Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Math and triggers
Math and triggers
Oct 26 2008, 5:13 am
By: Morphling  

Oct 26 2008, 5:13 am Morphling Post #1



How can I simplify a fraction via triggers. I have DC1 as my denominator and DC2 as my numerator.



None.

Oct 26 2008, 1:03 pm y10k Post #2



This should work
how it works:

You have, A/B

You decrease B to 0 with a binary countdown, simultaneously decreasing it from A too.
You need to store B's value to a C one during the countoff. You might need to store your original numerator as well (A->D).
With this you can count, how many times (E) this can be executed (till A reaches 0).
You restore C's value to B and start again.

S2 is set, S1 is cleared, DC1 & DC2 >= 32 => DC1 & DC2 : -32 , DC3 & DC4 : +32
S2 is set, S1 is cleared, DC1 & DC2 >= 16 => DC1 & DC2 : -16 , DC3 & DC4 : +16
more required: 8,4,2,1, and additionally you can go up to 64,128,256,512.....etc.
but in decreasing order.
S2 is set, S1 is cleared, DC2 = 0 => DC5++ , set S1
S2 is set, S1 is set, DC3 >= 32 => DC2 : +32 , DC3 : -32
S2 is set, S1 is set, DC3 >= 16 => DC2 : +16 , DC3 : -16
more required: 8,4,2,1, and additionally you can go up to 64,128,256,512.....etc.
S2 is set, S1 is set, DC3 = 0 => clear S1.
S2 is set, S1 is cleared, DC1 = 0, DC2 >= 0 => clear S2

S2 is cleared : DC5 = quotient, DC4 = original numerator, DC2 = should stay whatever it is.

S1 is set when you count the denominator and check if it is lower than the numerator, if yes you increase quotient by 1 and reset denominator (S1 is cleared)
S2 is cleared when operation has finished. Set S2 to start the operation.
Required amount of trigger cycles is the quotient (these must be run as many times as that is)

17123 / 3 will take a long time, while 400/31 takes only 13 cycles.



None.

Oct 26 2008, 2:13 pm Falkoner Post #3



You could also increase the speed by having conditions that if they have, say 300, then you add 100 to the quotient, and subract 300, and that can speed it up so it can be done in a single trigger loop.

Of course, the best method would be to use Binary Count-Offs instead, check out this tutorial on how to use them for division.



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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