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My shared items and things Im learning

Archive: 1 posts
2015-05-26 09:01:00 / Author: Indomitus1973
Strictly speaking this is a level, but since it's just a gallery and not really a level to be played, I figured it belongs in the Discussion section more than the Levels section... ANYWAY...

I've been bashing things together a lot over the last few weeks, taking components and tools to their absolute limits, and I'm learning a great deal about the signals and values. Some have lead to building a couple chips, so I built the level to show and share. The level is here:
My Shared Items
https://lbp.me/v/qwkdvfc

There are a few chips in there I made myself. I doubt the more experienced creators will be impressed by them, but they might be useful so I'm sharing them.

The Mad Scientist is in.

First:
With any binary value, it can only be divided in half a certain number of times before it reaches its minimum possible value and either stops dividing or becomes absolute 0. I did an experiment last week to find where that limit is for LBP3. It was very simple, just line up a lot of AND gates set to multiply with 50% batteries, then on the other side I lined up the same number of OR gates to add the signal to itself many times. When it can no longer be boosted back up, then the signal is completely lost.
I found that the PS4 can divide a 100% signal 126 times before it becomes 0 and can not be recovered. The PS3 can divide 149 times before total signal loss**. (Naturally, the lower the starting value, the less it can be reduced before you lose it.)

**This does not mean the PS3 can recover the number value of the signal, just that the signal itself can be boosted back up to see that it's still there. Just because you can see decimal places, doesn't mean those numbers actually mean anything. Binary numbers naturally carry a certain amount of inaccuracy, and going that low will increase the noise.
I have found out already that the PS4 can recover some values from the very lower limit of its signal. I have not yet tested the PS3 for this though. Given how low it goes, I doubt it.

I used this to build a stable and fast Platform Detection Chip, which is the first item shared in my level. I'm not sure how useful it would really be, but it was interesting putting it together and I included all my notes in the chip itself. I crashed my PS3 5 times before I figured out the secret to making it stable (the long lines of AND gates and OR gates had to be separated into smaller chips). It works simply by reducing the signal 128 times, then boosting it again. The PS3 can do this but the PS4 can not, and that makes it possible to tell them apart.

One quick note because I know the comment will be made: I avoided using a feedback loop because the signal is so small the loop would take a very long time to build back up. The series of OR gates is nearly instantaneous.
I thought about just capturing the really low signal in a loop and using that, but if it's used in a level built on PS4 I think it would only preserve a blank signal.


Second and third:
I don't know about anyone else, but it's pretty frustrating for me that once a signal gets too small it can no longer be used to activate circuit nodes or logic tools. So, using the same "series of OR gates" technique from the PDC, I built a simple On/Off chip. Basically, absolutely any signal at all- no matter how small- can be sent into it and be used to activate or deactivate objects. It boosts the signal, then inputs it into a sequencer set for positional. The output is either 0% or 100%, nothing between. And it is instantaneous (or as close as a circuit that long can be).
To go with it, I also built an All or Nothing chip, which basically flips that logic. If the input is anything less than 100%, then it returns 0%. Same technique, and just as fast.


After that I shared a few curiosities, and again I doubt the hardcore creators would be blown away. But there might be something useful in there. I built a pre-fab target chip for the Blinkball, and there's a captured Blinkball in there too just for good measure, plus a few other things.

In the "Attic" of the level I put a bunch of objects that I broke... That is, I took regular objects and used the destroy tweaker on different parts (like removing the wheels from the rollerskate). There are a couple interesting oddities up there. My personal favorite is the Open Front version of the Adventure Time broken TV set, which I just dephysicalized and added invisible parts to allow players to jump inside it. Not sure why they didn't do that to start with. Pretty simple, but I thought it's worth sharing. (Of course, you need the DLC to use it.)


Thoughts and comments are always welcome. And there might be more added to it, because I'm still bashing things together, seeing what breaks and where. I've already started playing with the tag sensors, and found blind spots that change depending on the tweaked values.
2015-05-26 09:01:00
Author:
Indomitus1973
Posts: 75
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