





Now I did all rewatch to
Learn how cpu gpu work api compilers drivers and all that so I was design my own but then I just stoped I realize I didn’t know what hell I was doing, lol now I just write books & light novels which I’m way better at
Nx88 binary opcodes & tables & documents hardware-level instruction encoding and regiers banks
NX88 Gen‑1 Instruction Format (64-bit fixed)
Bits
Field
Description
63–56 (8 bits)
Opcode ID
Unique ID for operation (0–255)
55–48 (8 bits)
Lane Pool / Mask
256 possible pools / masks
47–44 (4 bits)
Precision / Type
0=FP16, 1=FP32, 2=FP64, 3=int
43–36 (8 bits)
Destination Register / Lane
N0–N63 or lane base
35–28 (8 bits)
Source Register / Lane
N0–N63 or lane base
27–0 (28 bits)
Immediate / Offset / Memory Address
Constants, memory offset, or MTB routing info
64-bit fixed for simplicity; ASIS / CCC control instructions can extend this with “meta fields” in special opcode IDs.
Opcode IDs (First 38)
Opcode
ID (hex)
VPLUS
0x01
VMINUS
0x02
VMUL
0x03
VDIV
0x04
VMIN
0x05
VMAX
0x06
VABS
0x07
VSQRT
0x08
VDOT
0x09
LDV
0x0A
STV
0x0B
TPF
0x0C
MRTR
0x0D
MBCAST
0x0E
MRED
0x0F
LANESET
0x10
LANEREL
0x11
LNMSK
0x12
LNSYNC
0x13
LNPRK
0x14
LNRES
0x15
TSCH
0x16
TPRI
0x17
TLOCK
0x18
TRELS
0x19
BRCH
0x1A
BRZ
0x1B
BRNZ
0x1C
CALL
0x1D
RETN
0x1E
LOOP
0x1F
FENCE
0x20
RAINX
0x21
PHYSX
0x22
PARTX
0x23
CLTHX
0x24
FLUDX
0x25
Mov
0x26
NX88 Gen‑1 Full Opcode Table
Opcode
Opcode bits
ID
Lane Pool
Lane Pool bits
Precision
Precision bits
Dest Reg
Dest Reg bits
Src Reg
SRC Reg bits
Immediate
Immediate bits
Description
1
VPLUS
6
0x01
0x0F
10
FP32
2
N0
6
N1
6
0x00000C
32
Add lane values + constant
2
VMINUS
6
0x02
0x0F
10
FP32
2
N2
6
N3
6
0x00000C
32
Subtract lane values + constant
3
VMUL
6
0x03
0x0F
10
FP32
2
N4
6
N5
6
0x000010
32
Multiply lane values
4
VDIV
6
0x04
0x0F
10
FP32
2
N6
6
N7
6
0x000010
32
Divide lane values
5
VMIN
6
0x05
0x0F
10
FP32
2
N8
6
N9
6
0x0
32
Lane-wise minimum
6
VMAX
6
0x06
0x0F
10
FP32
2
N10
6
N11
6
0x0
32
Lane-wise maximum
7
VABS
6
0x07
0x0F
10
FP32
2
N12
6
N13
6
0x0
32
Absolute value per lane
8
VSQRT
6
0x08
0x0F
10
FP32
2
N14
6
N15
6
0x0
32
Square root per lane
9
VDOT
6
0x09
0x0F
10
FP32
2
N16
6
N17
6
0x0
32
Dot product across lanes
10
LDV
6
0x0A
0x0F
10
FP32
2
N18
6
N19
6
0x000020
32
Load vector from memory
11
STV
6
0x0B
0x0F
10
FP32
2
N20
6
N21
6
0x000020
32
Store vector to memory
12
TPF
6
0x0C
0x0F
10
FP16
2
N22
6
N23
6
0x0000FF
32
Prefetch ASIS task data
13
MRTR
6
0x0D
0x0F
10
FP16
2
N24
6
N25
6
0x0000FF
32
MTB route memory to lane pool
14
MBCAST
6
0x0E
0x0F
10
FP32
2
N26
6
N27
6
0x0
32
Broadcast across lane cluster
15
MRED
6
0x0F
0x0F
10
FP32
2
N28
6
N29
6
0x0
32
Reduce lanes (sum/min/max)
16
LANESET
6
0x10
0x0F
10
FP32
2
N30
6
N31
6
0x0
32
Assign lane pool, priority, precision
17
LANEREL
6
0x11
0x0F
10
FP32
2
N32
6
N33
6
0x0
32
Release lane pool
18
LNMSK
6
0x12
0x0F
10
FP32
2
N34
6
N35
6
0x00000F
32
Mask specific lanes
19
LNSYNC
6
0x13
0x0F
10
FP32
2
N36
6
N37
6
0x0
32
Wait for all lanes in pool
20
LNPRK
6
0x14
0x0F
10
FP32
2
N38
6
N39
6
0x0
32
Park lanes (pause)
21
LNRES
6
0x15
0x0F
10
FP32
2
N40
6
N41
6
0x0
32
Resume parked lanes
22
TSCH
6
0x16
0x0F
10
FP64
2
N42
6
N43
6
0x0
32
Schedule predicted task
23
TPRI
6
0x17
0x0F
10
FP16
2
N44
6
N45
6
0x0
32
Set task priority
24
TLOCK
6
0x18
0x0F
10
FP16
2
N46
6
N47
6
0x0
32
Lock lanes to task
25
TRELS
6
0x19
0x0F
10
FP16
2
N48
6
N49
6
0x0
32
Release task locks
26
BRCH
6
0x1A
0x0F
10
FP64
2
N50
6
N51
6
0x000004
32
Unconditional branch
27
BRZ
6
0x1B
0x0F
10
FP16
2
N52
6
N53
6
0x000004
32
Branch if zero
28
BRNZ
6
0x1C
0x0F
10
FP64
2
N54
6
N55
6
0x000004
32
Branch if not zero
29
CALL
6
0x1D
0x0F
10
FP16
2
N56
6
N57
6
0x000100
32
Subroutine call
30
RETN
6
0x1E
0x0F
10
FP16
2
N58
6
N59
6
0x0
32
Return from subroutine
31
LOOP
6
0x1F
0x0F
10
FP64
2
N60
6
N61
6
0x000010
32
Loop N times
32
FENCE
6
0x20
0x0F
10
FP64
2
N62
6
N63
6
0x0
32
Memory fence / ordering
33
RAINX
6
0x21
0x0F
10
FP32
2
N64
6
N65
6
0x0
32
Rain environment macro
34
PHYSX
6
0x22
0x0F
10
FP32
2
N66
6
N67
6
0x0
32
Full-body physics macro
35
PARTX
6
0x23
0x0F
10
FP32
2
N68
6
N69
6
0x0
32
Particle system macro
36
CLTHX
6
0x24
0x0F
10
FP32
2
N70
6
N71
6
0x0
32
Cloth simulation macro
37
FLUDX
6
0x25
0x0F
10
FP32
2
N72
6
N73
6
0x0
32
Fluid / environmental macro
#
Mnemonic
Opcode
Class
Class Bits
Dest
SrcA
SrcB/Imm
Writes
Execution Unit
Description
1
VPLUS
0x01
VEC
0000
N0
N1
N2
Yes
SIMD/Vector
Add lane values + constant
2
VMINUS
0x02
VEC
0000
N3
N4
N5
Yes
SIMD/Vector
Subtract lane values + constant
3
VMUL
0x03
VEC
0000
N6
N7
N8
Yes
SIMD/Vector
Multiply lane values
4
VDIV
0x04
VEC
0000
N9
N10
N11
Yes
SIMD/Vector
Divide lane values
5
VMIN
0x05
VEC
0000
N12
N13
N14
Yes
SIMD/Vector
Lane-wise minimum
6
VMAX
0x06
VEC
0000
N15
N16
N17
Yes
SIMD/Vector
Lane-wise maximum
7
VABS
0x07
VEC
0000
N18
N19
N20
Yes
SIMD/Vector
Absolute value per lane
8
VSQRT
0x08
VEC
0000
N21
N22
N23
Yes
SIMD/Vector
Square root per lane
9
VDOT
0x09
VEC
0000
N24
N25
N26
Yes
SIMD/Vector
Dot product across lanes
10
LDV
0x0A
VEC
0000
N27
N28
N29
Yes
SIMD/Vector
Load vector from memory
11
STV
0x0B
VEC
0000
N30
N31
N32
Yes
SIMD/Vector
Store vector to memory
12
TPF
0x0C
VEC
0000
N33
N34
N35
Yes
SIMD/Vector
Prefetch ASIS task data
13
MRTR
0x0D
VEC
0000
N36
N37
N38
Yes
SIMD/Vector
MTB route memory to lane pool
14
MBCAST
0x0E
VEC
0000
N39
N40
N41
Yes
SIMD/Vector
Broadcast across lane cluster
15
MRED
0x0F
VEC
0000
N42
N43
N44
Yes
SIMD/Vector
Reduce lanes (sum/min/max)
16
LANESET
0x10
VEC
0000
N45
N46
N47
Yes
SIMD/Vector
Assign lane pool, priority, precision
17
LANEREL
0x11
VEC
0000
N48
N49
N50
Yes
SIMD/Vector
Release lane pool
18
LNMSK
0x12
VEC
0000
N51
N52
N53
Yes
SIMD/Vector
Mask specific lanes
19
LNSYNC
0x13
VEC
0000
N54
N55
N56
Yes
SIMD/Vector
Wait for all lanes in pool
20
LNPRK
0x14
VEC
0000
N57
N58
N59
Yes
SIMD/Vector
Park lanes (pause)
21
LNRES
0x15
VEC
0000
N60
N61
N62
Yes
SIMD/Vector
Resume parked lanes
22
TSCH
0x16
VEC
0000
N63
N64
N65
Yes
SIMD/Vector
Schedule predicted task
23
TPRI
0x17
VEC
0000
N66
N67
N68
Yes
SIMD/Vector
Set task priority
24
TLOCK
0x18
VEC
0000
N69
N70
N71
Yes
SIMD/Vector
Lock lanes to task
25
TRELS
0x19
VEC
0000
N72
N73
N74
Yes
SIMD/Vector
Release task locks
26
BRCH
0x1A
CTRL
0010
N75
N76
N77
Yes
Control Flow
Unconditional branch
27
BRZ
0x1B
CTRL
0010
N78
N79
N80
Yes
Control Flow
Branch if zero
28
BRNZ
0x1C
CTRL
0010
N81
N82
N83
Yes
Control Flow
Branch if not zero
29
CALL
0x1D
CTRL
0010
N84
N85
N86
Yes
Control Flow
Subroutine call
30
RETN
0x1E
CTRL
0010
N87
N88
N89
Yes
Control Flow
Return from subroutine
31
LOOP
0x1F
CTRL
0010
N90
N91
N92
Yes
Control Flow
Loop N times
32
FENCE
0x20
CTRL
0010
N93
N94
N95
Yes
Control Flow
Memory fence / ordering
#
Mnemonic
Opcode
Class
Class bits
Dest
SrcA
SrcB/Imm
Writes
Execution Unit
Description
38
IADD
0x26
INT
0001
N100
N101
N102
Yes
Integer ALU
Integer add
39
ISUB
0x27
INT
0001
N103
N104
N105
Yes
Integer ALU
Integer subtract
40
IMUL
0x28
INT
0001
N106
N107
N108
Yes
Integer ALU
Integer multiply
41
IDIV
0x29
INT
0001
N109
N110
N111
Yes
Integer ALU
Integer divide
42
IAND
0x2A
INT
0001
N112
N113
N114
Yes
Integer ALU
Bitwise AND
43
IOR
0x2B
INT
0001
N115
N116
N117
Yes
Integer ALU
Bitwise OR
44
IXOR
0x2C
INT
0001
N118
N119
N120
Yes
Integer ALU
Bitwise XOR
45
ISHL
0x2D
INT
0001
N121
N122
N123
Yes
Integer ALU
Shift left
46
ISHR
0x2E
INT
0001
N124
N125
N126
Yes
Integer ALU
Shift right
#
Mnemonic
Opcode
Class
Class bits
Dest
Dest bits
SrcA
SrcA bits
SrcB/Imm
SrcB/Imm bits
Writes
Execution Unit
Description
47
ICMPEQ
0x2F
INT
0001
N0
6
N1
6
N2
32
Yes
Integer ALU
Dest = (A == B)
48
ICMPNE
0x30
INT
0001
N3
6
N4
6
N5
32
Yes
Integer ALU
Dest = (A != B)
49
ICMPGT
0x31
INT
0001
N6
6
N7
6
N8
32
Yes
Integer ALU
Dest = (A > B)
50
ICMPLT
0x32
INT
0001
N9
6
N10
6
N11
32
Yes
Integer ALU
Dest = (A < B)
51
ICMPGE
0x33
INT
0001
N12
6
N13
6
N14
32
Yes
Integer ALU
Dest = (A >= B)
52
ICMPLE
0x34
INT
0001
N15
6
N16
6
N17
32
Yes
Integer ALU
Dest = (A <= B)
eld
Value
Notes
OPCODE ID
AAS_STAB → 0x21
Same base opcode as AAS
REGISTER
N4 → 0x04
Render Task Context
TARGET_MIN
FPS30 → 0x1E
Initial target
TARGET_MAX
FPS120 → 0x78
Initial target
POOL
RENDER_POOL → 0x0A
Lane pool
MODE
AUTO → 0x01
Auto scaling
PRECISION FLAG
ADAPTIVE → 0x0F
Per-lane adaptive scaling
FLAGS
STABLE_LOCK → 0x01
Enable fallback to fixed FP
H
Register Bank
Width
Purpose
Example Data
Bank A
512-bit
Physics
Position, velocity, acceleration, collision state (FP32 × 16)
Bank B
512-bit
AI / Logic
NPC memory, decision flags, pathfinding info (FP32 × 16 + 16 flags)
Bank C
512-bit
Graphics
Vertex transforms, lighting info, pixel prepass (FP32 × 16)
Bank D
512-bit
Control / Misc
Special flags, temporary registers, intermediate calculations (FP32 × 16)
Bank E
512-bit
Audio
Sound mix, effects, spatial audio (FP16 × 32)
Bank F
512- bit
Networking
Packet buffers, sync info, event queues (FP32 × 16)
Bank G
512-bit
Particle system
It handles fire smoke explosions, rain, snow sparks blood splatter light
Bank H
512- bit
AI behavior
It handles complex ai for npc memory crowd simulation, procedural city events
Bank I
512-bit
Physics debugging
Bank GP
512- bit
General purpose
ASM INPUT: VPLUS N0, N1, PREC=FP32, POOL=ENV_POOL
LOOKUP OPCODE ID: VPLUS -> 0x01
LOOKUP LANE POOL: ENV_POOL -> 0x0F
LOOKUP REGISTERS: N0->0x00, N1->0x01,
PRECISION -> 0x0F
IMMEDIATE -> 0x0
PACK FIELDS -> 64-bit binary instruction
OUTPUT -> 0x010F0F0001020000
ASM INPUT: AAS_STAB N4, TARGET_MIN=FPS30, TARGET_MAX=FPS120, POOL=RENDER_POOL, MODE=AUTO, RES_1080P->Load(Texture_LOD_1080p), RES_2K->Load(Texture_LOD_2K), RES_4K->Load(Texture_LOD_4K), RES_8K->Load(Texture_LOD_8K), RES_16K->Load(Texture_LOD_16K), FALLBACK: TARGET_MIN=FPS60, TARGET_MAX=FPS60, LOCK_RES=LAST_STABLE
OUTPUT -> 0x211E780A010F0401
ASM INPUT:
PHYS_LOOP N8,
TARGET_MIN=60Hz,
TARGET_MAX=1000Hz,
POOL=PHYSICS_POOL,
MODE=AUTO,
TASK_RIGID->Load(RigidBody_Data),
TASK_SOFT->Load(SoftBody_Data),
TASK_FLUID->Load(Fluid_Data),
TASK_SNOW->Load(Snow_Data),
FALLBACK:
TARGET_MIN=60Hz,
TARGET_MAX=60Hz,
LOCK_STEP=LAST_STABLE
VIS_LOOP N12,
TARGET_MIN=FPS30,
TARGET_MAX=FPS300,
POOL=RENDER_POOL,
MODE=AUTO,
RES_1080P->Load(Texture_LOD_1080p),
RES_2K->Load(Texture_LOD_2K),
RES_4K->Load(Texture_LOD_4K),
RES_8K->Load(Texture_LOD_8K),
RES_16K->Load(Texture_LOD_16K),
EFFECTS_SIMPLE->Load(SimpleParticle_Data),
EFFECTS_COMPLEX->Load(FullParticle_Data),
FALLBACK:
TARGET_MIN=FPS60,
TARGET_MAX=FPS60,
LOCK_RES=LAST_STABLE
SIM_LOOP N0,
PHYS_TICK=240Hz,
AI_TICK=120Hz,
PARTICLE_TICK=60Hz,
NET_TICK=60Hz,
PRIORITY=STANDARD,
MODE=AUTO,
FALLBACK=LAST_STABLE
OUTPUT -> 0x3BFF F0 78 3C 3C 11 10
SIM_TICK_RATE = 120Hz
ASM INPUT: VMUL N4, N5, PREC=FP32, POOL=ENV_POOL
LOOKUP OPCODE ID: VMUL -> 0x03
LOOKUP LANE POOL: ENV_POOL -> 0x0F
LOOKUP REGISTERS: N4 -> 0x04, N5 -> 0x05
PRECISION -> 0x0F
IMMEDIATE -> 0x000010
PACK FIELDS -> 64-bit binary instruction
OUTPUT -> 0x030F0F0405000010
ASM INPUT: PHYSX N66, N67, PREC=FP32, POOL=ENV_POOL
LOOKUP OPCODE ID: PHYSX-> 0x22
LOOKUP LANE POOL: ENV_POOL -> 0x0F
LOOKUP REGISTERS: N66 -> 0x22, N67-> 0x67
PRECISION -> 0x0F
IMMEDIATE -> 0x000010
PACK FIELDS -> 64-bit binary instruction
OUTPUT -> 0x220F424300000010
ASM INPUT: LNSYNC N54, N55, N56, PREC=FP32, POOL=ENV_POOL
LOOKUP OPCODE ID: LNSYNC-> 0x13
LOOKUP LANE POOL: ENV_POOL -> 0x0F
LOOKUP REGISTERS: N54 -> 0x22, N55-> 0x67, N56->
PRECISION -> 0x0F
IMMEDIATE -> 0x000010
PACK FIELDS -> 64-bit binary instruction
OUTPUT -> 0x220F424300000010
SYSFREEZE
SYSSTATE_SAVE 0x01
SYSSTATE_LOAD 0x01
SYSRESUME
SYSSTATE_SAVE 0xF1
0xF100000000000001
; NX88 Character Walk Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
; NX88 Character Run Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
; NX88 Character jumping Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 Character animation Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 Character velocity Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 bullets Velocity Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 pathfinding Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 decision weights Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 Threat evaluation Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 arrows Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 thrown objects Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 rain accumulation Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 leaves moving in wind Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 positions of health bars Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN
NX88 crosshsur Indacatoer Task
...
VPLUS, VFMUL, LDV, STV,LNSYNC, RETN of
[ Opcode | Precision | Lane Count | Island Bit | Flags ]
If Left_Load < Right_Load
Assign LEFT
Else
Assign RIGHT
MOV N1, N2 → simple register → register (whole 512-bit copy)
MOV N1, 5 → immediate → register (fills the entire register)
MOV N1, N2, condition → conditional move of the entire register
MOV N1, memory_block → memory load/store of the full register
MOV N1, N2 ; register → register
MOV N1, Immediate ; load immediate into register
MOV N1, N2, Condition ; conditional move
MOV N1, memory_block ; full 512-bit memory load/store
Total registers count? 32
2. Total lane pools? Isn’t it 1024 10 bits
3. Total precision modes? 3 FP16 Fp32 FP64
4. Fixed 64-bit instruction? Yes it’s fixed
5. Or variable length? Don’t kkkw what that means
6. How many bits for immediate? 32 bits
# ============================================================
# NX88 FULL TRANSLATION ENGINE
# x86 → NX88 Translator + Assembler + Disassembler
# ============================================================
# ------------------------------------------------------------
# TABLES
# ------------------------------------------------------------
opcode_table = {
"VPLUS": 0x01,
"VMINUS": 0x02,
"VMUL": 0x03,
"VDIV": 0x04,
"VMAX": 0x05,
"VMIN": 0x06,
"VLOAD": 0x10,
"VSTORE": 0x11,
"MOV": 0x20,
"ADD": 0x21,
"SUB": 0x22,
"MUL": 0x23,
"DIV": 0x24,
"JMP": 0x30,
"JZ": 0x31,
"JNZ": 0x32,
}
reverse_opcode = {v: k for k, v in opcode_table.items()}
register_table = {f"N{i}": i for i in range(16)}
reverse_register = {v: k for k, v in register_table.items()}
pool_table = {
"ENV_POOL": 0x0F,
"SYS_POOL": 0x0A,
"USER_POOL": 0x05,
"KERNEL_POOL": 0x01,
}
reverse_pool = {v: k for k, v in pool_table.items()}
precision_table = {
"FP16": 0x08,
"FP32": 0x0F,
"FP64": 0x1F,
"INT32": 0x04,
"INT64": 0x07,
}
reverse_precision = {v: k for k, v in precision_table.items()}
# ------------------------------------------------------------
# NX88 ASSEMBLER (symbolic → 64-bit encoded)
# ------------------------------------------------------------
def assemble(inst):
op = opcode_table[inst["mnemonic"]]
lp = pool_table[inst["pool"]]
pr = precision_table[inst["precision"]]
r0 = register_table[inst["reg0"]]
r1 = register_table[inst["reg1"]]
fl = inst.get("flags", 0)
imm = inst.get("imm", 0)
word = (
(op << 56) |
(lp << 48) |
(pr << 40) |
(fl << 32) |
(r0 << 24) |
(r1 << 16) |
(imm)
)
return word
# ------------------------------------------------------------
# NX88 DISASSEMBLER (64-bit encoded → symbolic)
# ------------------------------------------------------------
def disassemble(word):
op = (word >> 56) & 0xFF
lp = (word >> 48) & 0xFF
pr = (word >> 40) & 0xFF
fl = (word >> 32) & 0xFF
r0 = (word >> 24) & 0xFF
r1 = (word >> 16) & 0xFF
imm = word & 0xFFFF
return {
"mnemonic": reverse_opcode[op],
"pool": reverse_pool[lp],
"precision": reverse_precision[pr],
"flags": fl,
"reg0": reverse_register[r0],
"reg1": reverse_register[r1],
"imm": imm,
}
# ------------------------------------------------------------
# X86 → NX88 TRANSLATOR
# ------------------------------------------------------------
def translate_x86(x86_inst):
"""
Input example:
"addps xmm0, xmm1"
"""
parts = x86_inst.replace(",", "").split()
mnemonic = parts[0].lower()
src0 = parts[1]
src1 = parts[2]
# x86 → NX88 mapping rules
if mnemonic == "addps":
nx_mnemonic = "VPLUS"
precision = "FP32"
pool = "ENV_POOL"
else:
raise Exception("Unsupported x86 instruction")
# x86 register → NX88 register
reg0 = f"N{src0.replace('xmm','')}"
reg1 = f"N{src1.replace('xmm','')}"
symbolic = {
"mnemonic": nx_mnemonic,
"reg0": reg0,
"reg1": reg1,
"precision": precision,
"pool": pool,
"flags": 0,
"imm": 0,
}
encoded = assemble(symbolic)
return symbolic, encoded
; =============================
; NX88 Rain Simulation Opcode (Weighted / Thresholded)
; =============================
; --- Predictive Scheduling ---
TPF TASK=RAINX, LANE_POOL=ENV_POOL, RESERVE=0x0064
TSCH TASK=RAINX, PRIORITY=0x90
; --- Lane Assignment ---
LANESET LANES=ENV_POOL, PREC=FP32, PRIORITY=0x90
; --- Route Data ---
MRTR SRC=[TerrainMap], DST=ENV_POOL
MRTR SRC=[RainMap], DST=ENV_POOL
MRTR SRC=[PlayerState], DST=ENV_POOL
; --- Adaptive Lane Fire (Threshold & Weight) ---
THRESH_FIRE lane=ENV_POOL, weight=0x80, threshold=0x50
; - Only lanes with rain intensity or player interaction above threshold wake up
; --- Rain Accumulation ---
LDV L0, [TerrainHeight]
LDV L1, [RainDepth]
VPLUS L2, L1, C_FALL_RATE ; new rain drops fall
; --- Player Interaction ---
LDV L4, [PlayerWeight]
LDV L5, [WeightWithWetCloths]
VMINUS L6, L2, L4 ; puddle displacement
VMINUS L7, L6, L5 ; additional wet cloth displacement
; --- Sunlight / Evaporation ---
LDV L8, [SunIntensity]
VMUL L9, L8, C_EVAP_RATE
VMINUS L10, L7, L9 ; subtract evaporated water
; --- Single Final Store ---
STV [RainDepth], L10
; --- Synchronize lanes ---
LNSYNC ENV_POOL
RETN ENV_POOL
; --- Prefetch / Prepare Next Frame ---
LQD_PREFETCH lanes=ENV_POOL, buffer=HBM3, size=0x50000
; --- Predictive Scheduling ---
ASIS.PREFETCH TASK=RAIN_SIM, LANES=0x0FFF, RESERVE=0x0064
ASIS.SCHEDULE TASK=RAIN_SIM, PRIORITY=0x90
; --- Lane Assignment ---
CCC.ASSIGN LANES=0x0FFF, PREC=FP32, PRIORITY=0x90
MTB.ROUTE SRC=[TerrainMap], DST=LANE[32-41]
MTB.ROUTE SRC=[RainMap], DST=LANE[42-51]
; --- Rain Accumulation ---
LDL L0, [TerrainHeight]
LDL L1, [RainDepth]
VFADD L2, L1, C_FALL_RATE
STL [RainDepth], L2
; --- Player Interaction ---
LDL L3, [PlayerPos]
LDL L4, [PlayerWeight]
LDL L5, [PlayerWetnessFactor]
VFADD L6, L2, -L4
VFADD L7, L6, -L5
STL [RainDepth], L7
; --- Sunlight / Evaporation ---
LDL L8, [SunIntensity]
VFMUL L9, L8, C_EVAP_RATE
VFADD L10, L7, -L9
STL [RainDepth], L10
; --- Synchronize lanes ---
LANE.SYNC 0x0FFF
RET.L 0x0FFF
; =============================
; NX88 FULL-BODY PHYSICS OPCODE
; =============================
; --- Predictive Scheduling ---
ASIS.PREFETCH TASK=BODY_ENV_SIM, LANES=0x0FFF, RESERVE=0x0064
ASIS.SCHEDULE TASK=BODY_ENV_SIM, PRIORITY=0x95
; --- Lane Assignment ---
CCC.ASSIGN LANES=0x0FFF, PREC=FP32, PRIORITY=0x95
MTB.ROUTE SRC=[SkeletalData], DST=LANE[0-15]
MTB.ROUTE SRC=[SoftTissueData], DST=LANE[16-31]
MTB.ROUTE SRC=[BloodVolume], DST=LANE[32-47]
MTB.ROUTE SRC=[EnvironmentData], DST=LANE[48-63]
MTB.ROUTE SRC=[ProjectileData], DST=LANE[64-79]
; --- Skeletal / Joint Physics ---
LDL L0, [JointPositions]
LDL L1, [JointVelocities]
VFADD L2, L0, L1
VFMUL L3, L2, C_JOINT_STIFFNESS
STL [JointPositions], L3
; --- Blood Vessel Simulation ---
LDL L4, [VesselNodes]
LDL L5, [BloodVolume]
VFMUL L6, L5, C_FLOW_RATE ; blood flow along vessels
VFADD L7, L6, C_PRESSURE_ADJUST ; local pressure adjustments
STL [BloodVolume], L7
; --- Blood Leak / Wound Interaction ---
LDL L8, [WoundLocation]
VFMUL L9, L7, C_LEAK_FACTOR ; bleeding through wound
STL [BloodVolume], L9
STL [BloodOnSurface], L9 ; blood mixes with environment (snow, ground)
; --- Environmental Interaction ---
LDL L10, [SnowDepth]
VFMUL L11, L9, C_SNOW_ADHERENCE ; blood adheres to snow
VFADD L12, L10, L11
STL [SnowDepth], L12
; --- Player / Projectile Impact ---
LDL L13, [ProjectileImpact]
VFMUL L14, L13, C_IMPACT_FORCE
VFADD L15, L3, L14 ; update joint positions with impact
STL [JointPositions], L15
; --- Synchronize Lanes ---
LANE.SYNC 0x0FFF
RET.L 0x0FFF
; =============================
; NX88 Character Walk Task (Fixed)
; =============================
; --- Predictive Scheduling ---
ASIS.PREFETCH TASK=CHARACTER_MOVE, LANES=0x00FF, RESERVE=0x0040
ASIS.SCHEDULE TASK=CHARACTER_MOVE, PRIORITY=0x90
; --- Lane Assignment (smaller pool — you don’t need 0x0FFF) ---
CCC.ASSIGN LANES=0x00FF, PREC=FP32, PRIORITY=0x90
; --- Route Data ---
MTB.ROUTE SRC=[PlayerPosition], DST=LANE[0-15]
MTB.ROUTE SRC=[PlayerVelocity], DST=LANE[16-31]
MTB.ROUTE SRC=[DeltaTime], DST=LANE[32]
MTB.ROUTE SRC=[GroundNormal], DST=LANE[33-40]
; --- Movement Integration ---
LDL L0, [PlayerPosition]
LDL L1, [PlayerVelocity]
LDL L2, [DeltaTime]
VFMUL L3, L1, L2 ; velocity * dt
VFADD L4, L0, L3 ; new position
; --- Ground Collision (simple projection) ---
LDL L5, [GroundNormal]
VDOT L6, L3, L5 ; movement into ground
VMINUS L7, L3, L6 ; remove downward penetration
VFADD L8, L0, L7 ; corrected position
; --- Final Position ---
STL [PlayerPosition], L8
; --- Animation Update (separate logic) ---
LDL L9, [PlayerAnimation]
VFMUL L10, L9, C_ANIM_SPEED
STL [PlayerAnimation], L10
; --- Sync ---
LANE.SYNC 0x00FF
RET.L 0x00FF
WATERSIM.GRID
GRID_PTR = N10
VELOCITY_PTR = N11
PRESSURE_PTR = N12
OBJECT_PTR = N13
PREC = FP32
LANES = 0x0080
FLAGS = PRESSURE | FLOW | COLLISION | BUOYANCY | FOAM
; =============================
; NX88 Crash Deformation Energy Task
; =============================
; --- Predictive Scheduling ---
ASIS.PREFETCH TASK=CRASH_DEFORMATION, LANES=0x0FFF, RESERVE=0x0080
ASIS.SCHEDULE TASK=CRASH_DEFORMATION, PRIORITY=0xA0
; --- Lane Assignment ---
CCC.ASSIGN LANES=0x0FFF, PREC=FP32, PRIORITY=0xA0
; --- Route Data ---
MTB.ROUTE SRC=[DamageDepthGrid], DST=LANE[0-15]
MTB.ROUTE SRC=[PanelWidthGrid], DST=LANE[16-31]
MTB.ROUTE SRC=[PanelHeightGrid], DST=LANE[32-47]
MTB.ROUTE SRC=[StiffnessCoeffGrid], DST=LANE[48-63]
MTB.ROUTE SRC=[ResistanceCoeffGrid], DST=LANE[64-79]
MTB.ROUTE SRC=[VehicleMass], DST=LANE[80]
; --- Compute Deformation Energy per Segment ---
LDV L0, [DamageDepthGrid] ; s
VFMUL L1, L0, L0 ; s^2
VFMUL L2, L1, [StiffnessCoeffGrid] ; C * s^2
VFMUL L3, L2, 0.5 ; ED = 0.5 * C * s^2
; --- Optional Deformed Volume Method ---
LDV L4, [PanelWidthGrid] ; w
LDV L5, [PanelHeightGrid] ; h
VFMUL L6, L4, L5 ; w * h
VFMUL L7, L6, L1 ; w * h * s^2
VFMUL L8, L7, [ResistanceCoeffGrid] ; ED_alt = 0.5 * w * h * s^2 * ϵ
; --- Combine / Accumulate Segment Energy ---
VPLUS L9, L3, L8 ; total deformation energy sum
; --- Compute Equivalent Speed (EES) ---
LDV L10, [VehicleMass] ; m
VFMUL L11, L10, 0.5 ; 0.5 * m
VDIV L12, L9, L11 ; EES^2 = 2 * ED / m
VSQRT L13, L12 ; EES = sqrt(2 * ED / m)
; --- Store Results ---
STV [DeformationEnergy], L9
STV [EquivalentSpeed], L13
; --- Synchronize Lanes ---
LNSYNC 0x0FFF
RETN