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8-bit and 16-bit encoders/decoders?
Archive: 18 posts
There's this logic made by Engima_0123. If anyone knows this, what do they do? | 2014-08-14 22:42:00 Author: Jacob46719 Posts: 38 |
The 8-bit encoder can compress up to 8 digital inputs (on-off signals) in one output, and the 8-bit decoder can uncompress an encoded signal back into the 8 original signals. The 16-bit encoder and decoder can do the same, but with up to 16 signals. This is very useful when you work with the memorizer, as you can use only one memorizer slot to store up to 16 encoded digital signals, instead of use one slot for each signal. http://i58.tinypic.com/316b57o.jpg Without encoder-decoder http://i60.tinypic.com/mt4l6e.jpg With encoder-decoder As you can see, in both situations the memorizer outputs the same data as the inputs. However, in the first case it took 16 memorizer inputs to store the data, and in the second case it took just one memorizer input. This way you can store more data in each slot of the memorizer tool, but be aware the encoder just store the digital component of a signal, so it's not designed to store ana.logue signals. I'm not the best to talk about binary data, but I hope you find useful this basic information. | 2014-08-14 23:51:00 Author: Mac-fox Posts: 30 |
I don't have a memorizer; what else can they be used for? | 2014-08-15 00:12:00 Author: Jacob46719 Posts: 38 |
It could be useful when you need to wirelessly transfer a lot of digital signals to another place in your level... instead of use a labeled tag for each signal, you can encode up to 16 signals in a 16-bit encoder, plug it in a single tag and place a tag sensor that detects the strength of the signal. Then, the ana.logue output of the tag sensor can be decodified to retrieve all the original digital signals. Like this: http://i58.tinypic.com/2q9xdeo.jpg | 2014-08-15 00:37:00 Author: Mac-fox Posts: 30 |
FYI the amount of bits that you can have is 33 because of 23 bits of mantissa, 7 for exponents, 2 for digital, and 1 for sign 23 for mantissa because you take one away as an implied bit which serves to maintain magnitude in exponents 7 in exponents because with 7 bits activated it falls right below the e-max 2 bits of digital because of +/-1 and 0 (if its on and if its negative on) and 1 for sign because sign can be directly manipulated without entropy of other bits The lowest thermo I managed to get is 66 pairs of 32 bit decompressors and compressors in a level (the +/-1 digital bit isn't worth the thermo of making it work, but using one of the bits (+) makes sure it works flawlessly while adding a bit, so you can work towards the -1 digital bit as an extra bit, but most people would see it as an addition of thermo not needed | 2014-08-15 02:31:00 Author: amiel445566 Posts: 664 |
What's the point of this thing again? and how does it work, what is it commonly use for? | 2014-08-15 02:54:00 Author: TranscendantAether Posts: 175 |
What's the point of this thing again? and how does it work, what is it commonly use for? You trade accuracy in mantissa, exponents, and various unique bits in order to compress multiple on/off signals in one wire In a nutshell you trade analogue for lots of on and off signals | 2014-08-15 04:12:00 Author: amiel445566 Posts: 664 |
What's the point of this thing again? and how does it work, what is it commonly use for? The best use really would be for a lot of achievements or waypoints in a level that you need to shove into a single memorizer slot. As mentioned, it can also simplify signal transmission wirelessly across levels, but this is probably much rarer of a use. | 2014-08-15 05:17:00 Author: Tynz21 Posts: 544 |
What's the point of this thing again? and how does it work, what is it commonly use for? The point of encoding some digital signals into a single signal (from my point of view) is to simplify its management and reduce the amount of slots needed when you use memorizers... this way, you can use a memorizer to store a lot of data. Its usefulness depends on the amount of data you handle. If you are using a memorizer to store just a few signals (32 or less) you can do it without the need of encode said signals. | 2014-08-15 06:03:00 Author: Mac-fox Posts: 30 |
I didn't understand any of that. I always fancied feedback loops but I never understood "saving data" and what you guys just said... could someone show me an example? | 2014-08-15 06:28:00 Author: TranscendantAether Posts: 175 |
I didn't understand any of that. I always fancied feedback loops but I never understood "saving data" and what you guys just said... could someone show me an example? Do you have the DC Comics Premium Level Pack? If you have it, then you received a new logic tool called "Memorizer". Basically its a tool that let you save and load data, so if you accomplish something in a level that uses the Memorizer, you can leave the level and, when you go back to it, the Memorizer will load the data stored in it. However, you can't use it if you don't own the "DC Comics Premium Level Pack" DLC. I recommend you to play this level (https://lbp.me/v/qrczwx3) so you can learn why the Memorizer is a wonderful tool. | 2014-08-15 06:54:00 Author: Mac-fox Posts: 30 |
Do you have the DC Comics Premium Level Pack? If you have it, then you received a new logic tool called "Memorizer". Basically its a tool that let you save and load data, so if you accomplish something in a level that uses the Memorizer, you can leave the level and, when you go back to it, the Memorizer will load the data stored in it. However, you can't use it if you don't own the "DC Comics Premium Level Pack" DLC. I recommend you to play this level (https://lbp.me/v/qrczwx3) so you can learn why the Memorizer is a wonderful tool. I knew this, I just don't get the saving data part. If I was to make a health bar that was at 50% how would that be transferred and saved to another level. | 2014-08-15 07:44:00 Author: TranscendantAether Posts: 175 |
As this topic started with a question about encoders/decoders, let me tell you that, as far as i know, ana.logue signals can't be compressed with binary encoders, so if you want to save the ana.logue component of a signal, you need one slot only for that signal. Now, about how to save and load data... Firstly, I really recommend you to play the LBP2 level I linked above. Also, I found these two videos very useful to learn the basics on how to use the memorizer. www.youtube.com/watch?v=dp2IZlGF1Gs www.youtube.com/watch?v=PngMTAx1fnw These videos are from LBPVita, but the concepts are similar. I'm not the best to give you a detailed explanation on how to use the memorizer, but if you want, I can give you a very basic explanation. But please, watch the videos first, I hope they are explanatory enought to clarify your doubts. | 2014-08-15 08:40:00 Author: Mac-fox Posts: 30 |
As this topic started with a question about encoders/decoders, let me tell you that, as far as i know, ana.logue signals can't be compressed with binary encoders, so if you want to save the ana.logue component of a signal, you need one slot only for that signal. Now, about how to save and load data... Firstly, I really recommend you to play the LBP2 level I linked above. Also, I found these two videos very useful to learn the basics on how to use the memorizer. www.youtube.com/watch?v=dp2IZlGF1Gs www.youtube.com/watch?v=PngMTAx1fnw These videos are from LBPVita, but the concepts are similar. I'm not the best to give you a detailed explanation on how to use the memorizer, but if you want, I can give you a very basic explanation. But please, watch the videos first, I hope they are explanatory enought to clarify your doubts. Correct about the encoding. Here's how the memorize works. You plug a wire into one of it's slots, which are numbered anywhere from 1-32, looking much like a selector. When you want to save the inputs going into those slots (inputs) you simply label the memorizer, then trigger the "save game" input on the bottom of the memorizer. After doing so, the memorizer will turn each of it's outputs to the corresponding input signal. Let's say for example you put a 10% signal into input 1 and a 80% signal into input 2. After labelling and triggering the memorizer, output one will output 10% and output 2 will output 80%, from then on until you erase your memorizer data. When I say from then on, I mean in real time. So if you memorized those signals in one level, and decided to delete that level, you could place a memorizer with that same label and it would have those same outputs active. Keep in mind, the memorizer operates independently of the other save game methods. If you make a level with the memorizer and discard changes after you memorized data, the memorizer label with that data saved will still be usable on your profile. The other input on the bottom of the memorizer is the reset button, which will clear the memorizer's data saved. This is pretty self explanatory I'd say. Keeping all I've said in mind, a signal conpressor takes a bunch of on and off signals and conpresses them into a percentage based analog signal. Since you only get 50 memorizer labels with 32 ports per memorizer, you have a very limited number of total data that can be saved, so it is best to use slots as efficiently as possible. So the conpressors just put what you would need 8, or 16 or even more slots for on the memorizer into a single slot. You then can decode the output of that slot back into your multiple on/off signals with the decoder. I hope this clarifies somewhat. If not well... I always find I learn best when I just tinker with things, maybe try that and you'll get the hang of it. | 2014-08-15 12:59:00 Author: Tynz21 Posts: 544 |
My question is different, how can saving a percentage help you in gameplay? it's not like you saved an object and it'll appear in the next level after you load. What's the point of saving percentages? | 2014-08-15 17:17:00 Author: TranscendantAether Posts: 175 |
My question is different, how can saving a percentage help you in gameplay? it's not like you saved an object and it'll appear in the next level after you load. What's the point of saving percentages? Well, I've used it to save skill levels, health, experience, quest progression, etc. It can also be used to save scores. Or you can use a compressor to save a bunch of on offs as a percentage, in which case each on or off signal could easily be saving an object like you said. | 2014-08-15 20:31:00 Author: Tynz21 Posts: 544 |
Well, I've used it to save skill levels, health, experience, quest progression, etc. It can also be used to save scores. Or you can use a compressor to save a bunch of on offs as a percentage, in which case each on or off signal could easily be saving an object like you said. How is this done? | 2014-08-15 20:39:00 Author: TranscendantAether Posts: 175 |
How is this done? The exp and health and all that I just use feedback loops and add the signal from the memorizer in. The on off part you just have emitters that will emit whatever objects you want to be loaded. | 2014-08-15 20:47:00 Author: Tynz21 Posts: 544 |
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