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    posted a message on the redgame 2.3! redstone computer (with GPU!), now ACTUALY compatible with MC 1.0!
    Yeah, the new version was so you wouldn't have to define the layout by bytes. It changed the way config files work a little, so you can just do what you did in the 2nd pastebin.

    Anyway, there was indeed a problem with that new version. Was fixed in a few minutes though. A consequence of everything in Java being signed is that it's hard to extract individual bits from a byte, and I slipped up when reversing the way bytes are poured in to schematics.

    New version (for real this time): http://ge.tt/79drHnJ/v/0

    You can be sure you're using the right version by running RedROM with no arguments, btw. At this point we're up to 1.2
    Posted in: Redstone Creations
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    posted a message on the redgame 2.3! redstone computer (with GPU!), now ACTUALY compatible with MC 1.0!
    First, here's a link to the new version of RedROM that loads bytes from most significant bit down, and the -hack bug is fixed as well:
    http://ge.tt/79drHnJ/v/0 (EDIT: fixed a bug I missed)

    This should let you make the ROM 34 bits wide in exactly the way you were trying to earlier.

    I'll update the docs and "really post" the new version once I have time to re-write the readme, the layout example, etc. But right now schoolwork looms.

    The reason TIMES: 2 is needed is that any "interior block" in the config is just a description that has to be utilized in one of the "exterior blocks" (terminology completely made up just now).

    i.e. to describe two lines, you first specify the definition for one line, then after that specification, you use TIMES to say how many of those should appear (you want that one line twice, thus TIMES: 2)

    [
    Quote from Fallensn0w

    ...I made a layout file like this: http://pastebin.com/CyGjSxPY


    Oh god, don't do that. Times can be any number you want. So this should work fine.
    STEP: 2, 0, 0
    TIMES: 60


    And thanks for trying to dive in and use this. I definitely needed some brave real-world user to give it a shot so I can work the kinks out.
    Posted in: Redstone Creations
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    posted a message on the redgame 2.3! redstone computer (with GPU!), now ACTUALY compatible with MC 1.0!
    So what you're seeing there is that each byte is loaded into ROM starting with the least-significant (right-most) bit, then working its way up. It'd just be a small layout change for you normally (just drop each byte in from the right-most bit down: something like...

    one_32bit_line {
    	one_byte {
    		START:0,14,0
    		STEP: 0, -2, 0
    		TIMES: 8
    	}
    	STEP: 0, 16, 0
    	TIMES: 4
    }


    However, the ROM being 34 bits wide presents a problem:

    RedROM loads from the rightmost bit of each byte on, which means there's gonna be a leftover chunk that's not a byte, which means it won't have anything to load.

    So I made a mistake here: I assumed in the code that any ROM would be based around some multiple of 8-bits (e.g. bytes, 16-bit or 32-bit instructions, etc.) In fact, you can't have binary files in a modern operating system today that are, say 4-bits or 36 bits or what have you. They're all in bytes. So any binary file you could pass into RedROM would *have* to be in bytes. So it was a pretty safe assumption.

    However, then I added the -hack option right at the end so people could use 1's and 0's in notepad, etc. So with that you can put in however many bits you want. Also, the RedGame machine is proof that strangely sized ROM needs to be handled pretty much by default.

    So I'll change the load style from least-significant bit UP to most-significant bit DOWN.

    Anyway, all that was a long-winded way of saying "my bad"
    Posted in: Redstone Creations
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    posted a message on the redgame 2.3! redstone computer (with GPU!), now ACTUALY compatible with MC 1.0!
    Quote from Fallensn0w

    How does RedROM read the binary load file? I wanted to see if RedROM could write the first 4 bits so I wrote 1010 to the testload file and generated the schematic but instead of the first four bits, random bits were changed.


    Well, understand that if you literally take notepad, put "1010" in a file, and run RedROM, you'll get back 32 bits: i.e. each of the bytes that make up ASCII '1', ASCII '0', ASCII '1', and ASCII '0' again. But if you want to do it that way, RedROM has an optional argument "-hack" that lets you just type ones and zeros into a file (called "-hack" because the original Hack assembler spits out ASCII ones and zeros instead of a binary file). So try "java -jar RedROM.jar -hack YADDA YADDA YADDA" with that file of yours.

    (Maybe you already knew not to type in ASCII values, but just making sure first)

    EDIT: just tested the -hack option, and found a bug! With -hack, the input has to be more than 8 bits. Don't know too many people who only need one byte or less of ROM written, but I'll still fix this at some point. Anyway, at the moment you'll need to type at least 9 zeros and ones if you want to test the -hack option.
    Posted in: Redstone Creations
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    posted a message on the redgame 2.3! redstone computer (with GPU!), now ACTUALY compatible with MC 1.0!
    This layout file works for me. Don't know which direction your ROM's bits should be running in, etc., but this places the torches bit by bit, starting at 0,0,0 and working its way down:

    DATA_ON:2 #need this to attach the torches to the blocks.  Otherwise it's just standing straight up.
    
    ONE_LINE {
    	START: 0, 0, 0
    	STEP:  0, 2, 0
    	TIMES: 34
    }
    Posted in: Redstone Creations
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    posted a message on the redgame 2.3! redstone computer (with GPU!), now ACTUALY compatible with MC 1.0!
    As far as help with "Compiling" for different machines, you guys might appreciate this:


    (Well, save Solarspot, who's already seen it. Just saw his comment, and then I run into his post just a few minutes later. It's a small redstone world...)

    Anyway, it's called RedROM, and it'll take any ROM schematic and, using a simple text layout file (they're easy to write), load a binary into it. So if you have the ROM and a compiler/assembler, you're pretty much set.

    EDIT: Decent documentation can be found in the zip file itself (DL in the youtube description), or in this RDF thread: http://therdf.net/forum/showthread.php?tid=2476
    Posted in: Redstone Creations
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    posted a message on Imitating greatness: 16-bit Hack ALU design
    Yep, I knew that it wouldn't take long for someone to *greatly* improve on what I'd made. Mine's so large due to my experimental start: I built modular components one by one, making a 16-bit muxer, then a 16-bit adder, etc., and cobbled an ALU together out of various complete parts.

    Plus I like being able to easily follow the signal through the machine; there's very little obfuscation through optimization.

    Congratulations for shrinking it by so much, it's very impressive. I just hope nobody beats me to the punch of finishing the damn thing (though at the pace you churned out this ALU, that seems likely = / )
    Posted in: Alpha - Survival Single Player
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    posted a message on 16-bit ALU
    Quote from ClassiestMedic »
    At the end of this project he should totally count the number of logic gates in his computer and post it.


    This isn't an accurate count, because I kept changing the design after importing it, but the ALU itself without buses or input aids is made up of around 8507 bits of redstone (6835 wires and 1672 torches, the latter would be your most basic gate number, i suppose)
    Posted in: Alpha - Survival Single Player
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    posted a message on 16-bit ALU
    GrathXVI: Actually the full CPU only needs two registers and some creative wiring, so I'll definitely have that up.

    But I see what you meant to say. Memory *is* a huge space taker in Minecraft, but I'll definitely get enough in to do interesting work (though admittedly not thousands of bytes). I posted in this reddit thread(http://www.reddit.com/r/gaming/comments ... rt/c10rnwj) about my plans, and I think they're pretty realistic. The Atari 2600's 128 bytes of RAM *should* be good enough for anybody. In minecraft, at least.

    And a simple ALU/machine is half the point. It does the job, gets built faster, and is easier to follow when watching it work. The other half of the point is being able to move code over to it using pre-written tools, so the Hack platform was an easy choice.
    Posted in: Alpha - Survival Single Player
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    posted a message on Baezon's Redstone Simulator v2.2!
    Hey Baezon, I think I've hit a bug:

    If I open a file, then click save as..., it just saves it to the original file name, it doesn't give me the dialog.

    Ran into this when trying to split a file into different versions using "save as" after some edits.

    also, hope an undo feature is coming at some point.
    Posted in: Minecraft Tools
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