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Messages - willrandship

Pages: 1 ... 4 5 [6] 7 8 ... 208
76
TI Z80 / Re: 84+ OS 2.41 Asm Source
« on: May 06, 2014, 07:59:00 pm »
Well, ideally you should be able to make two versions of the code that work for the different platforms. Most of the code is shared between them. The biggest problems arise from slight hardware differences like the timers and USB hardware.

77
TI Z80 / Re: 84+ OS 2.41 Asm Source
« on: May 06, 2014, 04:20:47 pm »
Well it has been shown that 84+ OSes run with only minor glitches on 83+ SE calcs. We can probably work it out to at least having it build a version for each calc.

78
TI Z80 / Re: 84+ OS 2.41 Asm Source
« on: May 06, 2014, 02:14:57 am »
2.41 and 2.43 are practically identical. Probably some obscure bugfix somewhere.

So, I'm adding a poll: Select the different versions of the OS you would install.

79
There are several circuits using hands, and some using wireless induction-based methods using the long LED leads as antennas. Quite fun.

80
The system didn't originate with electronics. I'm just claiming that when it did it was a joke.

81
The male/female plug system HAD to have been a joke. You really think some engineer sat down and thought up this:

* Male/Female
* Mate
* Nipples
* Hermaphroditic
* Gender Changing

and didn't crack a smile once?

82
Web Programming and Design / Re: MC server : Cookiecraft
« on: May 06, 2014, 12:46:53 am »
You should throw in some of DJ's metal stuff.


Also:



83
I was under the impression the system was itself a joke.

84
Other / Re: 185TB magnetic tape
« on: May 05, 2014, 03:17:35 pm »
On the plus side, this tech has really high seek speeds since the spindle motor relative to the tape is moving along more data. (Same area with more data on it.) This means that you should be able to read significantly faster than earlier tape drives. However, writing will still take the same style of magnetization, so it likely does not see any real improvement.

It's worth noting that the only real difference between tapes and drives from a functionality standpoint is that drives can move in two dimensions, whereas tapes move in only one. This means the drives can seek exponentially faster relative to size, but tapes can be infinitely large.

For data backups tape is the perfect medium. dd literally writes sequentially, byte by byte.

85
Miscellaneous / Re: How many 8x8 sprites are possible?
« on: May 04, 2014, 05:34:26 pm »
The big difference here is that we don't need to worry about updates, but the references on ink usage are quite helpful.

86
Miscellaneous / Re: How many 8x8 sprites are possible?
« on: May 04, 2014, 05:23:07 pm »
Let me think: 300 DPI on paper that's 8.5"x11" (US Letter Size, same width but shorter than A4 for you metric folks)
300^2 = 90000 Pixels per Square Inch
8*10.5 = 84 Square inches printable per page (approximate, depends on your printer's feed mechanism and print head)
84*2 = 168 Square inches, double sided
90000*168 = 15120000 pixels per paper
15120000/64 = 236250 sprites per paper
2^64/236250 = 78081456396655 papers
assuming 0.000984252 inches thick (.025mm)
0.000984252*8.5*11*78081456396655 = 7185646069593.465 cubic inches of paper
7185646069593.465 / 12^3 = 4158359994 cubic feet of paper
4158359993 / 5280 = 0.028250121258480552 cubic miles of paper

So, in conclusion, probably an obtainable amount of paper, but not a feasible amount as far as cost or indexing goes, and the printer ink will be the main cost anyway.

87
I feel left out. I get all the ladies.

88
Miscellaneous / Re: How many 8x8 sprites are possible?
« on: April 28, 2014, 07:21:09 pm »
Actually it's 8 bytes per sprite, not two.

We wouldn't need to store them all. We could generate them on the fly extremely easily, since it's just a 64-bit number. Pass the 64 bit number and a small javascript program could generate it using a small canvas element.

89
Reuben Quest / Re: [Beta] Reuben Quest Axe Remake
« on: April 24, 2014, 07:10:56 pm »
If you don't mind me asking, why have a closed beta?

I'll take a copy, anyway.

90
Other / Re: New Computer
« on: April 20, 2014, 04:02:21 pm »
The easy way to test if you have opengl acceleration is to use the glx programs in mesa.

So,  sudo pacman -S mesa.

glxinfo | grep rendering

That should give you a line that says either yes or no. Yes means you have some form of opengl acceleration.

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