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#12 | |
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Jun 2005
2×191 Posts |
Quote:
I'm trying to visualize the stack of 5 1/4" floppies needed to store the data (since 64k is far short of the 5+ Megabytes required to store the result). Let's see if anyone can figure out how many times someone would need to change floppy disks per iteration. And how far into the test will the original floppies start to wear out? |
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#13 |
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Sep 2008
Kristiansand, Norway
6F16 Posts |
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#14 |
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Undefined
"The unspeakable one"
Jun 2006
My evil lair
185016 Posts |
I've still got a working ZX81 with 16kB expansion pack and a tape recorder. Can someone tell me the exponents and I'll run quick a double check on them with the ZX81.
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#15 | |||
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"Richard B. Woods"
Aug 2002
Wisconsin USA
11110000011002 Posts |
Consider doing with the Commodore64 just what we're doing with the modern Sun monsters: parallel processing. Line up (or maybe arrange them in a square, or cube) 64 or so of the '64s -- provided we can find that many still in working order, of course.
Quote:
Quote:
Edit: Oops, I forgot that the FFT is longer than just the binary-bit exponent. If it's a 4096K FFT, that's 4096K x 8 bytes = 32MB. Multiply all numbers of floppies (and changes) elsewhere in this posting by 6. But I think (I'm getting a bit confused here) that might be per C64, so 64 x 512 = 32,768 changes for the entire array ... per iteration. Quote:
Also, we'll need to devote half of the Commodore64s to simple copying duty. Either find 64 more of them in working order, or cut our throughput in half. Last fiddled with by cheesehead on 2008-09-12 at 22:07 Reason: Forgot to look up FFT length |
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#16 | |
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May 2005
Argentina
18610 Posts |
Quote:
![]() You can download it here LLMidlet jad LLMidlet jar |
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#17 |
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6809 > 6502
"""""""""""""""""""
Aug 2003
101×103 Posts
2·4,909 Posts |
You forget about the C64's expansion/cartridge port. That and a little extra custom harware and you could make a cluster. They can access the memory on the cartridge and main memory.
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#18 | |
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Banned
"Luigi"
Aug 2002
Team Italia
12D216 Posts |
Quote:
You could also shrink the vector table eliminating sprite generators and sound controllers. I should have a C64 emulator somewhere in my archives, running at approx. 6-10 MHz: putting 4 of them on a quad-core environment and letting them communicate could be a good exercise... ![]() Luigi |
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#19 | |
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Apr 2008
Regensburg..^~^..Plzeň
8510 Posts |
Quote:
nelson |
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#20 |
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Banned
"Luigi"
Aug 2002
Team Italia
2×3×11×73 Posts |
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#21 | |
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6809 > 6502
"""""""""""""""""""
Aug 2003
101×103 Posts
2×4,909 Posts |
Quote:
![]() Maybe a TI99/4A would be better. |
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#22 | |
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Banned
"Luigi"
Aug 2002
Team Italia
481810 Posts |
Quote:
Ah, the good ol' times of SYS64738... Luigi |
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