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    posted a message on Notch. What have you done to me. I have to redo all my boosters
    Quote from Rampant_Frenzy

    I thought they still worked.. just not generating the massive speed boost

    Sort of. Friction between minecarts still exists, but it’s unreliable. In particular, a minecart passing a stationary minecart sometimes starts it and sometimes doesn’t. It looks as though the chances drop if the stationary minecart is standing on a powered rail segment, but I haven’t tested enough to be sure. Pretty much the worst of all worlds.

    While I’m whining, I still want a stone-type detector rail! :-)
    Posted in: Survival Mode
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    posted a message on How to get rid of annoying outlines?
    This is sure to bring down the wrath of a thousand screaming fanboys, but:

    The outlines are an effect of Minecraft’s badly-written graphics code.

    This type of thing happens if you try to line up cubes by first calculating their centres, then calculating the offset to each corner. Because of precision limits in the arithmetic used, the corners of adjacent boxes don’t generally end up at exactly the same place. The degree to which this is noticeable depends on hardware and settings (FSAA is particularly problematic), but it boils down to a clear-cut case of the programmer Doing It Wrong.

    The fix for this would be to calculate the coordinates of each used grid corner exactly once. (This would also be more efficient, especially if the code found adjacent faces with the same texture and submitted them to the graphics card as a group instead of working on one cube at a time.)
    Posted in: Survival Mode
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    posted a message on Baezon's Redstone Simulator v2.2!
    The 2.2 release definitely wasn’t 2.1 repackaged, but does indeed claim to be 2.1. I suspect U7 is comparing 2.2 to an earlier 2.2 download.
    Posted in: Minecraft Tools
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    posted a message on Imitating greatness: 16-bit Hack ALU design
    Quote from CX gamer »
    Is it possible to apply pipelining to this, so the performance of multiple consecutive calculations can greatly be improved?

    Probably not within the ALU itself. In a full CPU, you could probably use instruction prefetching (possibly with prediction of unconditional branches) and start issuing the next instruction slightly before the IO parts of the current one are processed, at least if there’s no memory read in the next instruction. Other obvious optimizations would be a one-word RAM cache, possibly with a second word of write buffer, and tight timing of the various dispatch stages. But in terms of actually being able to do anything, the main focus has to be keeping it small, so you can fit as much RAM as possible.

    All high-level CPU optimizations, like pipelining, better algorithms and more powerful high-level instructions (like multiplication) are based on using more CPU die area to do stuff in smarter ways. Since Minecraft space isn’t subject to Moore’s law, we can’t really expect to see much of that sort of improvement in Minecraft computing, although if Notch adds SSI components (like one-block logic gates and latches) things could get interesting.

    (Actually, there is one major space saving that can be done now: stacking the ALU and bus channels vertically. Avus, above, had the right idea, although the size of each channel eats up most of the optimization.)
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from KylBlz »
    Also, more info on what a "demultiplexer" is, maybe a use for it?

    An example of a use is the “output muxer” in my ALU design, which selects the operation to use. My current design is much bulkier (and slower) than yours.
    Posted in: Alpha - Survival Single Player
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    posted a message on Baezon's Redstone Simulator v2.2!
    Quote from bleachisback »
    copy tool is also bad if you need to copy multiple layers.

    It works fine for that, you can use the up arrow and down arrow keys while selecting.
    Posted in: Minecraft Tools
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    posted a message on "red stuff" logic gates
    Quote from The_Battousai »
    I'm having trouble with the XNOR "E" and "F" designs on the Wiki page:

    I've double- and triple-checked it, and I don't know what the problem is. :Zombie:

    Here’s a schematic file. Works fine in game and in simulator.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from icks »
    The 5 high one requires a pulse of width 2 (inverter ticks) to toggle or it will toggle twice, the 4 high one works with a pulse of width 3 or 2

    Other way around. I like! Very elegant.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from TCoZ »
    I am currently in the process of creating a tic tac toe game out of redstone. Although most of it is pretty simple, redstone wise, I am struggling with the win logic circuit. Not understanding the logic required, I understand that, but I am having great difficulty actually creating the circuit without it being monumentally massive. Is it possible someone could create a compact version of this (where 1-9 are the inputs):

    (1 AND 2 AND 3) OR (4 AND 5 AND 6) OR (7 AND 8 AND 9) OR (1 AND 4 AND 7) OR (2 AND 5 AND 8) OR (3 AND 6 AND 9) OR (1 AND 5 AND 9) OR (3 AND 5 AND 7)


    What you have there is a disjunctive normal form expression. A smaller, optimized solution is almost certainly possible, but a simple generalish¹ approach can be built using a grid.

    This is the ground level.



    Each row represents a conjunction (AND expression), and each column a variable (controlled by a switch in this example). A torch on a block causes a variable to participate in the conjunction. For instance, the top row has torches for 1, 2 and 3, and the bottom row has 3, 5 and 7. The torches on ground level and below are acting as half-repeaters.

    Above the torches, a wire runs across each conjunction and feeds into another torch.



    The key torches below, together with these wires and the output torches on this level, form n-ary AND gates. A single wire running across the output torches forms an n-ary OR gate:



    This circuit uses positive input and output conventions: powering the variables corresponding to a winning solution will power the output wire on top.

    Schematic

    ¹ What’s missing here is a simple way to deal with three adjacent torches in a column.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from iFFAAAi »
    I guess i'll post here since my topic got 0 replies in 10hours.
    How do I make an adder + connect that to a display i have already made?
    (calculator on my mind but im too noob for that stuff)

    There are basically two ways to achieve this:
      [*:qhznpemi] Do the research, learn to understand binary logic, work out what components are needed, find appropriate component designs and assemble them yourself. (The main component you’ll need is a bank of full adders; there are several compact full-adder designs in this thread.)
      [*:qhznpemi] Find someone who’s already done the whole thing, if anyone has, and copy them.
    There is no intermediate way where someone can explain how to do it without actually doing the work for you, so that you get something you can honestly call your own without doing the boring bits.

    For reference, the ALU design linked in my signature implements addition and subtraction, and multiplication could be implemented on top of it using a small amount of machine code. A full-on calculator with a user interface would be significantly more complicated than what I have so far, although you could simplify away the AND command and F muxer.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from WhiteSpade »
    The 'clock' is only really necessary if you're planning large-scale, time-sensitive digital operations, though, right? You could make the flip-flops 'care' all the time pretty easily, I assume.

    “Clock” is kind of misleading. “Control” is more accurate. In real digital logic you use a shared clock to synchronize operations, but with redstone the simulation itself takes care of that. However, you may want to use control pulses to ensure values are only stored when certain conditions are met.

    For instance, if you’re doing some sort of calculation, the output is likely to fluctuate while the value is being computed. You don’t want to lock it into a register until it’s stable. This can be achieved using a control pulse, either triggered by the completion of the calculation or a delay line.

    Another example is a RAM array, where you’d use the C input as a select line: a write address bus determines which RAM cell a write control pulse will be sent to to store a value.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    A JK flip-flop can be used as both a T and a D flip-flop. it’s useful for a counter where you want to be able to increment (by chaining Ts together) and also load a specific value. It’s also handy as a universal component because you can wire it to work as a D, T or RS-type flip-flop – not very practical with redstone ones, but it might be if we got a flip-flop component block.
    Posted in: Alpha - Survival Single Player
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    posted a message on Imitating greatness: 16-bit Hack ALU design
    Quote from Uber_Nobody »
    Now it's time to add some registers! I haven't found any designs or schematics for one so far, so if you could post that, I would be very grateful!

    A register is just a bunch of D-latches chained together with a shared C input. Howlingmonkey’s 2-wide design with no padding needed would be my choice. (An Earle latch would be faster, but I don’t think register speed would be a major issue, and the larger size would induce latency anyway.)

    The next bit is I/O control, which is fairly trivial for Hack: writes can go to any combination of register A, register D, and *A (controlled by the AND of each control bit with the AND of a clock signal and the high bit of the instruction word), the D register feeds straight into the X input of the ALU, and the Y input can be either A or *A (controlled by the A control bit).
    Posted in: Alpha - Survival Single Player
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    posted a message on Baezon's Redstone Simulator v2.2!
    Quote from blaize9 »
    i donot understand what is what like the yellow block, gray with redstone, etc.

    Posted in: Minecraft Tools
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