If anybody need some precise clocks, this might help. It's a clock analyzer wich takes a clock-input at the bottom, and as the signal rippels upwards, you can clearly see the clock's cycle in a screenshot.
Below, I've hooked it up to a 4-clock wich you can see on the piture has the cycle 1110000011100000 (on is marked by green and off by red).
Assuming it works, I hate you.
No matter how fast I work on my alu, there will always be that diamond and gold CPU of yours.
Nicely made though.
Quote from sondre99v »
Haven't worked on this for a while, but I got around to create a program memory and PC-incrementor. (Look back to page 38 or so to see the last version)
Just to give some credit to awesome programs: NTB Forge by aeomin MCEdit by codewarrior INVedit by copyboy
I'm an idiot. Instead of using switches I should have thought of using buttons instead. Far simpler.
I added a fifth button to reset the NAND, I'd still like to stick with the four button plan. Eh just thought of adding a toggle between the buttons and the NAND. Have to give that a shot.
I added a T-Flip Flop and was able to replace the RS NOR latch (called it a NAND by mistake). I can finally start planing on building the base of my new tower. This does everything I wanted it to do. All the tuts. on the forum and the wiki have been a major help.
I added a T-Flip Flop and was able to replace the RS NOR latch (called it a NAND by mistake). I can finally start planing on building the base of my new tower. This does everything I wanted it to do. All the tuts. on the forum and the wiki have been a major help.
Wait, wait, what are you trying to do exactly? Are you trying to make some sort of system with a bunch of levers that control whether or not pressure plates will open and close a door? If that's the case, you just use XOR gates to link all of the levers together and AND gates for the doors.
I added a T-Flip Flop and was able to replace the RS NOR latch (called it a NAND by mistake). I can finally start planing on building the base of my new tower. This does everything I wanted it to do. All the tuts. on the forum and the wiki have been a major help.
Wait, wait, what are you trying to do exactly? Are you trying to make some sort of system with a bunch of levers that control whether or not pressure plates will open and close a door? If that's the case, you just use XOR gates to link all of the levers together and AND gates for the doors.
I actually tried doing that first but certain combinations won't cause any change. My original plan:
I made a unit cell for the game of life that allowed for the following inputs:
Timer: in the on state the cell decided its state for the next iteration, while in the off state the cell changed its state to the one found previously. One RS NOR latch was used to store the current state, and one RS NOR latch to store the next iterations state;
Reset: on state set the board to zero one time after being flipped.
force if switch on: on state forced cells to an on state provided the cell had a switch set to on and provided the reset state was on. Each cell had a switch that could be flipped.
X,Y: if a cell had its X and Y set to on the cell was forced on provided the reset state was on. All cells in one row shared an X state while all columns shared a Y state. Never tested this part out as I never built a user interface to change the grid in one location rather then how it is done now by running around flipping switches.
After making and testing a unit cell I used mcEdit to copy past the cell into a 13x13 grid and tested it using Kok's galaxy.
Some pics of Kok's galaxy using the unit cells:
A side shot of the grid:
Massive lag was generated any time I flipped a switch that acted as a manual timer. It took about 10 seconds or so for the lag to stop. Massive amount of lag was also encountered during dawn/dusk even though I was just standing around.
I'm tired of circuits, so I'm going to go mess around with monster spawn points and TNT D:
BTW ZirumsHero XOR gate(see page 41 of the thread) was awsome as it took two inputs and outputed the XOR on the first floor and the AND on the 2nd floor(from the torches on the 2nd floor).
Is it possible to make a 6-clock? I'm too lazy to make one myself, but if it is then we can make any number clock.
Edit: Yep, I just made a 6-clock by adding a 2-inverter delay on the 4-clock design. This means we can now make any number clock by the use of AND gates along with multiplication.
Edit2: Whoops, I'm stupid. I forgot that the torches wont accept inputs at anything slower than a 4-clock speed. But hey, at least I can make any even number clock now.
toi333:
Could you please post the map or even better try to roughly explain how did you make it.
Second post which means I found the upload button
Instructions are in the readme.txt
Edit: trying to figure this rapidshare out, its currently not working....
Edit: try this: http://www.mediafire.com/?b4j9km3za7reqdm
Edit: forgot to mention that you should use the in game browser as the downloaded launcher kept crashing on me :[
I don't know why it crashes or how to fix it, so I just use the in game browser now....
Sondre99v: How long does it take to calculate one generation?
Hit the timer on and wait 5-10 seconds; hit the timer off and wait about 20seconds(depending on PC specs) for the lag to stop before hitting the timer again to start the next iteration D:
Mine_Ender
wow, make youtube video of that game of life map, it's epic.
I tried making a video, but the only video recorder that I found acceptable was fraps; I unfortunately don't own the full version of fraps to record a long enough video(hitting record multiple times doesn't make a decent video...). Also with the massive lag between iterations I decided it was best just to post pics.
Conundrumer: How did you go about designing this?
First I had to have a rough schematic of what needed done. Everything hinged on how many neighbors were alive or dead, so I concentrated first on summing how many neighbor cells were alive(but if the sum exceded 4 I stopped summing as it wasn't necessary, which meant I only needed to worry about adding combinations of 1s and 2s bit to produce either a 1s,2s, or 4s bit).
The first tower was going to be huge so I tried to pack the XOR/AND gates tighter, however in doing so the layout was becoming complex. I observed that wires going down was hard, so decided to create a layout that had data always going up with only one output going down. I was also tired of thinking so I decided to create a simple design of one XOR per floor; an XOR would take the input from one side and output to the other side, so there are two data lines going up on opposite ends.
The first half of construction simply assumed 8 inputs that traveled up the tower; each bit represented an on or off from a neighbor cell. The XOR/ANDs did the sums to produce a 1's bit, 2's bit, and a 4's bit. I tested the function to verify the output bits functioned as planned, then performed the logic to determine whether or not the cell should be alive or dead in the next iteration. I added a timer that saved that alive/dead state for the next iteration in an RS NOR latch which was saved only on the on-state of the timer, then on the off-state of the timer that state was transferred to another RS NOR latch that indicated the current state. Above the floor for the current state I added the floor to manipulate the data with switch/force-switch-on-bit/reset-bit/XY-bits. I then went back down to the bottom and designed how each unit cell would both give and recieve data from its nearest neighbors. The final part was to put in the pixel at the top for a display. After the unit cell was done I used mcEdit to start a new map and imported the unit cell, and did a bunch of clones to create the grid. Sadly I used a zero-state to represent an on-state when sending messages between unit cells, which meant at the boundaries I had to add torches to represent an off state so the boundary cells didn't think the edge was eternally on. In the test/debug portion I had to manually walk through the bottom where cells shared data to place and then pick up torches next to bugged wires as using mcEdit created lots of wires that were connected but didn't send data to eachother(placing and picking up a torch forced minecraft to update the wire fixing the problem).
I had fun designing the unit cell, but I don't like the end result as it produced a massive grid. Now for someone to implement Conway's game of life in a much more compact way....
Some time ago, Wervyn posted a circuit diagram for a merge-sort-ish type of thing that allows detection of a certain number of on inputs, which was made almost completely out of non-crossing NOR (bare redstone torches) gates.
But something tells me it's not going to be until some other completely random guy posts an optimized version, since, like with you, we all get sick of excessively complex circuits.
Rollback Post to RevisionRollBack
My Youtube channel.
Contains Pachebel's Canon made with noteblocks, a working Rubik's cube made with pistons, and the ultimate TNT cannon.
You should expand that, and make it simulate this turing machine: http://rendell-attic.org/gol/tm.htm , then have that turing machine intepret some extremly simple language like brainf**k, then make that language intepret the x86 instruction set, run XP on that, then a java VM and finally Minecraft!
Edit2: Whoops, I'm stupid. I forgot that the torches wont accept inputs at anything slower than a 4-clock speed. But hey, at least I can make any even number clock now.
I believe you mean faster?
2-clock would be faster than 4-clock, but can't be made reliably (if at all?). Your six-clock that you made is slower than a 4-clock :wink.gif:
Rollback Post to RevisionRollBack
Quote from Lukedude100 »
Im 13 and I have a verified PayPal. I put my OWN money on it and I used it to buy the game. I'm sure you can figure out a way to buy it.
2-clock would be faster than 4-clock, but can't be made reliably (if at all?). Your six-clock that you made is slower than a 4-clock :wink.gif:
Err, yeah, I meant faster.
And, no, I've made a 2-clock by taking two of the outputs from a 4-clock and merging them so they take turns alternating. You can also make a 3-clock by doing the same with a 6-clock, which is easily made with a little change to the standard 4-clock design.
Below, I've hooked it up to a 4-clock wich you can see on the piture has the cycle 1110000011100000 (on is marked by green and off by red).
Sorry for the double post.
No matter how fast I work on my alu, there will always be that diamond and gold CPU of yours.
Nicely made though.
I added a fifth button to reset the NAND, I'd still like to stick with the four button plan. Eh just thought of adding a toggle between the buttons and the NAND. Have to give that a shot.
I added a T-Flip Flop and was able to replace the RS NOR latch (called it a NAND by mistake). I can finally start planing on building the base of my new tower. This does everything I wanted it to do. All the tuts. on the forum and the wiki have been a major help.
Wait, wait, what are you trying to do exactly? Are you trying to make some sort of system with a bunch of levers that control whether or not pressure plates will open and close a door? If that's the case, you just use XOR gates to link all of the levers together and AND gates for the doors.
I actually tried doing that first but certain combinations won't cause any change. My original plan:
Timer: in the on state the cell decided its state for the next iteration, while in the off state the cell changed its state to the one found previously. One RS NOR latch was used to store the current state, and one RS NOR latch to store the next iterations state;
Reset: on state set the board to zero one time after being flipped.
force if switch on: on state forced cells to an on state provided the cell had a switch set to on and provided the reset state was on. Each cell had a switch that could be flipped.
X,Y: if a cell had its X and Y set to on the cell was forced on provided the reset state was on. All cells in one row shared an X state while all columns shared a Y state. Never tested this part out as I never built a user interface to change the grid in one location rather then how it is done now by running around flipping switches.
After making and testing a unit cell I used mcEdit to copy past the cell into a 13x13 grid and tested it using Kok's galaxy.
Some pics of Kok's galaxy using the unit cells:
A side shot of the grid:
Massive lag was generated any time I flipped a switch that acted as a manual timer. It took about 10 seconds or so for the lag to stop. Massive amount of lag was also encountered during dawn/dusk even though I was just standing around.
I'm tired of circuits, so I'm going to go mess around with monster spawn points and TNT D:
BTW ZirumsHero XOR gate(see page 41 of the thread) was awsome as it took two inputs and outputed the XOR on the first floor and the AND on the 2nd floor(from the torches on the 2nd floor).
How freakin' AWESOME! And I'm glad I could be of service. ;D
So far, that's +2 for my XOR.
So wait, it's animated or something? What exacty is happening there?
[]
[]
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
How did you go about designing this?
Contains Pachebel's Canon made with noteblocks, a working Rubik's cube made with pistons, and the ultimate TNT cannon.
My design works just fine.
How long does it take to calculate one generation?
Edit: Yep, I just made a 6-clock by adding a 2-inverter delay on the 4-clock design. This means we can now make any number clock by the use of AND gates along with multiplication.
Edit2: Whoops, I'm stupid. I forgot that the torches wont accept inputs at anything slower than a 4-clock speed. But hey, at least I can make any even number clock now.
Second post which means I found the upload button
Instructions are in the readme.txt
Edit: trying to figure this rapidshare out, its currently not working....
Edit: try this: http://www.mediafire.com/?b4j9km3za7reqdm
Edit: forgot to mention that you should use the in game browser as the downloaded launcher kept crashing on me :[
I don't know why it crashes or how to fix it, so I just use the in game browser now....
Hit the timer on and wait 5-10 seconds; hit the timer off and wait about 20seconds(depending on PC specs) for the lag to stop before hitting the timer again to start the next iteration D:
I tried making a video, but the only video recorder that I found acceptable was fraps; I unfortunately don't own the full version of fraps to record a long enough video(hitting record multiple times doesn't make a decent video...). Also with the massive lag between iterations I decided it was best just to post pics.
First I had to have a rough schematic of what needed done. Everything hinged on how many neighbors were alive or dead, so I concentrated first on summing how many neighbor cells were alive(but if the sum exceded 4 I stopped summing as it wasn't necessary, which meant I only needed to worry about adding combinations of 1s and 2s bit to produce either a 1s,2s, or 4s bit).
The first tower was going to be huge so I tried to pack the XOR/AND gates tighter, however in doing so the layout was becoming complex. I observed that wires going down was hard, so decided to create a layout that had data always going up with only one output going down. I was also tired of thinking so I decided to create a simple design of one XOR per floor; an XOR would take the input from one side and output to the other side, so there are two data lines going up on opposite ends.
The first half of construction simply assumed 8 inputs that traveled up the tower; each bit represented an on or off from a neighbor cell. The XOR/ANDs did the sums to produce a 1's bit, 2's bit, and a 4's bit. I tested the function to verify the output bits functioned as planned, then performed the logic to determine whether or not the cell should be alive or dead in the next iteration. I added a timer that saved that alive/dead state for the next iteration in an RS NOR latch which was saved only on the on-state of the timer, then on the off-state of the timer that state was transferred to another RS NOR latch that indicated the current state. Above the floor for the current state I added the floor to manipulate the data with switch/force-switch-on-bit/reset-bit/XY-bits. I then went back down to the bottom and designed how each unit cell would both give and recieve data from its nearest neighbors. The final part was to put in the pixel at the top for a display. After the unit cell was done I used mcEdit to start a new map and imported the unit cell, and did a bunch of clones to create the grid. Sadly I used a zero-state to represent an on-state when sending messages between unit cells, which meant at the boundaries I had to add torches to represent an off state so the boundary cells didn't think the edge was eternally on. In the test/debug portion I had to manually walk through the bottom where cells shared data to place and then pick up torches next to bugged wires as using mcEdit created lots of wires that were connected but didn't send data to eachother(placing and picking up a torch forced minecraft to update the wire fixing the problem).
I had fun designing the unit cell, but I don't like the end result as it produced a massive grid. Now for someone to implement Conway's game of life in a much more compact way....
But something tells me it's not going to be until some other completely random guy posts an optimized version, since, like with you, we all get sick of excessively complex circuits.
Contains Pachebel's Canon made with noteblocks, a working Rubik's cube made with pistons, and the ultimate TNT cannon.
I believe you mean faster?
2-clock would be faster than 4-clock, but can't be made reliably (if at all?). Your six-clock that you made is slower than a 4-clock :wink.gif:
Err, yeah, I meant faster.
And, no, I've made a 2-clock by taking two of the outputs from a 4-clock and merging them so they take turns alternating. You can also make a 3-clock by doing the same with a 6-clock, which is easily made with a little change to the standard 4-clock design.