I've come to a revelation on how to possibly do lowthat's a good mix. You also don't have to do bit planing, like the Amiga, to get 32 colours.
energy silicon transistor scheme much lower than Chucks (not that Chuck reveals details, but it's seems it could be).
It's possible to implement low energy and high performance circuits side by side, and even dynamically shift between low energy and high performance modes.
It's possible to even have two sets of instructions, high and low in 32 instructions.
----
On the retro project, I wanted to present a post on the latest thinking of it, but it goes like this. We would have been better off having 10 and 20 bit words in the 1970's processors.
10 bits word of two 5 bit instructions, adds up to 2048 instructions, that's a descent amount for an low end embedded microcontroller, versus 8 or 4 bits.
20 bits is 2.5MB which is decent for a microcontroller or computer of the time into the late 1980's.
A multiple of 10 or 20 bits, makes more sense than 32 or 64 bits. 40 bits maxes out many computers, and 80 bits is a good alternative to 128 bits for many things the public are interested in.
4 bit 16 colour pixels are too low. 5 bit 32 colour pixels are more ideal. 8 colours at four levels equals 8 levels of white too black, or 32 levels of monochrome which is close to primitive 1980's digital video. Add in multiple 32 colour pallets, then
8 bit 256 colour pixels are a bit limited. 10 bit 1024 colour pixels are more ideal. In between 3 bits per primary plus two levels, or 4 bits for green ideally, to 1 bit for each primary with 128 levels (certain game styles take advantage of that).Again multiple set pallets by switching between pallet modes (5 bits: 2 bits green and red, and 1 bit blue, 2 bits green, 1 bit red and blue, plus 1 bit for two levels etc aswell). 1024 makes some extra bright HDR monochrome possible. As a 1024 sized
20 bit pixels makes reasonable video (8 bit green, 6 bits red and blue, or 7 bits red, and 5 bits blue).
10-20 bit pallet entries is ideal.
30 bit colour makes descent video and low level HDR, and pallet entries.
40 bits makes descent HDR video and pallet entries. 50-90 bits makes ideal HDR.
10 bits is ideal for basic tile graphics number, and number of character patterns.
A combination of character number and other basic effects in 20 bits, or feild size and basic effects, is ideal.
10 bit sound is better than 8 bit, but 20/30 bit sound, is more ideal. 20 bit+ frequencies are more ideal scientifically, to sample frequencies (various plants operate in this range).
20 bits at 2-4mhz single or dual bus memory, certainly works out some high resolutions.
So, it's possible to make a dual speed, dual energy circuit of this type, with better graphics for the 1970's/1980's, high-end market, and 1980's consumer market.
I'm also expanding on an old idea for an alternative to the Rom cartridge and disk. If I can ever get to do it.
I've come to a revelation on how to possibly do lowthat's a good mix. You also don't have to do bit planing, like the Amiga, to get 32 colours.
energy silicon transistor scheme much lower than Chucks (not that Chuck reveals details, but it's seems it could be).
It's possible to implement low energy and high performance circuits side by side, and even dynamically shift between low energy and high performance modes.
It's possible to even have two sets of instructions, high and low in 32 instructions.
----
On the retro project, I wanted to present a post on the latest thinking of it, but it goes like this. We would have been better off having 10 and 20 bit words in the 1970's processors.
10 bits word of two 5 bit instructions, adds up to 2048 instructions, that's a descent amount for an low end embedded microcontroller, versus 8 or 4 bits.
20 bits is 2.5MB which is decent for a microcontroller or computer of the time into the late 1980's.
A multiple of 10 or 20 bits, makes more sense than 32 or 64 bits. 40 bits maxes out many computers, and 80 bits is a good alternative to 128 bits for many things the public are interested in.
4 bit 16 colour pixels are too low. 5 bit 32 colour pixels are more ideal. 8 colours at four levels equals 8 levels of white too black, or 32 levels of monochrome which is close to primitive 1980's digital video. Add in multiple 32 colour pallets, then
8 bit 256 colour pixels are a bit limited. 10 bit 1024 colour pixels are more ideal. In between 3 bits per primary plus two levels, or 4 bits for green ideally, to 1 bit for each primary with 128 levels (certain game styles take advantage of that).Again multiple set pallets by switching between pallet modes (5 bits: 2 bits green and red, and 1 bit blue, 2 bits green, 1 bit red and blue, plus 1 bit for two levels etc aswell). 1024 makes some extra bright HDR monochrome possible. As a 1024 sized
20 bit pixels makes reasonable video (8 bit green, 6 bits red and blue, or 7 bits red, and 5 bits blue).
10-20 bit pallet entries is ideal.
30 bit colour makes descent video and low level HDR, and pallet entries.
40 bits makes descent HDR video and pallet entries. 50-90 bits makes ideal HDR.
10 bits is ideal for basic tile graphics number, and number of character patterns.
A combination of character number and other basic effects in 20 bits, or feild size and basic effects, is ideal.
10 bit sound is better than 8 bit, but 20/30 bit sound, is more ideal. 20 bit+ frequencies are more ideal scientifically, to sample frequencies (various plants operate in this range).
20 bits at 2-4mhz single or dual bus memory, certainly works out some high resolutions.
So, it's possible to make a dual speed, dual energy circuit of this type, with better graphics for the 1970's/1980's, high-end market, and 1980's consumer market.
I'm also expanding on an old idea for an alternative to the Rom cartridge and disk. If I can ever get to do it.
I think DRAM back then was in the 200ns to 120ns range, so maybe 5 to 8 MHz. A 20-bit word could hold four 5-bit instructions. Kind of like a mini ShBoom.interface. 20 bits of data, 1-bit chip select, 1-bit cmd/data, and two power pins would fit in a 24-pin DIP package.
It took forever for the industry to come up with the HyperBus interface, which removes superfluous address pins. Why weren't we sending address and data over the same pins all along? Suppose they sold 20-bit DRAM chips using a shared address/data
I think the game really changed with on-chip cache. That enabled multi-core processors.
If the number of cores on a processor had kept up with Moore's Law, we would have thousands of them on a chip by now. Instead, most modern computers have a few cores running very fast.
On Thursday, October 20, 2022 at 7:46:50 AM UTC-7, S wrote:then that's a good mix. You also don't have to do bit planing, like the Amiga, to get 32 colours.
I've come to a revelation on how to possibly do low
energy silicon transistor scheme much lower than Chucks (not that Chuck reveals details, but it's seems it could be).
It's possible to implement low energy and high performance circuits side by side, and even dynamically shift between low energy and high performance modes.
It's possible to even have two sets of instructions, high and low in 32 instructions.
----
On the retro project, I wanted to present a post on the latest thinking of it, but it goes like this. We would have been better off having 10 and 20 bit words in the 1970's processors.
10 bits word of two 5 bit instructions, adds up to 2048 instructions, that's a descent amount for an low end embedded microcontroller, versus 8 or 4 bits.
20 bits is 2.5MB which is decent for a microcontroller or computer of the time into the late 1980's.
A multiple of 10 or 20 bits, makes more sense than 32 or 64 bits. 40 bits maxes out many computers, and 80 bits is a good alternative to 128 bits for many things the public are interested in.
4 bit 16 colour pixels are too low. 5 bit 32 colour pixels are more ideal. 8 colours at four levels equals 8 levels of white too black, or 32 levels of monochrome which is close to primitive 1980's digital video. Add in multiple 32 colour pallets,
Again multiple set pallets by switching between pallet modes (5 bits: 2 bits green and red, and 1 bit blue, 2 bits green, 1 bit red and blue, plus 1 bit for two levels etc aswell). 1024 makes some extra bright HDR monochrome possible. As a 1024 sized8 bit 256 colour pixels are a bit limited. 10 bit 1024 colour pixels are more ideal. In between 3 bits per primary plus two levels, or 4 bits for green ideally, to 1 bit for each primary with 128 levels (certain game styles take advantage of that).
interface. 20 bits of data, 1-bit chip select, 1-bit cmd/data, and two power pins would fit in a 24-pin DIP package.20 bit pixels makes reasonable video (8 bit green, 6 bits red and blue, or 7 bits red, and 5 bits blue).
10-20 bit pallet entries is ideal.
30 bit colour makes descent video and low level HDR, and pallet entries.
40 bits makes descent HDR video and pallet entries. 50-90 bits makes ideal HDR.
10 bits is ideal for basic tile graphics number, and number of character patterns.
A combination of character number and other basic effects in 20 bits, or feild size and basic effects, is ideal.
10 bit sound is better than 8 bit, but 20/30 bit sound, is more ideal. 20 bit+ frequencies are more ideal scientifically, to sample frequencies (various plants operate in this range).
20 bits at 2-4mhz single or dual bus memory, certainly works out some high resolutions.
So, it's possible to make a dual speed, dual energy circuit of this type, with better graphics for the 1970's/1980's, high-end market, and 1980's consumer market.
I'm also expanding on an old idea for an alternative to the Rom cartridge and disk. If I can ever get to do it.I think DRAM back then was in the 200ns to 120ns range, so maybe 5 to 8 MHz. A 20-bit word could hold four 5-bit instructions. Kind of like a mini ShBoom.
It took forever for the industry to come up with the HyperBus interface, which removes superfluous address pins. Why weren't we sending address and data over the same pins all along? Suppose they sold 20-bit DRAM chips using a shared address/data
I think the game really changed with on-chip cache. That enabled multi-core processors. If the number of cores on a processor had kept up with Moore's Law, we would have thousands of them on a chip by now. Instead, most modern computers have a fewcores running very fast. To make them run so fast, they run data through a lot of silicon which generates heat, so we have air-conditioned data centers. This reminds me of a place I worked where they opted to not install a $20K battery-backed air
On Saturday, 22 October 2022 at 10:29:24 am UTC+10, Brad Eckert wrote:then that's a good mix. You also don't have to do bit planing, like the Amiga, to get 32 colours.
On Thursday, October 20, 2022 at 7:46:50 AM UTC-7, S wrote:
I've come to a revelation on how to possibly do low
energy silicon transistor scheme much lower than Chucks (not that Chuck reveals details, but it's seems it could be).
It's possible to implement low energy and high performance circuits side by side, and even dynamically shift between low energy and high performance modes.
It's possible to even have two sets of instructions, high and low in 32 instructions.
----
On the retro project, I wanted to present a post on the latest thinking of it, but it goes like this. We would have been better off having 10 and 20 bit words in the 1970's processors.
10 bits word of two 5 bit instructions, adds up to 2048 instructions, that's a descent amount for an low end embedded microcontroller, versus 8 or 4 bits.
20 bits is 2.5MB which is decent for a microcontroller or computer of the time into the late 1980's.
A multiple of 10 or 20 bits, makes more sense than 32 or 64 bits. 40 bits maxes out many computers, and 80 bits is a good alternative to 128 bits for many things the public are interested in.
4 bit 16 colour pixels are too low. 5 bit 32 colour pixels are more ideal. 8 colours at four levels equals 8 levels of white too black, or 32 levels of monochrome which is close to primitive 1980's digital video. Add in multiple 32 colour pallets,
Again multiple set pallets by switching between pallet modes (5 bits: 2 bits green and red, and 1 bit blue, 2 bits green, 1 bit red and blue, plus 1 bit for two levels etc aswell). 1024 makes some extra bright HDR monochrome possible. As a 1024 sized8 bit 256 colour pixels are a bit limited. 10 bit 1024 colour pixels are more ideal. In between 3 bits per primary plus two levels, or 4 bits for green ideally, to 1 bit for each primary with 128 levels (certain game styles take advantage of that).
interface. 20 bits of data, 1-bit chip select, 1-bit cmd/data, and two power pins would fit in a 24-pin DIP package.20 bit pixels makes reasonable video (8 bit green, 6 bits red and blue, or 7 bits red, and 5 bits blue).
10-20 bit pallet entries is ideal.
30 bit colour makes descent video and low level HDR, and pallet entries.
40 bits makes descent HDR video and pallet entries. 50-90 bits makes ideal HDR.
10 bits is ideal for basic tile graphics number, and number of character patterns.
A combination of character number and other basic effects in 20 bits, or feild size and basic effects, is ideal.
10 bit sound is better than 8 bit, but 20/30 bit sound, is more ideal. 20 bit+ frequencies are more ideal scientifically, to sample frequencies (various plants operate in this range).
20 bits at 2-4mhz single or dual bus memory, certainly works out some high resolutions.
So, it's possible to make a dual speed, dual energy circuit of this type, with better graphics for the 1970's/1980's, high-end market, and 1980's consumer market.
I'm also expanding on an old idea for an alternative to the Rom cartridge and disk. If I can ever get to do it.I think DRAM back then was in the 200ns to 120ns range, so maybe 5 to 8 MHz. A 20-bit word could hold four 5-bit instructions. Kind of like a mini ShBoom.
It took forever for the industry to come up with the HyperBus interface, which removes superfluous address pins. Why weren't we sending address and data over the same pins all along? Suppose they sold 20-bit DRAM chips using a shared address/data
cores running very fast. To make them run so fast, they run data through a lot of silicon which generates heat, so we have air-conditioned data centers. This reminds me of a place I worked where they opted to not install a $20K battery-backed airI think the game really changed with on-chip cache. That enabled multi-core processors. If the number of cores on a processor had kept up with Moore's Law, we would have thousands of them on a chip by now. Instead, most modern computers have a few
Love the Dilbert reference.thinking.It's really down to misc intrinsic simplistic design ability to go faster at the same energy. 20mhz based on SRAM may have been possible. But, you can go post 2k resolution for desktop publishing at 4mhz 20 bits, which sounds insane. Wherever
Yeah, without any attempt to over speed, it looks like dram is suitable for the upper market segment in mid 1970's. I haven't checked the pricing on options in the early to mid 1980's. I probably should have said Ram to include sram, but wasn't
Turns out somebody else is on the same scheme I wanted to do many years ago. They are setting up to manufacture chips atom by atom, with probe technology. Well, there you go, people who don't get on board miss out of the big bucks, so to speak. I'vegone a bit pass that scheme now. But, I think they can manufacture single units. I keep forgetting that link.
I'll have to dust off those single atom circuit technogy designs, but no memory to keep up, unless you design it with the print process.
I'll have to see what mechanism they use to feed this, if it is like mine. Feeding these things at high speed and ultra low defect, is the trick.
...timeline, where C escaped from a lab and infested the industry, there are compelling reasons to favor those data widths.
I like the idea of 10-bit bytes. But, we have to live with data structures the computer industry has accumulated over the last 50 years. These are generally made of 8-bit, 16-bit, and 32-bit chunks of data. So for general-purpose computing in this
I would have thought it was 1971 and the 4004 that consolidated power-of-two >and changed the world forever :)
https://en.wikipedia.org/wiki/Word_(computer_architecture)#Size_families
dxforth <dxf...@gmail.com> writes:[..]
A very nice listing that shows how diverse word size was in early
years before it converged on power-of-two.
On 23/10/2022 11:55 am, Brad Eckert wrote:timeline, where C escaped from a lab and infested the industry, there are compelling reasons to favor those data widths.
...
I like the idea of 10-bit bytes. But, we have to live with data structures the computer industry has accumulated over the last 50 years. These are generally made of 8-bit, 16-bit, and 32-bit chunks of data. So for general-purpose computing in this
I would have thought it was 1971 and the 4004 that consolidated power-of-two and changed the world forever :)As an aside, the world's first microprocessor was a 20-bit machine. The MP944 pre-dated the 4004 by a year or two. You didn't hear about it because the US Navy kept it classified for 30 years. It controlled the F-14 fighter jet.
https://en.wikipedia.org/wiki/Word_(computer_architecture)#Size_families
On Sunday, October 23, 2022 at 9:54:49 AM UTC+2, Anton Ertl wrote:
dxforth <dxf...@gmail.com> writes:[..]
A very nice listing that shows how diverse word size was in early
years before it converged on power-of-two.
I thought the original idea was to use the ECC bits of a standard
DRAM module to get 20 bit memory. A typical Forthian idea :--)
On Saturday, October 22, 2022 at 12:16:52 AM UTC-7, S 1 wrote:then that's a good mix. You also don't have to do bit planing, like the Amiga, to get 32 colours.
On Saturday, 22 October 2022 at 10:29:24 am UTC+10, Brad Eckert wrote:
On Thursday, October 20, 2022 at 7:46:50 AM UTC-7, S wrote:
I've come to a revelation on how to possibly do low
energy silicon transistor scheme much lower than Chucks (not that Chuck reveals details, but it's seems it could be).
It's possible to implement low energy and high performance circuits side by side, and even dynamically shift between low energy and high performance modes.
It's possible to even have two sets of instructions, high and low in 32 instructions.
----
On the retro project, I wanted to present a post on the latest thinking of it, but it goes like this. We would have been better off having 10 and 20 bit words in the 1970's processors.
10 bits word of two 5 bit instructions, adds up to 2048 instructions, that's a descent amount for an low end embedded microcontroller, versus 8 or 4 bits.
20 bits is 2.5MB which is decent for a microcontroller or computer of the time into the late 1980's.
A multiple of 10 or 20 bits, makes more sense than 32 or 64 bits. 40 bits maxes out many computers, and 80 bits is a good alternative to 128 bits for many things the public are interested in.
4 bit 16 colour pixels are too low. 5 bit 32 colour pixels are more ideal. 8 colours at four levels equals 8 levels of white too black, or 32 levels of monochrome which is close to primitive 1980's digital video. Add in multiple 32 colour pallets,
. Again multiple set pallets by switching between pallet modes (5 bits: 2 bits green and red, and 1 bit blue, 2 bits green, 1 bit red and blue, plus 1 bit for two levels etc aswell). 1024 makes some extra bright HDR monochrome possible. As a 1024 sized8 bit 256 colour pixels are a bit limited. 10 bit 1024 colour pixels are more ideal. In between 3 bits per primary plus two levels, or 4 bits for green ideally, to 1 bit for each primary with 128 levels (certain game styles take advantage of that)
interface. 20 bits of data, 1-bit chip select, 1-bit cmd/data, and two power pins would fit in a 24-pin DIP package.20 bit pixels makes reasonable video (8 bit green, 6 bits red and blue, or 7 bits red, and 5 bits blue).
10-20 bit pallet entries is ideal.
30 bit colour makes descent video and low level HDR, and pallet entries.
40 bits makes descent HDR video and pallet entries. 50-90 bits makes ideal HDR.
10 bits is ideal for basic tile graphics number, and number of character patterns.
A combination of character number and other basic effects in 20 bits, or feild size and basic effects, is ideal.
10 bit sound is better than 8 bit, but 20/30 bit sound, is more ideal. 20 bit+ frequencies are more ideal scientifically, to sample frequencies (various plants operate in this range).
20 bits at 2-4mhz single or dual bus memory, certainly works out some high resolutions.
So, it's possible to make a dual speed, dual energy circuit of this type, with better graphics for the 1970's/1980's, high-end market, and 1980's consumer market.
I'm also expanding on an old idea for an alternative to the Rom cartridge and disk. If I can ever get to do it.I think DRAM back then was in the 200ns to 120ns range, so maybe 5 to 8 MHz. A 20-bit word could hold four 5-bit instructions. Kind of like a mini ShBoom.
It took forever for the industry to come up with the HyperBus interface, which removes superfluous address pins. Why weren't we sending address and data over the same pins all along? Suppose they sold 20-bit DRAM chips using a shared address/data
cores running very fast. To make them run so fast, they run data through a lot of silicon which generates heat, so we have air-conditioned data centers. This reminds me of a place I worked where they opted to not install a $20K battery-backed airI think the game really changed with on-chip cache. That enabled multi-core processors. If the number of cores on a processor had kept up with Moore's Law, we would have thousands of them on a chip by now. Instead, most modern computers have a few
thinking.It's really down to misc intrinsic simplistic design ability to go faster at the same energy. 20mhz based on SRAM may have been possible. But, you can go post 2k resolution for desktop publishing at 4mhz 20 bits, which sounds insane. WhereverLove the Dilbert reference.
Yeah, without any attempt to over speed, it looks like dram is suitable for the upper market segment in mid 1970's. I haven't checked the pricing on options in the early to mid 1980's. I probably should have said Ram to include sram, but wasn't
gone a bit pass that scheme now. But, I think they can manufacture single units. I keep forgetting that link.Turns out somebody else is on the same scheme I wanted to do many years ago. They are setting up to manufacture chips atom by atom, with probe technology. Well, there you go, people who don't get on board miss out of the big bucks, so to speak. I've
simulation that run fast enough for proof of concept.I'll have to dust off those single atom circuit technogy designs, but no memory to keep up, unless you design it with the print process.
I'll have to see what mechanism they use to feed this, if it is like mine. Feeding these things at high speed and ultra low defect, is the trick.Reliving the 1980s probably isn't the path to riches, but is it fun to muse. Could Forth have helped the uptake of multi-core? Maybe. Transputer Forth was a thing. Forth's extreme factoring helps avoid cache misses. Nowadays one can build systems in
I had been contemplating a 20-bit cell size and you have provided some interesting rationale. I can add some more based on the theory that the Universe is a simulation. The Universe is made of data and it is structured as a dodecahedron (12-sidedplatonic solid). A dodecahedron has 20 vertices, so 20 bits. Numerologically, 20 is the best number for promoting cooperation.
I like the idea of 10-bit bytes. But, we have to live with data structures the computer industry has accumulated over the last 50 years. These are generally made of 8-bit, 16-bit, and 32-bit chunks of data. So for general-purpose computing in thistimeline, where C escaped from a lab and infested the industry, there are compelling reasons to favour those data widths.
On Sunday, 23 October 2022 at 10:55:52 am UTC+10, Brad Eckert wrote:pallets, then that's a good mix. You also don't have to do bit planing, like the Amiga, to get 32 colours.
On Saturday, October 22, 2022 at 12:16:52 AM UTC-7, S 1 wrote:
On Saturday, 22 October 2022 at 10:29:24 am UTC+10, Brad Eckert wrote:
On Thursday, October 20, 2022 at 7:46:50 AM UTC-7, S wrote:
I've come to a revelation on how to possibly do low
energy silicon transistor scheme much lower than Chucks (not that Chuck reveals details, but it's seems it could be).
It's possible to implement low energy and high performance circuits side by side, and even dynamically shift between low energy and high performance modes.
It's possible to even have two sets of instructions, high and low in 32 instructions.
----
On the retro project, I wanted to present a post on the latest thinking of it, but it goes like this. We would have been better off having 10 and 20 bit words in the 1970's processors.
10 bits word of two 5 bit instructions, adds up to 2048 instructions, that's a descent amount for an low end embedded microcontroller, versus 8 or 4 bits.
20 bits is 2.5MB which is decent for a microcontroller or computer of the time into the late 1980's.
A multiple of 10 or 20 bits, makes more sense than 32 or 64 bits. 40 bits maxes out many computers, and 80 bits is a good alternative to 128 bits for many things the public are interested in.
4 bit 16 colour pixels are too low. 5 bit 32 colour pixels are more ideal. 8 colours at four levels equals 8 levels of white too black, or 32 levels of monochrome which is close to primitive 1980's digital video. Add in multiple 32 colour
that). Again multiple set pallets by switching between pallet modes (5 bits: 2 bits green and red, and 1 bit blue, 2 bits green, 1 bit red and blue, plus 1 bit for two levels etc aswell). 1024 makes some extra bright HDR monochrome possible. As a 10248 bit 256 colour pixels are a bit limited. 10 bit 1024 colour pixels are more ideal. In between 3 bits per primary plus two levels, or 4 bits for green ideally, to 1 bit for each primary with 128 levels (certain game styles take advantage of
interface. 20 bits of data, 1-bit chip select, 1-bit cmd/data, and two power pins would fit in a 24-pin DIP package.20 bit pixels makes reasonable video (8 bit green, 6 bits red and blue, or 7 bits red, and 5 bits blue).
10-20 bit pallet entries is ideal.
30 bit colour makes descent video and low level HDR, and pallet entries.
40 bits makes descent HDR video and pallet entries. 50-90 bits makes ideal HDR.
10 bits is ideal for basic tile graphics number, and number of character patterns.
A combination of character number and other basic effects in 20 bits, or feild size and basic effects, is ideal.
10 bit sound is better than 8 bit, but 20/30 bit sound, is more ideal. 20 bit+ frequencies are more ideal scientifically, to sample frequencies (various plants operate in this range).
20 bits at 2-4mhz single or dual bus memory, certainly works out some high resolutions.
So, it's possible to make a dual speed, dual energy circuit of this type, with better graphics for the 1970's/1980's, high-end market, and 1980's consumer market.
I'm also expanding on an old idea for an alternative to the Rom cartridge and disk. If I can ever get to do it.I think DRAM back then was in the 200ns to 120ns range, so maybe 5 to 8 MHz. A 20-bit word could hold four 5-bit instructions. Kind of like a mini ShBoom.
It took forever for the industry to come up with the HyperBus interface, which removes superfluous address pins. Why weren't we sending address and data over the same pins all along? Suppose they sold 20-bit DRAM chips using a shared address/data
few cores running very fast. To make them run so fast, they run data through a lot of silicon which generates heat, so we have air-conditioned data centers. This reminds me of a place I worked where they opted to not install a $20K battery-backed airI think the game really changed with on-chip cache. That enabled multi-core processors. If the number of cores on a processor had kept up with Moore's Law, we would have thousands of them on a chip by now. Instead, most modern computers have a
thinking.It's really down to misc intrinsic simplistic design ability to go faster at the same energy. 20mhz based on SRAM may have been possible. But, you can go post 2k resolution for desktop publishing at 4mhz 20 bits, which sounds insane. WhereverLove the Dilbert reference.
Yeah, without any attempt to over speed, it looks like dram is suitable for the upper market segment in mid 1970's. I haven't checked the pricing on options in the early to mid 1980's. I probably should have said Ram to include sram, but wasn't
ve gone a bit pass that scheme now. But, I think they can manufacture single units. I keep forgetting that link.Turns out somebody else is on the same scheme I wanted to do many years ago. They are setting up to manufacture chips atom by atom, with probe technology. Well, there you go, people who don't get on board miss out of the big bucks, so to speak. I'
simulation that run fast enough for proof of concept.I'll have to dust off those single atom circuit technogy designs, but no memory to keep up, unless you design it with the print process.
I'll have to see what mechanism they use to feed this, if it is like mine. Feeding these things at high speed and ultra low defect, is the trick.Reliving the 1980s probably isn't the path to riches, but is it fun to muse. Could Forth have helped the uptake of multi-core? Maybe. Transputer Forth was a thing. Forth's extreme factoring helps avoid cache misses. Nowadays one can build systems in
platonic solid). A dodecahedron has 20 vertices, so 20 bits. Numerologically, 20 is the best number for promoting cooperation.I had been contemplating a 20-bit cell size and you have provided some interesting rationale. I can add some more based on the theory that the Universe is a simulation. The Universe is made of data and it is structured as a dodecahedron (12-sided
timeline, where C escaped from a lab and infested the industry, there are compelling reasons to favour those data widths.I like the idea of 10-bit bytes. But, we have to live with data structures the computer industry has accumulated over the last 50 years. These are generally made of 8-bit, 16-bit, and 32-bit chunks of data. So for general-purpose computing in this
Well, I explore up to to 10000+ value words, 10/100/1000 etc bits using phase timing processing (10,000 would be between four 10 value bits and two 100 value bits. What could go wrong? Knowing circuites a lot. Every phase transfer requires a timedmeasurement or a quantity measurement. If I hadn't gotten so sick, I would have realised the odds of such measurements stuffing up are too high. I'm not saying it can't be done. Unfortunately, the brain disease got too much to finish the electronic
Anyway, this here is a what if experiment. But the retro chip itself is a useful product, and planned to be a competitive MCU (but on a modern fab process obviously).which others put forwards as a computational universe in their own ideas. This is a miss-naming, of structured universe leading to mechanisms of self assembly, the computation, as a recent TOE interview also pointed out.
The early home computer industry, would have allowed a shift, plus you can build in 8 bit data modes. In the pro desktop sense, a similar opportunity exists to in the 1970's.
Brat, do you watch the TOE channel. Some great interviews on various topics, including the simulation thing. To me, I don't regard reality as a simulation, though some things are interesting. However my own proposals are a structured universe model,
On Saturday, October 22, 2022 at 7:49:21 PM UTC-7, dxforth wrote:timeline, where C escaped from a lab and infested the industry, there are compelling reasons to favor those data widths.
On 23/10/2022 11:55 am, Brad Eckert wrote:
...
I like the idea of 10-bit bytes. But, we have to live with data structures the computer industry has accumulated over the last 50 years. These are generally made of 8-bit, 16-bit, and 32-bit chunks of data. So for general-purpose computing in this
I would have thought it was 1971 and the 4004 that consolidated power-of-two >> and changed the world forever :)As an aside, the world's first microprocessor was a 20-bit machine. The MP944 pre-dated the 4004 by a year or two. You didn't hear about it because the US Navy kept it classified for 30 years. It controlled the F-14 fighter jet.
https://en.wikipedia.org/wiki/Word_(computer_architecture)#Size_families
https://en.wikipedia.org/wiki/F-14_CADC
It's like the Ferrari being in production but the Yugo becoming the mass-market car. In fact, nobody knows what a Ferrari is. So, Intel got to toot its (high-pitched) horn about having invented the microprocessor.
On Sunday, October 23, 2022 at 9:47:56 AM UTC-7, S wrote:pallets, then that's a good mix. You also don't have to do bit planing, like the Amiga, to get 32 colours.
On Sunday, 23 October 2022 at 10:55:52 am UTC+10, Brad Eckert wrote:
On Saturday, October 22, 2022 at 12:16:52 AM UTC-7, S 1 wrote:
On Saturday, 22 October 2022 at 10:29:24 am UTC+10, Brad Eckert wrote:
On Thursday, October 20, 2022 at 7:46:50 AM UTC-7, S wrote:
I've come to a revelation on how to possibly do low
energy silicon transistor scheme much lower than Chucks (not that Chuck reveals details, but it's seems it could be).
It's possible to implement low energy and high performance circuits side by side, and even dynamically shift between low energy and high performance modes.
It's possible to even have two sets of instructions, high and low in 32 instructions.
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On the retro project, I wanted to present a post on the latest thinking of it, but it goes like this. We would have been better off having 10 and 20 bit words in the 1970's processors.
10 bits word of two 5 bit instructions, adds up to 2048 instructions, that's a descent amount for an low end embedded microcontroller, versus 8 or 4 bits.
20 bits is 2.5MB which is decent for a microcontroller or computer of the time into the late 1980's.
A multiple of 10 or 20 bits, makes more sense than 32 or 64 bits. 40 bits maxes out many computers, and 80 bits is a good alternative to 128 bits for many things the public are interested in.
4 bit 16 colour pixels are too low. 5 bit 32 colour pixels are more ideal. 8 colours at four levels equals 8 levels of white too black, or 32 levels of monochrome which is close to primitive 1980's digital video. Add in multiple 32 colour
that). Again multiple set pallets by switching between pallet modes (5 bits: 2 bits green and red, and 1 bit blue, 2 bits green, 1 bit red and blue, plus 1 bit for two levels etc aswell). 1024 makes some extra bright HDR monochrome possible. As a 10248 bit 256 colour pixels are a bit limited. 10 bit 1024 colour pixels are more ideal. In between 3 bits per primary plus two levels, or 4 bits for green ideally, to 1 bit for each primary with 128 levels (certain game styles take advantage of
data interface. 20 bits of data, 1-bit chip select, 1-bit cmd/data, and two power pins would fit in a 24-pin DIP package.20 bit pixels makes reasonable video (8 bit green, 6 bits red and blue, or 7 bits red, and 5 bits blue).
10-20 bit pallet entries is ideal.
30 bit colour makes descent video and low level HDR, and pallet entries.
40 bits makes descent HDR video and pallet entries. 50-90 bits makes ideal HDR.
10 bits is ideal for basic tile graphics number, and number of character patterns.
A combination of character number and other basic effects in 20 bits, or feild size and basic effects, is ideal.
10 bit sound is better than 8 bit, but 20/30 bit sound, is more ideal. 20 bit+ frequencies are more ideal scientifically, to sample frequencies (various plants operate in this range).
20 bits at 2-4mhz single or dual bus memory, certainly works out some high resolutions.
So, it's possible to make a dual speed, dual energy circuit of this type, with better graphics for the 1970's/1980's, high-end market, and 1980's consumer market.
I'm also expanding on an old idea for an alternative to the Rom cartridge and disk. If I can ever get to do it.I think DRAM back then was in the 200ns to 120ns range, so maybe 5 to 8 MHz. A 20-bit word could hold four 5-bit instructions. Kind of like a mini ShBoom.
It took forever for the industry to come up with the HyperBus interface, which removes superfluous address pins. Why weren't we sending address and data over the same pins all along? Suppose they sold 20-bit DRAM chips using a shared address/
few cores running very fast. To make them run so fast, they run data through a lot of silicon which generates heat, so we have air-conditioned data centers. This reminds me of a place I worked where they opted to not install a $20K battery-backed airI think the game really changed with on-chip cache. That enabled multi-core processors. If the number of cores on a processor had kept up with Moore's Law, we would have thousands of them on a chip by now. Instead, most modern computers have a
thinking.It's really down to misc intrinsic simplistic design ability to go faster at the same energy. 20mhz based on SRAM may have been possible. But, you can go post 2k resolution for desktop publishing at 4mhz 20 bits, which sounds insane. WhereverLove the Dilbert reference.
Yeah, without any attempt to over speed, it looks like dram is suitable for the upper market segment in mid 1970's. I haven't checked the pricing on options in the early to mid 1980's. I probably should have said Ram to include sram, but wasn't
ve gone a bit pass that scheme now. But, I think they can manufacture single units. I keep forgetting that link.Turns out somebody else is on the same scheme I wanted to do many years ago. They are setting up to manufacture chips atom by atom, with probe technology. Well, there you go, people who don't get on board miss out of the big bucks, so to speak. I'
in simulation that run fast enough for proof of concept.I'll have to dust off those single atom circuit technogy designs, but no memory to keep up, unless you design it with the print process.
I'll have to see what mechanism they use to feed this, if it is like mine. Feeding these things at high speed and ultra low defect, is the trick.Reliving the 1980s probably isn't the path to riches, but is it fun to muse. Could Forth have helped the uptake of multi-core? Maybe. Transputer Forth was a thing. Forth's extreme factoring helps avoid cache misses. Nowadays one can build systems
platonic solid). A dodecahedron has 20 vertices, so 20 bits. Numerologically, 20 is the best number for promoting cooperation.I had been contemplating a 20-bit cell size and you have provided some interesting rationale. I can add some more based on the theory that the Universe is a simulation. The Universe is made of data and it is structured as a dodecahedron (12-sided
timeline, where C escaped from a lab and infested the industry, there are compelling reasons to favour those data widths.I like the idea of 10-bit bytes. But, we have to live with data structures the computer industry has accumulated over the last 50 years. These are generally made of 8-bit, 16-bit, and 32-bit chunks of data. So for general-purpose computing in this
measurement or a quantity measurement. If I hadn't gotten so sick, I would have realised the odds of such measurements stuffing up are too high. I'm not saying it can't be done. Unfortunately, the brain disease got too much to finish the electronicWell, I explore up to to 10000+ value words, 10/100/1000 etc bits using phase timing processing (10,000 would be between four 10 value bits and two 100 value bits. What could go wrong? Knowing circuites a lot. Every phase transfer requires a timed
which others put forwards as a computational universe in their own ideas. This is a miss-naming, of structured universe leading to mechanisms of self assembly, the computation, as a recent TOE interview also pointed out.Anyway, this here is a what if experiment. But the retro chip itself is a useful product, and planned to be a competitive MCU (but on a modern fab process obviously).
The early home computer industry, would have allowed a shift, plus you can build in 8 bit data modes. In the pro desktop sense, a similar opportunity exists to in the 1970's.
Brat, do you watch the TOE channel. Some great interviews on various topics, including the simulation thing. To me, I don't regard reality as a simulation, though some things are interesting. However my own proposals are a structured universe model,
What kind of brain disease? You seem to be handling it rather well.
On Sunday, October 23, 2022 at 9:54:49 AM UTC+2, Anton Ertl wrote:Hamming(15,11) is compatible with 16-bit and 32-bit memory chips, so a 22-bit Forth cell would make sense. So how about 11-bit bytes?
dxforth <dxf...@gmail.com> writes:[..]
A very nice listing that shows how diverse word size was in earlyI thought the original idea was to use the ECC bits of a standard
years before it converged on power-of-two.
DRAM module to get 20 bit memory. A typical Forthian idea :--)
-marcel
I've just been knocking down toxo plasmosis, but it's a real struggle to control. I have very large high frequency noise ringing In my ears a lot since the toxo really took off. It was getting to the point that even a high speed fan would notcompletely knock it out. I should have gone out and compared it to passing traffic but didn't. It's probably less now, but have to get near some loud sound sources to compare the level. Such nerve noise is supposed to a bad sign, of neurones dieing, but
On Sunday, October 23, 2022 at 8:17:44 AM UTC-7, Marcel Hendrix wrote:
On Sunday, October 23, 2022 at 9:54:49 AM UTC+2, Anton Ertl wrote:
dxforth <dxf...@gmail.com> writes:[..]
A very nice listing that shows how diverse word size was in earlyI thought the original idea was to use the ECC bits of a standard
years before it converged on power-of-two.
DRAM module to get 20 bit memory. A typical Forthian idea :--)
-marcelHamming(15,11) is compatible with 16-bit and 32-bit memory chips, so a 22-bit Forth cell would make sense. So how about 11-bit bytes?
Every process shrink makes ECC more desirable.
On Friday, October 28, 2022 at 9:47:44 AM UTC+10, Brad Eckert wrote:didn't have everything on one chip to avoid incompatibilities or avoid having to make custom chips. I suppose that 20 bits is really just 5 4 bit ram chips instead of 4 though. In my phase circuit design, each byte was to be 10, 100 or maybe 1000 values,
On Sunday, October 23, 2022 at 8:17:44 AM UTC-7, Marcel Hendrix wrote:
On Sunday, October 23, 2022 at 9:54:49 AM UTC+2, Anton Ertl wrote:
dxforth <dxf...@gmail.com> writes:[..]
A very nice listing that shows how diverse word size was in early years before it converged on power-of-two.I thought the original idea was to use the ECC bits of a standard
DRAM module to get 20 bit memory. A typical Forthian idea :--)
-marcelHamming(15,11) is compatible with 16-bit and 32-bit memory chips, so a 22-bit Forth cell would make sense. So how about 11-bit bytes?
Every process shrink makes ECC more desirable.I still favour 10 bit multiples, as it's close to 1000 values of the metric system. My original aim decades back, was for a 20 bit system, ironically. But, that was naive, as the world of personal computers had standardised on 8 bits by then, and you
Concerning the other post. I'm taking a combination of CDS and DMSO and mimosa pudica I think it's called. Seems to be having an effect. I'm in bed sick at the moment, so can't stay unfortunately.
On Thursday, October 27, 2022 at 5:18:36 PM UTC-7, S wrote:..
On Friday, October 28, 2022 at 9:47:44 AM UTC+10, Brad Eckert wrote:
On Sunday, October 23, 2022 at 8:17:44 AM UTC-7, Marcel Hendrix wrote:
On Sunday, October 23, 2022 at 9:54:49 AM UTC+2, Anton Ertl wrote:
dxforth <dxf...@gmail.com> writes:[..]
A very nice listing that shows how diverse word size was in early years before it converged on power-of-two.I thought the original idea was to use the ECC bits of a standard
DRAM module to get 20 bit memory. A typical Forthian idea :--)
-marcelHamming(15,11) is compatible with 16-bit and 32-bit memory chips, so a 22-bit Forth cell would make sense. So how about 11-bit bytes?
Every process shrink makes ECC more desirable.
ECC is becoming important as bus speeds go up and voltages go down. Have I seen BER be a problem? Not really. But still, ECC is getting to be a thing in automotive and in servers. If you have a multi-core Forth chip actively using off-chip SDRAM, Iwould not count on 0 BER.
25-bit words can be stored along with ECC bits in 32-bit memory. SDRAM with a 16-bit data bus is the most economical these days. Or, 11-bit words in 16-bit memory (with double-bit-error detection). The latter's decoder logic tree is not as deep so a 22-bit cell is a good size for a Forth chip. 20-bit is also good.
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