SHENZHEN I/O

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DYNAMIC CELLULAR AUTOMATON
   
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2016 年 12 月 9 日 上午 11:59
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DYNAMIC CELLULAR AUTOMATON

描述
Similar to Osmo Onnekas' RULE 30 CELLULAR AUTOMATON ( http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=814014767&searchtext= ) and RULE 110 CELLULAR AUTOMATON, but in the most general form: Each test has a different Cellular Automaton rule that needs to be followed.
This design was created with the help of both Osmo Onnekas and Manabender. Thank you both for your help in making this project.
Note that Osmo Onnekas will be added to the contributors list pending friend-list addition. Regrettably, Steam doesn't allow for Contributor recognition without having the contributor as a friend, which will delay the proper attribution.
7 条留言
海老マヨ 2016 年 12 月 12 日 下午 5:28 
good:ebonyivory:
Tzaphqiel  [作者] 2016 年 12 月 11 日 上午 10:16 
Fair enough. This game can have that effect.
Samusbot 2016 年 12 月 11 日 上午 8:28 
Uh... Oops. Never mind me, I'm just slowly going insane...:steamfacepalm:
Tzaphqiel  [作者] 2016 年 12 月 11 日 上午 6:16 
@Samusbot: There is no mod op code as far as I can tell. And, considering that I said "mod14 address trick", I thought it was clear that I alread knew that about RAM/ROM chips.
Samusbot 2016 年 12 月 11 日 上午 3:10 
If you are using the mod op-code for addresses, you can get rid of it entirely—ROM and RAM perform an automatic mod 14 on input from the address pins.
Tzaphqiel  [作者] 2016 年 12 月 9 日 下午 2:17 
Good work. So far, the best I did was 19/394/23. I probably used a similar approach: two ROMs to organize/update the RAM and then the mod14 address trick to handle the outputs.
ShadowCluster 2016 年 12 月 9 日 下午 2:12 
20/240/17. Once you get the RAM down it is pretty easy. Used 2 ROMs to organise the rule.