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Archived from groups: rec.games.corewar (More info?)
Hello all
I am developing a PHP-based core to include:
- Dewdney's unused PCT instruction.
- Addressing of more components e.g. adding 1 to an opcode could transform
DAT into MOV.
- Persistent core - fragments of dead warrior programs remain and are
present at the next battle.
- Bitwise shifting and logic
- SPL scheduler implemented as a binary tree instead of (I'm assuming) a
linked list.. SPL branches a node into 2 threads. Execution always starts
from the top and alternates between left and right for a given root node.
Root nodes store the next direction to be traversed and leaf nodes are
Current Instruction Registers. This way, time is not shared equally - if two
SPLs are called, the three resulting threads will share the time in the
ratio 0.5 : 0.25 : 0.25 = 2:1:1.
- Website keeps database of instructions, users related to their warriors
and scores, and the core.
....and I am looking for any extra ideas or suggestions! About anything such
as instruction set, implementation, running a 'hill' etc.
At the moment the instruction set has 23 items, and the modifiers to address
components are A, B, opcode, and the modifier itself.
Addressing modes are currently just immediate, direct, and indirect. I am
undecided on predecrement and postincrement. I've seen some spurious-looking
symbols in that area, including the dollar sign.
Any ideas, suggestions, or notes on addressing are appreciated
Thanks in advance
Davard
Hello all
I am developing a PHP-based core to include:
- Dewdney's unused PCT instruction.
- Addressing of more components e.g. adding 1 to an opcode could transform
DAT into MOV.
- Persistent core - fragments of dead warrior programs remain and are
present at the next battle.
- Bitwise shifting and logic
- SPL scheduler implemented as a binary tree instead of (I'm assuming) a
linked list.. SPL branches a node into 2 threads. Execution always starts
from the top and alternates between left and right for a given root node.
Root nodes store the next direction to be traversed and leaf nodes are
Current Instruction Registers. This way, time is not shared equally - if two
SPLs are called, the three resulting threads will share the time in the
ratio 0.5 : 0.25 : 0.25 = 2:1:1.
- Website keeps database of instructions, users related to their warriors
and scores, and the core.
....and I am looking for any extra ideas or suggestions! About anything such
as instruction set, implementation, running a 'hill' etc.
At the moment the instruction set has 23 items, and the modifiers to address
components are A, B, opcode, and the modifier itself.
Addressing modes are currently just immediate, direct, and indirect. I am
undecided on predecrement and postincrement. I've seen some spurious-looking
symbols in that area, including the dollar sign.
Any ideas, suggestions, or notes on addressing are appreciated
Thanks in advance
Davard