Releases: LightslicerGP/Excpute
V2.3.2 minor update release
- Made a new way to update the cpu, no multithreading (HINT: v2.4 will be on PY, CPP, and JS 👀), follows a update-cpu, update-display, cycle
- Added keyboard input and some sample scripts, "full keyboard" (without numpad) support, with the Keyboard Oriented Character Set (KOCS) system, similar to the Text Editor I had made in MC, but with added control keys like Tab, Enter, Backspace, CTRL, ALT, FN, etc.
- Planning on adding mouse support in v2.4 (probably gonna be backwards compatible with v2.3.x)
- Optimizations (as always)
also, running at 1x scale will ALWAYS be faster than any scaled version, for some reason, idk 💀
v2.4 will modify the SPD system, to allow pushing a buffer (replacing the "remove" property in SPD) so you don't have flicker whenever a pixel moves or updates
v2.4 will ALSO be FASTER than v2.3.2, and (possibly) the multithreaded v2.3.0-v2.3.1 version, and MUCH MUCH faster than v2.2. This will happen by updating the display ONLY when SPD is ran, and ONLY when the buffer is pushed, resulting in unnecessary display updates to not happen
Preview of v2.3.2 compared to v2.4:
OldVSNew.Excpute.mp4
Playing at 4x vs 2x vs 1x:
2024-10-31.15-52-54.mp4
Testing Keyboard Input with Ball Movement
2024-10-31.15-34-42.mp4
V2.3.1 minor update release
Cleaned up some code, still as functional.
LSH now has an optional SetFlag option, if SetFlag is 1, on Carry out it will set the Carry flag.
original on Apr 14th 2024
here was v2.3: https://github.com/LightslicerGP/Excpute/releases/tag/2.3
(all scripts from that still run)
Final (semi-incomplete) v2.3 version
After some time I have been able to make v2.3 complete enough to start on v3, which will be a 32-bit system!
v3 won't include multiply, divide, square, or square root because it would be hard to keep track of decimals and exceed the binary limit or whatever (maybe if I have knowledge in the future I'll update it, but as for now, no.)
The aim for v2.3 was to improve speed, avoiding reading a file for ram, registers, and for the instructions and to do it all locally as variables (thanks to @Nano112 ).
In the Sample Script Sets
folder, you can find a ball-bouncing algorithm that took me many hours over the course of 2 days to program, but it works!
Also, the Assembler is much better compared to last time, it's a bit repetitive but it makes sure that a certain set of instructions are followed to assemble the code properly (which I'll also use when making v3 since it's a very robust way of assembling.)
This will be the end of v2, which I'm so glad I actually worked on because it gave me insight into how hard some things already are, but also made me realize how hard things COULD have been.
Enjoy!
2024-04-14.10-53-22.mp4
Final (semi-incomplete) v2.2 version
In favor of having more optimal code (thanks to @Nano112 ) I'll be completing this as finished.
Bad news: I didn't do "multiply" through "square root", but all the other functions (should) work.
But, completed example instructions are in the "assembled scripts" folder and should run perfectly! just.... slow lmao (37 minutes to fill the whole screen with "green to blue gradient")
Enjoy!
Final (incomplete) v2.1 version
Full Changelog: https://github.com/LightslicerGP/Excpute/commits/2.1
working on 2.2 but i want to keep a backup of this version juuuust in case
1/25/24