this thing going to take up in your MC world, when its done? (guess)
If you answered any of these questions already, don't repeat yourself, as I will get through this thread... eventually.
I only recently understood how redstone works, and now I have to make bookcase doors everywhere lol.
It's just terminology, but this is redstone hardware, that can emulate software, and the whole thing is being emulated by software (Minecraft) which is running on hardware. (Xbox 360)
Think about that for a minute.
Now that the possibilities within Minecraft have just blown your mind, on to the questions!
It's a computer. Although it's several times as powerful, and much more advanced than my first computer, it is still pretty basic compared to whatever you're using to view this page. Redstone is an insanely expandable realm of creativity, especially when it comes to computer science, but it still can only do so much. The name "project XENON" does pay tribute to the 360's IBM CPU, named Xenon, but it is in no way a recreation of it. (That would be impossible.) This is my own brand of computer, and it uses many features that elitists would call "hacks". But, since it's my own computer, can it really be considered a hack? After all, it's my creation, so any unorthodox methods I use become standard for my "brand" of computer.
As far as I know, an operating system would also be impossible. In the past, laurensweyn attempted a redstone OS, but ultimately abandoned the idea. If a redstone master like him couldn't do it, I'm not even going to make the attempt.
The reason for all of my builds is self-education. I like to share with the community how powerful redstone is as well. And I'm not going to lie, the bragging rights are a nice bonus. My ultimate goal is to eventually build a machine so powerful it can actually crash the MCXBLA client. I want to find that ultimate limit and compare it to what has been accomplished in the PC version. But, yes, with a little introduction into how the instruction set works, you would be able to come in and program the computer to do anything you wanted it to do. As long as that's within its ability, of course.
A: I was studying computer science before I ever started playing Minecraft. It wasn't all that long ago, though. Maybe a year and a half.. two years? It was always a hobby I kept on the backburner most of the time though. Whenever I discovered redstone computers though, that sort of fanned the flames and I became addicted to it. My journey into computer science first started here:
It's a great starting point to learning the very basics of a computing system. From that point, I started looking into how other related systems work. Such as HDD's, different kinds of networks, routers, GPUs, etc. Now I'm focusing more on programming. There is no form of programming more raw than writing instructions in a redstone CPU. I like writing programs that can allow my computer to process data in a way the ALU can't internally handle. For example, though my ALU has no multiplication function, I can use the algorithm for Peasant Multiplication. Utilizing the ALU repeatedly, through several cycles, I can perform multiplication, though my ALU doesn't technically have the ability to do so.
B: The transition is actually smoother than you might think. After I first saw a redstone computer, my mind was blown and I wanted to understand how and why it worked. I watched a couple "Redstone for Dummies" videos made by captainsparklez and started experimenting. At first it was pretty daunting, but I started using others' logic gate designs and simply hooking them together, just like you would in a program like LogiSim. After playing with redstone long enough, especially when you have to keep it hidden in a confined space, you start to learn how redstone items interact with each other, as well as solid and transparent blocks.
Once I was confident in manipulating redstone, I started with more basic builds. The first project was a 6-bit calculator with only one function... addition. The end result is pretty hideous, I wasn't great when it came to making circuitry look neat and compact back then. After that, I completely rebuilt the same calculator from the ground up. But this time, I did it the right way and ended up with a clean looking system that was roughly 3 times smaller than my first attempt.
The official measurements of the ALU are 68 x 53 x 13. I'm hoping not to expand too much outside the surface area. Most of the components will be oriented vertically. General purpose registers will sit on top of the ALU, and the program memory will be above that. Somewhere I'll be squeezing in a ROM-based HDD I designed recently, which will only function as an external storage for programs I'll be using frequently. That's another thing I forgot to mention, the program memory will be writable, which is very uncommon for a redstone CPU. This will make it much more user friendly and a lot easier to write programs. Traditionally, program memory uses ROM lines, and programming is done by manually placing and removing redstone torches. With the new system, the machine can be programmed with ease, from the comfort of the UI (User Interface) room. This will make it far more simple for someone (even with little programming experience) to write a program.
The peripheral attachments can't be oriented vertically. Well, they can, but it would be extremely inefficient, and the structure would begin to look very awkward. One of the attachments I have planned is a hacked 8-bit GPU, modified to be controlled by 16-bit words, effectively doubling the speed. Another will be an 8 x 8 pixel printer, probably using two colors, but I've been toying with ideas of how I could add more of a selection. Lastly, there will be a 5 digit decimal display, which uses a binary to BCD decoder for speed and compactness. A binary to unary decoder would be extremely large and slow, considering you can represent 65,536 different values using 16-bit words. I'm also planning on building some sort of LAN. I already designed a system that can convert an arbitrary amount of data into a string of 4-tick pulses, transmitting across a single line. This will be expanded upon, adding a hub for addressing, which will send a signal instructing the correct address to read the incoming transmission. Any address not designated will simply ignore the data.
Wow... I feel like I'm writing an auto-biography here. xD Sorry if all this "me me me" talk is making me look like a braggart. The truth is, a lot of my forum friends on PMC are into computer science, and we talk about this stuff all the time. Many of them are experts in this field and even make me feel a bit dim-witted. So I do like to showcase my knowledge in this category from time to time, knowing I may be going way over most peoples' heads. I'm sure it's the same feeling you get when talking about psychology and human nature. If at some point it seemed like I was speaking in another language, I do apologize. Do remember I am often speaking to programmers, hackers, and redstone engineers when I talk about this stuff. I tend to forget to simplify some of my jargon.
If there was something you didn't understand, just point it out and I would be happy to break it down.
You're a genius. I'm only recently starting on large red stone projects but you've done an awesome job explaining this and I feel like I understand very well.
Thanks!
What sort of large-scale redstone projects are you working on?
impressed with what youve done so far, thought this kinda project would only be successful on the pc version, you get this done it will be testament to how good the 360 really is...
You sir, are a genius! I'm going to play around with this idea once I come back home. I have a good plan for 3-color, but once a fourth block is added things get a bit complicated. I'll try to figure something out... if it's even possible.
Brilliant idea, I didn't even think of that when I built one. That was back when I wasn't too great with redstone. You could still use my array for selection if you want. You would just need detector rails at the exit for each location to reset the latches.
The selected latch outputs a low signal.
Thanks for the design, but I'm going to use something a bit bulkier and see how it works out, if at all.
So, I don't have it completely done as of yet, but I've finally settled on a design I like for the station, and I've gotten it to where when you step on a pressure plate, the location chosen will stay selected.
Tomorrow I plan on seeing if, with the way I have it set up, it is possible to lock in a location until an "exit" signal is received. After that will come the actual "exhibits" and tracks connecting them.
As for if anyone wants pictures... When it is completed and working, I will then worry about pictures.
gt: l SPITFiRE l
Thanks for the offer, but I already have a couple people willing to help me out.
And there's a bit more than simple binary logic going on here. What you see that's completed so far is the brain of this machine. It can perform all 6 basic logic operations, along with 2 mathematical functions, 3 comparative functions, (IF statements) and 2 bitwise functions, shift left or right.
This system works on a foundation we call parallel logic. This means the machine calculates every possible outcome, all at the same time. For each bit of the ALU, 2 bits of data are coming in and going into 6 (technically, 10) mechanisms simultaneously. This is a 16 bit ALU, so this is all happening 16 times, meaning 96 mechanisms are at work for 32 binary digits.
On top of that, there are other mechanisms I like to call "modifiers". First is just a muxer that allows the processed data to be sent from the output. Usually this isn't needed, but it is necessary because of another mechanism, an inverted muxer. I use this as a NOT gate external to the accumulator. This means I can use it to invert the output of any function, turning AND to NAND, OR to NOR, etc. The purpose of this design feature is purely because it massively cuts down on the size of an ALU in many aspects.
External to these output enablers are bitwise shifters, which I'm very proud of. They're my own design, each mechanism uses only one piston, and they're completely instant.
Yeah, the ALU is pretty big, but that's the price you pay if you want a powerful CPU. When the whole machine is complete, the size will be at least tripled. I plan on having 4 times as many RAM addresses in this computer, which means 8 times as many memory cells since this time I'm working with 16-bit words instead of 8.
Sorry if that made no sense to you, but I'm not sure about what you do and don't know. You might understand some of what I'm talking about, so I don't want to type up a mega-post explaining every detail when half of it is unnecessary. If there is something you don't get, please feel free to ask and I'll explain it in greater detail.
Got everything hooked up and working properly beyond a lock mechanism(Not completely necessary)
The station is essentially done. Some systems, such as the call and return functions for the carts and the various locations need to be connected.
Pulled out my map, saw that I was in the bottom right corner and... The track selection system is pointing towards the bottom of the map. Major facepalm moment right there. Let's just say that I will not be rebuilding the entire station because of it.
What exactly do you mean by a "lock" mechanism?
There I go not explaining what I mean again. Haha!
By a lock mechanism, I mean something that will prevent multiple locations from being selected at a time. That, as well as a system that will prevent someone from changing the location on someone before they can leave. It's probably possible with my set-up, however, I've had a bit of an issue with patience today. But, it's finished and I'm now going to create a thread and post a few pictures there so people can yell about what I did wrong.
What I just posted in your thread will achieve most of that. But a system that blocks the destination selector until a cart leaves would be easy to add on. Just install a latch that sets, retracting pistons, not allowing a new input. Then, using the same detector rail that resets the destination latches, wire it to reset the input enabler latches as well.
Alright, so back on topic of the computer. Now that the ALU is finished, what comes next?
Well I'm out of town right now, so it'll be a week or so before I even touch it again.
But, when I do, at that point I can bring you and Dew in, if you're still interested. The rest of the build will be a piece of cake compared to designing an ALU. Next will be adding general purpose registers, which most people just call RAM, but that's not completely accurate. RAM is any memory cell or register that can be written to and read from, as opposed to ROM which can only be read from. Technically my program memory will consist of RAM, this just isn't the same kind of memory most people think of when they hear RAM. Generally, they are thinking of the memory stick you plug into your mother board, which is actually full of general purpose registers.
I want to have 16 locations, altogether containing 32 bytes of data RAM. In terms of construction, this means building 256 D flip flops, plus another 16 for a special purpose register which will act as a shortcut between the ALU's output and input. 90% of the time, whatever comes out of the ALU, you'll want to send right back in. This specific register increases the speed dramatically, allowing you to cut a whole line out of the program which would be used to store a value, that you didn't even need in the long run, in one of your primary RAM locations.
Also, I'm also going to have a toggleable clock for the program counter this time. It will actually be able to over-clock itself whenever instructed to, just like in a real CPU. It's pretty much a necessity at this point with how slow the comparator is. For A > B detection, it takes the comparator 36 agonizing ticks to negate all of the less significant digits in input B. Not counting the comparator, the most intensive operation in this ALU is a full ripple carry, which only takes 13 ticks. And that's from the initial input, in front of the inverters, all the way to the ultimate output, behind the bitwise shifters.
Even if it was restricted to 36 ticks, that's still faster than the average 16-bit computer, which usually has less functionality than mine does. But, with this toggleable clock, I'm pretty sure it could average around 20 ticks. Which, as far as I know, is unheard of for a computer that's as large and powerful as mine.
I hope this is it.
First impression: My eyes hurt.
Forewarning; You may have to speak to me like I'am a dumb person, because I'am not... software savvy. (or is it hardware? See how un-savvy I'am?)
-So you are building a computer, xbox, OS, what? I don't understand.
-Purpose? For fun? Just to be able to say you did it? Or am I going to be able to one day hop in your world, an actually do something?
-How long did it take you to;
A: Understand how a computer works
B: Understand how to create a computer on mine craft (not so much how much time it took to make it, but how much time it took just to figure it out)
-In terms of percentage, how much room is this thing going to take up in your MC world, when its done? (guess)
If you answered any of these questions already, don't repeat yourself, as I will get through this thread... eventually.
I only recently understood how redstone works, and now I have to make bookcase doors everywhere lol.
It's just terminology, but this is redstone hardware, that can emulate software, and the whole thing is being emulated by software (Minecraft) which is running on hardware. (Xbox 360)
Think about that for a minute.
Now that the possibilities within Minecraft have just blown your mind, on to the questions!
It's a computer. Although it's several times as powerful, and much more advanced than my first computer, it is still pretty basic compared to whatever you're using to view this page. Redstone is an insanely expandable realm of creativity, especially when it comes to computer science, but it still can only do so much. The name "project XENON" does pay tribute to the 360's IBM CPU, named Xenon, but it is in no way a recreation of it. (That would be impossible.) This is my own brand of computer, and it uses many features that elitists would call "hacks". But, since it's my own computer, can it really be considered a hack? After all, it's my creation, so any unorthodox methods I use become standard for my "brand" of computer.
As far as I know, an operating system would also be impossible. In the past, laurensweyn attempted a redstone OS, but ultimately abandoned the idea. If a redstone master like him couldn't do it, I'm not even going to make the attempt.
The reason for all of my builds is self-education. I like to share with the community how powerful redstone is as well. And I'm not going to lie, the bragging rights are a nice bonus. My ultimate goal is to eventually build a machine so powerful it can actually crash the MCXBLA client. I want to find that ultimate limit and compare it to what has been accomplished in the PC version. But, yes, with a little introduction into how the instruction set works, you would be able to come in and program the computer to do anything you wanted it to do. As long as that's within its ability, of course.
A: I was studying computer science before I ever started playing Minecraft. It wasn't all that long ago, though. Maybe a year and a half.. two years? It was always a hobby I kept on the backburner most of the time though. Whenever I discovered redstone computers though, that sort of fanned the flames and I became addicted to it. My journey into computer science first started here:
http://www.fastchip....erswork/p1.html
It's a great starting point to learning the very basics of a computing system. From that point, I started looking into how other related systems work. Such as HDD's, different kinds of networks, routers, GPUs, etc. Now I'm focusing more on programming. There is no form of programming more raw than writing instructions in a redstone CPU. I like writing programs that can allow my computer to process data in a way the ALU can't internally handle. For example, though my ALU has no multiplication function, I can use the algorithm for Peasant Multiplication. Utilizing the ALU repeatedly, through several cycles, I can perform multiplication, though my ALU doesn't technically have the ability to do so.
B: The transition is actually smoother than you might think. After I first saw a redstone computer, my mind was blown and I wanted to understand how and why it worked. I watched a couple "Redstone for Dummies" videos made by captainsparklez and started experimenting. At first it was pretty daunting, but I started using others' logic gate designs and simply hooking them together, just like you would in a program like LogiSim. After playing with redstone long enough, especially when you have to keep it hidden in a confined space, you start to learn how redstone items interact with each other, as well as solid and transparent blocks.
Once I was confident in manipulating redstone, I started with more basic builds. The first project was a 6-bit calculator with only one function... addition. The end result is pretty hideous, I wasn't great when it came to making circuitry look neat and compact back then. After that, I completely rebuilt the same calculator from the ground up. But this time, I did it the right way and ended up with a clean looking system that was roughly 3 times smaller than my first attempt.
The official measurements of the ALU are 68 x 53 x 13. I'm hoping not to expand too much outside the surface area. Most of the components will be oriented vertically. General purpose registers will sit on top of the ALU, and the program memory will be above that. Somewhere I'll be squeezing in a ROM-based HDD I designed recently, which will only function as an external storage for programs I'll be using frequently. That's another thing I forgot to mention, the program memory will be writable, which is very uncommon for a redstone CPU. This will make it much more user friendly and a lot easier to write programs. Traditionally, program memory uses ROM lines, and programming is done by manually placing and removing redstone torches. With the new system, the machine can be programmed with ease, from the comfort of the UI (User Interface) room. This will make it far more simple for someone (even with little programming experience) to write a program.
The peripheral attachments can't be oriented vertically. Well, they can, but it would be extremely inefficient, and the structure would begin to look very awkward. One of the attachments I have planned is a hacked 8-bit GPU, modified to be controlled by 16-bit words, effectively doubling the speed. Another will be an 8 x 8 pixel printer, probably using two colors, but I've been toying with ideas of how I could add more of a selection. Lastly, there will be a 5 digit decimal display, which uses a binary to BCD decoder for speed and compactness. A binary to unary decoder would be extremely large and slow, considering you can represent 65,536 different values using 16-bit words. I'm also planning on building some sort of LAN. I already designed a system that can convert an arbitrary amount of data into a string of 4-tick pulses, transmitting across a single line. This will be expanded upon, adding a hub for addressing, which will send a signal instructing the correct address to read the incoming transmission. Any address not designated will simply ignore the data.
Wow... I feel like I'm writing an auto-biography here. xD Sorry if all this "me me me" talk is making me look like a braggart. The truth is, a lot of my forum friends on PMC are into computer science, and we talk about this stuff all the time. Many of them are experts in this field and even make me feel a bit dim-witted. So I do like to showcase my knowledge in this category from time to time, knowing I may be going way over most peoples' heads. I'm sure it's the same feeling you get when talking about psychology and human nature. If at some point it seemed like I was speaking in another language, I do apologize. Do remember I am often speaking to programmers, hackers, and redstone engineers when I talk about this stuff. I tend to forget to simplify some of my jargon.
If there was something you didn't understand, just point it out and I would be happy to break it down.
Thanks!
What sort of large-scale redstone projects are you working on?
Everyone has to start somewhere.
Just don't try to add seconds to that clock. Also, if you sleep that will pretty much throw it all off.
Good luck with the project!