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Tags: Femto-4

project.name
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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
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. 


project.name
0 Stars     21 Views

Updated Version:
https://circuitverse.org/users/4699/projects/femto-4v1-3-computer

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     4 Views

Femto-4v1.0 (Computer)

Updated Version:
https://circuitverse.org/users/4699/projects/femto-4v1-3-computer

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

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

Updates:
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

Will have:
More pre-written carts
Bug fixes

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. 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. 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 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. 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. 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. 

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. 

Timing:
This computer is timed using a 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. 

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. 


project.name
0 Stars     35 Views

Updated Version:
https://circuitverse.org/users/4699/projects/femto-4v1-3-computer

A 16-bit computer/maybe console inspired thing, the Femto-4. 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     22 Views

Updated Version:
https://circuitverse.org/users/4699/projects/femto-4v1-2-computer

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
0 Stars     27 Views

Updated Version:
https://circuitverse.org/users/4699/projects/femto-4v1-3-computer

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     16 Views

Updated Version:
https://circuitverse.org/users/4699/projects/femto-4v1-3-computer

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
0 Stars     3 Views

Femto-4v1.3 (Computer)

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.

Updated Version:
https://circuitverse.org/users/4699/projects/femto-4v1-4-computer

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

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
Three 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
Updated the Cart B to respond to the start button on both controllers

Updates:
Moved to new project to fix issues around searching for projects branched from private projects
Removed unnecessary EEPROM banks from all carts
New pre-written cart (Snake) added
Removed unnecessary write lines leading to EEPROMs in carts, preventing code from being overwritten during execution
Made Reset clear WRAM and the General Registers

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 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
1 Stars     3 Views

Femto-4v1.4 (Computer)

Updated Version:
https://circuitverse.org/users/4699/projects/femto-4v1-5-computer

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
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

Updates:
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

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 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 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. 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. 

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     24 Views

Femto-4 (Computer)

Update! I managed to un-corrupt it and finish the project! You can find the finished branch here:
https://circuitverse.org/users/4699/projects/femto-4v1-3-computer

After nearly making it work, and getting my Flappy Bird code quite far, the project corrupted, so currently it does not work anymore. Please look at other Femto-4 forks to see where the project was.