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Messages - Kronus_Arm

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1
Also, it doesn't take Steam going out of business for digital games to disappear. Digital services like Kindle have already had episodes of content being removed from their service with no apology. I could totally picture seeing small print in a Steam 'User Agreement' update to the effect of 'Games by developerX will no longer be available due to legal issues'.

I don't mean that digital is all bad, but it is generally inferior in my view.

And that's where we cue in the crackers/pirates. I know it will question the morality of others in regards to piracy, but in this day and age of things like video games going for digital releases and the fear of content being taken down without notice, I think pirates are doing us a favor in terms of potentially preserving software. Unless of course someone can provide a better, more legal way.

2
By iteration, I assume you mean I should use a for loop and the two CPUs should be declared as arrays?

3
After hours of braining I've come to the point of crashing, and come to realize that I cannot implement a way to simulate the FCFS algorithm with the idea of having multiple CPUs handling each jobs/processes in C++, specifically 2 CPUs/cores.

Anyone has an idea, tips or clues where can I start?

Here's my code for simulating the FCFS algorithim in a single CPU:

Code: [Select]
int n, burstTime[99], waitingTime[99], totalAT[99], aveWT = 0, aveTAT = 0, i, j;
cout << "Enter total number of processes: ";
cin >> n;

cout << "\nEnter Process Burst Time\n";
for (i = 0; i<n; i++)
{
    cout << "P[" << i + 1 << "]: ";
    cin >> burstTime[i];
}

waitingTime[0] = 0;    //waiting time for first process is 0

              //calculating waiting time
for (i = 1; i<n; i++)
{
    waitingTime[i] = 0;
    for (j = 0; j<i; j++)
        waitingTime[i] += burstTime[j];
}

cout << "\nProcess\t\tBurst Time\tWaiting Time\tTurnaround Time";

//calculating turnaround time
for (i = 0; i<n; i++)
{
    totalAT[i] = burstTime[i] + waitingTime[i];
    aveWT += waitingTime[i];
    aveTAT += totalAT[i];
    cout << "\nP[" << i + 1 << "]" << "\t\t" << burstTime[i] << "\t\t" << waitingTime[i] << "\t\t" << totalAT[i];
}

aveWT /= i;
aveTAT /= i;
cout << "\n\nAverage Waiting Time: " << aveWT;
cout << "\nAverage Turnaround Time: " << aveTAT <<endl;

I know, noob-ish code at best. I have little experience with C++ and programming in general, but I am getting there somehow. Take note of the word "simulating", I'm not really doing anything fancy like multi threading or actually coding something to actually use 2 cores, just a simulation process.

EDIT:

Here's what I envisioned of the output of this code in the commandline:

Code: [Select]
Enter total number of processes: 6

Enter Process Burst Time
P1: [input here]
P2: [input here]
P3: [input here]
p4: [input here]
p5: [input here]
p6: [input here]

Process     Burst Time         Waiting Time                                 Turn Around Time
P1          [burst time here]  [calculated waiting time here]      [calculated turn around time]
P2          [burst time here]  [calculated waiting time here]      [calculated turn around time]
P3          [burst time here]  [calculated waiting time here]      [calculated turn around time]
P4          [burst time here]  [calculated waiting time here]      [calculated turn around time]
P5          [burst time here]  [calculated waiting time here]      [calculated turn around time]
P6          [burst time here]  [calculated waiting time here]      [calculated turn around time]


CPUs handling the processes:
CPU 1: P1, P3, P4
CPU 2: P2, P5, P6

for example: the first process/job (which is P1) having the arrival time of 0 and the burst time of 5 gets processed automatically by the first CPU, the second job which is P2 has an arrival time of 2 and a burst time of 8, as the first CPU is still actively processing the first job, the second job goes to the second CPU (which is CPU 2) for it to be processed.

4
Enjoyable?

Hmmm... My vote goes for The Adventures of Hourai High. As I recall from Gideon Zhi's notes, it is based from the light novel of basically the same name, though I couldn't find a copy of it on the net but, I do hope someone takes the time to translate it.

I immensely enjoyed the game because of it's humor, interesting plot twists and the club system (which you can gain useful abilities ala FFV).

Oh by the way, I must also ask the translator for this game if there's some gaiden or sequel to this, coz' the ending kinda left me hanging and craving for more. :P

5
News Submissions / Re: Translations: Energy Breaker English V1.00
« on: September 23, 2012, 11:50:32 pm »
T-this is...? This is it right? Shit just got real right?

After many years, congrats!  :beer:

6
For reference

Unless there's version numbers?

Aye, didn't read that part carefully, silly me, thanks anyways  ;D

7
The readme doesn't clearly state what version of the ROM should this patch be applied.

8
Thank you and congrats on the release! Loving every minute of game!  :beer:

I hope Burning Hero or Chaos Seed comes next.  ;D

9
Reminds me of CV II, but this game put all the ideas together nicely than the latter.

Thanks and congrats on the release! BTW and speaking of Simon's Quest, are you still working on Dracula II?

10
News Submissions / Re: Translations: Maten Douji Translation Released
« on: August 30, 2011, 01:57:58 am »
Wow, congrats on the release!  :beer:

This will do in my Tuesday afternoon, NES gaming marathon.  :)

11
Nice, I can't wait for this. You guys are the ROM Hacking counterpart of XSeed in this matter.

Have a beer! :beer:

12
News Submissions / Re: Translations: SaGa 2 Goddess of Destiny in English
« on: January 25, 2011, 04:22:37 am »
Wheeeeee!!! More SaGa love than Squeenix can do!

I do hope they finish Summon Night X next, loved the series after playing the 2 GBA games and the DS one and after discovering that the series was originally an SRPG (even most games are Japan-only.) and that the other's are more or so, spin-offs. This series also has shifted to different genres quite fine.

13
This game's plot is completely stand alone.

 :D

If it's good or bad, well everyone has to decide that for themselves, don't they? At least you won't find random encounters or grinding in this game.

I certainly liked the game and yes, it's good to get out of those walk, encounter monsters and gain/gather experience to level up nightmares for once in a while.

And oh, the battle scenes graphics made me forgot it was a game made for the GBA, I pissed in my pants seeing super deformed robots kicking the crap out of each other.:D





14
I'm a little late, but congrats on finishing this!  :beer:

I haven't played any previous SRW game yet, so this is my first spin, and also due to previous games are in Japanese.

I might sound stupid here so, is this really good that some people say and do you have to go learn Japanese and play the previous games to understand the plot? :P

15
News Submissions / Re: Site: RHDN 5th Anniversary and RHDN 2.3 Released!
« on: December 28, 2010, 07:01:08 am »
Happy Anniversary RHDN! Here's to more years of hacking and translations!  :beer:

16
News Submissions / Re: Translations: Ancient Magic Translation Release
« on: December 19, 2010, 08:12:00 am »
I found a small text overflow: Savestate

More to follow, sorry I got lazy hunting more problems within the patch, but I tell you guys it's really a good game! Graphics, music, gameplay and script are so far fine, its even got nice battle scenes! It gave me an instant smorgasm!

17
News Submissions / Re: Translations: Ancient Magic Translation Release
« on: December 19, 2010, 02:15:59 am »
Congrats on this one! :thumbsup:

A nifty little RPG here, from the screenshots it looks like fairly decent, fun and a bit generic. Well it's a '93 JRPG what was I expecting hehehe... :P

Anyways, Hot-B? Isn't this one of their brutal RPGs ain't it?

I will try this later and post up my thoughts about the game and report some bugs (if there are any) as soon as I fix my internet connection (I'm downloading a 700kb test file and loading web pages on a speed of a snail...).

18
Personal Projects / Re: Super Mario Unlimited (SMB) - In progress
« on: December 14, 2010, 03:27:13 am »
Wow, didn't see this before, but after reading the rest of the thread, it looks like it's gonna be the best and promising SMB hack I have laid my sight on!

I'm eyeing on this along with CV - Cadence of Agony...

19
Personal Projects / Re: My NES Translation Projects
« on: December 07, 2010, 04:10:13 am »
Castle Quest is looking really good!

Do you by chance know who did this?
It's quite complete but with annoying minor bugs (Z and X appearing on text boxes etc.) and an untranslated title screen...

20
News Submissions / Re: Translations: A HUGE Burning Heroes Report
« on: October 05, 2010, 08:31:06 am »
I'm also really interested in Burning Heroes, it's like Enix's answer to Square's Rudra or Live-A-Live way back in Japan.

Hoping for it next year D-D team.

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