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#1

emit something every 1000 points

Archive: 29 posts


I want to emit a powerup from the same emitter after the player reaches 1000 points and then every 1000 points after that. There is a possibility of somebody maybe scoring 20,000 points on my level. It sounds easy the way I've described it but here is what is tripping me up.

I want a gauge made of several pieces of hologram that goes up as points are aquired. At 500 points, half the holo pieces will be lit up. At 1000 points they are all lit up for a few seconds, it plays a sound and the emitter emits the powerup. Then the gauge resets to no pieces lit up and counts up to 2000. Then 3000, etc.

Ive made several similar gauges for:
- health
- a gauge that goes up whenever you destroy a certain enemy
- a count down gauge between automatically emitted objects
- a gauge that counts how many of a certain pickup you have and as you use them it goes down.

So I'm not a total newb to this kind of thing, but this one has me stumped.
2011-03-10 15:47:00

Author:
riverad08
Posts: 104


Add me on psn. When I get home I'll see if I can help you. I need to see your system for myself to understand exactly what you're expecting.2011-03-10 16:01:00

Author:
Shadow_Wolf_1987
Posts: 108


I'd just use a sequencer. If you hook your score sensor up to the sequencer, and set the sequencer for positional, you can place batteries along the sequencer to light up the holo. It can also trigger the emitting of the powerups. So if your target score is 20,000 points, then every 1/20th of the length of your sequencer would be a battery that emits the power up. Also, each 1/20th section contains 10 batteries which light up your holo. It's 200 batteries and wires but without using some form of analog multiplication, I can't think of a simpler way to do it.2011-03-10 17:10:00

Author:
Shanghaidilly
Posts: 153


I think I might have just thought of a solution.
I output a score sensor set to 20,000 points(the highest I suspect it is possible to score in my level) into a positional sequencer. Then along the sequencer I put batteries in the correct place to light up each indivitual piece of hologram. One battery per holo piece and 20 sets of batteries along the sequencer, one for each set of 1000 points as the gauge fills up. I'll have to use a 20 port OR gate for each piece of hologram.

It works in my head but I'm not sure if I'm overlooking something or if there is a better way.


I'd just use a sequencer. If you hook your score sensor up to the sequencer, and set the sequencer for positional, you can place batteries along the sequencer to light up the holo. It can also trigger the emitting of the powerups. So if your target score is 20,000 points, then every 1/20th of the length of your sequencer would be a battery that emits the power up. Also, each 1/20th section contains 10 batteries which light up your holo. It's 200 batteries and wires but without using some form of analog multiplication, I can't think of a simpler way to do it.

Wow, we both came up with the same solution. You must have posted while I was typing.
2011-03-10 17:25:00

Author:
riverad08
Posts: 104


Wow, we both came up with the same solution. You must have posted while I was typing.

Haha... usually I'm the one who gets sniped.
2011-03-10 17:30:00

Author:
Shanghaidilly
Posts: 153


Another thought, if I replace the batteries with tags, a different tag for each piece of holo, then a tag sensor per piece of holo to light it up, there won't be so many wires. And I can use the same set of tags all 20 times on the sequencer, no 20 port OR gates.2011-03-10 17:34:00

Author:
riverad08
Posts: 104


OK, here's a thought:

Use a score sensor set to 1000 (Let's call that sensor output "score"). Feed it into the positive terminal of a direction combiner. Let's call the negative terminal of the direction combiner "bias".

Now, feed the output of the combiner into the positive terminal of another combiner, with a 100% battery on the negative terminal (to subtract 1.0 from the input) - then put that into a direction splitter in order to find out whether the result is positive or negative.

Use a sequencer on the positive terminal of the splitter to feed a positional sequencer with a battery on the whole range (to detect nonzero analog values) - and also to the negative terminal of another direction combiner. Feed the output of the score sensor into the positive terminal of this direction combiner. Connect the sequencer battery to activate a pulse source (i.e. connect it to an AND gate and put a NOT gate looped to itself on the other terminal) - then put in a D-latch (one that can handle analog values greater than 1.0) - use the output of the last direction combiner as the signal input for the latch, and the pulser as the trigger. Feed the latch output into the "bias" input (negative terminal) of the first direction combiner. Also, use the pulses to activate your emitter.

If this works (I haven't tested it, and I haven't built a D-latch that can correctly handle values greater than 1.0) then at any given time, bias should be equal to the integer portion of the score sensor output (so long as score doesn't decrease). The signal input of the D-latch will be equal to (score - (score - bias - 1.0)) - which, as long as (score > bias) will equal (score + 1.0). The pulses will occur each time bias is updated to account for another 1000 points - thus, every time the player gets another 1000 points, you get another pulse and another emitted object.

I'll see if I can throw together an implementation tonight. It'd be fun to see if I can make it work...
2011-03-10 18:47:00

Author:
tetsujin
Posts: 187


You could set a score sensor i think. But cant check currently my ps3 has stopped reading disks. Yes i know its hard to see the best creators in LBP2 fall. Just Kidding.2011-03-10 18:59:00

Author:
craigmond
Posts: 2426


OK, here's a thought:

Use a score sensor set to 1000 (Let's call that sensor output "score"). Feed it into the positive terminal of a direction combiner. Let's call the negative terminal of the direction combiner "bias".

Now, feed the output of the combiner into the positive terminal of another combiner, with a 100% battery on the negative terminal (to subtract 1.0 from the input) - then put that into a direction splitter in order to find out whether the result is positive or negative.

Use a sequencer on the positive terminal of the splitter to feed a positional sequencer with a battery on the whole range (to detect nonzero analog values) - and also to the negative terminal of another direction combiner. Feed the output of the score sensor into the positive terminal of this direction combiner. Connect the sequencer battery to activate a pulse source (i.e. connect it to an AND gate and put a NOT gate looped to itself on the other terminal) - then put in a D-latch (one that can handle analog values greater than 1.0) - use the output of the last direction combiner as the signal input for the latch, and the pulser as the trigger. Feed the latch output into the "bias" input (negative terminal) of the first direction combiner. Also, use the pulses to activate your emitter.

If this works (I haven't tested it, and I haven't built a D-latch that can correctly handle values greater than 1.0) then at any given time, bias should be equal to the integer portion of the score sensor output (so long as score doesn't decrease). The signal input of the D-latch will be equal to (score - (score - bias - 1.0)) - which, as long as (score > bias) will equal (score + 1.0). The pulses will occur each time bias is updated to account for another 1000 points - thus, every time the player gets another 1000 points, you get another pulse and another emitted object.

I'll see if I can throw together an implementation tonight. It'd be fun to see if I can make it work...

I haven't studied your explanation too much to try and figure it out, but first, I don't know what a D-latch is and second, you said as long as the score doesn't go down it will work. Well I have a -70 score giver when player takes a hit, so sometimes the score will decrease.
2011-03-10 19:08:00

Author:
riverad08
Posts: 104


I haven't studied your explanation too much to try and figure it out, but first, I don't know what a D-latch is and second, you said as long as the score doesn't go down it will work. Well I have a -70 score giver when player takes a hit, so sometimes the score will decrease.

Don't know what a D-latch is? Google is your friend! Wikipedia is also your friend! But I'm a pretty friendly guy myself, so I'll explain it...

A D-latch has two inputs: the signal, and the trigger. When the trigger is active, the D-latch output will be the same as the signal input. When the trigger is inactive, the D-latch output will remain at what it was just before the trigger went inactive. It's a kind of memory cell. Trigger it and it stores a value for you. Normally in electronics a D-latch just stores one bit of data, the logical state of a wire - but in this case the kind of D-latch I'm talking about is one that can retain the analog value of a LBP2 signal.

As for the "score decreasing" thing - the main reason the design I suggested would fail in that case is because score could be less than bias, causing the first direction combiner to output a negative value, which would be reinterpreted as a positive value at the next direction combiner. An easy way around that is to insert a direction splitter into the chain, so that you get (score - bias) if (score > bias), zero otherwise. So if the player gets 3050 points, the bias should jump up three times and three objects emitted. Then if the player loses 70 points, dropping down to 2980 points, nothing will happen. If the player gains 40 points and gets back up to 3020, they won't get another emitted object, because the bias is still equivalent to 3000 points. The player won't get another emitted object until they hit 4000 points.

If you wanted to activate something every time the player crossed a 1000 point boundary in either direction, instead of just every time they crossed a new 1000 point boundary of ascending score, the circuit could be expanded to adjust the bias up or down as necessary to keep (bias <= score)...
2011-03-10 19:23:00

Author:
tetsujin
Posts: 187


Another thought, if I replace the batteries with tags, a different tag for each piece of holo, then a tag sensor per piece of holo to light it up, there won't be so many wires. And I can use the same set of tags all 20 times on the sequencer, no 20 port OR gates.

I tried this and It doesn't work. The battery method works but I don't know why the tag method doesn't.
2011-03-10 19:29:00

Author:
riverad08
Posts: 104


Tags may be too fast to be recognized. May have to use counters as temporary data storage that is connected to the tag sensors. Much like how you would use counters with impact sensors to make sure they work.2011-03-10 19:50:00

Author:
Shadow_Wolf_1987
Posts: 108


And here's even a different method, which is a hybrid of my idea (and yours), and tetsujin's.

Use two score sensors, one set to 20000, and one set to 1000. Take the larger one, and feed it into a sequencer. Now you'll need 19 batteries. The first one starts at the 1/10th mark and runs to the end, the second one at the 2/10th mark and runs to the end, etc.

Take the first battery, and run it into the the negative input of a combiner. Run the output of the 1000 score sensor into the positive of this combiner. Take the output of this combiner, and run it into the positive of another combiner. Take the second battery and run it into the negative of this combiner. Do this for all the batteries.

Take the output, and feed it into a sequencer with 10 batteries like we described before, that are connected to your holo.

Of course, each of the batteries on the main sequencer are hooked to one shot counters which will fire your emitters for the power ups.

So this should work like so. Let's say that the person has 3400 points. The large sequencer will be near the halfway mark between the 4th and 5th marks (the first represents from 0-999, the second from 1000-1999, etc.) So now we have 3 batteries activated. Running these through the combiners will subtract 300 from the analog output of the small score sensor. The small score sensor will read 340. So the result is 40. Put this on your smaller sequencer, and you get the first 4 holo pieces lit up.

Also, if the person got 3400 points instantly, you'd emit 3 power ups. Not sure you really want this, but we can work around it if you don't.
2011-03-10 20:26:00

Author:
Shanghaidilly
Posts: 153


And here's even a different method, which is a hybrid of my idea (and yours), and tetsujin's.

Use two score sensors, one set to 20000, and one set to 1000. Take the larger one, and feed it into a sequencer. Now you'll need 19 batteries. The first one starts at the 1/10th mark and runs to the end, the second one at the 2/10th mark and runs to the end, etc.

Take the first battery, and run it into the the negative input of a combiner. Run the output of the 1000 score sensor into the positive of this combiner. Take the output of this combiner, and run it into the positive of another combiner. Take the second battery and run it into the negative of this combiner. Do this for all the batteries.

Take the output, and feed it into a sequencer with 10 batteries like we described before, that are connected to your holo.

Of course, each of the batteries on the main sequencer are hooked to one shot counters which will fire your emitters for the power ups.

So this should work like so. Let's say that the person has 3400 points. The large sequencer will be near the halfway mark between the 4th and 5th marks (the first represents from 0-999, the second from 1000-1999, etc.) So now we have 3 batteries activated. Running these through the combiners will subtract 300 from the analog output of the small score sensor. The small score sensor will read 340. So the result is 40. Put this on your smaller sequencer, and you get the first 4 holo pieces lit up.

Also, if the person got 3400 points instantly, you'd emit 3 power ups. Not sure you really want this, but we can work around it if you don't.

This works. I just tried it. It minimizes wires and I can understand it, so it's the solution I'm going with. Thank you very much.
2011-03-10 22:11:00

Author:
riverad08
Posts: 104


I could cut it down even simpler.

You will need a 20,000 score sensor, and a counter set to a max count of 20, 2 directional splitters, 2 directional combiners, a positional sequencer with a single battery covering (But not overlapping) the entirety of it, an XOR gate, a NOT gate, an AND gate, and a 5% battery.

Combiner 1: Feed the score sensor into the +, and the counter into the -.
Splitter 1: Feed the output from combiner 1 into splitter 1.
Combiner 2: Feed the + output of splitter 1 into the +, and the 5% battery into the -.
Splitter 2: Feed the output from combiner 2 into splitter 2.
Sequencer: Feed the + output of splitter 2 into the sequencer positional input
XOR: Feed the battery on the sequencer into the XOR gate, and the XOR's output back into the XOR gate (To create a pulsing signal when activated).
Counter: Feed the output from the XOR into the counter.
NOT: Feed the output from the counter into the NOT gate.
AND: Feed the output from the XOR and NOT gates into the 2 inputs of the AND.
Emitter: Feed the output from the AND into the prize emitter.

Basically, that is comparing the current score from the score sensor to the counter. Every time the score surpasses 5% of the counter value, it emits a prize and pops the counter up. This means if they go 2990->3010->2990->3010, it will not be tricked into emitting two things, since the counter will tick over the first time to waiting for 4000.

Now for the holo display, just take the + output from the first splitter, and that will always be in the range of 0-5%. You can either deal with that directly (With a 50 stripe wide sequencer, using only the first 2.5 stripes) or scale it up with 3 NOTs and 7 directional combiners...
First daisy chain all the directional combiners with the output from one to the + of the next. Hook a NOT onto the + of the first combiner and another NOT onto the output of the last. Hook the signal from above onto the first NOT, and the - of the first 3 directional combiners. Hook the final NOT into the output of the third combiner, and hook its output to the - input of the remaining combiners. That scales the signal by 20. Then just hook the output from the final not to a sequencer, and place as many batteries as you have holo segments.

I think it should be simpler than any others. AND as a bonus, it's very easy to adjust it to work with higher max scores, or higher scores, without much additional effort. No need to replicate the emitter (Assuming it's all emitting the same thing; if they are different, you can trigger the emitters with a selector, use the cycle input, and have 1 more output than emitters; hook the last output to a NOT and an AND with the cycle input to stop it after the final one).
2011-03-11 04:07:00

Author:
Tygers
Posts: 114


Here's another fairly simple one... This will trigger a pulse every time the score goes another thousand points.
http://i0.lbp.me/img/ft/d00a4fda73d1d72ec395924396ce87c236ab627e.jpg

The score sensor is set to the interval you want something emitted in (1000 points in this case).

Basically this consists of 6 parts, each color coded. First is the score sensor, obviously.

Next in blue is a sampler. This stores the highest value that has been recorded so far. For example, initially it is storing 0 points. If the player then scores 1200 points, it will store 1000 points, and at 3700 points, it will be storing 3000 points. (Each 1000 points = 100% battery.) If the score goes down below a thousand point mark, this will not go down. (So if they score up to 3250, then down to 2890, it will still store 3000 points.) Note that this is nearly identical to the signal sampler in RTM's blog, except that it uses relays (chips with just a circuit node on them) instead of AND gates, so it can handle signals over 100%. This works by switching the input to an OR gate between its own output (The stored value) and an input.

In red, it is taking the current score and subtracting the current stored value. So if the score is 2700 and the last stored value is 2000, it will return 700 points. This is the progress to the next score. The splitter is to deal with overflow; without it, if the score went down, then the negative resulting value would look like positive progress.

In green, it is subtracting 100% (1000 points) from the signal. If the result is not negative, that means another 1000 points has been achieved.

In yellow, a sequencer is checking if there is a negative value. If there is, that means the next 1000 points has not been reached, and the NOT XOR gate will not pulse a signal. If there is no negative value, the battery will turn off, causing the NOT XOR to turn on, which causes a feedback pulse until the battery is turned on again. The next item is a counter of 1, to turn the NOT XOR's signal into a one cycle pulse. This triggers the sampler to sample the value.

The input to the sampler is the current score - the value after subtracting the previous value and an extra 1000 points. So if the score is 3150 and the stored value is 2000 points, it subtracts 2000 from the score (In red) for 1150, then another 1000 (In green) for 150. Finally it subtracts that from the score for 3000 (Also in green) and that is the new value to feed into the sampler for the highest score seen, starting the cycle all over.

Finally, the sequencer in purple takes the current negative value (Meaning it hasn't reached the next mark) and converts that to a series of signals, for the progress display to next emit.

This is fairly simple, little wiring, and the best part is it has no specific limits. This will keep awarding every 1000 points up to the max of 40,000,000 points. Furthermore, to make it emit at a different interval, just adjust the value of the score sensor to the desired interval. You can even dynamically adjust the amount of points required by adjusting the value fed in where the green battery is. (50% will require 50% of the score sensors value, so 500 points if it's set to 1000. 25% will require 250 points, etc...)
2011-03-11 08:26:00

Author:
Tygers
Posts: 114


Assuming you have a known maximum score, just use one emitter for each point on the sequencer that marks a 1k point...

KISS
2011-03-11 10:49:00

Author:
rtm223
Posts: 6497


Assuming you have a known maximum score, just use one emitter for each point on the sequencer that marks a 1k point...

KISS

Exactly what we've been saying. I believe the OP's issue is not with emitting the object every 1000 points - that's easily done just using a sequencer and some batteries. The difficulty is with the display. Every 1000 points the display starts over, and starts showing the percentage to the next 1000 points. Simple methods have been suggested, but require a lot of wiring. The more complicated ones require less wiring, but are more... well... complicated.
2011-03-11 14:40:00

Author:
Shanghaidilly
Posts: 153


Here's another fairly simple one... This will trigger a pulse every time the score goes another thousand points.
http://i0.lbp.me/img/ft/d00a4fda73d1d72ec395924396ce87c236ab627e.jpg

Hey, cool... you built the design from my post... (And you fixed a couple bugs that existed in the design as I'd described it, and fleshed out the D-latch required for the bias signal...)

I like the "no specific limit" aspect of this design... I mean, sure, if you really have a "known maximum score" then it's not an issue, but I don't generally assume I know how high someone's going to be able to score in a level...
2011-03-11 15:42:00

Author:
tetsujin
Posts: 187


It does still have a minor issue with ordering; if the score is being updated as it's operating, it can pick a value that isn't an even multiple of 100%. However I was able to fix that with a few minor tweaks.

1st, replicate the blue part, minus the NOT gate. Hook the score sensor up to the input of the top relay. Swap out the XOR gate for a NOT gate feeding into a 0.1s counter. Feed the output from the counter into itself and the counter.

Finally, hook up the output from the NOT gate to the bottom left relay, and the output from the sequencer battery to the top left relay.

What that modification does is "captures" the score value at the point that it passes the 1000 point mark, providing a stable input. Then the 0.1s timer delays the emit & count event while the stable value propagates through the system. Once it emits and counts the change and is no longer is past a 1000 point mark, it drops the stable value and goes back to monitoring the live score. That seemed to produce the expected results then.

It's not as simple as RTM's pure KISS solution, but it is fairly simple to wire up, and far easier to tweak.
2011-03-11 20:16:00

Author:
Tygers
Posts: 114


http://i0.lbp.me/img/ft/d00a4fda73d1d72ec395924396ce87c236ab627e.jpg

If you would have described this without a picture I would have been intimidated, but it looked easy enough to copy so I tried it. It works except for one thing. As soon as the game starts it triggers the emitter once, even before scoring anything. Did I do something wrong?


It does still have a minor issue with ordering; if the score is being updated as it's operating, it can pick a value that isn't an even multiple of 100%. However I was able to fix that with a few minor tweaks.

1st, replicate the blue part, minus the NOT gate. Hook the score sensor up to the input of the top relay. Swap out the XOR gate for a NOT gate feeding into a 0.1s counter. Feed the output from the counter into itself and the counter.

Finally, hook up the output from the NOT gate to the bottom left relay, and the output from the sequencer battery to the top left relay.

What that modification does is "captures" the score value at the point that it passes the 1000 point mark, providing a stable input. Then the 0.1s timer delays the emit & count event while the stable value propagates through the system. Once it emits and counts the change and is no longer is past a 1000 point mark, it drops the stable value and goes back to monitoring the live score. That seemed to produce the expected results then.

It's not as simple as RTM's pure KISS solution, but it is fairly simple to wire up, and far easier to tweak.

Could you try to explain a little clearer or even better post a picture of this modification. I think you mean 0.1s timer not counter, right?
And what do you mean by Feed the output from the counter into itself and the counter?
2011-03-11 22:14:00

Author:
riverad08
Posts: 104


Yes I meant a timer not a counter sorry. Hook the output of it up to the reset, so when it gets full, it automatically empties itself. Basically the XOR gate hooked to itself is going to cause a signal 15 times a frame. The timer will cause a signal 10 times a frame. You can adjust that to longer if you wish, the circuit will still work just fine at any rate.

As far as why it is emitting when the game starts, I'm not sure. Are you doing anything with the score right when you start? Even if it's just a temporary thing, (IE give score then take it away) it will be caught by this. The only other thing I could think of is if you built the whole thing in pause mode, so all the signals are 0... To get around that, either let it exist for a few unpaused frames, or possibly just hit square on the yellow sequencer to move the line in the middle of the battery.

As far as the modification to deal with the score changing while it's running...

First, take out the XOR gate and replace it with a NOT gate and a timer. The yellow sequencer battery is hooked up to the NOT gate, then to the on/off input of the timer. The timer should be 0.1s (Or longer if you wish) and the output hooked up to itself, and to the counter next to it.

Next, copy the blue OR gate and two relays. On the copy, hook the score sensor into the top (Pass-through) input of the top relay. Then hook the output of the OR gate into everything else the score sensor had been hooked up to (The two signal combiners). Finally, hook the battery from the yellow sequencer up to the bottom (Not connected) input and activate input of the top copied relay. The NOT gate that you added to the sequencer battery, hook the output from that into the bottom (Not connected) input and activate input of the bottom copied relay.

I hope that is clear enough; I won't be able to post any pictures for a few days.
2011-03-11 22:59:00

Author:
Tygers
Posts: 114


Thanks for your help. I think I got it. Let me just make sure, there is nothing going into the top input of the bottom copied relay?
After I made this modification I tested it and most of the time it works correctly, but there have been a few times it activates the emitter a little late. I set the score sensor to a low number (300) for easy testing. Sometimes it works fine for a while emitting at 300, 600, 900. But eventually it will get off by a little. For example 610, 910, 1210. If I keep playing for even longer, it may happen again, and that amount will increase (1530, 1830, 2130).

I've tested the first version of this logic (the one in the picture) and it doesn't seem to have this problem. But I don't quite understand what the problem with this version is. What do you mean by it can pick a value that isn't even a multiple of 100%
2011-03-12 00:29:00

Author:
riverad08
Posts: 104


The top input of the bottom copied relay should have the OR gate still hooked to it, if you copied them together. Without that, it would still appear to work, but may not work exactly right. And the problem I was describing it had was exactly that; that it would end up emitting late, exactly as you said. What I meant was that rather than 100% for 1000 (or 300) points, it would get, say, 100.5%, for 1005 (301) points.2011-03-12 06:18:00

Author:
Tygers
Posts: 114


The top input of the bottom copied relay should have the OR gate still hooked to it, if you copied them together. Without that, it would still appear to work, but may not work exactly right.

Yeah, that's what the problem was. Works fine now. Thanks again.
2011-03-13 01:43:00

Author:
riverad08
Posts: 104


OK, Tygers, I love how your solution works but I have now had a chance to try my level in it's almost complete state and I've noticed a problem. 1000 points is a good interval for emiting the powerup at the beginning of the level, but towards the end, you really rack up the points fast and it needs to be spread out further. Is there any way that the amount of points required to fill up the gauge can be adjusted over time?2011-03-19 07:37:00

Author:
riverad08
Posts: 104


OK, Tygers, I love how your solution works but I have now had a chance to try my level in it's almost complete state and I've noticed a problem. 1000 points is a good interval for emiting the powerup at the beginning of the level, but towards the end, you really rack up the points fast and it needs to be spread out further. Is there any way that the amount of points required to fill up the gauge can be adjusted over time?

Adjusting the number of points required to get the emit is easy. Just the score sensor to be the max needed, then the 100% battery can be adjusted down. (5000 point sensor + 20% battery = 1000 point interval... 50% = 2500 point interval, etc)

Getting the display to then match the varied range is not so easy; Off the top of my head I can't think of a good general way to scale the display to the current range, except if you have only a few intervals. For example if you switch it between 1000, 2500 and 5000 as it progresses, have two doubler circuits that can be switched on optionally, triggered by the same input that controls the percentage going to where the 100% battery was. However you would also need to protect that with a sampler like I added to the score input, otherwise there's a potential condition where it changes in the middle of a calculation and screws things up.
2011-03-20 10:28:00

Author:
Tygers
Posts: 114


Lol, I got well confused then, I thought you were one of those guys who didn't know anything about logic, and I was about to explain it, but then I saw you come up with a detailed method, so I was just a bit weirded out. lol.2011-03-20 11:04:00

Author:
sackruler905
Posts: 103


there's a potential condition where it changes in the middle of a calculation and screws things up.

That's what I wasn't sure about. I could think of ways to switch to different batteries or score sensors like maybe with a selector, but I wasn't sure if it could be switched at any time and it wouldn't screw up the calculations it was in the middle of.

Since I don't entirely understand how this circuit is working in the first place, I would need a detailed explanation (picture preferred) of the modifications needed to get the desired outcome. The terms doubler circuit and sampler are just 2 of the several examples in your explanation that have me confused.

If I can't figure this out I could just work around it in some other aspect of the level, like difficulty, or strength of the upgrade. I appreciate the help.
2011-03-20 17:31:00

Author:
riverad08
Posts: 104


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