klange changed the topic of #osdev to: Operating System Development || Don't ask to ask---just ask! || For 3+ LoC, use a pastebin (for example https://gist.github.com/) || Stats + Old logs: http://osdev-logs.qzx.com New Logs: https://libera.irclog.whitequark.org/osdev || Visit https://wiki.osdev.org and https://forum.osdev.org || Books: https://wiki.osdev.org/Books
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<Ameisen> Is it 'cheating' (in a sense) if you use a very powerful chip as a coprocessor for a weak one
<junon> Cheating at what, exactly?
<Ameisen> not sure
<Ameisen> mxshift: a problem with 64-byte pages: shifting integers by 6 in AVR is surprisingly expensive. 7 is cheaper, 8 is of course ideal.
<Ameisen> junon - if you're building a very low-power computer/system, say with AVR or PIC, and you build a coprocessor or mmu using, say, a Cortex M...
<klange> There are addon boards for old micros that slap a modern ARM chipset in them to do offloaded work, thousands if not millions of times as powerful.
<bslsk05> ​'Reverse emulating the NES to give it SUPER POWERS!' by suckerpinch (00:22:21)
<klange> There are even some contemporary examples of this with game consoles where the onboard hardware was almost immediately obsolete and cartridges included better processors.
<klange> (eg. Super FX)
<moon-child> didn't star fox do 3d calculations on the cartridge?
<klange> Star Fox was the staple Super FX game.
<klange> 10.5MHz custom RISC with its own 256K of RAM, puts the onboard Ricoh (3.58MHz and 128K RAM) to shame.
<zid> the snes had a very very nice gpu though for 2D
<zid> multiple layers, with rotation and scale on some
<klange> I think my favorite is the modern wifi adapters for old micros.
<zid> I like mp3 on flash to cassette :p
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<clever> some wifi/bt chips have enough gpio and compute to entirely replace the MCU your connecting it to
<clever> but the lack of good sdk is forcing it to go to waste
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<mxshift> Ameisen: oh, right. 7 bits can use the carry flag. 6 requires extra registers
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<Ameisen> 8 bit would be the ideal, of course, as it is a single instruction, and the shifted address fits in one byte then
<Ameisen> but that might be too large for performance
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<eryjus> x
<eryjus> ha!
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<geist> Ameisen: is that because it only has 8 bit and 1 bit shifts?
<geist> I remember some otherwise fine architectures like SH that had weird limitations like that
<moon-child> oh--if there are 1-bit shifts then you can maybe go up and then back down
<moon-child> assuming you don't care about the high bits
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<geist> Yah that’s my guess why 7 is available. If you can left shift 8 and the last bit into the carry, and then to a shift right with carry then you get a 7 bit shift
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<FireFly> klange: also that one SNES game with an ARM core in the cartridge
<FireFly> "ST018 is used for AI functionality in Hayazashi Nidan Morita Shogi 2. It is a 21.47 MHz, 32-bit ARMv3 processor.[9]"
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<geist> oh huh didn't know about that one
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<Ameisen> geist - it only has one-bit shift instructions (ASR, LSR, LSL), and SWAP (which swaps nibbles)
<Ameisen> (I was at the hospital all day yesterday)
<Ameisen> and BSET/BST, the former sets a bit in SREG, and latter sets a bit from SREG
<Ameisen> so you can set a bit from a flag in the status register
<Ameisen> it also has bld (bit load). It can do bitwise stuff but it's very limited, shift-wise
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<bslsk05> ​godbolt.org: Compiler Explorer
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<geist> eep, yeah that's pretty bad
<geist> makes sense though for very embedded things, a generic barrel shifter is a lot of muxes
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<graphitemaster> The only reason Donkey Kong arcade was possible is because of a barrel shifter, makes you think doesn't it.
* geist groans
<graphitemaster> Hi geist!
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<kingoffrance> inky binky pinky clyde ...and geist :)
<graphitemaster> Ghosts me like that, smh.
<kingoffrance> *blinky
<graphitemaster> Just wait until I get a pellet
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* Bitweasil pops graphitemaster a pill. :p
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