Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

Binary Counter?

Archive: 19 posts


I have a question regarding the binary counter as seen in Defcon1's Videos:
YouTube - Little Big Planet How to make a Binary Counter Part 1 Byefcon01
YouTube - Little Big Planet How to make a Binary Counter Part 2 Byefcon01
Exactly what can this be used for?
2009-04-26 16:10:00

Author:
SawronZXZ
Posts: 463


Wow 20 minutes of videos. I could help you out if you could just quickly tell me what it does. Does it count each time an input is activated or something?2009-04-26 16:12:00

Author:
dawesbr
Posts: 3280


If you watch near the very end of part 2 you can see what happens, I don't really know how to explain it.

EDIT: It's one input, every time it triggers I guess it "Counts"
2009-04-26 16:13:00

Author:
SawronZXZ
Posts: 463


By the way, part 1 seems to be broken. I had to go related videos on part 2 to find it.

From what I can tell, it counts each time an input is activated. (Unfortunately, youtube is only allowing me to view freeze-frames at parts of the video that haven't loaded yet. don't ask.) So, I don't know, you could use it to count every time the Sackperson dies, or everytime he presses a button, to create different challenges. It could also be used for key levels, and things like that. Let your imagination flow
2009-04-26 16:21:00

Author:
dawesbr
Posts: 3280


Well, it counts in lovely binary. On each input the toggle switches will count:
0000
0001
0010
0011
...
1111
0000

etc. After each one shot input it will settle to the next stable state, which isa little hard to see in the video, the input is too fast.

It just a case of working out why you'd want a binary counter in lbp though. You can't easilly display a number above 9 (0b101), unless your players can read hex. So you need to decode first, or modifying the circuit to count in binary coded decimal (needs a few AND gates adding on). And if you want to trigger things happening at certain count values then disolve blocks are easier to use and lower on thermo.
2009-04-26 17:03:00

Author:
rtm223
Posts: 6497


and lower on thermo.

Really? As far as I can tell, this system can reach the standard 63, right? And surely you need 63 switches if you were to have 63 dissolve blocks. This only requires 8.
2009-04-26 17:20:00

Author:
dawesbr
Posts: 3280


Well, it counts in lovely binary. On each input the toggle switches will count:
0000
0001
0010
0011
...
1111
0000

etc. After each one shot input it will settle to the next stable state, which isa little hard to see in the video, the input is too fast.

It just a case of working out why you'd want a binary counter in lbp though. You can't easilly display a number above 9 (0b101), unless your players can read hex. So you need to decode first, or modifying the circuit to count in binary coded decimal (needs a few AND gates adding on). And if you want to trigger things happening at certain count values then disolve blocks are easier to use and lower on thermo.

I have 100% no idea what you just said. (And I know a lot of stuff)
2009-04-26 17:30:00

Author:
SawronZXZ
Posts: 463


Do you understand binary?

If not, it works like this:

A number up to 63 can be stored as 1s or 0s. It's based off of simple addition. A 1 means you add the number from that section, a 0 means you don't. The sections go, from left to right, 32, 16, 8, 4, 2, 1. So the number 100111 would be 32+0+0+4+2++1, or 39. Not sure what he meant about the "displaying" though - I think LittleBigCalculator shows numbers above 9 can easily be displayed.

Anywho, back to the device. All it does is increase the number by one, so, as the number of times input is triggers increases, the readout goes:

000000 -> 0
000001 -> 1
000010 -> 2
000011 -> 3
000100 -> 4
000101 -> 5
000110 -> 6
000111 -> 7
001000 -> 8

etc.
2009-04-26 17:34:00

Author:
dawesbr
Posts: 3280


Someone posted a big thing on binary somewhere on this forum. Dawesbr, I'm not sure where 63 comes from (unless using 6 bits), with the 8 bit examples you show you can go to 255.

Anyhoo, on the subject on displaying, you need a translation layer between binary and decimal, the conversion isn't very simple at all - you need to split the binary number into 4 bit chunks (half a byte is called a nibble). Taking the furthest right nibble you need to check if it is greater than 9. If it is, then you need to subtract 9 from it and add one to the nibble on the left. Then you repeat the above for each nibble in your binary number.

This gives a binary coded decimal number where each nibble is a binary digit. Point being you can't directly display binary as decimal and it's not a simple conversion either.

Had a quick look for lbp calculators and could only see ones that operate in decimal.
2009-04-26 17:53:00

Author:
rtm223
Posts: 6497


Sorry about that, changed my post. I think there are only six bits in this video (again, youtube isn't working for me, sorry), that's why I limited it.

As for the conversion, does he not include that? If not, I am surprised. Anywho, you could use a gate made of six blocks of wood connected by pistons, the last one having a key on it, and depending on the different extensions (each piston being a bit), you would have a single key. It's called a 6-bit decoder, I think, and isn't that high on thermo. In the end, you'd get 64 outputs that would give you a number of 0-63, and you'd then have to have another system to print that number.
2009-04-26 18:11:00

Author:
dawesbr
Posts: 3280


You mean connect the individual bits to a piston with length == to the bit value? This would work, although I doubt that has a technical name. I keep on having to shift my brain outside of thinking about silicone when doing logic for lbp.

Anyway, if you want your output to be a piston, where length == value, you can much bypass the binary stage and use a single piston and single emmitter with 64 mag keys. Maybe a little logic for robustness, but other than that its all good. And way simpler.
2009-04-26 18:22:00

Author:
rtm223
Posts: 6497


maybe this can help...

https://lbpcentral.lbp-hub.com/index.php?t=t=10446
2009-04-26 18:50:00

Author:
oldage
Posts: 2824


Thank you, this looks very promising.2009-04-26 20:02:00

Author:
SawronZXZ
Posts: 463


Rtm, I mean Dark Matter -> Piston (length 1)-> wood -> piston (2) -> wood -> piston (4) -> wood... ->wood+key.

As each piston is activated, the length of the key from the dark matter, and the different combinations give out the binary output. Then, have 64 magnetic keys angled down to the different locations the key could be in, and you have your digits 0-63. I believe it is called a 6-bit decoder, as I previously mentioned. I mean to say, that's the effect it has, obviously real decoders and made up of blocks of wood attached by actuators to floating blobs.
2009-04-26 22:36:00

Author:
dawesbr
Posts: 3280


Yes, but what can you do with it? That is the question.2009-04-26 23:55:00

Author:
SawronZXZ
Posts: 463


How about having the value increase the difficulty of a fight each time the player kills an enemy? Or increasing the number of enemies in the wave each time a wave is destroyed?2009-04-27 06:39:00

Author:
dawesbr
Posts: 3280


Sawron, as dawsbr has pointed out, there are a million uses for counters. Bear in mind a counter with with a periodic input is a custom timer. Also you can make the incrementer into a decrementer (countdown) easily.

dawesbr, that's what I thought you meant about the decoder, and it's a nice simple digital-analogue converter. And my point still stands that the binary counter with decoder is overly complex if you want this kind of (essentially analogue) output. A binary counter is a neat system but I'm seeing little practical use for the binary output.
2009-04-27 10:05:00

Author:
rtm223
Posts: 6497


Hmm...I see...Thank you all for discussing this with me.2009-04-27 12:47:00

Author:
SawronZXZ
Posts: 463


Uhhh, to be fair, rtm...so am I.

I really don't know why he couldn't just have used paintball emitters hitting a one-shot switch...
2009-04-27 19:53:00

Author:
dawesbr
Posts: 3280


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.