| Notes:
at this point I am testing things and adding functions.  Wait for version 0.1.0 if you want to actually use anything
Changes:
Aidoru PS2 AI engine
send questions/comments to:
yonderboy@users-playstation2-linux.com
yonderboy@nyc2600.org
version 0.0.002 (2002 June 17) -
comments:
  The code _still_ doesn't do too much.  This release is just
  to give you an idea of the kinds of ideas I am experimenting 
  with.  I guess I'll just release my current unstable source 
  once a week since so many people repeatedly ask me what I
  am up to.  Please let me know if you think any ideas in this
  release are kewl (or suck)...
added:
  - optional verbose runtime debugging
  - MLFN neural net creation, destruction, loading, and saving
  - MLFN forward propagation
  - weighted sums and neuron activations are computed in parallel
  - 4 vector pair product-sum (microcode for weighted sums)
fixed:
  - vcallms only jumping to micromem address 0
  - more consistent vector register usage
  - cleaned up some code and added missing error checking
  - switched from malloc to memalign for allocating vector memory
known issues:
  - much of the mlfn neural net functionality is incomplete
  - much of the code cant be fully tested until later
  - max neuron vectors cant be changed by setting MAX_NEURON_VECS
  - I hope I can speed up some of the more inefficient code
/*----------------------------------------------------------*/
version 0.0.001 (released 2002 June 7)-
 
comments:
   The code doesn't do much... this release is bleeding edge
   and meant to show what I have done with my dev kit the
   first week.  Dont expect anything useful until version 1.01.000
added:
  - ps2 initialization code
  - state machine macro language
  - optimized catmull-rom path interpolation
  - finally got vu micro core to load and run!!! 
fixed:
  - nothing
known issues:
  - all my code is GPL'd despite the licence not being included
    and the GPL header not appearing in my source.  
  - I'll have to clean up my disturbingly free use of registers
    in my assembly code.  I was in a rush and it was for test 
    purposes only
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