ConwayLife.com - A community for Conway's Game of Life and related cellular automata
Home  •  LifeWiki  •  Forums  •  Download Golly

Digital Circuit Simulator Rule

For discussion of other cellular automata.

Digital Circuit Simulator Rule

Postby csonaglio » February 17th, 2017, 4:32 pm

Inspired by WireWorld, I´ve created a rule that is able to simulate digital circuits fairly well and some patterns that show some possibilities. I hope this is interesting enough for some of you.

File:
Digital_Simulator.zip
Digital.rule and some Patterns to test it
(29.09 KiB) Downloaded 118 times

Content:
    Digital.rule
    4bit-Counter-FF_Toggle.mc
    7bit-16add-Memory.mc
    7bD-4bA-Memory.mc
    4bit-Bin2Hex-Decoder.mc
    1-Digit-Hex-Counter.mc
    2-Digit-Hex-Counter.mc
    Even_Odd_Clocks.mc
    Ripple_Carry_Adder.rle

Just to give some background, there were some things I wanted to make and I wasn´t being able to find a way to block the propagation of a signal back to the source when two electrons in opposite direction collide at different rates.

With this in mind, I decided to make basic digital logic gates which operate always horizontally (either E->W or W->E). It became clear right at the start that many important structures (such as complex Flip-Flops) would require somehow that the wires were to cross without connecting. I´ve decided to implement this using a set of states that are able to propagate vertical and horizontal wire states separately.

The rule file has a lot of comments to make it easy to use. The use of icons is very important to ease the understanding. If you only display states as collors the whole thing will work, but probably you have to keep a good track of what is already placed and the meaning of it (to make somehow meaningful when zooming out, the jumping wires, for example, mix colors of the 2 directions, and the end colors repeat for swapped pairs).

I am sure there are bugs to fix and things to improve, so if you find anything you want to comment, just let me know.

Enjoy!
Claudio
Last edited by csonaglio on February 18th, 2017, 9:15 pm, edited 2 times in total.
csonaglio
 
Posts: 6
Joined: February 13th, 2017, 9:17 pm

Re: Digital Circuit Simulator Rule

Postby dvgrn » February 17th, 2017, 6:58 pm

csonaglio wrote:Using the different parts posted before, this pattern implements a 2 HEX digits counter...

Very nice! I'm not used to this kind of circuitry working so quickly, so I turned up the speed too far at first -- even 8^2 is too fast, and 8^3 is just a blur.

For readability of the hex digits, I found that a lighter light blue worked a lot better --

2 191 191 255 light blue

-- otherwise I kept accidentally trying to read the blue segments instead of the red ones. Maybe that's too confusing, since the color changes back to the darker blue when you're zoomed in on the icons, but I figured I'd give it a try. Nice use of multicolored icons, by the way!

Is there a reason why the '1' digit is set up to display at only half height? And does the starting "b8" value have some special significance?

The &H10's place seems to be incrementing as if the counter was counting in octal, so half of the numbers from 00 to FF aren't actually displayed.

Here's a trick you might use to help people try out your rule and patterns more easily:

Digital-rule-and-hex-counter-pattern.zip
sample zip file -- light blue color, counter starts at zero, "1" is full height, carry bug still there
(9.53 KiB) Downloaded 82 times

This is a sample archive of the hex counter with the lighter blue coloring in the rule, and full-height '1' characters. If you combine a rule and a pattern file into a ZIP file like this, then when you File > Open the ZIP file directly, Golly will automatically copy the rule to the default Rules folder and display the pattern. It's not quite as quick as a simple copy-and-paste out of a code box, but it's a lot easier than combining chunks of text from several posts.

Maybe you could edit your first post and put a similar ZIP file there, to make it a little easier to load the rule into Golly?
User avatar
dvgrn
Moderator
 
Posts: 5830
Joined: May 17th, 2009, 11:00 pm
Location: Madison, WI

Re: Digital Circuit Simulator Rule

Postby csonaglio » February 17th, 2017, 9:50 pm

Thank you for all the comments, hints and for taking the time to test it!

This was my first code and didn´t know I could add a file to the post (BTW, I think I am not enabled to upload a file). As I tried to add a single code block and it was bigger than allowed, I broke into smaller parts.

I agree with the color change! Lighter blue is a very good alternative, for sure! Just created another one that uses Red and Light Gray for the states 1 and 2 default colors (useful when zooming out).

B8 as the start value probably was the value that was there when I last saved the file in the middle of a test... No special reason. Saved again now in 00h.

The half height 1 is something that I had corrected, but for some reason went to the final version... The "octal" behavior is a mistake I didn´t see at first. Just corrected both.

First post better now and the others can be deleted.

Thanks!
Last edited by csonaglio on February 18th, 2017, 9:20 pm, edited 1 time in total.
csonaglio
 
Posts: 6
Joined: February 13th, 2017, 9:17 pm

Re: Digital Circuit Simulator Rule

Postby blah » February 18th, 2017, 6:44 am

I like this rule. Here's a ripple carry adder:
x = 62, y = 65, rule = Digital
35.2B$34.B$34.B$34.B$35.2B2.B2.B.B.3B$38.B.B.B.B2.B$39.B3.2B2.B2$36.
4B$36.4B$29.4BI2.4B$29.B3.F6B$29.B.2B$29.B.B$22.5BG.B.B.G4B$22.B4.F2B
.2BF3.B$22.B.3B7.2B.B4.5B$22.B.B10.B.3BK.5B$17.F6BU2BK7.B.B2.F6B$24.B
2.F9BU2B2.5B$17.F9B10.B4.5B$29.4BI3.B$29.B3.F4B$29.B.2B$29.B.B$22.5BG
.B.B.G4B$22.B4.F2B.2BF3.B$22.B.3B7.2B.B4.5B$22.B.B10.B.3BK.5B$17.F6BU
2BK7.B.B2.F6B$24.B2.F9BU2B2.5B$17.F9B10.B4.5B3.2B.B.B.2B.B$29.4BI3.B
11.B3.B.B.B.B.B$B.2B25.B3.F4B12.B2.B.B.B.B.B$B.B.B24.B.2B18.B.B.B.B.B
.B$B.B.B24.B.B17.2B3.2B.B.B.B$B.B.B17.5BG.B.B.G4B$B.B.B17.B4.F2B.2BF
3.B$22.B.3B7.2B.B4.5B$22.B.B10.B.3BK.5B$17.F6BU2BK7.B.B2.F6B$24.B2.F
9BU2B2.5B$17.F9B10.B4.5B$29.4BI3.B$29.B3.F4B$29.B.2B$29.B.B$22.5BG.B.
B.G4B$22.B4.F2B.2BF3.B$22.B.3B7.2B.B4.5B$22.B.B10.B.3BK.5B$17.F6BU2BK
7.B.B2.F6B$24.B2.F9BU2B2.5B$17.F9B10.B4.5B$37.F4$36.2B$35.B$35.B$35.B
$36.2B.B.2B$39.B.B.B$39.B.B.B!


It could probably be compressed a bit. I might make a computer in this rule.

Also, these may be of interest to you:
viewtopic.php?f=11&t=2163&p=33335
viewtopic.php?f=11&t=1517&p=23938
Also this thing's interesting, though it uses flash: http://www.ostracodfiles.com/ostracod/m ... ulator.swf
succ
User avatar
blah
 
Posts: 244
Joined: April 9th, 2016, 7:22 pm

Re: Digital Circuit Simulator Rule

Postby csonaglio » February 18th, 2017, 12:02 pm

Hey, blah!

Nice one!!! I also took a look at the links and I am amazed by what you did. It´s Interesting how similar concepts evolve by themselves in separate minds and places... If I knew there were such rule probably I would not have spent the time to make my own...

I will take some time to learn and play with LogicLand.

Thanks!
csonaglio
 
Posts: 6
Joined: February 13th, 2017, 9:17 pm

Re: Digital Circuit Simulator Rule

Postby dvgrn » February 18th, 2017, 12:23 pm

csonaglio wrote:I want to clean up the posts, but from what I see when creating new posts or editing them, neither can I add a file (upload) nor delete a post. FAQ mentions this has to be requested. As a moderator are you able to change such rights?

As a (not always well informed) moderator, I can delete posts -- and will do so if you edit the post in question and replace all the text with "delete please" or something like that. That should let you patch up your first few posts, and I can add a ZIP file for you if needed.

However, I don't know why you wouldn't have an "upload attachment" tab to the right of the "Options" tab below the Save / Preview / Submit buttons. There's generally a 256K limit for attachments, though that can be worked around in emergencies. EDIT: Yup, it was there -- good.
User avatar
dvgrn
Moderator
 
Posts: 5830
Joined: May 17th, 2009, 11:00 pm
Location: Madison, WI

Re: Digital Circuit Simulator Rule

Postby blah » February 19th, 2017, 12:04 pm

The problem with your 7-segment displays is that they don't have insides, like this:
x = 73, y = 94, rule = Digital
.A.B3.A21.A28.A3.A.A$.A.B3.A21.A28.A3.A.A$.A.B3.A21.A28.A3.A.A$.A.B3.
A5.40A5.A3.A.A$.A.B3.A4.42A4.A3.A.A$.A.B3.A3.44A3.A3.A.A$.A.B3.A3.44A
3.A3.A.A$.A.B3.A3.44A3.A3.A.A$.A.B3.A3.44A3.A3.A.A$.A.B3.A4.42A4.A3.A
.A$.A.B3.4A2.40A2.4A3.A.A$.A.B2.6A2.38A2.6A2.A.A$.A.B.8A2.36A2.8A.A.A
$.A.B.9A2.34A2.9A.A.A$.A.B.10A2.32A2.10A.A.A$.A.B.11A34.11A.A.A$.A.B.
12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.
30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.
12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.
A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B
.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.
30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.
12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.A$.A.B.12A.30B.12A.A.
A$.A.B.12A.30B.12A.A.A$.A.B.11A2.30B2.11A.A.A$.A.B.10A36.10A.A.A$.A.B
.9A2.34B2.9A.A.A$.A.B.8A2.36B2.8A.A.A$.A.B2.6A2.38B2.6A2.A.A$.A.B3.4A
2.40B2.4A3.A.A$.A.B8.42B8.A.A$.A.51B8.A.A$.A10.42B8.A.A$.A5.4A2.40B2.
4A3.A.A$.A4.6A2.38B2.6A2.A.A$.12A2.36B2.8A.A.A$5.9A2.34B2.11A.A$5.10A
2.32B2.10A3.A$5.11A34.11A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.
30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.
30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.
30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.
30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.
30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.30B.12A3.A$5.12A.
30B.12A3.A$5.12A.30B.12A3.A$5.11A34.11A3.A$5.10A2.32A2.10A3.A$5.9A2.
34A2.9A3.A$5.8A2.36A2.8A3.A$6.6A2.38A2.6A4.A$7.4A2.40A2.4A5.A$12.42A
10.A$11.54A$11.44A$11.44A$11.44A$12.42A$13.40A!

I think you'll find that having square areas of inactive wire inside makes it far easier to read. The Wireworld computer did this.
By the way, here's a bit (literally) of RAM:
x = 24, y = 33, rule = Digital
4.B3.J3B.J4B$4.B.2AE2.2BF3.B$4.B.A2.2B3.2A.B$4.B.A3.B4.A.B$4.B.4AT5A.
B$4.B.A3.B6.B$4.B.A3.2B5.B$4.B.A4.B5.B$4.B.2AG2.B5.B$4.B3.F2BU3B2.B$
4.4B3.B2.B2.B$4.B6.B2.B2.B$4.4BG2.B2.B2.B$4.B3.F2BU2BU3B$4.B.2B3.B2.B
$4.B.B4.B2.B$4.B.B3.2B2.B$4.B.B3.B3.B$4.B.4BU2B.B$4.B5.B.B.B$4.4BG.B.
B.B$4.B3.F2B.B.B$4.B.2B4.B.B$4.B.B5.B.2BI$4.B.B5.B3.F2B$F3BUBU5BU3B2.
6B$4.B.B5.B$F3BUBU17B$4.B.B$F3BU19B$4.B$4.B$4.F!

It's a design for RAM that I came up with in 2016. I used it in the computer I made in Logic Land. The idea is that it would consist of a multiplexer (MUX) and these memory cells.

The vertical wire would come from the MUX, and tells a column of memory that it is selected. The three horizontal wires are, from top to bottom, READ (the selected column is always being read from), SET, and RESET.

The SET and RESET wires only work on the selected column.
succ
User avatar
blah
 
Posts: 244
Joined: April 9th, 2016, 7:22 pm

Re: Digital Circuit Simulator Rule

Postby Mr. Missed Her » March 2nd, 2017, 8:02 pm

What's the densest timer you can get in this rule? This is as good as I can do at the moment:
x = 17, y = 12, rule = Digital
4B$4B$4B$4B$B$B.3B.3B.3B.3B$B.B.B.B.B.B.B.B.B$B.B.B.B.B.B.B.B.B$CAWBU
BUBUBUBUBU2B$B.B.B.B.B.B.B.B$B.B.B.B.B.B.B.B$3B.3B.3B.3B!

It can definitely be improved upon by binary counters.

Edit: Denser (p168)
x = 15, y = 21, rule = Digital
4B$4B$4B$4B$B$C$ACB.3B.3B.3B$D.B.B.B.B.B.B.B$2BUBU2B.2BUBU2B$2.B.B5.B
.B$2BUBU2B.2BUBU2B$B.B.B.B.B.B.B.B$3B.2BUBU2B.3B$6.B.B$3B.2BUBU2B.3B$
B.B.B.B.B.B.B.B$2BUBU2B.2BUBU2B$2.B.B5.B.B$2BUBU2B.2BUBU2B$B.B.B.B.B.
B.B.B$3B.3B.3B.3B!

It's extendable:
x = 79, y = 29, rule = Digital
4B$4B$4B$4B$B$C$ACB.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.
3B.3B.3B$D.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.
B.B.B.B.B.B.B.B.B.B$2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.
2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B$2.B.B5.B.B5.B.B5.B.B5.B.B5.B.B5.B.B5.
B.B5.B.B5.B.B$2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B
.2BUBU2B.2BUBU2B.2BUBU2B$B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.
B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B$3B.2BUBU2B.3B.3B.2BUBU2B.3B.3B.2B
UBU2B.3B.3B.2BUBU2B.3B.3B.2BUBU2B.3B$6.B.B13.B.B13.B.B13.B.B13.B.B$3B
.2BUBU2B.3B.3B.2BUBU2B.3B.3B.2BUBU2B.3B.3B.2BUBU2B.3B.3B.2BUBU2B.3B$B
.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.
B.B.B.B.B$2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BU
BU2B.2BUBU2B.2BUBU2B$2.B.B5.B.B5.B.B5.B.B5.B.B5.B.B5.B.B5.B.B5.B.B5.B
.B$2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2B
UBU2B.2BUBU2B$B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B
.B.B.B.B.B.B.B.B.B.B.B.B$3B.3B.3B.2BUBU2B.3B.3B.2BUBU2B.3B.3B.2BUBU2B
.3B.3B.2BUBU2B.3B.3B.3B$14.B.B13.B.B13.B.B13.B.B$8.3B.2BUBU2B.3B.3B.
2BUBU2B.3B.3B.2BUBU2B.3B.3B.2BUBU2B.3B$8.B.B.B.B.B.B.B.B.B.B.B.B.B.B.
B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B$8.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B
.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B$10.B.B5.B.B5.B.B5.B.B5.B.B5.B.B5.B.B
5.B.B$8.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU2B.2BUBU
2B$8.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B.B$
8.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B.3B!
There is life on Mars. We put it there with not-completely-sterilized rovers.
And, for that matter, the Moon, Jupiter, Titan, and 67P/Churyumov–Gerasimenko.
User avatar
Mr. Missed Her
 
Posts: 90
Joined: December 7th, 2016, 12:27 pm
Location: Somewhere within [time in years since this was entered] light-years of you.

Re: Digital Circuit Simulator Rule

Postby blah » March 3rd, 2017, 10:59 am

2/3 density:
x = 25, y = 16, rule = Digital
13.12B$12.2B10.B$11.2B.3B3.3B.B$10.2B.2B.B2.2B.B.B$9.2B.2B.2B.2B.2B.B
$8.2B.2B.2B.2B.2B2.B$7.2B.2B.2B.2B.2B3.B$6.2B.2B.2B.2B.2B4.B$5.2B.2B.
2B.2B.2B5.B$4.2B.2B.2B.2B.2B6.B$3.2B.2B.2B.2B.2B7.B$2.2B.2B.2B.2B.2B
8.B$.2B.2B.2B.2B.2B9.B$2B.2B.2B.2B.2B10.B$B.AD2.B.2B2.B11.B$2BC3.3B3.
13B!

I'm defining density by the amount of time which is added to the period per area. I'm not sure what the density of yours is. Without using gates or redundant wires, the density is (wire cells+crossover cells*2)/area.
succ
User avatar
blah
 
Posts: 244
Joined: April 9th, 2016, 7:22 pm

Re: Digital Circuit Simulator Rule

Postby Mr. Missed Her » March 3rd, 2017, 9:30 pm

The unit that I kept on adding to my timer to extend it is this:
x = 16, y = 16, rule = Digital
7.N3BN3BN$7.NBNBNBNBN$7.N2BUBU2BN$7.3NBNB3N$7.N2BUBU2BN$7.NBNBNBNBN$
7.BU2BN3BN$6NBNB7N$3BN2BUBU2BN3BN$BNBNBNBNBNBNBNBN$2BUBU2BN2BUBU2BN$
2NBNB5NBNB3N$2BUBU2BN2BUBU2BN$BNBNBNBNBNBNBNBN$U2BN3BN3BN3BN$16N!

It has 56 wire + 16 crossover = 88 gens of timing per section, and as I measured it, 207 cells per section. 88 / 207 = 0.4251, and 0.4251 < 0.6666, so it looks like you beat me.
If you could send a signal through a solid chunk of crossover wires, you might be able to work out a timer with a density of 2. But you can't send a signal through a solid chunk of crossovers. :(

Edit: Densifying the non-main part of your timer:
x = 25, y = 22, rule = Digital
.4B$.4B$.4B$.4B$.B$.B$.5B.5B.5B.6B$2B3.3B3.3B3.3B4.B$B.3B3.3B3.3B3.3B
.B$3B.B2.2B.B2.2B.B2.2B.B.B$3.2B.2B.2B.2B.2B.2B.2B.B$2.2B.2B.2B.2B.2B
.2B.2B.2B$.2B.2B.2B.2B.2B.2B.2B2.B$2B.2B.2B.2B.2B.2B.2B3.2B$B.2B.2B.
2B.2B.2B.2B.3B.B$3B.2B.2B.2B.2B.2B.2B.B.B$3.2B.2B.2B.2B.2B.2B.2B.B$2.
2B.2B.2B.2B.2B.2B.2B.2B$.2B.2B.2B.2B.2B.2B.2B.2B$2B.2B.2B.2B.2B.2B.2B
.2B$B.AD2.B.2B2.B.2B2.B.2B$2BC3.3B3.3B3.3B!


Edit: On the topic of timers, this is quite an interesting one:
x = 4, y = 8, rule = Digital
4B$4B$4B$4B$B$B$2B$pCB!
There is life on Mars. We put it there with not-completely-sterilized rovers.
And, for that matter, the Moon, Jupiter, Titan, and 67P/Churyumov–Gerasimenko.
User avatar
Mr. Missed Her
 
Posts: 90
Joined: December 7th, 2016, 12:27 pm
Location: Somewhere within [time in years since this was entered] light-years of you.

Re: Digital Circuit Simulator Rule

Postby csonaglio » March 4th, 2017, 11:12 am

Hey guys, sorry but very busy lately and didn´t have time even to take a look here.

Awesome ideas! Yesterday I started working on a 16 segments 8 digits alpha display with ASCII memory and I will have to run really fast because of the length of the wires. There is this need to minimize the glitch visibility by reducing the transition times to something neglectible... I will need to generate a very long (and dense) clock structure. One of such ideas will make it to the final version!

With such material, I think I should keep some kind of version control of the rule in case something changes in the near future, to track and keep compatibility.

Have a great one.
Claudio
csonaglio
 
Posts: 6
Joined: February 13th, 2017, 9:17 pm

Re: Digital Circuit Simulator Rule

Postby Mr. Missed Her » March 24th, 2017, 5:10 pm

Here's a binary timer:
x = 95, y = 57, rule = Digital
80.3A.3A.3A.3A$80.A.A.A.A.A.A.A.A$80.2APAP2A.2APAP2A$82.A.A5.A.A$80.
2APAP2A.2APAP2A$80.A.A.A.A.A.A.A.A$80.3A.2APAP2A.3A$86.C.D$16B64.3B.
2BUBU2B.3B$16B64.B.B.B.B.B.B.B.B$16B64.2BUBU2B.2BUBU2B$16B66.B.B5.B.B
$16B64.2BUBU2B.2BUBU2B$16B64.B.B.B.B.B.B.B.B$16B64.3B.3B.3B.3B$16B78.
B$16B5.B10.H8B10.H8B10.H8B10.H5B$16B5.B.H5A.2AE4.B2.B.H5A.2AE4.B2.B.H
5A.2AE4.B2.B.H5A.2AE4.B$16B5.2BF4.A.A2.3A.B2.2BF4.A.A2.3A.B2.2BF4.A.A
2.3A.B2.2BF4.A.A2.3B.B$16B5.B2.3A.A.A4.A.B2.B2.3A.A.A4.A.B2.B2.3A.A.A
4.A.B2.B2.3A.A.A4.B.B$16B5.B4.A.5AH.A.B2.B4.A.5AH.A.B2.B4.A.5AH.A.B2.
B4.A.5AH.B.B$16B4.4BH.A.A4.E2A.B.4BH.A.A4.E2A.B.4BH.A.A4.E2A.B.4BH.A.
A4.F2B.B$16B4.B3.E2A.A.3B4.3B3.E2A.A.3B4.3B3.E2A.A.3B4.3B3.E2A.A.3A4.
B$21B.2A4.A.B5.2B.B.2A4.A.B5.2B.B.2A4.A.B5.2B.B.2B4.A.A5.2B$20.B.A5.
2AT4A.B2.B.A5.2AT4A.B2.B.A5.2AT4A.B2.B.B5.2AP4A.B$20.B.4A4.B3.A.B2.B.
4A4.B3.A.B2.B.4A4.B3.A.B2.B.4B4.A3.A.B$20.B4.A4.B.G2A.B2.B4.A4.B.G2A.
B2.B4.A4.B.G2A.B2.B4.B4.A.G2A.B$20.B4.A.H2BUBF3.B2.B4.A.H2BUBF3.B2.B
4.A.H2BUBF3.B2.B4.B.H2ASBF3.B$20.B4.2AE2.B2.7B4.2AE2.B2.7B4.2AE2.B2.
7B4.2BF2.A2.4B$20.B4.A2.3B8.B4.A2.3B8.B4.A2.3B8.B4.B2.3A$20.B4.2A3.B
8.B4.2A3.B8.B4.2A3.B8.B4.2B3.A$20.2BM3.2AH.B8.2BM3.2AH.B8.2BM3.2AH.B
8.2BM3.2BH.A$22.E2A3.F2B10.E2A3.F2B10.E2A3.F2B10.E2A3.E2A$24.4A15.4A
15.4A15.4A6$76.3B10.H5B$78.B.H5A.2AE4.B$78.2BF4.A.A2.3A.B$78.B2.3A.A.
A4.A.B$78.B4.A.5AH.A.B$77.4BH.A.A4.E2A.B$76.2B3.E2A.A.3B4.B$77.B.2A4.
A.B5.2B$77.B.A5.2AT4A.B$77.B.4A4.B3.A.B$77.B4.A4.B.G2A.B$77.B4.A.H2BU
BF3.B$76.2B4.2AE2.B2.5B$77.B4.A2.3B$77.B4.2A3.B$77.2BM3.2AH.B$79.E2A
3.F2B$81.4A!

I borrowed the unit from the 4bit-Counter-FF_Toggle file in that folder, though I condensed it a bit. It can probably be condensed further; I don't totally understand the unit and what's necessary.
There is life on Mars. We put it there with not-completely-sterilized rovers.
And, for that matter, the Moon, Jupiter, Titan, and 67P/Churyumov–Gerasimenko.
User avatar
Mr. Missed Her
 
Posts: 90
Joined: December 7th, 2016, 12:27 pm
Location: Somewhere within [time in years since this was entered] light-years of you.

Re: Digital Circuit Simulator Rule

Postby MarkJ » April 5th, 2017, 2:04 am

I haven't been on the forums for a few years, so I just noticed this.

Congratulations on the digital logic rule. I tried my hand at something similar a few times and had only moderate success. The rules that worked look quite exotic and difficult to use, but yours is reminiscent of WireWorld (another rule I love, can be seen by my contributions to the WWEJ series).

I haven't played around with this but I've ran the examples and it looks promising. In the end I'd like to able to make stuff like this: http://www.megaprocessor.com/
MarkJ
 
Posts: 6
Joined: October 22nd, 2010, 5:57 am


Return to Other Cellular Automata

Who is online

Users browsing this forum: No registered users and 7 guests