Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 3    [LBP3] Help!!
#1

Trying to master the Memorizer...

Archive: 18 posts


I have actually never touched this piece of logic or used it beyond the very basics. I am wondering if anyone can leave maybe links/useful information or straight out facts about it. I've never had any uses for it but now in LBP3 I have decided to take things a step further and craft more advanced levels using lots of logic, this leads me to all the possible features of the Memorizer but unfortunately I am uncertain on how to use it. Pictures or whatever would be great if you would like to help me.2015-02-16 20:27:00

Author:
blacksackman
Posts: 234


https://lbpcentral.lbp-hub.com/index.php?t=74697-Save-system-for-score-and-checkpoints-(1-player-only)

Here's a good one. Teaches you that you can save analogue values as well.
2015-02-17 19:52:00

Author:
koltonaugust
Posts: 1382


Thanks for the link, I'll take a closer look at it later.2015-02-18 09:05:00

Author:
blacksackman
Posts: 234


I also recommend looking at some 3D movement chips in LBP3 that use the memorizer to save which way you are facing. That gives you ideas for uses that don't actually save for a later playthrough. Essentially the memorizer takes a snapshot of what the input values were at the time the "save" trigger was activated. The difficulty does not come from using this feature, but rather figuring out what to do with these values.2015-02-18 23:57:00

Author:
koltonaugust
Posts: 1382


I also recommend looking at some 3D movement chips in LBP3 that use the memorizer to save which way you are facing.

That's how people are doing it?! I have this crazy elaborate system that captures the signals into OR loops and overcomes all of the inherent weaknesses of that technique. When I heard somebody else say they had fixed their 3d chip to remember the last direction, I was surprised because my chip was not easy to build and i didn't expect very many people to be able to figure it out (I would have done a write-up if anybody had asked). I had no idea there was a simpler way, but then, I've never even touched a memorizer switch. I guess I should try that out: there are a lot of things I use OR loops for that might be better served with a memorizer.

I do have to say, though, that my direction rememberizer was something I created in the early days of LBP2, well before memorizers were a thing. I originally developed it as a workaround for a bug where sackbot's would always aim to the left with paintinators and creatinators as soon as you let go of the right stick.
2015-02-19 03:33:00

Author:
Sehven
Posts: 2188


I'm having a major problem, I can't find the Memorizer in LBP3 on PS4. Anyone else having this issue?2015-02-19 16:31:00

Author:
blacksackman
Posts: 234


That was part of the DC comics pack. Might be a DLC issue or a random one?
I am quite sure that someone letting you capture it, assuming you own the pack, would be the worst possible workaround.
2015-02-19 17:05:00

Author:
zupaton
Posts: 167


I don't think it actually shows up in the tools menu in LBP3. I'm pretty sure you have to capture it from a level created in LBP2.2015-02-19 22:51:00

Author:
Sehven
Posts: 2188


I don't think it actually shows up in the tools menu in LBP3. I'm pretty sure you have to capture it from a level created in LBP2.

It should be found under the logic panel in the tools section (with AND, OR, etc.) If it isn't there, that's a glitch.
2015-02-20 02:33:00

Author:
koltonaugust
Posts: 1382


That's how people are doing it?! I have this crazy elaborate system that captures the signals into OR loops and overcomes all of the inherent weaknesses of that technique. When I heard somebody else say they had fixed their 3d chip to remember the last direction, I was surprised because my chip was not easy to build and i didn't expect very many people to be able to figure it out (I would have done a write-up if anybody had asked). I had no idea there was a simpler way, but then, I've never even touched a memorizer switch. I guess I should try that out: there are a lot of things I use OR loops for that might be better served with a memorizer.

I do have to say, though, that my direction rememberizer was something I created in the early days of LBP2, well before memorizers were a thing. I originally developed it as a workaround for a bug where sackbot's would always aim to the left with paintinators and creatinators as soon as you let go of the right stick.

the problem with the memorizer is it requires a digital signal (takes one frame to convert analogue to digital with sequencer), and doesn't output the captured signal till the frame after it's triggered. while you can get around the later problem easily, the former cant be fixed.

as i hate latency with a vengeance i avoid using digital where ever i can.
The bottom 4 components on both chips in the following pic can be used in a lot of cases to avoid having to use digital at all. it outputs a 100% signal from the positive output when the input is 0%, and a 100% signal from the negative output when the input is greater than 0%
these outputs can be used to turn on and off other signals with a multiplying AND gate without affecting sign, they can also be used to turn on and off movers and rotators using the "Strength Scale" input on the bottom.
It works due to the way OR gates prioritize it's inputs. if both inputs are the same analogue value but different sign, it will output the top most input's sign. As the battery is set to -100%, and the NOT gate (or inverted OR) inverts the input (subtracts it from 100%)- the moment the input is larger 0% the top input drops lower than the bottom input and the OR output instantly switches sign.

the following setup is what i would use to save which direction was last pressed. the bottom chip is for the Angle-ify positional output that would be used for character rotation or rotating decorations with a rotating disc and animation tweaker.
the chips with the 2 nodes creates a 1 frame delay, so it saves the output from one frame before the stick stops outputting a signal.
the yellow AND gates are set to "A x B"


http://www.lbpcentral.com/forums/attachment.php?attachmentid=49744&d=1424498379
2015-02-21 06:02:00

Author:
evret
Posts: 612


The bottom 4 components on both chips in the following pic can be used in a lot of cases to avoid having to use digital at all. it outputs a 100% signal from the positive output when the input is 0%, and a 100% signal from the negative output when the input is greater than 0%

Where were you earlier this week while I was pulling my hair out trying to figure out a lag-free method (http://www.littlebignetwork.com/index.php?/topic/26234-zero-latency-analog-logic-woes/page-2) for using any non-zero negative signal to shut off a positive signal? I only just figured this out last night.


the chips with the 2 nodes creates a 1 frame delay, so it saves the output from one frame before the stick stops outputting a signal.

Your chip uses far fewer components than mine does, though it seems to yield the same results. Might have to give it a try. Mine uses a NOT loop to drive it to store and clear the thumbstick at 15Hz, then the chip is duplicated and runs 1 clock cycle offset from the first: that way, there is always one chip capturing the signal while the other refreshes itself for another capture. Looks like all I had to do was add a frame of delay to the capture and I could've avoided all that hassle. Then again, I built it in LBP2 when we didn't have the multiply option on AND gates, though I suppose it would have the same effect (a standard AND would output the minimum signal so a 0% into its second port would still act as a shutoff).
2015-02-21 16:43:00

Author:
Sehven
Posts: 2188


It would same me a lot of time if someone could make an example with the Memorizer on how to save certain selected cards in a card-game. There's maybe 120 cards to choose from and you can only pick 30 for your deck, does that mean that I need a Memorizer with 120 inputs? Correct me if I'm wrong.2015-02-22 07:24:00

Author:
blacksackman
Posts: 234


It would same me a lot of time if someone could make an example with the Memorizer on how to save certain selected cards in a card-game. There's maybe 120 cards to choose from and you can only pick 30 for your deck, does that mean that I need a Memorizer with 120 inputs? Correct me if I'm wrong.

i believe you would need 2 memorizers, as i'm pretty sure they can only be set to 100 inputs each.
there are ways to store more information per input but i really don't think that would benefit you in your situation.
how you would set it up depends on the way you want your level to work, do you want it to save to the memorizer after each card is selected? or only after they are all selected?
the reason i ask is when the memorizer is triggered, it updates all ports that have a wire connected to it, so a previously saved "on" signal can be wiped if the input is no longer active.

if this is solely for use in the current game session, and doesn't need to transfer to another level you may be better off just using a counter set to 1 for each card. when it is activated (chosen) it would send an on signal till it is rest via the bottom input.
2015-02-22 09:06:00

Author:
evret
Posts: 612


i believe you would need 2 memorizers, as i'm pretty sure they can only be set to 100 inputs each.
there are ways to store more information per input but i really don't think that would benefit you in your situation.
how you would set it up depends on the way you want your level to work, do you want it to save to the memorizer after each card is selected? or only after they are all selected?
the reason i ask is when the memorizer is triggered, it updates all ports that have a wire connected to it, so a previously saved "on" signal can be wiped if the input is no longer active.

if this is solely for use in the current game session, and doesn't need to transfer to another level you may be better off just using a counter set to 1 for each card. when it is activated (chosen) it would send an on signal till it is rest via the bottom input.

I want it to save the deck when you have selected all 30 cards. Also it's just one level, no level links. I just want to add a save feature so that you can save your decks. Would be great if you can show an example of how to wire up one card to the Memorizer. This would save me a lot of hassle trying to figure it out myself.
2015-02-22 09:58:00

Author:
blacksackman
Posts: 234


are you using a unique tag for each card?
an alternative would be to assign a unique analogue value to each card, in which case you may only need a 30 port memorizer. one port for each selected card rather than a port for every available card.
also it would help to know what method you are using to allow players to pick cards. there are often many way to achieve to one goal in lbp, the more info we have the better we can help you create something that will be most effective and efficient for your needs.

still not sure a memorizer is what i would use in your situation though, the "object saver" can save an objects position and the current state of all the logic on it when a player leaves a level, and puts it back there with the same logic state when a player returns.

i would assume u have all the cards in some form of grid so a player can highlight individual cards before pressing a button to select it?
if so, does this "menu" exist in the level after a player makes their selection? or is it destroyed to save on thermo?
2015-02-22 12:13:00

Author:
evret
Posts: 612


I am using an unique tag for each card. Each player has their own board and you can have 10 cards in your hand before you start to discard. When you play a card in your hand it becomes a minion on the board-field but there's also spells and weapons. There is room for 7 friendly minions on the board-field. To make this versus I had to make two boards, one for each player. Each movement on your own board is copied in the opposite direction on the other player's board. You can only see your own cards while the opponent sees a blank card that is looks to be the back of the card. The majority of this is built using sensors and followers.

When you draw a card a signal goes to a sensor that allows the Randomizer to pick a random card. When the card spawns, a sensor detects the unique tag sensor of that card and sends that information to the other board. This information is verified by another sensor that spawns an opposite version of that card. The cards/minions finds their spot in the hand and on the board-field by using followers directed to different tags.
The players pick cards from their hand using a cursor. There's no grid movement involved because you select the card you want to play and once it becomes a minion you select that minion along with another enemy minion. Then it attacks and returns to the previous spot.

I'd prefer to use a Memorizer to save a deck of cards from the bigger collection available. I've heard that the object saver can mess up levels.
2015-02-22 13:45:00

Author:
blacksackman
Posts: 234


well it should be as simple as wiring your 120 unique sensors to 2 memorizers (60 on each for example), giving them both a different label (this is needed for it to store info between sessions) then triggering both when selection is complete (or when they choose to save and exit, if you are giving players that option).
I would have an extra port on one of them with a battery or NOT gate wired to it, the output of which would be used to tell your logic a save exists, and that it should select the same cards that are stored rather than selecting new cards when they return to the level.

the outputs or the memorizers would be wired to corresponding unique tags, then move these tags to another chip (this chip can be within the same chip as memorizer) .
this chip (with only the tags) should be inactive be default, and only briefly activated if a save is detected so that your logic can re-select the same cards.
i can create an example if this explanation is not clear enough but it's pretty straight forward.

one thing to consider though, is the memorizer will only save to the hosts profile, any other player would not be able to save their cards unless they only ever play with the same host. if 2 players who both have a previous save play your level, only the host's save will be loaded. there is no way to save different information for each player in the same session
2015-02-23 11:29:00

Author:
evret
Posts: 612


Thanks for the help, I will experiment on the moon a little bit until I get it right. I know that only hosts can save their decks but I'm gonna add an option to draft a deck live in the game for the 2nd player if he want a more customized deck.2015-02-25 08:07:00

Author:
blacksackman
Posts: 234


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.