Subject: Re: [stella] And now, for my next trick... From: "Andrew Davie" <adavie@xxxxxxxxxxxxx> Date: Fri, 9 Mar 2001 01:12:31 +1100 |
> > b) Life on Mars. An implementation of John Conway's life (in at least a > > You ain't the first attemtping that: > > - Check in the archive for "life;game" to see what happened to the > attempts of John V. Matthews and theories about it. > - Check espacially for a thread called "Atari Life" with additional > info. Thanks for the pointers. Nobody seems to have considered packing the data in RAM. Considering that MOST of the playfield during a life 'game' is 0 (the theoretical maximum is 50% used), and that large areas of the playfield are usually contiguous 0's... and also that non-zero and alternating patterns are typically grouped together... I figure a simple run-length packing (speed essential!) would be feasible. All the messages I read seem to assume that 1 bit/pixel is the limit that can be achieved. This is not so! As a simple example, byte-aligned runs of 0's only (eight 0's) could be efficiently packed to a single bit, and all other data left as-is (plus another bit). This would be pretty quick to unpack, yet save HEAPS of RAM. I'm still thinking about the feasibility and operation of the kernal, and how I can interleave run-length unpacking into the display kernal, in particular. I'm not saying it CAN be done... I just think it might be possible :) Cheers A -- _ _ _| _ _ _| _ * _ _ , (_|| )(_|( (/_\/\/ (_|(_|\/(_(/_ ,~' L_|\ ,-' \ see my Museum of Soviet Calculators at ( \ http://www.taswegian.com/MOSCOW/soviet.html \ __ / L,~' "\__/ @--> v - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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