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Analogue value storer / remapper

Archive: 10 posts


A device which stores and outputs analogue values, optionally remapping values with user options (e.g. remapping 0.3-0.6 to output 0-1.0 respectively)

The advantage over feedback looped timers would be storing the value without rounding errors and without delay. The remapping would be useful to extract different behaviour from different powered signals and keep the analogue nature of the signal, without having to use complex logic.

Lemme know what you think!
2011-07-08 21:00:00

Author:
hesido
Posts: 166


The advantage over feedback lopped timers would be storing the value without rounding errors and without delay.

An analog D-type latch like the one in this post (https://lbpcentral.lbp-hub.com/index.php?t=52358-Analog-Memory-Cell&p=801484&viewfull=1#post801484) should avoid the problems inherent to timers, although it obviously won't help with your 'remapping' idea.

I still never found a good solution to calculating the reciprocal of an analog value.
2011-07-08 22:27:00

Author:
Aya042
Posts: 2870


Thanks for linking to the post! If it works in my setting (no reason it wouldn't), it will be a big relief for me in my current little project, that I'm trying to achieve.

Remapping would be nice. We could easily split the analogue signal into different portions (even overlapping portions) and feed those into sequencers and what not.
2011-07-08 22:55:00

Author:
hesido
Posts: 166


*my head goes....BOOM!!!* what you just say???2011-07-08 23:18:00

Author:
zzmorg82
Posts: 948


Remapping would be nice.

Well, there's a lot of things that I think would be nice, but I'm not particularly optimistic about any of them ever materializing. As far as I can tell, Sony's business strategy for LBP2 DLC seems to be...


Select contemporary franchise which appeals to children.
Produce costume pack of characters from said franchise.
Goto 1.


2011-07-08 23:39:00

Author:
Aya042
Posts: 2870


I still never found a good solution to calculating the reciprocal of an analog value.

Reciprocal as in 1/x? That's easy! If you see analog values as a value between 0 and 1, the answer is always 1 (you can't go any higher), and if you see it as a percentage, the answer is always 0 (except for 0 and 1, which give 100 and 1 respectively).
2011-07-08 23:58:00

Author:
Rogar
Posts: 2284


Well, there's a lot of things that I think would be nice, but I'm not particularly optimistic about any of them ever materializing. As far as I can tell, Sony's business strategy for LBP2 DLC seems to be...


Select contemporary franchise which appeals to children.
Produce costume pack of characters from said franchise.
Goto 1.




I lolled

Btw, the D-Latch works *perfectly*. And you know what, I even upgraded it with that triple XOR input trick for isolating analogue signals (that I used with selectors in that mini-tutorial thread), so retaining the sign of the analogue signal was possible without those direction splitters and combiners, simplifying the sign-aware version:

http://i1141.photobucket.com/albums/n590/hesido/Gaming/D-latch-upgraded.jpg

Of course, the store signal is used in an inverted manner, when compared to using AND's.
2011-07-09 00:00:00

Author:
hesido
Posts: 166


http://i1141.photobucket.com/albums/n590/hesido/Gaming/D-latch-upgraded.jpg

Nice. How about the following minor variation...

http://i5.lbp.me/img/ft/e0527fe888eab8ff9010121c9855a6ae2ad4eb18.png

Same number of components, but ensures the "enable" input's analog value is ignored (so it doesn't interfere), and avoids inverting the semantics of the "enable" input.
2011-07-09 00:45:00

Author:
Aya042
Posts: 2870


I think it is quite bullet proof with your modification, superb stuff.2011-07-09 00:57:00

Author:
hesido
Posts: 166


Sadly analog signal is not so official existing feature none of tutorial even mention it except explaining input actions, i really don't see them expand analog signal support beyond secondary functions of existing elements2011-07-09 16:36:00

Author:
Shadowriver
Posts: 3991


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