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flipacholas
searching Neon…
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7 ms
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by
flipacholas
4mo ago
It’s been updated many times since then!
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Visualizing CPU Pipelining (2024)
(timmastny.com)
97 points
by
flipacholas
5mo ago
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14 comments
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by
flipacholas
11mo ago
That was a small fundraiser started to convert all articles into epubs, finished in 2022
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by
flipacholas
11mo ago
Please see this: https://github.com/flipacholas/Architecture-of-consoles > A suggestion from me is to provide sources, and also maybe an epub of this What do you mean?
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Architecture of the Neo Geo
(copetti.org)
4 points
by
flipacholas
2y ago
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0 comments
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by
flipacholas
2y ago
Ah no worries! From my side I was only trying to explain more about the origins of the article, since I see it often mentioned/speculated in many forums. By the way, I'm always open to criticism ! ( https://github.com&#x
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by
flipacholas
2y ago
If you check the other articles about the PlayStation [1] and the Nintendo 64 [2], you'll see that the design of a 3D-capable console in the 90s was a significant challenge for every company. Thus, each one proposed a different solutio
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by
flipacholas
3y ago
Whoops indeed. I’ve just added the new info, thanks!
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Nintendo 3DS Architecture
(copetti.org)
2 points
by
flipacholas
3y ago
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1 comments
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by
flipacholas
3y ago
Author here! Surprised to see it shared! This article was the first one where I studied how a cryptography-based system worked and how it was subsequently broken, back in late 2019. Lot of things in the website have changed since then. For
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Wii U Architecture
(copetti.org)
280 points
by
flipacholas
4y ago
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158 comments
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by
flipacholas
4y ago
Much appreciated
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by
flipacholas
4y ago
Oh, this is actually a bug of the html template, until now I've never realised it was happening. I've just fixed it, thanks.
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by
flipacholas
4y ago
Yeah, it was mainly because the article got too long, so I had no option but to draw the line somewhere. There's still a tiny mention at the footer below the main motherboard image: > Showing the 'Xenon' revision (the firs
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by
flipacholas
4y ago
No nitpick is too small or too big :) I've just logged your comment on the repo ( https://github.com/flipacholas/Architecture-of-consoles/issu... ) so I remember to take a look at it after I get back home.
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by
flipacholas
4y ago
Hi, this took me 6 months to write, I've also tried as hard as possible to cross check all my references, and include them in the article in a way the reader can find the citations just like in academic writings. Statements denoting sp
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by
flipacholas
4y ago
Hi Hackernews, don't forget you can use the alternative edition without styles: https://classic.copetti.org/writings/consoles/xbox-360/ (works better with accessibility tools, like text to speech; and tr
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by
flipacholas
5y ago
> Essentially, every single PS1 game 'faked' 3D by using the GTE (which was separate from the GPU) to project 3D points and polygons into a 2D rasterizer. While it's true that the PS1 handles perspective projection through
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by
flipacholas
5y ago
Thanks. I was worried about the fact this console has so much going on inside, so if I end up writing too much (like 100k words) about it, the reader may get too tired and lose interest. In the end, I wrote 20k words with lots of diagrams t
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by
flipacholas
5y ago
If you are referring to the Barcelona Supercomputing Center, I think it's been decommissioned (their project is now archived https://web.archive.org/web/20090426190617/https://www.bsc.e... ). Though
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by
flipacholas
5y ago
Alternative edition without styles: https://classic.copetti.org/writings/consoles/playstation-3/ (ideal if you use accessibility tools, like text to speech, or want to read from an eBook or legacy browser) If
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by
flipacholas
5y ago
I don't mind being wrong and I will correct the article if needed. That being said, I'm interested in debating this, what if the PS1's GPU had implemented some sort of sub-pixel precision and edge antialiasing? Do you think t
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by
flipacholas
5y ago
> Or is it that it isn't a problem of PS1 but a problem of games Yes, this is what I wanted to emphasize. My intent wasn't to say that the 'lack of z-buffering' statement was incorrect (it's still true), but that
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by
flipacholas
5y ago
The lack of floating point unit on the PS1 is commonly misinterpreted, see https://www.copetti.org/writings/consoles/playstation/#tab-5...
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by
flipacholas
5y ago
Ah don't worry about that, I use Hugo which has a ToC generator. My problem is regarding the style (CSS) which I need to spend more time to make it blend better with the rest of the site. Thanks anyway!
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by
flipacholas
5y ago
The Nintendo Wii case is an interesting one, because instead of introducing a completely new architecture, both CPU (Broadway) and GPU (GX) come from well-known Gamecube hardware (Gekko and Flipper). So I presume the existing toolkit and ga
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by
flipacholas
5y ago
> Although technically correct, that's a bit misleading IMO. I Agree. My issue is that the other consoles also have a pipelined CPU and I'm trying not to copy-paste the same long explanation from other articles every time. So I
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by
flipacholas
5y ago
Thanks for sharing! The next one will be about the PS3!
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by
flipacholas
5y ago
I experimented a bit with a ToC wikipedia-style but the results didn't fit very well with the rest of the design. I'll try to allocate more time in the future to focus on the design.
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by
flipacholas
5y ago
The tabs were made to prevent the user from scrolling indefinitely if he/she is not interested in one section in particular. This only appears in desktop (not mobile). I'm not a web dev though, so I don't mind switching to a
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