#zorua data processor
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Just a few suggestions for Zorua demo programs
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Recap: A Midnight Commander clone likewise in look to the DOS fan rendition of the Windows 8 dashboard, word processor, desktop publishing / interactive slideshow utility, spreadsheets software, 3D CAX software, and a 2D sidescroller game.
Also don't forget to develop and include CLADOgrams state-machine save states, DolDoc hyperlinked multimedia file format, Paradise/Parade/Maeve "Lain" File System and a demake of my upcoming Môsi game compilation too for good measure!
More to come about that 12-bit microcomputer architecture eventually.
#16^12#maskutchew#zorua data processor#maskoch#DOS operating system#Unix-equivalent POSIX developer ecosystem compatibility#ITS operating system#Youtube
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Short sum for newbie system designer processor steps
Here are a few beginner projects for learning the ropes of customized computation architecture design:
Pana, a '4-4-4' instruction processor derived from Intersil 6100 & GaryExplains' but for 4-bit data. Uses the sixteen (16) RISC instructions shown by GaryExplains and only four (4) of its registers (ACC, PC, LN & MQ) as per of the Intersil 6100 specification. Doing as much work onto nibbles like an MVP Intel 4004 can, great as a BCD & Nibble data converter for later designs.
Tina, a barely expanded '4-4-8' processor derived from the "Pana" design, it uses more registers by adding twelve general-use registers (A-F, U-Z letters) and operate onto a single byte of data at a time. Great for two nibbles operations, byte-wise interoperability and 8-bit word compatibility with all sorts of modern processors from the seventies-onwards.
Milan, a '6-2-24' strong hybrid 8-bit / 12-bit processor derived from the "Tina" design, operating onto three bytes or two tribbles of data at once depending of use-case, while fitting in exactly 32-bit per instruction. Aimed at computing three 8-bit units, enabling 16-bit & 24-bit compatibility as well as up to two tribble operands. A great MVP implementation step towards my next own tribble computing architecture and a competitor to the Jack educational computer as shown in the NAND2Tetris courseware book.
When I am done with such, I will be onto three tribble-oriented architectures for lower-end, middle-end and upper-end "markets". Zara being lower-end (6-bit opcode, 6-bit register & 36-bit data = 48-bit instructions), Zorua being mid-end (8-bit opcode, 8-bit register and 48-bit data = 64-bit instructions) and Zoroark being upper-end (12-bit opcode, 36-bit register and 96/144-bit data (so either eight or twelve tribble operands worth of data) = 144/192-bit instructions, aiming to emulate close enough to an open-source IBM's PowerISA clone with VLIW & hot-swap computer architecture).
By the way, I haven't forgotten about the 16^12 Utalics game consoles and overall tech market overview + history specifications, nor have I forgotten about studying + importing + tinkering around things like Microdot & Gentoo & Tilck. I simply need to keep a reminder to myself for what to do first when I shall start with the computation engineering process. Hopefully that might be interesting for you to consider as well... Farewell!
EDIT #1
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Tweaked and added some additional text & considering studying various aspects of Linux and overall copyleft / open source culture engineering scene, especially over Gentoo alternative kernels & hobby / homebrew standalone operating systems (GNU Hurd, OpenIndiana, Haiku... as well as niche ones like ZealOS, Parade, SerenityOS...) as to design a couple computation ecosystems (most derived from my constructed world which takes many hints from our real-life history) and choosing one among them to focus my implementation efforts onto as the "Nucleus" hybrid modular exo-kernel + my very own package modules collection. (Still aiming to be somewhat compatible with existing software following Unix philosophy principles too as to ease the developer learning cost in initial infrastructure compatibility & overall modularized complexity; Might also use some manifestation tips & games to enrich it with imports from said constructed world if possible)
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16^12 - Angora - Zorua project
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Ava as Eurocard Cards? (Turbochannel + VMEbus?)
Apia (Pflaumen + PC/M Gama DataProcessorArray board)
Bel (3+ dimensions data accelerators & multimedia board)
Shoshona (persistent static random access memory board)
Dao (RTTY, Programmable Digital Input/Outputs & Telecommunications board)
Epee (motor skills, pseudo-muscles, silent rotors, ?)
Fira (sensors?)
Uta (hypervisor, "time-sharing" scheduler & lead headspace actor / personality of the overall system)
Vega (analog plugboard, FPGA & neural processors board)
Wyatt (power management, chemical energy processing, waste treatment...)
Xerxes (social harmonization, emotional responses, peer personalities and other context-heavy symbolic computation processes)
Lepio (Multiple agents-based expert system as LISP symbolic computation board: multilingual localization, )
Zilla (hot-swappable performant vast libre data storage & external interfaces)
12 NPUs + 12 traditional DPUs = 24 * 2 threads each = 48 Threads, analog plugboards, digital PIO with easy-to-tinker interfaces, persistent SRAM cards, vast ElectricallyErasable WriteOnceReadMany, Pflaumen+PC/M Gama DPA, RTTY broadcast receiver/transmitter, MiniDiscDeques as Zilla DataBank, Utalics SDPs, EBM hypervisor, magnetic LTO data, cassette tapes, floppy disks, laserdiscs, HD-DVDs, Blurays, 45rpm vinyls, ambersol cylinder records, Symbolics + GLOSS Foundation Steel Bank Common Lisp profoundly enriched as software ecosystem for female synthetic android units...
Plenty of easy-to-tinker Programmable I/O (PIO), both analog, digital and through RTTY interface;
Memory Banks = persistent SRAM with hot-swappable erasable WORM MiniDiscs to backup & restore data when necessary;
Data Processors, Hardware Accelerators & Neural Processor Units to power-compute in a GLOSS-compliant manner;
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Game dev skills roadmap (DRAFT1)



"From the top to the bottom and then back up again"
F# + C# (Unity, "Nu", FNA or whatever else fits me best there) -> Godot's GDScript + C (C23 Edition?) -> SBCL (Common Lisp, together with the "Trial" game engine) -> PDP-15 + PDP-8/e PAL (aka programming things in low-level Assembly & iterating on all things low-level hardware down to Unit Record Equipment & analog triode-logic... ) -> Zorua (my very own tribble-based Data Processor Architecture) -> DEC Alpha-tier computer system (possibly for a collaboration with Tuxedo Computers?) ;
Projects to try out using that roadmap
Dice tilecrawl terrain with MegaOCEAN NPCs (PixelCrushers + Unity)
First person perspective games (Juicy FPC, Qodot... in Godot)
Responsive "desktop" modular addventure (Legal-Paper-Zine Flatgame... in the "Trial" game engine)
"The Elder Scrolls 2: Daggerfall" total conversion for my retro-futuristic constructed world
Zelda1+Zach-like "software toybox" as virtual "social" filesystem?
PDP8/e + PDP15 retro first person perspective "dungeon crawler" (see from retro Usbourne programming books' collection... and derive from there)
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