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Andy:
I guess I was thinking and speaking in how the Dreams logic might run at the code level. E.g. each game loop in Dreams the logic would update and we would expect that our logic circuit will run though once.
So currently a pulse only triggers in certain gadgets when it has gone from off to on. Which makes sense because otherwise it’s not “pulsing” is it. But the issue is that effectively you can then only ever run your logic that requires a pulse, every other frame. Because it has to go off Pulse off Pulse off Pulse and so on. It’s sensible in that it “makes sense”.. but it limits the speed in which we can run calculations. Imagine you wanted to traverse a chess board. Your gonna have to pulse your scanner a ton of times to checkout each tile.
So my question is wondering if there is some “magic” way we can trick Dreams to skipping that “off” phase but still pulse each update.
Tapgiles:
Yeah your right (see above). So the calculator idea sounds plausible, I was experimenting with that but it’s not quite right for my case.
So basically I am trying to make a “better” state machine chip then the built in one. I want to have prev, next, and reset state inputs. So the calculator doesn’t quite work.
I am trying to have the inputs trigger once per logic update. So effectively we could move the state on 1 (or back or set) each logic tick!
Any ideas?