tl;dr
Nah, just kidding. Thanks a lot people, I now know how electricity flows! :)
Edit: To quote text from the link:
"If you push on one end of a column of putty, the far end moves almost instantly.
Energy flows fast, yet an electric current is a very slow flow. "
That's the word I was looking for.
Merge of double post:
I thought there were maybe some quantum mechanics wackiness that allowed the spaces between the electrons in the wire to be perfectly constant all the time.
No idea exactly what game that is, but that character is Terry Bogard from the King of fighters series of games.
Edit: Since I'm apparently just as blind as Chamale
From the game: 'SNK vs Capcom' for
the Neo Geo Pocket Color
from the bottom of the page :(
Joined: 3/17/2007
Posts: 97
Location: Berkeley, CA
For you, http://tasvideos.org/Movies-214up-Obs.html.
Remove the "-Obs" to show only your non-obsoleted movies.
You can find the magic number (214) by clicking "players" on the main page...
One thing started puzzling me about the NES.
If I have understood correctly, the NES has only 2 kB of RAM for the program's data. The program code itself is not copied to this RAM (it wouldn't even fit there in the first place) but it's run directly from the ROM memory in the cartdridge.
The NES uses a MOS Technology 6502 running at 1.79 MHz. From the data I can see it seems that most opcodes take between 2 and 6 clock cycles and take between 2 and 4 bytes of memory. Let's see if I get the math correctly here:
If we assume an average of 4 clock cycles per opcode and an optimistic 2 bytes per opcode, this means that the CPU can execute in average 447500 opcodes per second, which means that it has to read, in average, 895000 bytes, ie. 7160000 bits per second. This is a reading speed of approximately 6.8 Mbits/s.
This is a humongous data transfer speed between the cartridge and the CPU. As comparison, a standard full-speed USB connection can transfer 12 Mbits/s. This means that the data transfer speed between the NES cartdridge and the CPU is a bit over half the data transfer speed of a modern USB connection. This sounds like quite a lot, considering the NES was introduced in 1983. (The USB standard was introduced in 1995.)
Is this indeed correct?
I don't know the memory bus speed of NES, but the master clock in NES actually runs at 21.48 MHz (NTSC) or 26.6 MHz (PAL).
The CPU speed is derived by dividing that by 12 (NTSC) or 15 (PAL), and the PPU clock is derived by dividing by 4 (NTSC).
I'm working on a hack of Super Mario World, and one of the levels will include a tribute to Tetris. I'm planning to have Mario in a sort of "well", like Tetris has, with Tetris blocks falling. I'm planning to create the effect by making the level an upwards autoscroller, with the blocks in place. However, I don't know how I would make the blocks rest on the floor or each other when the floor comes to them. What block should I use?
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
So, the tetris blocks are moving yet still? So, the floor thing shouldnt matter right? Wait, are you talking about a thing like a elevater platform moving up and the blocks landing on the platform? In that case, you should set it so the blocks, once hit by the platform, move up at the same speed at a height of zero above the platform.
Is there even a way to make an upwards autoscroll? As for the blocks, you should use a melange of them for the greater effect.
Renting this space for rent.
Trying to fix image on this site. Please cut slack.
As of April 6th, 2012:
After a long absence, here we go again?
WTF, rridgway? That made no sense. Let me restate what I said: There will be an upwards autoscroll, with non-moving blocks arranged like Tetris pieces, which will stop moving when they hit the floor. Yes, I know it's all possible. But what blocks should I use?
I think you should use blocks that look like tetris pieces.
I'm sciencing as fast as I can !
______________________________________
<adelikat> once more balls enter the picture, everything gets a lot more entertraining
<adelikat> mmmmm yummy penises
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
WTF yourself Chamale.
The overall result would look alot better if the tetris pieces looked different. Can you have the same block (Example: Music Note Block is normally white) Be a different colour than the same block on the screen at the current time? (Basically a white music block on one side and a yellow one nearby)
Renting this space for rent.
Trying to fix image on this site. Please cut slack.
As of April 6th, 2012:
After a long absence, here we go again?
You want blocks that scroll with the floor when the floor hits them? Like block bridge blocks?
As far as I know there's nothing of this built in anywhere in Lunar Magic, nor in SMW.
You'll need floor-block and block-block hit detection if you don't want to set some sort of timer for when the blocks are supposed to start moving upwards with the floor, and I don't know how to do any of these methods without a lot of work.
You make no sense. If you know for a fact that it's possible, give us a goddamn example (so that we can help you by studying the ROM/video)!
Since if you're convinced that this absolutely works, and you're not lying there has to be something that convinced you in the first place!
And what do you mean by blocks? Graphics or actual game object that behaves in a certain way?
I over-reacted yesterday. Apologies, Chamale!
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
And I somehow doubt Chamale can tweak the game engine. The game engines do have some parts in common right? So, maybe...
Question: Could a beam of light be tweaked in a way to go faster than the "speed of light"?
Renting this space for rent.
Trying to fix image on this site. Please cut slack.
As of April 6th, 2012:
After a long absence, here we go again?