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7 In One Memorizer Slot Data Saver

Archive: 6 posts
2018-09-23 00:15:19 / Author: Rxvlism
So im looking for someone that knows more than me about memorizers. To understand what im making these are thing you need to know, my game has weapons that you can collect that also have diffrent camos, but what i need help with is the rarity system
Rarity of weapons =7 Digits
|junk|worn|used|recycled|used|tested|mint|new|

So the max value of note/memorizer is 9,999,999. So what i wanted is to use one memorizer to save more then one thing (1/9= junk -- 10/90= worn -- 100/900= tested) so i wanted to break up one slot into 7 signals. In my game you can collect 8 of the same weapon ( so 1 = no weapon and 9 = 8 copys ) its kinda like binary but anyways what i cant figure out for the life of me is how to add to the memorizer and load back the saved data. 

If you wanna help or give me some pointers post a reply or msg me on ps4 im always on

PSN : Rxvlism807
2018-09-23 00:15:19
Author:
Rxvlism
Posts: 15

2018-09-24 08:32:52 / Author: Hanfi1311
I made a tutorial for this long ago, it's in german, but logic is logic...

https://www.youtube.com/watch?v=8msPrG_HJmI
2018-09-24 08:32:52
Author:
Hanfi1311
Posts: 210

2018-09-24 12:58:47 / Author: Tevlon1
I did this in some of my levels.
I give different signal strengths a different meaning.
What i also do sometimes is treat stuff as binary, for example a settings page with 4 options: A, B, C and D.
Treat the options as binary A=1, B=2, C=4, D=8: if let's say, A, C and D are turned on and B is turned off: the total signal would be A+C+D = 1+4+8 = 13. so then I would let the logic save a value of 13% in the memorizer.
This way you only need 1 memorizer slot for the whole settings menu.
This is just a small example, with this technique I managed to save a whole game/level progress, stats, settings etc combined in only 6 or 7 slots total.
2018-09-24 12:58:47
Author:
Tevlon1
Posts: 10

2018-09-24 14:28:29 / Author: Rxvlism
Thank you both for responding so quick and as both of you gave awsome and usful info i might have bin misunderstood lol

Basicly what im trying to make is one memorizer solt = 7 diffrent signals so...
Ones column = junk ( 0/9 )
Tens column = worn ( 0/9 )
Hundreds column = recycled ( 0/9 )
Thousands column = used ( 0/9 )
10 Thousands column = tested ( 0/9 )
100 Thousands column = mint  ( 0/9 )
One Millions column = fn ( 0/9 )

So if the memorizer output = 1,214,312.
So that means i would have...
1 fn weapons / 2 mint weapons / 1 tested weapons / 4 used weapons / 3 recycled weapons / 1 worn weapons / 2 junk weapons

So im using each digit to store diffrent data for diffrent weapon raritys. This will compact the data so that i dont need to waste memorizer slots on individual weapons. 

So each weapon can only stack 0/9 ( thats why i use a 0/9 by ever column because the can only have 9 max weapons stored )

Im also having trouble making the logic its self. If you make any logic or help me design the logic i will credit you !
2018-09-24 14:28:29
Author:
Rxvlism
Posts: 15

2018-09-30 13:45:18 / Author: Tevlon1
Hey man sorry for the late reply, I believe this is what you are looking for.
I don't know if you still need a solution but I made some quick example this morning of how you could do this.

The problem with LBP3 is that Sumo decided that AND and OR gates are no longer allowed to output signals above 100%. This was possible in LBP2, in which it was really easy to work with high percentages.
Anyways, we can still use the decimals to achieve a somewhat similar effect.



http://www.littlebigforum.eu/upload/lbf/20180930145726_371bce7.jpg
I managed to encode a signal made out of 7 digits to 1 signal cable and decode it back to 7 digits.
As you can sadly see the seventh signal is unreliable due to some rounding errors made by the LBP game engine.
This 7th signal is sometimes off by 10%, though not always. (maybe you can find a fix for this)
Anyways, I hope this is still usable for you in some degree.

Keep in mind that this only works for input signals that are multiples of 10%, so 10% for 1, 30% for 3, 70% for 7 etc.
so I believe this suits your needs (except maybe for the unreliable 7th signal)

The signal cable you see between the chips is the signal you can save in a Memorizer as 1 single slot.
When the level is loaded you can load the Memorizer signal in the Decoding Chip to load settings/values or whatever.

The inner workings of the chips are explained below:




http://www.littlebigforum.eu/upload/lbf/20180930150107_59b90e1.jpg
This is the left chip, the Encoding Chip.
The 7 nodes on the left are the 7 input signals.
The inputs are all multiples of 10 so we need to multiply them with 10%'s and/or 1%'s to get them to the size we want (the red and blue wires).
To multiply the signals we use AND gates set to' Multiply Inputs'.
We want the signal to look like this: input 1 will be the '10s', input 2 the '1s', input 3 the '0.1s' etc.



http://www.littlebigforum.eu/upload/lbf/20180930151137_ec8ce6a.jpg
The OR gate on the right is set to 'Add Inputs' to add all the input signals together.
So in the example the output signal should look like '12.34567%'.
This is the value you save in a Memorizer.



http://www.littlebigforum.eu/upload/lbf/20180930151453_0a09c88.jpg
This the right chip, the Decoding Chip. (You connect the output of the Memorizer to the input of this chip)
What this chip does is extracting all the 10% inputs from the single signal.
The digits are decoded one by one, for every digit the input gets multiplied by 1000% to shift the signal 1 to the left to decode the next digit.




http://www.littlebigforum.eu/upload/lbf/20180930152054_109a0ca.jpg
The combinations of sequencer, OR gate, signal combiner and AND gate are all the same, except for the last one where there's only the sequencer and OR gate. The sequencers are set to 'Positional' and contain batteries, the top left battery has 10%, the second 20%, the third 30%, etc to 90% and ORred with the OR gate.



http://www.littlebigforum.eu/upload/lbf/20180930152700_903ce92.jpg
The AND gates are all set to 'Multiply Inputs'

This Decoding Chip measures what the left most digit of the input signal is, subtracts it from the signal, multiplies the signal with 1000% to shift 1 to the left and repeats a couple of times for the next digits.
So the only problem is the rounding you get when you go 5 decimals deep, the rest should work fine.

And to clarify, the example with 10%,20%,30%,40%,50%,60%,70% is just an example. It works with any values from 10% to 90% in any order.

I hope this was of any use to you.
2018-09-30 13:45:18
Author:
Tevlon1
Posts: 10

2018-10-01 07:08:18 / Author: Rxvlism
Honestly this is great if were both are right I think this just might work ! Thanks and if I need any more help would I be able to add you on psn. 

I'm going to try this out and let you know if she worked !
2018-10-01 07:08:18
Author:
Rxvlism
Posts: 15
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