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Tags: Adder

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0 Stars     303 Views

Full Adder

Full Adder

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0 Stars     192 Views

Three input adder

Three input adder

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0 Stars     153 Views
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FullAdder From 2 HalfAdders

FullAdder From 2 HalfAdders

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0 Stars     135 Views
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unique

unique
What the fuck did you just fucking say about me, you little bitch? I'll have you know I graduated top of my class in the Navy Seals, and I've been involved in numerous secret raids on Al-Quaeda, and I have over 300 confirmed kills. I am trained in gorilla warfare and I'm the top sniper in the entire US armed forces. You are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on this Earth, mark my fucking words. You think you can get away with saying that shit to me over the Internet? Think again, fucker. As we speak I am contacting my secret network of spies across the USA and your IP is being traced right now so you better prepare for the storm, maggot. The storm that wipes out the pathetic little thing you call your life. You're fucking dead, kid. I can be anywhere, anytime, and I can kill you in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the United States Marine Corps and I will use it to its full extent to wipe your miserable ass off the face of the continent, you little shit. If only you could have known what unholy retribution your little "clever" comment was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will shit fury all over you and you will drown in it. You're fucking dead, kiddo.

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0 Stars     130 Views
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Adder

Adder

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0 Stars     137 Views

Untitled

Untitled

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0 Stars     145 Views
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Basic Circuits for Year 13

Basic Circuits for Year 13
Some basic circuits to help show how they work for Year 13 Computer Science

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0 Stars     139 Views

Full Adder 1 bit

Full Adder 1 bit

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0 Stars     231 Views

Super Sumador

Super Sumador
Using flip flops, assming the propagation time is 6ns for each flip flop, for exmaple 32 bits adder with: 6*32 = 192ns.
With this adder (32*3)=96ns for to add 32 bits.

192-96 = 96ns faster!

For more info, [email protected]
Kiko

project.name
49 Stars     5948 Views
Everything is working great in this build!  So I will be taking about a week break from this.
Well except single pixel drawing on GPU but more on that later.

I included a Hello World program and a screen clear test program running by default.
But I would love to see what programs people can come up with. So definitely fork this and make your own programs for it, and link them in the comments below!

Also I am working on adding more instructions for the cpu and the gpu, let me know what might be useful in the comments and definitely check my in progress updates below!

I am running into an issue with per pixel drawing giving a contention error which doesn't make sense as i have tested the chip. unless the rgb screen col and row pins are also outputs i don't get what is going on.

For now though i'm taking a break from that and working on implementing some more of the OPs.

Here is a list of instructions. I'll add descriptions soon.
Anything with a * before it is not implemented yet.
0 NOP [0]
1 JMP [1]
2 SETA [10]
3 SETB [11]
4 LDA [100]
5 LDB [101]
6 WRA [110]
7 WRB [111]

*8 IA [1000]
*9 IB [1001]
*10 DA [1010]
*11 DB [1011]
*12 SLA [1100]
*13 SLB [1101]
*14 SRA [1110]
*15 SRB [1111]

16 ADD [1 0000]
17 SUB [1 0001]
18 MUL [1 0010]
19 DIV [1 0011]

20 EQL [1 0100]
21 NEQL [1 0101]
22 GRT [1 0110]
23 LSS [1 0111]
24 GRQL [1 1000]
25 LEQL [1 1001]

26 SSP [1 1010]
27 PUSH [1 1011]
28 POP [1 1100]
29 LTS [1 1101]

*30 PROC [1 1110]
*31 EPROC [1 1111]

32 SAS [10 0000]

project.name
0 Stars     117 Views
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Adder

Adder
It adds!

project.name
0 Stars     135 Views
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4-Bit Adder

4-Bit Adder

project.name
1 Stars     235 Views

16-bit Prefix Adder

16-bit Prefix Adder

16-bit Prefix adder to perform addition even faster, it's a form of carry-lookahead adder (CLA).

The speed up is especially significant for adders of 32-bit, or more. This is only a demo.


project.name
0 Stars     113 Views

Full Adder

Full Adder

project.name
0 Stars     109 Views

Half Adder

Half Adder

A basic circuit and an universal circuit using NAND gate for Half adder


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0 Stars     70 Views

4-bit Full Adder

4-bit Full Adder

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0 Stars     59 Views
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Half Adder

Half Adder

project.name
1 Stars     194 Views

full Adder

full Adder

Full Adder


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0 Stars     109 Views
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Half Adder (Only NAND)

Half Adder (Only NAND)

Adding bits numbers with just NAND!


From NandGame.


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0 Stars     128 Views

9234_DurgeshPandey_Adder

9234_DurgeshPandey_Adder

Durgesh Pandey

4-Bit Binary Adder Subtractor

DECO Practical Examination


project.name
0 Stars     289 Views

Femto-4v0.5 (Computer)

Femto-4v0.5 (Computer)

Latest versions of the 256-Series, including the Femto-4:
https://circuitverse.org/users/4699/projects/256-series

A 16-bit computer/maybe console inspired thing, the Femto-4. This is a fork from the main branch to keep a semi-functional version around. This project was started around November 2020.

Currently runs:
Test code demonstrating basic functionality. First it uses most instructions to ensure they work, before showing the graphical capabilities of the computer.

Features:
Immediate, direct and indirect memory access
Jumps and conditional Jumps
16-bit address space
Switchable Memory Banks
An ALU capable of logical operators, addition, subtraction and shift left
Easy to add to buses
"Fast Execution" - Can run more than one instruction per clock cycle
15x15 pixel display

Will have:
An ALU capable of shift right and multiplying
Inputs, both "controllers" and keyboards
"Faster Execution" - Runs instructions on both edges of the clock pulse 
Random number register
Text outputs
Stack
Assembler (hopefully)
Save memory
Several pre-written carts to play with

General Architecture:
The Femto-4 has variable length instructions that are comprised of multiple 16-bit chunks. First the OP Code of the instruction is read, and then depending on the OP Code, additional pieces of data may be read for the operands. This allows execution to become incorrectly offset, which can lead to the execution of garbage if the PC is jumped to an incorrect address. This is usually fine, since the OP Code space is so empty that the data will likely be passed one at a time until the next valid instruction. Data is read through the standard data retrieval system (which is handy since its design is so universal and easy to add to) making this architecture a Von Neuman architecture as opposed to a Harvard architecture, like my previous, worse, computer. The MAR always specifies the address being read to or written from, whilst the MDR always holds the data being written. Data from the data out bus can be written to any special register during the instruction. OP Codes and operands are all 16-bits, which is a bit wasteful in terms of OP Code usage, however it was easier to implement this way, and so that is what I went with. 

Memory Mapping:
The 16-bit address space of the Femto-4 is memory mapped, with all data being stored somewhere in the address space, including many special registers like the program counter and the Memory Address Register. The last 48kx16b of memory (all addresses starting with 01, 10, or 11) are dedicated to the cart memory. This is where the interchangeable program would be stored, allowing programs to be easily changed by changing carts. (However, currently there is only one cart). The carts have 32 16kx16b EEPROM/RAM chips, which can be switched between during execution by writing to address 00cc (subject to change). This gives each cart 512kx16b of memory to play with. In theory, additional memory can be added in a cart by creating a similar system on the inside of the cart, which would allow it to swap between even more EEPROM/RAM chips. The initial 16kx16b are therefore mapped to everything else, including a fixed "work" RAM chip that cannot be switched out, the bootloader, the PPU data, general use registers and special use registers. 

"Fast Execution":
Execution at the fastest clock speed (one pulse every 50ms, or 20Hz) is terribly slow, and would make reasonable graphics effectively impossible. Due to this, the Femto-4 includes several execution modes that allow the computer to run much faster. There are two registers involved in this, address 00ca, the mode register, and address 00cb, the protection register. When the least significant bit of the mode register is low, the computer runs normally, executing 1 instruction per clock pulse. When it is set high however, the computer enters fast execution, where it executes multiple instructions per clock pulse. This is achieved by looping a rising edge monostable circuit into a falling edge monostable circuit, producing a loop that will pulse indefinitely until the looping line is written high too by some external factor. Stopping the loop is critical since leaving the loop running will stop CircuitVerse's execution, due to it going over the stack limit of the execution. "Fast execution" is always paused by a 0000 OP Code, which ensures that the computer will not attempt to "fast execute" memory that has not been written to. Setting the second bit of the mode register will enable protection. This will ensure that computer only executes as many instructions as the value in the protection register. This protects execution by ensuring that the loop will always pause before the cycle limit is reached. A value of 8 works consistently, though I have not toyed with values much higher. In future, additional execution options will likely be made available, the current planned ones being enabling falling edge execution as well as rising edge execution, to double the execution speed, updating graphics on both edges of the clock pulse, updating graphics every other clock pulse, updating graphics when the update graphics command is run, and disabling graphics. 

Graphics:
The Femto-4 is capable of driving a 15x15 15bit direct colour screen. It has space for 32 "sprites" which are rectangles with an assigned colour. Currently, every time the clock pulses low, the screen is refreshed. Should a falling edge "fast execution" mode be added and work, the falling edge should only be used to execute game code, since writing graphics data as the screen is being drawn may mess up the graphics. These 32 "sprites" have their data stored in the PPU RAM in the following format: The first 16 bits are the corners of the rectangle, with each coordinate being 4 bits. The coordinates are ordered x1 x2 y1 y2. The next 16 bits are the sprites colour, with the first 15 bits being used for 15 bit direct colour, and the last bit being used to enable or disable drawing the sprite. Since the screen is not wiped every time it is refreshed, the background must be sprite to ensure that the screen is fully wiped before the rest of the sprites are drawn on. The "sprites" are drawn in memory order, with the "sprite" with the largest address always being drawn last and therefore on top, of all other "sprites". This is achieved by using the exact same monostable clock system as "Fast Execution", which reads off all the sprite data and draws them to the screen in a single clock pulse. This can loop more times safely than the main CPU since it has less dependencies which dramatically increase the simulation's stack usage. The demonstration code uses two "sprites". The first "sprite" is the black background, and the second "sprite" is the red rectangle. The coordinate value of the red rectangle is incremented every frame, causing the animation. Had I had more storage I might have incremented the colour as well to show the colour capabilities of the Femto-4. Whilst driving a larger screen might be nice, given the limit in the number of instructions per second, it is unlikely that it could be well utilised, which is why I have chosen this screen size. A variation with larger screens may appear at some point, but this is a low priority for me. 

ALU:
The basic ALU (currently the only implemented bit of the ALU) was inspired by the ALU-74LS181. It was designed to flexibly change between various operations by changing an additional piece of data which is bundled in the OP Code. This allows a single ALU to handle all the required processes, such as the basic binary logic operations, shift right, adding and subtracting. This is unlike my previous computer which had different chips for each operation it could do. Additional capability chips, such as multiplication and shifting right will be added later. 

General Registers:
This computer probably has more general registers than it should. What makes the 256 general registers unique is that they can be easily piped into the A and B operators when performing ALU operations. This allows ALU instructions to only have one operand, with the lower 8-bits being the register address of value A, and with the higher 8-bits being the register address of value B. 

Timing:
This computer is timed using a several standard delay chips. The pulse length running in to the computer is about 10k units long. This then runs into the pulse generator which pulses 32 unique lines with a 20k delay between them which can then be used to time when control lines pulse. This is bundled together into a 32-bit timing bus, which then uses bit selectors to select how much delay that pulse will have. This is why there are 32 sub-circuits which are effectively just bit specific bit selectors - they allow me to "compactly" build timing circuitry. In addition to the main delay of 20k between the chosen bits, I can add "on-delays" to further delay the control line, allowing me to ensure that control lines like the enable read line can be on before the register reads from them. "On-delays" were first constructed to ensure that the data out line did not have contention issues - it ensured that the previous address outputting data was disabled before the next address outputting data onto the line was enabled. They add 1k of delay on the rising edge, and less than 10 delay on the falling edge. This way I do not need to worry about "on-delays" increasing the delay of one command into the next. The "Fast Execution" loop gives a pulse of 300k, with a delay between pulses of around 600k. This ensures that the previous instruction will finish before the next instruction starts. I do not entirely understand how the timing system works, since the in my mind it should be producing contention issues, however proofing it against that breaks the system entirely. 

Other Notes:
You may note that I use 32b EEPROM banks instead of 16b ones. This choice was made to reduce the number of EEPROM banks required. Each half of the EEPROM's 32b output is treated as one address. Whilst this added a slight bit of additional complexity in writing, it halved the number of EEPROM banks required. This project was started when I realised that EEPROM banks could be that large, since a major sticking point in a previous attempt was the number of EEPROM banks required. (That attempt is private and completely dysfunctional. It also suffers from contention errors caused by incomplete splitters.)


project.name
0 Stars     227 Views

Femto-4v0.7 (Computer)

Femto-4v0.7 (Computer)

Latest versions of the 256-Series, including the Femto-4:
https://circuitverse.org/users/4699/projects/256-series

A 16-bit computer/maybe console inspired thing, the Femto-4. This is a fork from the main branch to keep a semi-functional version around. This project was started around November 2020.

Currently runs:
Test "Hello World" code demonstrating text input and output functionality of the computer. Once the computer has outputted "Hello World! Type something!" it will shift in any input from the keyboard into the text output.

Features:
Immediate, direct and indirect memory access
Jumps and conditional Jumps
16-bit address space
Switchable Memory Banks
An ALU capable of logical operators, addition, subtraction and shift left
Easy to add to buses
"Fast Execution" - Can run more than one instruction per clock cycle
15x15 pixel display

Updates:
Inputs, both "controllers" and keyboards
"Faster Execution" - Runs instructions on both edges of the clock pulse 
Random number register
Text outputs

Will have:
An ALU capable of shift right and multiplying

Stack
Assembler (hopefully)
Save memory
Several pre-written carts to play with
Maybe separate GPU to help with graphics handling

General Architecture:
The Femto-4 has variable length instructions that are comprised of multiple 16-bit chunks. First the OP Code of the instruction is read, and then depending on the OP Code, additional pieces of data may be read for the operands. This allows execution to become incorrectly offset, which can lead to the execution of garbage if the PC is jumped to an incorrect address. This is usually fine, since the OP Code space is so empty that the data will likely be passed one at a time until the next valid instruction. Data is read through the standard data retrieval system (which is handy since its design is so universal and easy to add to) making this architecture a Von Neuman architecture as opposed to a Harvard architecture, like my previous, worse, computer. The MAR always specifies the address being read to or written from, whilst the MDR always holds the data being written. Data from the data out bus can be written to any special register during the instruction. OP Codes and operands are all 16-bits, which is a bit wasteful in terms of OP Code usage, however it was easier to implement this way, and so that is what I went with. 

Memory Mapping:
The 16-bit address space of the Femto-4 is memory mapped, with all data being stored somewhere in the address space, including many special registers like the program counter and the Memory Address Register. The last 48kx16b of memory (all addresses starting with 01, 10, or 11) are dedicated to the cart memory. This is where the interchangeable program would be stored, allowing programs to be easily changed by changing carts. (However, currently there is only one cart). The carts have 32 16kx16b EEPROM/RAM chips, which can be switched between during execution by writing to address 00cc (subject to change). This gives each cart 512kx16b of memory to play with. In theory, additional memory can be added in a cart by creating a similar system on the inside of the cart, which would allow it to swap between even more EEPROM/RAM chips. The initial 16kx16b are therefore mapped to everything else, including a fixed "work" RAM chip that cannot be switched out, the bootloader, the PPU data, general use registers and special use registers. 

"Fast Execution":
Execution at the fastest clock speed (one pulse every 50ms, or 20Hz) is terribly slow, and would make reasonable graphics effectively impossible. Due to this, the Femto-4 includes several execution modes that allow the computer to run much faster. There are two registers involved in this, address 00ca, the mode register, and address 00cb, the protection register. When the least significant bit of the mode register is low, the computer runs normally, executing 1 instruction per clock pulse. When it is set high however, the computer enters fast execution on the rising edge, where it executes multiple instructions per clock pulse. This is achieved by looping a rising edge monostable circuit into a falling edge monostable circuit, producing a loop that will pulse indefinitely until the looping line is written high too by some external factor. Stopping the loop is critical since leaving the loop running will stop CircuitVerse's execution, due to it going over the stack limit of the execution. "Fast execution" is always paused by a 0000 OP Code, which ensures that the computer will not attempt to "fast execute" memory that has not been written to. Setting the 3 bit of the mode register high will enable protection. This will ensure that computer only executes as many instructions as the value in the protection register. This protects execution by ensuring that the loop will always pause before the cycle limit is reached. A value of hex 10 (16) is the highest value I have found to work. Setting the 2nd bit of the mode register high will enable the clock to run fast execution on the falling edge of the clock as well, doubling execution speed. This raises the max execution speed to 640 instructions per second. On the other end of the mode register are the graphics mode. The highest two bits give the graphics update mode, 00 for rising edge only (normal speed), 01 for duel edge (double speed), 10 for every other clock pulse (half speed), and 11 for when given the correct OP Code (controlled updates). The OP Code used for the graphics update is (01). The third most significant bit is the graphics disable bit. Setting it high stops updating the graphics.

Graphics:
The Femto-4 is capable of driving a 15x15 15bit direct colour screen. It has space for 32 "sprites" which are rectangles with an assigned colour. Currently, every time the clock pulses low, the screen is refreshed. Should a falling edge "fast execution" mode be added and work, the falling edge should only be used to execute game code, since writing graphics data as the screen is being drawn may mess up the graphics. These 32 "sprites" have their data stored in the PPU RAM in the following format: The first 16 bits are the corners of the rectangle, with each coordinate being 4 bits. The coordinates are ordered x1 x2 y1 y2. The next 16 bits are the sprites colour, with the first 15 bits being used for 15 bit direct colour, and the last bit being used to enable or disable drawing the sprite. Since the screen is not wiped every time it is refreshed, the background must be sprite to ensure that the screen is fully wiped before the rest of the sprites are drawn on. The "sprites" are drawn in memory order, with the "sprite" with the largest address always being drawn last and therefore on top, of all other "sprites". This is achieved by using the exact same monostable clock system as "Fast Execution", which reads off all the sprite data and draws them to the screen in a single clock pulse. This can loop more times safely than the main CPU since it has less dependencies which dramatically increase the simulation's stack usage. The demonstration code uses two "sprites". The first "sprite" is the black background, and the second "sprite" is the red rectangle. The coordinate value of the red rectangle is incremented every frame, causing the animation. Had I had more storage I might have incremented the colour as well to show the colour capabilities of the Femto-4. Whilst driving a larger screen might be nice, given the limit in the number of instructions per second, it is unlikely that it could be well utilised, which is why I have chosen this screen size. A variation with larger screens may appear at some point, but this is a low priority for me. 

ALU:
The basic ALU (currently the only implemented bit of the ALU) was inspired by the ALU-74LS181. It was designed to flexibly change between various operations by changing an additional piece of data which is bundled in the OP Code. This allows a single ALU to handle all the required processes, such as the basic binary logic operations, shift right, adding and subtracting. This is unlike my previous computer which had different chips for each operation it could do. Additional capability chips, such as multiplication and shifting right will be added later. 

General Registers:
This computer probably has more general registers than it should. What makes the 256 general registers unique is that they can be easily piped into the A and B operators when performing ALU operations. This allows ALU instructions to only have one operand, with the lower 8-bits being the register address of value A, and with the higher 8-bits being the register address of value B. 

Timing:
This computer is timed using a several standard delay chips. The pulse length running in to the computer is about 10k units long. This then runs into the pulse generator which pulses 32 unique lines with a 20k delay between them which can then be used to time when control lines pulse. This is bundled together into a 32-bit timing bus, which then uses bit selectors to select how much delay that pulse will have. This is why there are 32 sub-circuits which are effectively just bit specific bit selectors - they allow me to "compactly" build timing circuitry. In addition to the main delay of 20k between the chosen bits, I can add "on-delays" to further delay the control line, allowing me to ensure that control lines like the enable read line can be on before the register reads from them. "On-delays" were first constructed to ensure that the data out line did not have contention issues - it ensured that the previous address outputting data was disabled before the next address outputting data onto the line was enabled. They add 1k of delay on the rising edge, and less than 10 delay on the falling edge. This way I do not need to worry about "on-delays" increasing the delay of one command into the next. The "Fast Execution" loop gives a pulse of 300k, with a delay between pulses of around 600k. This ensures that the previous instruction will finish before the next instruction starts. I do not entirely understand how the timing system works, since the in my mind it should be producing contention issues, however proofing it against that breaks the system entirely. 

Other Notes:
You may note that I use 32b EEPROM banks instead of 16b ones. This choice was made to reduce the number of EEPROM banks required. Each half of the EEPROM's 32b output is treated as one address. Whilst this added a slight bit of additional complexity in writing, it halved the number of EEPROM banks required. This project was started when I realised that EEPROM banks could be that large, since a major sticking point in a previous attempt was the number of EEPROM banks required. (That attempt is private and completely dysfunctional. It also suffers from contention errors caused by incomplete splitters.) The memory wrappers allow external chips to interact with the main dat control system, in this case used for RNG, controllers, the keyboard, and driving the text output. 


project.name
0 Stars     167 Views

Femto-4v0.7.1 (Computer)

Femto-4v0.7.1 (Computer)

Latest versions of the 256-Series, including the Femto-4:
https://circuitverse.org/users/4699/projects/256-series

A 16-bit computer/maybe console inspired thing, the Femto-4. This is a fork from the main branch to keep a semi-functional version around. This project was started around November 2020.

Currently runs:
Outputs the twelve days of Christmas into the text output. 

Features:
Immediate, direct and indirect memory access
Jumps and conditional Jumps
16-bit address space
Switchable Memory Banks
An ALU capable of logical operators, addition, subtraction and shift left
Easy to add to buses
"Fast Execution" - Can run more than one instruction per clock cycle
15x15 pixel display

Updates:
Inputs, both "controllers" and keyboards
"Faster Execution" - Runs instructions on both edges of the clock pulse 
Random number register
Text outputs

Will have:
An ALU capable of shift right and multiplying

Stack
Assembler (hopefully)
Save memory
Several pre-written carts to play with
Maybe separate GPU to help with graphics handling

General Architecture:
The Femto-4 has variable length instructions that are comprised of multiple 16-bit chunks. First the OP Code of the instruction is read, and then depending on the OP Code, additional pieces of data may be read for the operands. This allows execution to become incorrectly offset, which can lead to the execution of garbage if the PC is jumped to an incorrect address. This is usually fine, since the OP Code space is so empty that the data will likely be passed one at a time until the next valid instruction. Data is read through the standard data retrieval system (which is handy since its design is so universal and easy to add to) making this architecture a Von Neuman architecture as opposed to a Harvard architecture, like my previous, worse, computer. The MAR always specifies the address being read to or written from, whilst the MDR always holds the data being written. Data from the data out bus can be written to any special register during the instruction. OP Codes and operands are all 16-bits, which is a bit wasteful in terms of OP Code usage, however it was easier to implement this way, and so that is what I went with. 

Memory Mapping:
The 16-bit address space of the Femto-4 is memory mapped, with all data being stored somewhere in the address space, including many special registers like the program counter and the Memory Address Register. The last 48kx16b of memory (all addresses starting with 01, 10, or 11) are dedicated to the cart memory. This is where the interchangeable program would be stored, allowing programs to be easily changed by changing carts. (However, currently there is only one cart). The carts have 32 16kx16b EEPROM/RAM chips, which can be switched between during execution by writing to address 00cc (subject to change). This gives each cart 512kx16b of memory to play with. In theory, additional memory can be added in a cart by creating a similar system on the inside of the cart, which would allow it to swap between even more EEPROM/RAM chips. The initial 16kx16b are therefore mapped to everything else, including a fixed "work" RAM chip that cannot be switched out, the bootloader, the PPU data, general use registers and special use registers. 

"Fast Execution":
Execution at the fastest clock speed (one pulse every 50ms, or 20Hz) is terribly slow, and would make reasonable graphics effectively impossible. Due to this, the Femto-4 includes several execution modes that allow the computer to run much faster. There are two registers involved in this, address 00ca, the mode register, and address 00cb, the protection register. When the least significant bit of the mode register is low, the computer runs normally, executing 1 instruction per clock pulse. When it is set high however, the computer enters fast execution on the rising edge, where it executes multiple instructions per clock pulse. This is achieved by looping a rising edge monostable circuit into a falling edge monostable circuit, producing a loop that will pulse indefinitely until the looping line is written high too by some external factor. Stopping the loop is critical since leaving the loop running will stop CircuitVerse's execution, due to it going over the stack limit of the execution. "Fast execution" is always paused by a 0000 OP Code, which ensures that the computer will not attempt to "fast execute" memory that has not been written to. Setting the 3 bit of the mode register high will enable protection. This will ensure that computer only executes as many instructions as the value in the protection register. This protects execution by ensuring that the loop will always pause before the cycle limit is reached. A value of hex 10 (16) is the highest value I have found to work. Setting the 2nd bit of the mode register high will enable the clock to run fast execution on the falling edge of the clock as well, doubling execution speed. This raises the max execution speed to 640 instructions per second. On the other end of the mode register are the graphics mode. The highest two bits give the graphics update mode, 00 for rising edge only (normal speed), 01 for duel edge (double speed), 10 for every other clock pulse (half speed), and 11 for when given the correct OP Code (controlled updates). The OP Code used for the graphics update is (01). The third most significant bit is the graphics disable bit. Setting it high stops updating the graphics.

Graphics:
The Femto-4 is capable of driving a 15x15 15bit direct colour screen. It has space for 32 "sprites" which are rectangles with an assigned colour. Currently, every time the clock pulses low, the screen is refreshed. Should a falling edge "fast execution" mode be added and work, the falling edge should only be used to execute game code, since writing graphics data as the screen is being drawn may mess up the graphics. These 32 "sprites" have their data stored in the PPU RAM in the following format: The first 16 bits are the corners of the rectangle, with each coordinate being 4 bits. The coordinates are ordered x1 x2 y1 y2. The next 16 bits are the sprites colour, with the first 15 bits being used for 15 bit direct colour, and the last bit being used to enable or disable drawing the sprite. Since the screen is not wiped every time it is refreshed, the background must be sprite to ensure that the screen is fully wiped before the rest of the sprites are drawn on. The "sprites" are drawn in memory order, with the "sprite" with the largest address always being drawn last and therefore on top, of all other "sprites". This is achieved by using the exact same monostable clock system as "Fast Execution", which reads off all the sprite data and draws them to the screen in a single clock pulse. This can loop more times safely than the main CPU since it has less dependencies which dramatically increase the simulation's stack usage. The demonstration code uses two "sprites". The first "sprite" is the black background, and the second "sprite" is the red rectangle. The coordinate value of the red rectangle is incremented every frame, causing the animation. Had I had more storage I might have incremented the colour as well to show the colour capabilities of the Femto-4. Whilst driving a larger screen might be nice, given the limit in the number of instructions per second, it is unlikely that it could be well utilised, which is why I have chosen this screen size. A variation with larger screens may appear at some point, but this is a low priority for me. 

ALU:
The basic ALU (currently the only implemented bit of the ALU) was inspired by the ALU-74LS181. It was designed to flexibly change between various operations by changing an additional piece of data which is bundled in the OP Code. This allows a single ALU to handle all the required processes, such as the basic binary logic operations, shift right, adding and subtracting. This is unlike my previous computer which had different chips for each operation it could do. Additional capability chips, such as multiplication and shifting right will be added later. 

General Registers:
This computer probably has more general registers than it should. What makes the 256 general registers unique is that they can be easily piped into the A and B operators when performing ALU operations. This allows ALU instructions to only have one operand, with the lower 8-bits being the register address of value A, and with the higher 8-bits being the register address of value B. 

Timing:
This computer is timed using a several standard delay chips. The pulse length running in to the computer is about 10k units long. This then runs into the pulse generator which pulses 32 unique lines with a 20k delay between them which can then be used to time when control lines pulse. This is bundled together into a 32-bit timing bus, which then uses bit selectors to select how much delay that pulse will have. This is why there are 32 sub-circuits which are effectively just bit specific bit selectors - they allow me to "compactly" build timing circuitry. In addition to the main delay of 20k between the chosen bits, I can add "on-delays" to further delay the control line, allowing me to ensure that control lines like the enable read line can be on before the register reads from them. "On-delays" were first constructed to ensure that the data out line did not have contention issues - it ensured that the previous address outputting data was disabled before the next address outputting data onto the line was enabled. They add 1k of delay on the rising edge, and less than 10 delay on the falling edge. This way I do not need to worry about "on-delays" increasing the delay of one command into the next. The "Fast Execution" loop gives a pulse of 300k, with a delay between pulses of around 600k. This ensures that the previous instruction will finish before the next instruction starts. I do not entirely understand how the timing system works, since the in my mind it should be producing contention issues, however proofing it against that breaks the system entirely. 

Other Notes:
You may note that I use 32b EEPROM banks instead of 16b ones. This choice was made to reduce the number of EEPROM banks required. Each half of the EEPROM's 32b output is treated as one address. Whilst this added a slight bit of additional complexity in writing, it halved the number of EEPROM banks required. This project was started when I realised that EEPROM banks could be that large, since a major sticking point in a previous attempt was the number of EEPROM banks required. (That attempt is private and completely dysfunctional. It also suffers from contention errors caused by incomplete splitters.) The memory wrappers allow external chips to interact with the main dat control system, in this case used for RNG, controllers, the keyboard, and driving the text output. 


project.name
2 Stars     407 Views

Latest versions of the 256-Series, including the Femto-4:
https://circuitverse.org/users/4699/projects/256-series

A 16-bit computer/maybe console inspired thing, the Femto-4. This is a fork from the main branch to keep a semi-functional version around. This project was started around November 2020.

Currently runs:
Cart A: Flappy Bird
Cart B: Some Pixel Art
Cart C: Screensaver

Assembler:
https://repl.it/@Sanderokianstfe/Femto-4-Assembler#DeveloperGuide.txt

Features:
Immediate, direct and indirect memory access
Jumps and conditional Jumps
16-bit address space
Switchable Memory Banks, allowing for a standard Cart to hold up to 512kx16b of data
An ALU capable of logical operators, addition, subtraction and shift left
Easy to add to buses
"Fast Execution" - Can run more than one instruction per clock cycle
16x16 pixel display
Inputs, both "controllers" and keyboards
"Faster Execution" - Runs instructions on both edges of the clock pulse 
Random number generator
Text outputs
An ALU capable of shift right, multiplying, dividing, and other specialised functions
Stack
Assembler (written in an external program)
Save memory
Two pre-written carts to play with
Fixed code controlled graphics updates
Made Bootloader clear TTY, Keyboard, and Controller Pushed
Fixed Register ALU instructions
Updated Cart A and Cart B to make use of the Register ALU instructions

Updates:
Another pre-written cart to play with
Updated the sprite-art cart to respond to the start button on both controllers. 

Will have:
More pre-written carts
Bug fixes

Do fork the project and write your own code for it! If you want more information on how to do so read the Developer Guide in the assembler. 

Note:
The Flappy Bird high score is mine. If you want to save your own scores permanently you will have to fork it. 

General Architecture:
The Femto-4 has variable length instructions that are comprised of multiple 16-bit chunks. First the OP Code of the instruction is read, and then depending on the OP Code, additional pieces of data may be read for the operands. This allows execution to become incorrectly offset, which can lead to the execution of garbage if the PC is jumped to an incorrect address. This is usually fine, since the OP Code space is so empty that the data will likely be passed one at a time until the next valid instruction. Data is read through the standard data retrieval system (which is handy since its design is so universal and easy to add to) making this architecture a Von Neuman architecture as opposed to a Harvard architecture, like my previous, worse, computer. The MAR always specifies the address being read to or written from, whilst the MDR always holds the data being written. Data from the data out bus can be written to any special register during the instruction. OP Codes and operands are all 16-bits, which is a bit wasteful in terms of OP Code usage, however it was easier to implement this way, and so that is what I went with (and there are a lot of ALU processes). 

Memory Mapping:
The 16-bit address space of the Femto-4 is memory mapped, with all data being stored somewhere in the address space. The last 48kx16b of memory (all addresses starting with 01, 10, or 11) are dedicated to the cart memory. This is where the interchangeable program would be stored, allowing programs to be easily changed by changing carts. (However, currently there are currently only two carts). The carts have 32 16kx16b EEPROM/RAM chips, which can be switched between during execution by writing to address 00cc. This gives each cart 512kx16b of memory to play with. In theory, additional memory can be added in a cart by creating a similar system on the inside of the cart, which would allow it to swap between even more EEPROM/RAM chips. The initial 16kx16b are therefore mapped to everything else, including a fixed "work" RAM chip that cannot be switched out, the bootloader, the PPU data, general use registers, the, stack, inputs, outputs, and special use registers. 

"Fast Execution":
Execution at the fastest clock speed (one pulse every 50ms, or 20Hz) is terribly slow, and would make reasonable graphics effectively impossible. Due to this, the Femto-4 includes several execution modes that allow the computer to run much faster. There are two registers involved in this, address 00ca, the mode register, and address 00cb, the protection register. When the two least significant bits of the mode register are low, the computer runs normally, executing 1 instruction per clock pulse. When it is set high however, the computer enters fast execution on the rising edge, where it executes multiple instructions per clock pulse. This is achieved by looping a rising edge monostable circuit into a falling edge monostable circuit, producing a loop that will pulse indefinitely until the looping line is written high to by some external factor. Stopping the loop is critical since leaving the loop running will stop CircuitVerse's execution, due to it going over the stack limit of the execution. "Fast execution" is always paused by a 0x0000 OP Code, which ensures that the computer will not attempt to "fast execute" memory that has not been written to. It is also paused by the OP Code 0x0001. Setting the 3 bit of the mode register high will enable protection. This will ensure that computer only executes as many instructions as the value in the protection register. This protects execution by ensuring that the loop will always pause before the cycle limit is reached. Since some operations are far more complex than other operations, the maximum number of instructions per clock pulse is variable, and testing should always be conducted to ensure that the limit is not reached. Due to this, for games that need regular graphics updates, it is recommended that protection is not used, and instead the pauses are fully code controlled. Setting the 2nd bit of the mode register high will enable the clock to run fast execution on the falling edge of the clock as well, doubling execution speed. On the other end of the mode register are the graphics mode. The highest two bits give the graphics update mode, 00 for falling edge only (normal speed), 01 for dual edge (double speed), 10 for every other clock pulse (half speed), and 11 for code controlled, where the 0x0001 OP Code is required to update the graphics. The third most significant bit is the graphics disable bit. Setting it high stops updating the graphics. The mode and protection values are only updated on the rising edge of the clock pulse, and therefore there should always be pauses before and after any execution mode or protection change. 

Graphics:
The Femto-4 is capable of driving a 16x16 15bit direct colour screen. It has space for 32 "sprites" which are rectangles with an assigned colour. Currently, every time the clock pulses low, the screen is refreshed. When using dual-edge "Faster Execution", the falling edge should only be used to execute game code, since writing graphics data as the screen is being drawn may mess up the graphics. These 32 "sprites" have their data stored in the PPU RAM in the following format: The first 16 bits are the corners of the rectangle, with each coordinate being 4 bits. The coordinates are ordered x1 x2 y1 y2. The next 16 bits are the sprites colour, with the first 15 bits being used for 15 bit direct colour, and the last bit being used to enable or disable drawing the sprite. Since the screen is not wiped every time it is refreshed, the background must be sprite to ensure that the screen is fully wiped before the rest of the sprites are drawn on. Control of this allows carts to draw a single frame over multiple updates, allowing the 32-sprite limit to be bypassed. The "sprites" are drawn in memory order, with the "sprite" with the largest address always being drawn last and therefore on top, of all other "sprites". This is achieved by using the exact same monostable clock system as "Fast Execution", which reads off all the sprite data and draws them to the screen in a single clock pulse. This can loop more times safely than the main CPU since it has less dependencies which dramatically increase the simulation's stack usage. 

ALU:
The basic ALU was inspired by the ALU-74LS181. It was designed to flexibly change between various operations by changing an additional piece of data which is bundled in the OP Code. This allows a single ALU to handle all the required processes, such as the basic binary logic operations, shift left, adding, and subtracting. This is unlike my previous computer which had different chips for each operation it could do. The Femto-4 also can multiply, divide, shift right, shift left/right by a specified number of bits, and perform operations designed to work with the Femto-4's graphics data. 

Conditional Jumps:
The Femto-4 can perform immediate and direct jumps depending on the flags, a specified bit of the accumulator, and the clock. The flag jumps allow for comparisons to be made. There are three flags, the carry, the most significant bit in the accumulator, and if the accumulator value is 0, the equals flag. By performing A-B, we can compare A and B by looking at the flags. If the equals flag is true, then A=B, since A-B = 0. If the most significant bit is 0, then the number is positive or 0 (by two's complement) and therefore A>=B. The comparison is not entirely correct for numbers in two's complement (a large positive number and a large negative number when subtracted can yield a positive number), but for small values it works well. Whilst we cannot directly check A<=B using A-B in this design, we can simply flip the subtraction to B-A to do so. 
The accumulator bit testing is mainly used to check for controller inputs. Since each button in the controller is mapped to one bit, bit testing that bit effectively allows us to check if a button has been pressed. In theory a similar test could be performed using an AND instruction, and checking if the result is equal to 0 or not.
The jump on clock is there to ensure that we can jump execution on the right clock pulse, which ensures that graphics can be updated on the edge of execution. 

Timing:
This computer is timed using several standard delay chips. The pulse length running in to the computer is about 10k units long. Therefore, different parts an instruction are separated by 20k unit delays. Further control of timings inside these periods is achieved through 1k "On Delays", which have a 1k delay turning on, but a 0k delay turning off, ensuring that pulses do not bleed into the next pulse. For more information see here: https://circuitverse.org/users/4699/projects/circuitverse-delay-introduction

Other Notes:
The memory wrappers allow external chips to interact with the main data control system, in this case used for RNG, controllers, the keyboard, and driving the text output. 

For more information, please read the developer guide found in the Femto-4's Assembler, or just post a comment and ask me. 






This is a secret to everybody, unless you found it. 


project.name
0 Stars     191 Views

Latest versions of the 256-Series, including the Femto-4:
https://circuitverse.org/users/4699/projects/256-series

A 16-bit computer/maybe console inspired thing, the Femto-4. This is a fork from the main branch to keep a semi-functional version around. This project was started around November 2020.

Currently runs:
Cart A: Flappy Bird
Cart B: Some Pixel Art

Assembler:
https://repl.it/@Sanderokianstfe/Femto-4-Assembler#DeveloperGuide.txt

Features:
Immediate, direct and indirect memory access
Jumps and conditional Jumps
16-bit address space
Switchable Memory Banks, allowing for a standard Cart to hold up to 512kx16b of data
An ALU capable of logical operators, addition, subtraction and shift left
Easy to add to buses
"Fast Execution" - Can run more than one instruction per clock cycle
16x16 pixel display
Inputs, both "controllers" and keyboards
"Faster Execution" - Runs instructions on both edges of the clock pulse 
Random number generator
Text outputs
An ALU capable of shift right, multiplying, dividing, and other specialised functions
Stack
Assembler (written in an external program)
Save memory
One pre-written cart to play with

Updates:
Another pre-written cart
Fixed code controlled graphics updates
Made Bootloader clear TTY, Keyboard, and Controller Pushed
Fixed Register ALU instructions
Updated Cart A and Cart B to make use of the Register ALU instructions

Will have:
More pre-written carts
Bug fixes

Do fork the project and write your own code for it! If you want more information on how to do so read the Developer Guide in the assembler. 

Note:
The Flappy Bird high score is mine. If you want to save your own scores permanently you will have to fork it. 

General Architecture:
The Femto-4 has variable length instructions that are comprised of multiple 16-bit chunks. First the OP Code of the instruction is read, and then depending on the OP Code, additional pieces of data may be read for the operands. This allows execution to become incorrectly offset, which can lead to the execution of garbage if the PC is jumped to an incorrect address. This is usually fine, since the OP Code space is so empty that the data will likely be passed one at a time until the next valid instruction. Data is read through the standard data retrieval system (which is handy since its design is so universal and easy to add to) making this architecture a Von Neuman architecture as opposed to a Harvard architecture, like my previous, worse, computer. The MAR always specifies the address being read to or written from, whilst the MDR always holds the data being written. Data from the data out bus can be written to any special register during the instruction. OP Codes and operands are all 16-bits, which is a bit wasteful in terms of OP Code usage, however it was easier to implement this way, and so that is what I went with (and there are a lot of ALU processes). 

Memory Mapping:
The 16-bit address space of the Femto-4 is memory mapped, with all data being stored somewhere in the address space. The last 48kx16b of memory (all addresses starting with 01, 10, or 11) are dedicated to the cart memory. This is where the interchangeable program would be stored, allowing programs to be easily changed by changing carts. (However, currently there are currently only two carts). The carts have 32 16kx16b EEPROM/RAM chips, which can be switched between during execution by writing to address 00cc. This gives each cart 512kx16b of memory to play with. In theory, additional memory can be added in a cart by creating a similar system on the inside of the cart, which would allow it to swap between even more EEPROM/RAM chips. The initial 16kx16b are therefore mapped to everything else, including a fixed "work" RAM chip that cannot be switched out, the bootloader, the PPU data, general use registers, the, stack, inputs, outputs, and special use registers. 

"Fast Execution":
Execution at the fastest clock speed (one pulse every 50ms, or 20Hz) is terribly slow, and would make reasonable graphics effectively impossible. Due to this, the Femto-4 includes several execution modes that allow the computer to run much faster. There are two registers involved in this, address 00ca, the mode register, and address 00cb, the protection register. When the two least significant bits of the mode register are low, the computer runs normally, executing 1 instruction per clock pulse. When it is set high however, the computer enters fast execution on the rising edge, where it executes multiple instructions per clock pulse. This is achieved by looping a rising edge monostable circuit into a falling edge monostable circuit, producing a loop that will pulse indefinitely until the looping line is written high to by some external factor. Stopping the loop is critical since leaving the loop running will stop CircuitVerse's execution, due to it going over the stack limit of the execution. "Fast execution" is always paused by a 0x0000 OP Code, which ensures that the computer will not attempt to "fast execute" memory that has not been written to. It is also paused by the OP Code 0x0001. Setting the 3 bit of the mode register high will enable protection. This will ensure that computer only executes as many instructions as the value in the protection register. This protects execution by ensuring that the loop will always pause before the cycle limit is reached. Since some operations are far more complex than other operations, the maximum number of instructions per clock pulse is variable, and testing should always be conducted to ensure that the limit is not reached. Due to this, for games that need regular graphics updates, it is recommended that protection is not used, and instead the pauses are fully code controlled. Setting the 2nd bit of the mode register high will enable the clock to run fast execution on the falling edge of the clock as well, doubling execution speed. On the other end of the mode register are the graphics mode. The highest two bits give the graphics update mode, 00 for falling edge only (normal speed), 01 for dual edge (double speed), 10 for every other clock pulse (half speed), and 11 for code controlled, where the 0x0001 OP Code is required to update the graphics. The third most significant bit is the graphics disable bit. Setting it high stops updating the graphics. The mode and protection values are only updated on the rising edge of the clock pulse, and therefore there should always be pauses before and after any execution mode or protection change. 

Graphics:
The Femto-4 is capable of driving a 16x16 15bit direct colour screen. It has space for 32 "sprites" which are rectangles with an assigned colour. Currently, every time the clock pulses low, the screen is refreshed. When using dual-edge "Faster Execution", the falling edge should only be used to execute game code, since writing graphics data as the screen is being drawn may mess up the graphics. These 32 "sprites" have their data stored in the PPU RAM in the following format: The first 16 bits are the corners of the rectangle, with each coordinate being 4 bits. The coordinates are ordered x1 x2 y1 y2. The next 16 bits are the sprites colour, with the first 15 bits being used for 15 bit direct colour, and the last bit being used to enable or disable drawing the sprite. Since the screen is not wiped every time it is refreshed, the background must be sprite to ensure that the screen is fully wiped before the rest of the sprites are drawn on. Control of this allows carts to draw a single frame over multiple updates, allowing the 32-sprite limit to be bypassed. The "sprites" are drawn in memory order, with the "sprite" with the largest address always being drawn last and therefore on top, of all other "sprites". This is achieved by using the exact same monostable clock system as "Fast Execution", which reads off all the sprite data and draws them to the screen in a single clock pulse. This can loop more times safely than the main CPU since it has less dependencies which dramatically increase the simulation's stack usage. 

ALU:
The basic ALU was inspired by the ALU-74LS181. It was designed to flexibly change between various operations by changing an additional piece of data which is bundled in the OP Code. This allows a single ALU to handle all the required processes, such as the basic binary logic operations, shift left, adding, and subtracting. This is unlike my previous computer which had different chips for each operation it could do. The Femto-4 also can multiply, divide, shift right, shift left/right by a specified number of bits, and perform operations designed to work with the Femto-4's graphics data. 

Conditional Jumps:
The Femto-4 can perform immediate and direct jumps depending on the flags, a specified bit of the accumulator, and the clock. The flag jumps allow for comparisons to be made. There are three flags, the carry, the most significant bit in the accumulator, and if the accumulator value is 0, the equals flag. By performing A-B, we can compare A and B by looking at the flags. If the equals flag is true, then A=B, since A-B = 0. If the most significant bit is 0, then the number is positive or 0 (by two's complement) and therefore A>=B. The comparison is not entirely correct for numbers in two's complement (a large positive number and a large negative number when subtracted can yield a positive number), but for small values it works well. Whilst we cannot directly check A<=B using A-B in this design, we can simply flip the subtraction to B-A to do so. 
The accumulator bit testing is mainly used to check for controller inputs. Since each button in the controller is mapped to one bit, bit testing that bit effectively allows us to check if a button has been pressed. In theory a similar test could be performed using an AND instruction, and checking if the result is equal to 0 or not.
The jump on clock is there to ensure that we can jump execution on the right clock pulse, which ensures that graphics can be updated on the edge of execution. 

Timing:
This computer is timed using several standard delay chips. The pulse length running in to the computer is about 10k units long. Therefore, different parts an instruction are separated by 20k unit delays. Further control of timings inside these periods is achieved through 1k "On Delays", which have a 1k delay turning on, but a 0k delay turning off, ensuring that pulses do not bleed into the next pulse. For more information see here: https://circuitverse.org/users/4699/projects/circuitverse-delay-introduction

Other Notes:
The memory wrappers allow external chips to interact with the main data control system, in this case used for RNG, controllers, the keyboard, and driving the text output. 

For more information, please read the developer guide found in the Femto-4's Assembler, or just post a comment and ask me. 






This is a secret to everybody, unless you found it. 


project.name
74 Stars     195173 Views

A 16-bit computer/maybe console inspired thing, the Femto-4. This will be the main branch and backups will be forks from it. This project was started around November 2020.

Currently runs: 

  • Cart A: Flappy Bird 
  • Cart B: Some Pixel Art 
  • Cart C: Screensaver 
  • Cart D: Snake 
  • Cart E: Phemton Demonstrations 
  • Cart F: Competitive Snake 
  • Cart G: Tic Tac Toe 
  • Cart H: Connect 4 
  • Cart I: NIM
  • Cart J: Bad Apple
  • Bundle Cart: All carts in one 
  • Cart 2A: 32x32 Snake
  • Cart 2B: 32x32 Competitive Snake
  • Cart 2C: 32x32 Pixel Art
  • Cart 2D: 32x32 Bad Apple
  • Bundle Cart 2: All 32x32 carts in one 

Assembler: 

Compiler: 

The 256-Series: 

Full screen Notes:

For some reason, the Femto-4v2.6 only is having issues around caching previous subcircuits. Should you need to use something to unbind key entries from the full screen button, toggle the clock. Previous versions are completely unaffected. 

Cart Notes: 

Cart A: 

  • The first cart written for the Femto-4. 

Cart B: 

  • The sprites in the cart are: 
  • A: Femto-4 Logo. 
  • B: Madeline from Celeste. 
  • C: Madeline from Celeste (again). 
  • D: Part of you aka Badeline from Celeste. 
  • E: A strawberry from Celeste.
  • F: Standing Mario from Super Mario Bros. 
  • G: Jumping Mario from Super Mario Bros. 
  • H: Standing Mario from Super Mario Bros 3. 
  • I: Running Mario from Super Mario Bros 3. 
  • J: Sanderokian (my own character). 

Cart C: 

  • Enter anything into the keyboard to randomise the colours. 
  • Enter r into the keyboard to reset the colours. 

Cart D: 

  • WASD Pad is recommended. 
  • Game settings (enter the letter before starting the game to use the setting): 
  • e: toggle whether crashing into the edges results in a game over. 
  • The two modes (with/without edge collisions) have two separate high scores. 
  • w: change the snake's colour scheme to white. 
  • r: change the snake's colour scheme to red. 
  • y: change the snake's colour scheme to yellow. 
  • o: change the snake's colour scheme to orange. 
  • p: change the snake's colour scheme to purple. 
  • a: change the snake's colour scheme to aqua. 
  • g: change the snake's colour scheme to green. 
  • b: change the snake's colour scheme to blue. 
  • m: change the snake's colour scheme to magenta. 
  • 1: change the snake's colour scheme to pink. 
  • 2: change the snake's colour scheme to light blue. 
  • 3: change the snake's colour scheme to the challenge colour scheme with an invisible body. 
  • 0: randomise the snake's colour scheme. 

Cart E: 

  • The test codes in the cart are: 
  • 1: Hello World. 
  • 2: Single Operator Calculator. 
  • 3: Exponentiation Calculator. 
  • 4: Fibonacci Calculator. 
  • 5: Keyboard to TTY Test. 
  • 6: Keyboard to TTY LDI LID Test. 
  • 7: Keyboard to TTY LII Test. 
  • 8: Keyboard to TTY LIA Test. 

Cart F: 

  • WASD Pad is essentially required. 
  • Game settings (enter the letter before starting the game to use the setting): 
  • e: toggle whether crashing into the edges results in a game over. 
  • w: toggle whether the number of wins each player has is tracked. 
  • s: toggle whether the total score each player has scored is tracked. 
  • d: display the total wins and total scored. 
  • r: reset the tracked statistics. 

Cart G: 

  • The small light in the corner indicates which player's turn it is. 
  • When it is dimmed, it means that the computer is processing that player's turn. 
  • Game settings (enter the letter before starting the game to use the setting): 
  • w: toggle whether the number of wins each player has is tracked. 
  • s: toggle automatic start player swapping. d: display the wins each player has. 
  • r: reset the wins each player has. 

Cart H: 

  • The bar at the top indicates which player's turn it is. 
  • When it is dimmed, it means that the computer is processing that player's turn. 
  • Game settings (enter the letter before starting the game to use the setting): 
  • w: toggle whether the number of wins each player has is tracked. 
  • s: toggle automatic start player swapping. 
  • d: display the wins each player has. 
  • r: reset the wins each player has.

Cart I:

  • Game settings (enter the letter before starting the game to use the setting):
  • w: toggle whether the number of wins each player has is tracked. 
  • s: toggle automatic start player swapping. 
  • d: display the wins each player has. 
  • r: reset the wins each player has. 
  • i: display the game instructions. 
  • c: toggle the whether player 2 is played by the computer. 

Cart J:

  • Plays Bad Apple
  • There are no further controls

Cart 2A:

  • The options are the same as Cart D. 

Cart 2B:

  • The options are the same as Cart F. 

Cart 2C:

  • The sprites in the cart are: 
  • A: Femto-4 Logo. 
  • B: Sanderokian (my own character). 
  • C: Alstran (my own character). 

Cart 2D:

  • Plays Bad Apple on the larger screen
  • There are no further controls

Features: 

  • Immediate, direct, & indirect memory access. 
  • Jumps & conditional jumps. 
  • 16-bit address space. 
  • Switchable memory banks, allowing for a standard cart to hold up to 1MB of data. 
  • An ALU capable of logical operators, addition, subtraction, shift left, shift right, multiplying, dividing, & other specialised functions. 
  • Fast execution - can run more than one instruction per clock cycle. 
  • 16x16 pixel display with 32 sprites and 15-bit direct colour. 
  • 32x32 pixel display with 32 sprites which can have up to 18-bit direct colour. 
  • Two controllers, a keyboard mapping for the controllers, & a keyboard for text inputs. 
  • RNG, TTY, stack, & save memory. 
  • Von Neumann Architecture. 
  • Assembler & compiler (written in Python). 
  • Twelve pre-written carts to play with. 

Updates: 

v1.0: 

  • Finished the project and added Cart A. 

v1.1: 

  • Added Cart B, some Pixel Art. 
  • Fixed GRF, & AXR instructions. 
  • Made Bootloader clear TTY, Keyboard, & Controller Pushed. 
  • Updated Cart A & Cart B to make use of AXR instructions. 

v1.2: 

  • Added Cart C, a Screensaver. 
  • Updated Cart B to respond to the start button on both controllers. 

v1.3: 

  • Added Cart D, Snake. 
  • Moved to new project to fix issues around searching for projects branched from private projects. 
  • Removed unnecessary EEPROM banks and write lines from all carts. 
  • Made Reset clear WRAM and the General Registers. 

v1.4: 

  • Fixed Keyboard. 
  • Added a Bundle Cart that allows you to view all the carts without changing carts (you must reset the console to view another cart). 
  • Fixed bug in the standard bank design which wrote data to incorrect addresses. 
  • Fixed contention issue in Mult. 
  • Added Annotations to the In Debug. 

v1.5: 

  • Added Snake Player. 
  • Added Reset & Power labels to the relevant buttons. 

v2.0: 

  • Further optimisation to reduce lag/increase execution speed. 
  • Added more memory access options. 

v2.1: 

  • Further optimisation of the CU. 
  • Added a keyboard to controller mapping. 

v2.2: 

  • Continued optimisation and overhaul of the CU. 
  • Removed old CU & compare circuits. 
  • Added additional stack access instructions. 
  • Updated the debug versions with the changes, as well as fixing bugs in the debug versions. 
  • Designed a Logo for the Femto-4. 
  • Rewrote Cart C to allow the sprites to be viewed in any order, and added the logo to it. 

v2.3: 

  • Introducing Phemton Lite, the first version of the Femto-4's high level languages. 
  • Added a link to Phemton Lite's compiler. 
  • Added Cart E to demonstrate code written in Phemton Lite. 
  • Combined SpecialD & ROMD1, and removed SpecialD & ROMDB. 
  • Updated Snake code & Bundle code to match the new addresses. 
  • Added Cart F, a competitive version of Snake. 
  • Added an additional sprite into Cart B. 
  • Fixed issues with LII, LXA & LXP instructions. 

v2.4: 

  • Fixed alignment of the upper carts. 
  • Added Cart G & Cart H, Tic Tac Toe & Connect 4 written in Phemton Lite. 
  • Added progress lights to Cart G & Cart H. 
  • Reworked bundle cart to make the code shorter and more efficient for large numbers of carts. 
  • Made Cart G & Cart H faster. 
  • Reshuffled Cart E test codes and added 2 Cart E test codes, exponentiation & Fibonacci calculation. 
  • Added game options to Cart D, Cart F, Cart G, & Cart H. 
  • Updated Cart C to allow the colours to be randomised. 
  • Added optional colour schemes for Cart D. 
  • Fixed Snake Player. 
  • Remade the multiply and divide circuits to take advantage of the inbuilt adders. 
  • Removed old MultM and DivM circuits. 

v2.5: 

  • Further optimisation of the CU. 
  • Optimisation of the fast execution clocks for the computer, the graphics, & the WASD Pad. 
  • Fixed debug versions' issues with Phemton conditionals and added optimisations to the debug versions. 
  • Added 32x32 screen PPU. 
  • Added Cart 2A, Cart 2B, & Cart 2C, 32x32 versions of Snake, Competitive Snake, & Pixel Art. 
  • Added Cart I, NIM written in Phemton Lite. 

v2.6

  • Added the ability to directly write sprites to the PPU during execution.
  • Significantly optimised the CU by removing unnecessary subcircuits.
  • Introduced significant quantities of lazy evaluation to further improve performance.
  • Added Cart J, and Cart 2D, which both play Bad Apple.
  • The Femto-4 can now be added to the set of things that plays Bad Apple.

Future Updates: 

  • More pre-written carts. 
  • Bug fixes. 
  • Adding an optimiser to the compiler. 
  • Phemton Full. 
  • Phemton Plus. 

Do fork the project and write your own code for it! If you want more information on how to do so read the Developer Guide in the assembler. 

Note: The Flappy Bird high score and the Snake high score are mine. If you want to save your own scores permanently you will have to fork the project. 

The Femto-4

 Femto-4 Logo

General Architecture: The Femto-4 is a 16-bit, Von Neumann architecture computer with variable length instructions that are comprised of multiple 16-bit words. It has many features associated with CISCs, such as variable length instructions, and multicycle indirect loads, however operates like a RISC, with each instruction taking exactly 1 clock cycle. This was done to give the Femto-4 power whilst keeping its construction simple. First the OP code of the instruction is read, and then depending on the OP code, additional pieces of data may be read for the operands. This allows execution to become incorrectly offset, which can lead to the execution of garbage if the PC is jumped to an incorrect address. This is usually fine, since the OP code space is so empty that the data will likely be passed one at a time until the next valid instruction. Instructions are read from main memory, making this architecture a Von Neumann architecture as opposed to a Harvard architecture. The MAR always specifies the address being read to or written from, whilst the MDR always holds the data being written. Data from the data out bus can be written to most special registers during the instruction. OP codes and operands are all 16-bits. The large OP code size was chosen due to the high number of ALU instructions. There are approximately 500 interpretable OP codes that the computer can handle. 

Memory Mapping: The 16-bit address space of the Femto-4 is memory mapped, with all data being stored somewhere in the address space. The last 48kx16b of memory (all addresses starting with 0b01, 0b10, or 0b11) are dedicated to the cart memory. This is where the interchangeable program would be stored, allowing programs to be easily changed by changing carts. The carts have 32 16kx16b EEPROM/RAM chips, which can be switched between during execution by writing to address 0x00cc. This gives each cart 512kx16b of memory to play with. In theory, additional memory can be added in a cart by creating a similar system on the inside of the cart, which would allow it to swap between even more EEPROM/RAM chips. The initial 16kx16b are therefore mapped to everything else, including a fixed WRAM chip that cannot be switched out, the bootloader, the PPU data, general registers, the stack, inputs, outputs, and a few special registers, such as the protect, mode, and flag registers. 

Fast Execution: Execution at the fastest clock speed (one pulse every 100ms, or 10Hz, which is defined as the clock changing state every 50ms, or at a rate of 20Hz) is terribly slow, and would make reasonable graphics effectively impossible. Due to this, the Femto-4 includes several execution modes that allow the computer to run much faster. There are two registers involved in this, address 0x00ca, the mode register, and address 0x00cb, the protect register. When the two least significant bits of the mode register are low, the computer runs normally, executing 1 instruction per clock pulse. When bit 0 is set high, the computer enters fast execution on the rising edge, where it executes multiple instructions per clock pulse. This is achieved by looping an inverter into itself, producing a loop that will pulse indefinitely until the looping line is stopped by some external factor. Stopping the loop is critical since leaving the loop running will stop CircuitVerse's execution, due to it going over the stack limit of the execution. Fast execution is always paused by a 0x0000 and 0x0001 OP Code. Bit 2 enables falling edge fast execution, which can be done with rising edge fast execution producing dual edge fast execution. Setting the third bit of the mode register high will enable protection. This will ensure that computer only executes as many instructions as the value in the protect register. This protects execution by ensuring that the loop will always pause before the cycle limit is reached. Since some operations are far more complex than other operations, the maximum number of instructions per clock pulse is variable, and testing should always be conducted to ensure that the limit is not reached. Due to this, for games that need regular graphics updates, it is recommended that protection is not used, and instead the pauses are fully code controlled. On the other end of the mode register are the graphics mode. The highest two bits give the graphics update mode, 0b00 for falling edge only (normal speed), 0b01 for dual edge (double speed), 0b10 for every other clock pulse (half speed), and 0b11 for code controlled, where the 0x0001OP Code is required to update the graphics. The third most significant bit is the graphics disable bit. Setting it high stops updating the graphics, reducing lag by prevent the graphics fast execution loop from running. The mode and protection values are only updated on the rising edge of the clock pulse, and therefore there should always be pauses before and after any execution mode or protection change. By default, the Femto-4 executes with a protection value of 16, to allow the carts to run smoothly, however, depending on the instructions being used, that number can be raised to 64. 

Graphics (16x16): The Femto-4 is capable of driving a 16x16 15-bit direct colour screen. It has space for 32 sprites which are rectangles with an assigned colour. All the sprites are drawn to the screen whenever a graphics update occurs, depending on the graphics mode. When using dual-edge fast execution, the falling edge should only be used to execute game code, since writing graphics data as the screen is being drawn may mess up the graphics. These 32 sprites have their data stored in the PPU RAM in the following format: The first 16 bits are the corners of the rectangle, with each coordinate being 4 bits. The coordinates are ordered x coordinate 1 (4), x coordinate 2 (4), y coordinate 1 (4), y coordinate 2 (4). The second coordinates are offset up by 1, to allow the full screen to be drawn to, such that the dimensions of the rectangle are (x2 - x1) + 1 and (y2 - y1) + 1. The next 16 bits are the sprites colour, with the first 15 bits being used for 15-bit direct colour, and the last bit being used to enable or disable drawing the sprite. The last bit is important to ensure that blank sprites are not drawn to the screen. Since the screen is not wiped every time it is refreshed, the background must be a sprite to ensure that the screen is fully wiped before the rest of the sprites are drawn on. Control of this allows carts to draw a single frame over multiple updates, allowing the 32-sprite limit to be bypassed (see how Snake works). The sprites are drawn in memory order, with the sprite with the largest address always being drawn last and therefore on top, of all other sprites. This is achieved by using the exact same system as fast execution, which reads off all the sprite data and draws them to the screen in a single clock pulse. This can loop more times safely than the main CPU since it has less dependencies which dramatically decreases the simulation's stack usage. 

Graphics (32x32): The Femto-4 can also drive a 32x32 screen, with sprites able to be drawn through 3 different modes. The 32x32 screen PPU treats the addresses as one combined 32-bit value, with the value with the smaller address going first. The first 3 bits of the 32 bits define the mode. Only the values 1, 2, 3, correspond to actual sprites, whilst the rest are not drawn to the screen. Mode 1 splits the remaining 29-bit space as the following: unused (1), x coordinate (5), y coordinate (5), red (6), green (6), blue (6). Mode 2 splits the 29-bit space in the following way: x coordinate 1 (5), x coordinate 2 (5), y coordinate 1 (5), y coordinate 2 (5), red (3), green (3), blue (3). Mode 3 splits the 29-bit space in the following way: unused (3), x coordinate (5), y coordinate (5), red (5), green (5), blue (5), alpha/transparency (1). As with the 16x16 screen, Mode 2's second coordinates are offset by 1 resulting in rectangles having the dimensions of (x1 - x2) + 1 and (y1 - y2) + 1. Mode 3 is designed to allow the colours used in the 16x16 screen to be the same, making converting code between the two versions easier. The update mechanism is the same as 16x16 screen. 

ALU: The basic ALU was inspired by the ALU-74LS181. It was designed to flexibly change between various operations by changing an additional piece of data which is bundled in the OP code. This allows a single ALU to handle all the required processes, such as the basic binary logic operations, shift left, adding, and subtracting, reducing the number of circuits required, as well as the logic required to decide which instruction to use. The Femto-4 also can multiply, divide, shift right, shift left/right by a specified number of bits, and perform operations designed to work with the computer's graphics data. 

Conditional Jumps: The Femto-4 can perform immediate and direct jumps depending on the flags, a specified bit of the accumulator, and the clock. The flag jumps allow for comparisons to be made. There are three flags, the carry, the most significant bit in the accumulator, and if the accumulator value is 0, the equals flag. By performing A-B, we can compare A and B by looking at the flags. If the equals flag is true, then A=B, since A-B = 0. If the most significant bit is 0, then the number is positive or 0 (by two's complement) and therefore A>=B. The comparison is not entirely correct for numbers in two's complement (a large positive number and a large negative number when subtracted can yield a positive number), but for small values it works well. Whilst we cannot directly check A<=B using A-B in this design, we can simply flip the subtraction to B-A to do so. The accumulator bit testing is mainly used to check for controller inputs. Since each button in the controller is mapped to one bit, bit testing that bit effectively allows us to check if a button has been pressed. A similar test could be performed using an AND instruction, and checking if the result is equal to 0 or not. Bit testing is most useful for testing an input from both controllers, since it can cut out an additional instruction. The jump on clock is there to ensure that we can jump execution on the right clock pulse, which ensures that graphics can be updated on the edge of execution. 

Timing: The computer is timed using several standard delay chips. The pulse length running in to the computer is about 10k units long. Therefore, different parts an instruction are separated by 20k unit delays. Further control of timings inside these periods is achieved through 1k "On Delays", which have a 1k delay turning on, but a 0k delay turning off, ensuring that pulses do not bleed into the next pulse. These pulses can tell registers to write and what source to write from, enable the read and write lines, update the ALU, and update the stack Each instruction is separate by 600k of delay in fast execution. For more information on how delay works see here: https://circuitverse.org/users/4699/projects/circuitverse-delay-introduction

Keyboard Mapping: The Femto-4's keyboard controller mapping was created using a specialised chip. This chip used the fast execution loop to take 15 inputs from a keyboard and map the inputs to button presses on the controllers. Since the buttons are updated several times in a clock pulse, the keyboard controller cannot handle held buttons. The keyboard mapping is designed to work with both controllers, allowing two player games to be feasible on the computer. 

Assembly: The Femto-4 has an assembler that converts assembly written in a .txt into hex values in a .txt that can be copied and loaded into the EEPROM banks for storage. The assembler can handle symbol assignment, as well as assigning addresses in the code symbols to make handling jumps easier. For full details on the Femto-4's assembly language view the assembly developer guide. 

Phemton: Phemton is the Femto-4's high level language, with a compiler to compile it's code into Femto-4 assembly. Phemton handles variable memory assignment, basic array assignment, if, elif, else statments, while loops, for loops, and functions. Phemton Lite is the only compiler complete, and lacks an optimiser. Phemton Lite has the concept of local scope only when compiling. All uniquely identified variables are given a global address. This reduces the runtime load since the computer does not need to decide where the variables need to go during run time. Future planned additions include generated code optimisations and optimisers, Phemton Full, which has dynamic memory assignment, and Phemton Plus, which adds additional types for floats and longs. For more details view Phemton's developer guide. 

Other Notes: The memory wrappers allow external chips to interact with the main data control system, in this case used for RNG, controllers, the keyboard, and driving the text output. This makes it easy to additional chips to the computer. All assembly and Phemton code can be found in the project for the Femto-4's assembler and compiler respectively. The save data cart must be located outside of the Femto-4 circuit to ensure that its contents are automatically saved. Sorry about all the copies of this computer clogging up the top of the search results. 

For more information, please read the developer guide found in the Femto-4's Assembler, or just post a comment and ask me. 

This is a secret to everybody, unless you found it. 


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0 Stars     144 Views

Binary Adder/Subtractor

Binary Adder/Subtractor

Implement 3-bit parallel Binary Adder/Subtractor.


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Carry-Lookahead Adder

Carry-Lookahead Adder

project.name
1 Stars     86 Views

Adder: Half and Full Adder

Adder: Half and Full Adder

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8-bit Adder

8-bit Adder

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0 Stars     129 Views

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0 Stars     123 Views
User:

CSA_Lab1-Anwar

CSA_Lab1-Anwar

Computer Systems Architecture

16-bit Ripple Carry Adder/Subtractor made from 8-bit Ripple Carry Adder/Subtractor which are made from Full Adders.


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0 Stars     120 Views

Adder

Adder

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0 Stars     70 Views

project.name
0 Stars     92 Views

project.name
0 Stars     190 Views

Latest versions of the 256-Series, including the Femto-4:
https://circuitverse.org/users/4699/projects/256-series

A 16-bit computer/maybe console inspired thing, the Femto-4. This is a branch to keep a functional version around. This project was started around November 2020.

Currently runs:
Cart A: Flappy Bird
Cart B: Some Pixel Art
Cart C: Screensaver
Cart D: Snake
Bundle Cart: All carts in one

Assembler:
https://repl.it/@Sanderokianstfe/Femto-4-Assembler#DeveloperGuide.txt

Features:
Immediate, direct and indirect memory access
Jumps and conditional Jumps
16-bit address space
Switchable Memory Banks, allowing for a standard cart to hold up to 512kx16b of data
An ALU capable of logical operators, addition, subtraction, shift left, shift right, multiplying, dividing, and other specialised functions
Easy to add to buses
"Fast Execution" - Can run more than one instruction per clock cycle
"Faster Execution" - Runs instructions on both edges of the clock pulse 
16x16 pixel display with 32 "Sprites" and 15-bit direct colour
Inputs, both "controllers" and keyboards
Random number generator
Text outputs
Stack
Von Neumann Architecture
Assembler (written in an external program)
Save memory
Four pre-written carts to play with

Previous Updates:
Fixed code controlled graphics updates
Made Bootloader clear TTY, Keyboard, and Controller Pushed
Fixed Register ALU instructions
Updated Cart A and Cart B to make use of the Register ALU instructions
Updated the Cart B to respond to the start button on both controllers
Moved to new project to fix issues around searching for projects branched from private projects
Removed unnecessary EEPROM banks from all carts
Removed unnecessary write lines leading to EEPROMs in carts, preventing code from being overwritten during execution
Made Reset clear WRAM and the General Registers
Fixed Keyboard
Added a Bundle Cart that allows you to view all the carts I have made without changing carts (you must reset the console to view another cart)
Fixed bug in standard bank design which wrote data to incorrect addresses
Fixed contention issue with multiplying
Added Annotations to the In Debug

Updates:
Added Snake Player
Added Reset and Power Labels to the relevant buttons

Will have:
More pre-written carts
Bug fixes

Do fork the project and write your own code for it! If you want more information on how to do so read the Developer Guide in the assembler. 

Note:
The Flappy Bird high score and the Snake high score are mine. If you want to save your own scores permanently you will have to fork the project. 

General Architecture:
The Femto-4 is a 16-bit computer with variable length instructions that are comprised of multiple 16-bit words. First the OP Code of the instruction is read, and then depending on the OP Code, additional pieces of data may be read for the operands. This allows execution to become incorrectly offset, which can lead to the execution of garbage if the PC is jumped to an incorrect address. This is usually fine, since the OP Code space is so empty that the data will likely be passed one at a time until the next valid instruction. Data is read through the standard data retrieval system (which is handy since its design is so universal and easy to add to) making this architecture a Von Neumann architecture as opposed to a Harvard architecture, like my previous, worse, computer. The MAR always specifies the address being read to or written from, whilst the MDR always holds the data being written. Data from the data out bus can be written to any special register during the instruction. OP Codes and operands are all 16-bits, which is a bit wasteful in terms of OP Code usage, however it was easier to implement this way, and so that is what I went with (and there are a lot of ALU processes). 

Memory Mapping:
The 16-bit address space of the Femto-4 is memory mapped, with all data being stored somewhere in the address space. The last 48kx16b of memory (all addresses starting with 01, 10, or 11) are dedicated to the cart memory. This is where the interchangeable program would be stored, allowing programs to be easily changed by changing carts. The carts have 32 16kx16b EEPROM/RAM chips, which can be switched between during execution by writing to address 00cc. This gives each cart 512kx16b of memory to play with. In theory, additional memory can be added in a cart by creating a similar system on the inside of the cart, which would allow it to swap between even more EEPROM/RAM chips. The initial 16kx16b are therefore mapped to everything else, including a fixed "work" RAM chip that cannot be switched out, the bootloader, the PPU data, general use registers, the, stack, inputs, outputs, and special use registers. 

"Fast Execution":
Execution at the fastest clock speed (one pulse every 100ms, or 10Hz, which is defined as the clock changing state every 50ms, or at a rate of 20Hz) is terribly slow, and would make reasonable graphics effectively impossible. Due to this, the Femto-4 includes several execution modes that allow the computer to run much faster. There are two registers involved in this, address 00ca, the mode register, and address 00cb, the protection register. When the two least significant bits of the mode register are low, the computer runs normally, executing 1 instruction per clock pulse. When it is set high however, the computer enters fast execution on the rising edge, where it executes multiple instructions per clock pulse. This is achieved by looping a rising edge monostable circuit into a falling edge monostable circuit, producing a loop that will pulse indefinitely until the looping line is written high to by some external factor. Stopping the loop is critical since leaving the loop running will stop CircuitVerse's execution, due to it going over the stack limit of the execution. "Fast execution" is always paused by a 0x0000 OP Code, which ensures that the computer will not attempt to "fast execute" memory that has not been written to. It is also paused by the OP Code 0x0001. Setting the 3 bit of the mode register high will enable protection. This will ensure that computer only executes as many instructions as the value in the protection register. This protects execution by ensuring that the loop will always pause before the cycle limit is reached. Since some operations are far more complex than other operations, the maximum number of instructions per clock pulse is variable, and testing should always be conducted to ensure that the limit is not reached. Due to this, for games that need regular graphics updates, it is recommended that protection is not used, and instead the pauses are fully code controlled. Setting the 2nd bit of the mode register high will enable the clock to run fast execution on the falling edge of the clock as well, doubling execution speed. On the other end of the mode register are the graphics mode. The highest two bits give the graphics update mode, 00 for falling edge only (normal speed), 01 for dual edge (double speed), 10 for every other clock pulse (half speed), and 11 for code controlled, where the 0x0001 OP Code is required to update the graphics. The third most significant bit is the graphics disable bit. Setting it high stops updating the graphics, reducing lag by reducing the number of changing outputs. The mode and protection values are only updated on the rising edge of the clock pulse, and therefore there should always be pauses before and after any execution mode or protection change. 

Graphics:
The Femto-4 is capable of driving a 16x16 15bit direct colour screen. It has space for 32 "sprites" which are rectangles with an assigned colour. All the sprites are drawn to the screen whenever a graphics update occurs, depending on the graphics mode. When using dual-edge "Faster Execution", the falling edge should only be used to execute game code, since writing graphics data as the screen is being drawn may mess up the graphics. These 32 "sprites" have their data stored in the PPU RAM in the following format: The first 16 bits are the corners of the rectangle, with each coordinate being 4 bits. The coordinates are ordered x1 x2 y1 y2. The next 16 bits are the sprites colour, with the first 15 bits being used for 15 bit direct colour, and the last bit being used to enable or disable drawing the sprite. Since the screen is not wiped every time it is refreshed, the background must be a sprite to ensure that the screen is fully wiped before the rest of the sprites are drawn on. Control of this allows carts to draw a single frame over multiple updates, allowing the 32-sprite limit to be bypassed (see how Snake works). The "sprites" are drawn in memory order, with the "sprite" with the largest address always being drawn last and therefore on top, of all other "sprites". This is achieved by using the exact same monostable clock system as "Fast Execution", which reads off all the sprite data and draws them to the screen in a single clock pulse. This can loop more times safely than the main CPU since it has less dependencies which dramatically decreases the simulation's stack usage. 

ALU:
The basic ALU was inspired by the ALU-74LS181. It was designed to flexibly change between various operations by changing an additional piece of data which is bundled in the OP Code. This allows a single ALU to handle all the required processes, such as the basic binary logic operations, shift left, adding, and subtracting. This is unlike my previous computer which had different chips for each operation it could do. The Femto-4 also can multiply, divide, shift right, shift left/right by a specified number of bits, and perform operations designed to work with the Femto-4's graphics data. 

Conditional Jumps:
The Femto-4 can perform immediate and direct jumps depending on the flags, a specified bit of the accumulator, and the clock. The flag jumps allow for comparisons to be made. There are three flags, the carry, the most significant bit in the accumulator, and if the accumulator value is 0, the equals flag. By performing A-B, we can compare A and B by looking at the flags. If the equals flag is true, then A=B, since A-B = 0. If the most significant bit is 0, then the number is positive or 0 (by two's complement) and therefore A>=B. The comparison is not entirely correct for numbers in two's complement (a large positive number and a large negative number when subtracted can yield a positive number), but for small values it works well. Whilst we cannot directly check A<=B using A-B in this design, we can simply flip the subtraction to B-A to do so. 
The accumulator bit testing is mainly used to check for controller inputs. Since each button in the controller is mapped to one bit, bit testing that bit effectively allows us to check if a button has been pressed. In theory a similar test could be performed using an AND instruction, and checking if the result is equal to 0 or not.
The jump on clock is there to ensure that we can jump execution on the right clock pulse, which ensures that graphics can be updated on the edge of execution. 

Timing:
This computer is timed using several standard delay chips. The pulse length running in to the computer is about 10k units long. Therefore, different parts an instruction are separated by 20k unit delays. Further control of timings inside these periods is achieved through 1k "On Delays", which have a 1k delay turning on, but a 0k delay turning off, ensuring that pulses do not bleed into the next pulse. These pulses can tell registers to write and what source to write from, enable the read and write lines, update the ALU, and update the stack. For more information on how delay works see here: https://circuitverse.org/users/4699/projects/circuitverse-delay-introduction

Other Notes:
The memory wrappers allow external chips to interact with the main data control system, in this case used for RNG, controllers, the keyboard, and driving the text output. This makes it easy to additional chips to the computer. 

For more information, please read the developer guide found in the Femto-4's Assembler, or just post a comment and ask me. 






This is a secret to everybody, unless you found it. 


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Computer Add Auto

Computer Add Auto

A Computer. Kind of.

The 256-Series, my new collection of simulated computers: https://circuitverse.org/users/4699/projects/256-series

This version is setup to demonstrate a program that adds two numbers together. This version has been specifically modified to make demonstrating the program easier. This was done by making operand A for the first two instructions depend on user input, which allows the user to easily test the program with different values. 

The code is as follows:

00: LOAD Input A into Address 00

01: LOAD Input B into Address 01

02: ADD Addresses 00 and 01

03: LOAD ADD Result into 02

04: RETURN Address 02

Features:

32-Bits of 5-bit RAM,

32 Lines for Instructions,

ADD, AND and XOR Functions.

Go To Functionality

Can do IF = Statements

OP Codes:

0000 = Nothing

0001 VVVVV AAAAA = LOAD VVVVV into address AAAAA

0010 AAAAA 00000 = LOAD Add result into address AAAAA

0011 DDDDD VVVVV = ADD DDDDD and VVVVV together

0100 AAAAA BBBBB = ADD address AAAAA and address BBBBB together

0101 DDDDD VVVVV = AND DDDDD and VVVVV together

0110 AAAAA BBBBB = AND address AAAAA and address BBBBB together

0111 DDDDD VVVVV = XOR DDDDD and VVVVV together

1000 AAAAA BBBBB = XOR address AAAAA and BBBBB together

1001 AAAAA 00000 = LOAD AND result into address AAAAA

1010 AAAAA 00000 = LOAD XOR result into address AAAAA

1011 AAAAA 00000 = GOTO address AAAAA (in instruction memory) 

1100 AAAAA BBBBB = If add result = 0 (ignoring carry), GOTO address AAAAA else go to address BBBBB (in instruction memory)

1101 VVVVV 00000 = Return VVVVV (Stops the program)

1110 AAAAA 00000 = Return the value at address AAAAA (Stops the program)

1111 = Nothing


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User:

Full Adder

Full Adder

Full Adder made from NOT and OR gates


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0 Stars     87 Views

Test

Test

Contrary to popular belief, Lorem Ipsum is not simply random text. It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, discovered the undoubtable source. Lorem Ipsum comes from sections 1.10.32 and 1.10.33 of "de Finibus Bonorum et Malorum" (The Extremes of Good and Evil) by Cicero, written in 45 BC. This book is a treatise on the theory of ethics, very popular during the Renaissance. The first line of Lorem Ipsum, "Lorem ipsum dolor sit amet..", comes from a line in section 1.10.32.

Contrary to popular belief, Lorem Ipsum is not simply random text. It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, discovered the undoubtable source. Lorem Ipsum comes from sections 1.10.32 and 1.10.33 of "de Finibus Bonorum et Malorum" (The Extremes of Good and Evil) by Cicero, written in 45 BC. This book is a treatise on the theory of ethics, very popular during the Renaissance. The first line of Lorem Ipsum, "Lorem ipsum dolor sit amet..", comes from a line in section 1.10.32.


project.name
0 Stars     111 Views

4 Bit Ripple Carry Adder

4 Bit Ripple Carry Adder

4 Bit Full Adder, using 4 full adders.


project.name
0 Stars     80 Views
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Half and full adder

Half and full adder

implementation of Half and full adder


project.name
1 Stars     84 Views

Full Adder

Full Adder

project.name
0 Stars     105 Views
User:

CPU ALU BUILD

CPU ALU BUILD

project.name
0 Stars     104 Views
User:

DL_CO_Half_Adder_Basic_Gates_2147033

DL_CO_Half_Adder_Basic_Gates_2147033

Half Adder using Basic Gates


project.name
0 Stars     38 Views

3-Bit Adder

3-Bit Adder

project.name
1 Stars     232 Views

Calculator v1.1.0

Calculator v1.1.0

A (currently) 4-bit adder/subtractor

Currently working on implementing multiplication, division, and a base-10 output

Format: A +/- B


Version Log

vRevamp.logicChange.reformat

v1.0.0-v1.0.2:

Base versions (4bit)

v1.1.0:

Now shuts down output when error occurs, added compact version

(I just like adding unnecessary version logs)


project.name
2 Stars     794 Views
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Simple 4 Bit Computer

Simple 4 Bit Computer

This is My 4 Bit computer with 6 instructions just like the SAP Computer. :)

Instructions:

00 NOP

1x LDA

2x ADD

3x SUB

ee OUT

ff END

Warning:

This computer cannot calculate more than 2 numbers

This Example Program shows 5+7 and 4-5.

To Program, Set the Reset Bit to 1 and Program the ROM.

To Run the Program, Set the Reset Bit to 0.

The Numbers in the output are in Two's Complement so if the number is more than 7 

than the number will be negative because 7 is the biggest number in 4 bits.


project.name
0 Stars     72 Views

Project_2_Adder_Circuit

Project_2_Adder_Circuit

A circuit diagram consisting of half and full-order variants of adder and subtractor circuits


project.name
0 Stars     37 Views

Adder Circuit

Adder Circuit

Half and full adder


project.name
0 Stars     89 Views
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ALU 2bit 4 OPS

ALU 2bit 4 OPS

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0 Stars     52 Views
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4-Bit adder

4-Bit adder

Logic for my 4-Bit adder


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0 Stars     39 Views
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project.name
0 Stars     38 Views

The hidden language of comp hw and sw

The hidden language of comp hw and sw

project.name
0 Stars     93 Views
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Sub Add 1 Bit Adder

Sub Add 1 Bit Adder

yes


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0 Stars     23 Views
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Qus-1

Qus-1

project.name
0 Stars     40 Views

4-bit Adder

4-bit Adder

project.name
0 Stars     47 Views
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Half Adder

Half Adder

Half-adder


project.name
0 Stars     54 Views

half-adder

half-adder

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1 Stars     52 Views
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project.name
0 Stars     39 Views

2100290130046_Experiment_2

2100290130046_Experiment_2

project.name
0 Stars     40 Views

2100290130046_3

2100290130046_3

project.name
0 Stars     44 Views

2100290130046_3

2100290130046_3

project.name
0 Stars     67 Views
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Full Adder

Full Adder

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0 Stars     65 Views
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Half Adder

Half Adder

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0 Stars     55 Views
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Cascading Dual 4-Bit Adder

Cascading Dual 4-Bit Adder

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0 Stars     53 Views
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4-Bit Adder

4-Bit Adder

project.name
0 Stars     47 Views
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8-Bit Adder With Hex Display

8-Bit Adder With Hex Display

project.name
0 Stars     42 Views
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Adder

Adder

project.name
1 Stars     51 Views
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User Image Mel

8-Bit Adder Circuit

8-Bit Adder Circuit

Adder circuit for all binary numbers up to 8 digits.


project.name
1 Stars     53 Views
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User Image Mel

4-Bit Compact Adder Circuit

4-Bit Compact Adder Circuit

A more compact version of my previous 4-Bit Adder


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0 Stars     83 Views
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User Image Mel

8-Bit Adder Circuit (with Subcircuits)

8-Bit Adder Circuit (with Subcircuits)

An 8-Bit Adder Circuit made with subcircuits


project.name
1 Stars     71 Views

ALU- David Arsovski

ALU- David Arsovski

This is a 4-bit ALU designed for the college course Logic Design.


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0 Stars     69 Views
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User Image Mel

4-Bit Adder Subtractor

4-Bit Adder Subtractor

A 4-Bit Adder-Subtractor. It adds and subtracts


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0 Stars     58 Views
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User Image Mel

4-Bit NAND Adder

4-Bit NAND Adder

A 4-Bit Adder comprised entirely of NAND gates.


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0 Stars     38 Views
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project.name
0 Stars     51 Views

Full Adder

Full Adder

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1 Stars     121 Views
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project.name
0 Stars     21 Views

Half and Full Adder

Half and Full Adder

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0 Stars     102 Views
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A collection of binary adders with Binary, Hex, and Decimal input and output representation


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0 Stars     56 Views
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Half Adder :D

Half Adder :D

my first


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0 Stars     20 Views

8-bit_full_adder

8-bit_full_adder

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0 Stars     17 Views
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8-bit Adder

8-bit Adder

8-bit Addierer aus zwei 4-bit


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0 Stars     39 Views
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D-FLIP-FLOP

D-FLIP-FLOP

project.name
2 Stars     126 Views
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Hello,

I have designed a special converter. Converts a BCD or Binary Coded Decimal number to 16-bit binary logical number. The special feature is the surprising sequential entry of numbers!

This conversion method uses a small number of logic gates and the operation is cyclical, so a clock is essential. Each BCD value entry is equal to one cycle. The converter consists of a register called the Accumulator, a 16-bit full adder and a wire connection that correctly multiplies the number by 10. A small control unit is also needed to monitor the system.

An Accumulator is a type of register, usually the first one used to store results.

The device works by adding a value from 0 to 9 to each BCD input, storing it in a register and then multiplying by 10. The cycle is repeated for each entry. so, for example, the number 123 in the BCD value 0001 0010 0011 is sent sequentially to the converter. The first number sent will be 0001. The adder will add 0001, then store the value in a register and multiply it by 10 in the binary form 1010, and the result will be 1010. We will then send a second BCD number 0010. This number will be added to the previous stored number 1010 and the resulting number will be 1100. This number is again stored in the register and multiplied by 10 according to the current time, the result will be 1111000. Then send a third BCD value 0011, which is added to the stored value 1111000 to get 1111011. Now read our final result 1111011!

This converter design is quick and easy. Unlike the others, it converts sequential BCD input values and contains a small number of logic gates. Dabble Double algorithms exist for this conversion, but they behave differently.

I have attached a diagram of how the device works below. I hope it will help you with your planning!


INSTRUCTIONS:
1. Reset the device before use!
    (RST = Reset button)
2. Enter the BCD value!
    (Inpu BCD)
3. After each entry, send the value!
    (SND = Send)
4. Each entry is equal to one tick of the clock!
    (CLK = Clock)
5. The error will be logged!
    (E = Error)
6. Read the binary number!
    (Output binary)


If you like my project, please give me a star (the button is on the bottom right), because it means a lot to me!
I hope you like the plan. I hope you enjoy the experience.



project.name
1 Stars     78 Views
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CPU! Finally!

CPU! Finally!

A CPU! this took me a while to figure out, mostly how to get it to run comands, but I eventually found a solution of using 4 bits as function indicators, 4 as where to save the output, 4 as the 2nd input, and 4 as the first input!


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Circuits

Circuits

This is my first diagram of a half adder and a Adder that uses half adders in its construction


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Half adder and substractor

Half adder and substractor

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AdderPractice

AdderPractice

project.name
1 Stars     112 Views
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4 Bit Full Adder that can add any two 4 bit representable numbers and has a flag for CarryOut of the most significant bit


project.name
2 Stars     54 Views
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Add/Subrtract

Add/Subrtract

Features a single-bit adder and subtractor as well as a combination of the two. Also showcases a 4-bit adder/subtractor and an 8-bit ALU adder subtractor.


(If anything in the description is wrong please feel free to say so in the comments.


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8-Bit ALU

8-Bit ALU

Some 8-Bit ALU I made for fun lol


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1 Stars     32 Views
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Simple 8-Bit ALU

Simple 8-Bit ALU

Made this for my FEMBOY-8 CPU


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2 Stars     158 Views
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FEMBOY-8

Functional Electronic Machine Binary Operator Yes

8-bit CPU

Working on a NEW CPU: Femboy-16!


ASSEMBLER:

https://output.jsbin.com/wutikij

GPU:

https://circuitverse.org/users/214464/projects/cb-ppu


INSTRUCTION SET:
00: NOP - Nothing
01: HLT - Halt program
02: OUT [id] - Output the accumulator out of an output
03: LDI A, [d8] - Loads immediate 8 bit word into the accumulator
04: MOV [r], A - Move register to accumulator
05: MOV A, [r] - Move accumulator to register
06: INC [r] - Increment a register
07: DEC [r] - Decrememt a register
08: ADD [r], A - Add the accumulator from a register
09: SUB [r], A - Subtract the accumulator from a register
0A: AND [r], A - And the register and accumulator
0B: IOR [r], A - OR the register and accumulator
0C: XOR [r], A - XOR the register and accumulator
0D: NOT [r] - NOT a register
0E: SRR [r] - Barrel shift accumulator right
0F: SRL [r] - Barrel shift accumulator left
10: JUP [d8] - Jump to a location
11: JPP [r] - Jump to a register value
12: JPL A, [d8] - Jump if accumulator is less than 0
13: JZO A, [d8] - Jump if accumulator is 0
14: JPG A, [d8] - Jump if accumulator is greater than 0
15: JLE A, [d8] - Jump if accumulator is less than or equal to 0
16: JGE A, [d8] Jump if accumulator is greater than or equal to 0
17: JNZ A, [d8] Jump if accumulator is not 0
18: CLR [r] - Clear a register
19: INP [id] - Store INPUT id in accumulator
1A: MOV pA, [r] - Move the value at address A register r
1B:  MOV [r], pA - Move register r into address A
1C: MOV [p], A - Move a value in a pointer to the accumulator
1D: MOV A, [p] - Move the accumulator to a location
1E: MLT [r], A - Multiply register r by the accumulator
1F: DIV [r], A - Divide register r by accumulator


REGISTERS:
00: REGISTER 1
01: REGISTER 2
02: REGISTER 3
04: REGISTER 4
05: ZERO FLAG (R)
06:
PC (R)
07: ALU Result (R)


Update Notes:

V4:
So this is the 4th iteration of my CPU lol... I added a few programs for you all to try out and you can even use an assembler now!

V5:
Long time since I updated this... But I've added a GPU! It's called "Color burst" and you can go try out some premade programs I have added on it! There's an assembler guide with GPU dev guide and I encourage you all to go try and make some graphical programs! Also more docs can be found on it's project page.


To-Do:
Increase amount of registers to 8
Make a simple command line
Make a simple operating system for the CPU


project.name
3 Stars     307 Views

Adder subtractor Circuit detail explanation

Adder subtractor Circuit detail explanation

Circuit Verse should be used only to create the project – online simulator https://circuitverse.org/simulator


All screenshots should include clear evidence for the student names and the date and time taken.

 


Start building the 4-bit adder subtractor circuit from the half adder until you reach the final circuit results.

  1. Build the 1-bit half adder circuit and convert it into symbol (block).

  2. Build the 1-bit full adder circuit and convert it into symbol (block).

  3. Build the 4-bit adder circuit and convert it into symbol (block).

  4. Build the 4-bit adder subtractor and convert it into symbol (block).

  5. Build the final circuit 






  1. Build the 1-bit half adder circuit and convert it into symbol (block).  

Write a detailed explanation about the full adders.

Insert your screenshot and the explanation here

I want to sum 2 binary digits (A,B) and the sum of 2 binary numbers needs (at most) 2 output digits;

so from truth table:

A

B

Sum

Carry

0

0

0

0

0

1

1

0

1

0

1

0

1

1

0

1

Sum:    S = (A.B’) + (A’.B) = A⨁ B

Carry:  C = A.B 



  1. Build the 1-bit full adder circuit and convert it into symbol (block).

Write a detailed explanation about the full adders.

Insert your screenshot and the explanation here

I want to sum 3 binary digits (X  ,Y , Cin) and the sum of 3 binary numbers needs (at most) 2 output digits (S , Cout).


X

Y

Cin

Sum

Carry

0

0

0

0

0

0

0

1

1

0

0

1

0

1

0

0

1

1

0

1

1

0

0

1

0

1

0

1

0

1

1

1

0

0

1

1

1

1

1

1

Sum = (X’ .Y’ .Cin) + (X’ .Y .Cin’) + (X .Y’ .Cin’) + (X .Y .Cin)

= X’ .((Y’ .Cin) + (Y .Cin’))  +  X .((Y’ .Cin’) + (Y .Cin))

= X’ .(Y⨁ Cin)  +  X .(Y⨁ Cin)’

= X ⨁ Y ⨁ Cin


Carry = (X’ .Y .Cin) + (X .Y’ .Cin) + (X .Y .Cin’) + (X .Y .Cin)

= Cin .(X⨁ Y)  + X .Y


since: Sum [from Full Adder (F.A.)] = X ⨁ Y ⨁ Cin

     = Sum1 [from Half Adder (H.A.)]   ⨁  Cin

Carry [from Full Adder (F.A.)] = X .Y +  Cin .(X⨁ Y)

  = Carry1 [from Half Adder (H.A.)] +  Cin .(X⨁ Y)


I can use 1 Half Adder to get [Sum1 from H.A. = X⨁ Y] and [Carry1 from H.A. = X.Y]

then I can use anther 1 Half Adder with (first Sum form H.A.  &  Cin) to get:

===>  Sum =[(Sum1 from H.A.) ⨁ Cin] = X ⨁ Y ⨁ Cin   <=== that’s the final Sum

and Carry2 [from second Half Adder (H.A.)] = Cin .(X⨁ Y)


If I passed the two Carry outputs (Carry1 & Carry2) through OR gate; I will get the final Carry: 

===>   final Carry = Carry1 + Carry2 =  X .Y + Cin .(X⨁ Y)   <=== that’s the final Carry


So, we can use 2 H.A. & OR gate to construct Full Adder. 



  1. Build the 4-bit adder circuit and convert it into symbol (block).  

Write a detailed explanation about how it works.

Insert your screenshot and the explanation here


since Half Adder Circuit (H.A.) can sum 2 digits

since Full Adder Circuit (F.A.) can sum 3 digits at once

It’s generally used Full Adder (F.A.) Circuits to sum 2 digits (1-digit from input x & 1-digit from input y) and add to them the carry (in the third input digit) from previous sum operation.

Ofcourse first 1-bit adder doesn’t need 3 input digits (because of there is no Carry);

So I used H.A. Circuit in first 1-bit Adder.





  1. Build the 4-bit adder subtractor and convert it into symbol (block).  

Write a detailed explanation about how it works.

Insert your screenshot and the explanation here

It’s preferred to subtract binary numbers (Z= X - Y) using the 2’s complement method; Which says that we find the 1’s complement to the -ve number (Y) and then add 1 to it;

After that we can use the new input of Y to sum it normally with X using a 4-bit Adder Circuit.


⇒ The complement of every digit of Y = Y’    ⇒ Y’ = {y0’ , y1’ , y2’ , y3’}

so every digit of Y enters on NOT gate to become Y’

⇒ Then add 1 (as a carry) to the Sum of first 1-bit Full Adder(F.A.)

∴The output Z = X - Y [but X must be >= Y]




  1. Build the final circuit 

  • Include screenshots with 4 different random examples and explain each one:

  • 2 addition

  • 2 subtraction

  • Write detailed explanation about how it works and how you did it.


Insert your screenshots and the explanation here


HOW I DID THIS CIRCUIT:

The Circuit works in 2 options. When I keep [selector = 0] the Circuit is a 4-bit Adder  and when I keep [selector = 1] the circuit is a 4-bit Subtractor.

∵The difference between 4-bit adder & 4-bit subtractor is in

1)the input Y (which is converted to Y’ in a 4-bit Subtractor)

2)& the third input digit in the first bit Full adder.

∴For input Y problem:

we need to find the equation that converts Y to Y’ (the 1’s complement) when the [selector = 1]. (i’ll use y0 digit to explain on)

selector

y0

f(y0)

0

0

0

0

1

1

1

0

1

1

1

0

f(y0) = selector ⨁ y0

⇒ ∴the problem of Y is solved when we connect every digit of Y with selector using X-OR gate.

∴For the problem of the third input digit in the first 1-bit Full adder:

we need to keep [the third input digit = 0] when the wanted operation is sum (selector=0) and keep [third input digit = 1] when the operation is subtraction (selector=1)

⇒ ∴ The third input digit in first bit Full adder = selector


Screenshot 1

When the input X=(0101) :{x3=0  , x2=1  , x1=0  , x0=1}

& when the input Y=(0111) : {y3=0  , y2=1  , y1=1  , y0=1}

∵ selector = 0 ∴ The operation is summing (Z = X + Y)

∴ Z0 = sum of three input digits (x0 , y0 , Cin) 

Z0= x0 + y0 + selector = 1 + 1 + 0    = 0  [& 1-carried to next bit Full Adder]

Z1= x1 + y1 + Cin = 0 + 1 + 1(carry)= 0 [& 1-carried to next bit Full Adder]

Z2= x2 + y2 + Cin = 1 + 1 + 1(carry)= 1 [& 1-carried to next bit Full Adder]

Z3= x3 + y3 + Cin = 0 + 0 + 1(carry)= 1 [& no carry]

Z4= last carry = 0

 ∴  Z = 01100



Screenshot 2

When the input X=(1111)     :{x3= 1   ,x2= 1   ,x1= 1   ,x0= 1}

& when the input Y=(1111) : {y3= 1   ,y2= 1   ,y1= 1   ,y0= 1}

∵ selector = 0 ∴ The operation is summing (Z = X + Y)

∴ Z0 = sum of three input digits (x0 , y0 , Cin) 

Z0= x0 + y0 + Cin = 1 + 1 + selector = 0  [& 1-carried to next bit Full Adder]

Z1= x1 + y1 + Cin = 1 + 1 + 1(carry) = 1 [& 1-carried to next bit Full Adder]

Z2= x2 + y2 + Cin = 1 + 1 + 1(carry) = 1 [& 1-carried to next bit Full Adder]

Z3= x3 + y3 + Cin = 1 + 1 + 1(carry) = 1 [& 1-carried to next bit Full Adder]

Z4= last carry = 1

 ∴  Z = 11110



Screenshot 3

When the input X=(1111)     :{x3= 1   ,x2= 1   ,x1= 1   ,x0= 1}

& when the input Y=(0101) : {y3= 0   ,y2= 1   ,y1= 0   ,y0= 1}

∵ selector = 1 ∴ The operation is subtract (Z = X - Y)

the circuit Subtracts using 2’s complement method:

∴ 1’s complement of Y = Y’ = 1010:  {y3’= 1   ,y2’= 0   ,y1’= 1   ,y0’= 0}


∴ Z0 = sum of three input digits (x0 , y0’ , Cin) 

Z0= x0 + y0’ + Cin = 1 + 0 + selector = 0  [& 1-carried to next bit Full Adder]

Z1= x1 + y1’ + Cin = 1 + 1 + 1(carry) = 1 [& 1-carried to next bit Full Adder]

Z2= x2 + y2’ + Cin = 1 + 0 + 1(carry) = 0 [& 1-carried to next bit Full Adder]

Z3= x3 + y3’ + Cin = 1 + 1 + 1(carry) = 1 [& 1-carried to next bit Full Adder]

Z4= last carry = 1 (note: we ignore last bit (Z4) in subtract operation & it have to = 1)

when [Z4 = 1] that means  [X>=Y] 

 ∴  Z = 1010


Screenshot 4

When the input X=(0111)     :{x3= 0   ,x2= 1   ,x1= 1   ,x0= 1}

& when the input Y=(0111) : {y3= 0   ,y2= 1   ,y1= 1   ,y0= 1}

∵ selector = 1 ∴ The operation is subtract (Z = X - Y)

the circuit Subtracts using 2’s complement method:

∴ 1’s complement of Y = Y’ = 1000:  {y3’= 1   ,y2’= 0   ,y1’= 0   ,y0’= 0}


∴ Z0 = sum of three input digits (x0 , y0’ , Cin) 

Z0= x0 + y0’ + Cin = 1 + 0 + 1(selector)= 0  [& 1-carried to next bit Full Adder]

Z1= x1 + y1’ + Cin = 1 + 0 + 1(carry)     = 0 [& 1-carried to next bit Full Adder]

Z2= x2 + y2’ + Cin = 1 + 0 + 1(carry)     = 0 [& 1-carried to next bit Full Adder]

Z3= x3 + y3’ + Cin = 0 + 1 + 1(carry)     = 0 [& 1-carried to next bit Full Adder]

Z4= last carry = 1 (note: we ignore last bit (Z4) in subtract operation & it have to = 1)

when [Z4 = 1] that means  [X>=Y] 

 ∴  Z = 0000




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0 Stars     13 Views
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Untitled

Untitled

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0 Stars     43 Views
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FEMBOY-8v1.1

FEMBOY-8v1.1

Functional Electronic Machine Binary Operator Yes - 8-bit cpu

This is a work in progress right now.


INSTRUCTION SET:
00:
MOV [r], A - Loads a register into the accumulator.
01: MOV A, [r] - Saves a register into the accumulator.
02: INC [r] - Increment a register 
03: DEC [r] - Decrement a register
04: ADD [r] - Add the accumulator to a register
05: SUB [r] - Subtract the accumulator to a register
06: OUT [r] - Output a signal from a register
07: HLT - End program


REGISTERS:
00:
REGISTER 1
01: REGISTER 2
02: REGISTER 3
04: REGISTER 4


Update Notes:
Final design before update of is a.


To-Do:
Add WIP instructions
Add the accumulator to a register address
Increase amount of registers to 8
Add Ram manipulation instructions
Add Input to CPU
Add more operations to the ALU
Add ASCII i/o
Make a simple command line
Make an assember
Make a simple operating system for the cpu
Add rgb output


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0 Stars     38 Views
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8-Bit ALU

8-Bit ALU

This is the ALU that i'm using on my computer the Femboy 8 Here,
it includes an Adder, Subtractor, Logical operations, Shift, Rotate, and Comparison.


project.name
1 Stars     56 Views
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Functional Electronic Machine Binary Operator Yes - 8-bit cpu

This is a work in progress right now.


INSTRUCTION SET:
00: NOP - Nothing
01: HLT - Halt program
02: OUT [r] - Output a register
03: LDA [d8] - Loads 8 bit data into the accumulator
04: MOV [r], A - Move register to accumulator
05: MOV A, [r] - Move accumulator to register
06: INC [r] - Increment a register
07: DEC [r] - Decrememt a register
08: ADD [r], A - Add the accumulator from a register
09: SUB [r], A - Subtract the accumulator from a register
0A: AND [r], A - And the register and accumulator
0B: IOR [r], A - OR the register and accumulator
0C: XOR [r], A - XOR the register and accumulator
0D: NOT [r] - NOT a register
0E: SRR [r] - Shift register right
0F: SRL [r] - Shift register Left


REGISTERS:
00: 
REGISTER 1
01: REGISTER 2
02: REGISTER 3
04: REGISTER 4


Update Notes:
The instruction set now has 16 instructions with logic operations, loading, shift, and nop. 


To-Do:
Add WIP instructions
Add the accumulator to a register address
Increase amount of registers to 8
Add Ram manipulation instructions
Add Input to CPU
Add more operations to the ALU
Add ASCII i/o
Make a simple command line
Make an assember
Make a simple operating system for the cpu
Add rgb output


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0 Stars     16 Views
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Half and Full Adders

Half and Full Adders

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0 Stars     25 Views
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Simple Logic Gate Arithmetic

Simple Logic Gate Arithmetic

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NandGame CPU

NandGame CPU

A port of the NandGame CPU into CircuitVerse


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Half-Precision Simple FPU

Half-Precision Simple FPU

Just a basic fpu with multiply, subtract, and add


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Functional Electronic Machine Binary Operator Yes - 8-bit cpu

This is a work in progress right now.


INSTRUCTION SET:
00: NOP - Nothing
01: HLT - Halt program
02: OUT [id] - Output the accumulator out of an output
03: LDI A, [d8] - Loads immediate 8 bit word into the accumulator
04: MOV [r], A - Move register to accumulator
05: MOV A, [r] - Move accumulator to register
06: INC [r] - Increment a register
07: DEC [r] - Decrememt a register
08: ADD [r], A - Add the accumulator from a register
09: SUB [r], A - Subtract the accumulator from a register
0A: AND [r], A - And the register and accumulator
0B: IOR [r], A - OR the register and accumulator
0C: XOR [r], A - XOR the register and accumulator
0D: NOT [r] - NOT a register
0E: SRR [r] - Shift register right
0F: SRL [r] - Shift register Left
10: JUP [d8] - Jump to a location
11: JPP [r] - Jump to a register value
12: JPL A, [d8] - Jump if accumulator is less than 0
13: JZO A, [d8] - Jump if accumulator is 0
14: JPG A, [d8] - Jump if accumulator is greater than 0
15: JLE A, [d8] - Jump if accumulator is less than or equal to 0
16: JGE A, [d8] Jump if accumulator is greater than or equal to 0
17: JNZ A, [d8] Jump if accumulator is not 0
18: CLR [r] - Clear a register
19: INP [id] - Store INPUT id in accumulator
1A: MOV pA, [r] - Move the value at address A register r
1B:  MOV [r], pA - Move register r into address A
1C: MOV [p], A - Move a value in a pointer to the accumulator
1D: MOV A, [p] - Move the accumulator to a location
1E: MLT [r], A - Multiply register r by the accumulator
1F: DIV [r], A - Divide register r by accumulator


REGISTERS:
00: 
REGISTER 1
01: REGISTER 2
02: REGISTER 3
04: REGISTER 4
05: ZERO FLAG (R)
06: 
PC (R)
07: ALU Result (R)


Update Notes:
Welcome to the 3rd iteration of my Femboy-8 CPU! This might be the last version with 32 instructions.


To-Do:
Increase amount of registers to 8
Make a simple command line
Make an assember
Make a simple operating system for the CPU
Add rgb output


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Functional Electronic Machine Binary Operator Yes - 8-bit cpu

Working on a new CPU: Femboy-16


ASSEMBLER:

https://output.jsbin.com/wutikij


INSTRUCTION SET:
00: NOP - Nothing
01: HLT - Halt program
02: OUT [id] - Output the accumulator out of an output
03: LDI A, [d8] - Loads immediate 8 bit word into the accumulator
04: MOV [r], A - Move register to accumulator
05: MOV A, [r] - Move accumulator to register
06: INC [r] - Increment a register
07: DEC [r] - Decrememt a register
08: ADD [r], A - Add the accumulator from a register
09: SUB [r], A - Subtract the accumulator from a register
0A: AND [r], A - And the register and accumulator
0B: IOR [r], A - OR the register and accumulator
0C: XOR [r], A - XOR the register and accumulator
0D: NOT [r] - NOT a register
0E: SAR [d8] - Barrel shift accumulator right
0F: SAL [d8] - Barrel shift accumulator left
10: JUP [d8] - Jump to a location
11: JPP [r] - Jump to a register value
12: JPL A, [d8] - Jump if accumulator is less than 0
13: JZO A, [d8] - Jump if accumulator is 0
14: JPG A, [d8] - Jump if accumulator is greater than 0
15: JLE A, [d8] - Jump if accumulator is less than or equal to 0
16: JGE A, [d8] Jump if accumulator is greater than or equal to 0
17: JNZ A, [d8] Jump if accumulator is not 0
18: CLR [r] - Clear a register
19: INP [id] - Store INPUT id in accumulator
1A: MOV pA, [r] - Move the value at address A register r
1B:  MOV [r], pA - Move register r into address A
1C: MOV [p], A - Move a value in a pointer to the accumulator
1D: MOV A, [p] - Move the accumulator to a location
1E: MLT [r], A - Multiply register r by the accumulator
1F: DIV [r], A - Divide register r by accumulator


REGISTERS:
00: REGISTER 1
01: REGISTER 2
02: REGISTER 3
04: REGISTER 4
05: ZERO FLAG (R)
06: PC (R)
07: ALU Result (R)


Update Notes:
So this is the 4th iteration of my CPU lol... I added a few programs for you all to try out and you can even use an assembler now!


To-Do:
Increase amount of registers to 8
Make a simple command line
Make an assember
Make a simple operating system for the CPU
Add rgb output


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JK Flip Flop

JK Flip Flop

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Computer Assignment 1

Computer Assignment 1

Design implementation for a 4-bit carry-look-ahead adder with carry-in "C0" and carry-out "C4".


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6-bit Ripple Carry Adder

6-bit Ripple Carry Adder

To create a ripple carry adder capable of adding two 6-bit binary numbers, you can connect multiple full adders in a cascaded manner. The carry output of one full adder is fed as the carry input of the next full adder in the chain.

Here's how a 6-bit ripple carry adder operates:

The least significant bits of the two 6-bit binary numbers (A0 and B0) are fed as inputs to the first full adder (FA0) along with a carry-in of 0 (since there's no carry from a lower significant position).

The sum output of FA0 gives the least significant bit of the final sum, and the carry output is fed as the carry-in to the next full adder (FA1).

FA1 takes the second bits of the binary numbers (A1 and B1) as inputs, along with the carry output from FA0 as the carry-in.

This process continues for the remaining full adders (FA2, FA3, FA4, FA5), with each full adder taking the corresponding bits of the binary numbers and the carry output from the previous full adder as inputs.

The sum outputs of each full adder collectively form the final sum, and the carry output of the most significant full adder (FA5) becomes the carry-out of the entire 6-bit ripple carry adder. 


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Untitled

Untitled

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Memory Practice

Memory Practice

Adjustable 8-bit adder which either loads values from two different registers into an 8-bit adder or sequentially adds the current output value of the adder to the value stored in the first register. Practice for RAM unit application, register creation and organization, bit splitting and compression, and sequential logic.


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3-bit sequential adder that saves the output sum to a 4-bit shift register and displays the output on a hex 7-segment display.


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halfbyte-enable counter

halfbyte-enable counter

More practice for sequential logic, implementing multiple sub-circuits to simplify the functionality of the design.


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Half - Adder

Half - Adder

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Full Adder

Full Adder

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Somador de 8 e de 4 Bits

Somador de 8 e de 4 Bits

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Somador/Subtrator Controlado

Somador/Subtrator Controlado

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Cauculator

Cauculator

Use the 12 buttons to add two binary numbers together. See the binary result's by looking at the LED's and see the decimal result's by looking at the 7 digit display's. This adder's max is 63+63 (126).


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Kogge Stone

Kogge Stone

A Kogge Stone adder


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Untitled

Untitled

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2-bit Adder

2-bit Adder

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Four Bit Adder

Four Bit Adder

A simple four bit adder using AND and XOR gates.