Logic Land

For discussion of other cellular automata.
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blah
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Logic Land

Post by blah » April 15th, 2016, 1:29 pm

This javascript toy, by Jack Eisenmann:
http://www.ostracodfiles.com/logic/logicland.html

I'm not sure if this is even at the point where people on this site would be interested, given how incredibly easy it is to make logic circuitry. I've been addicted to this, practically, for a few months now; I have created an 8-bit ALU, a one-operation calculator which adds two 1-digit operands (It uses a lookup table), a chip with 256 bytes of RAM (though I could make it much more compact with what I know now), and I'm currently working on an OISC TTA computer (The Wireworld computer is an OISC TTA aswell) which so far I've only run a power of 2 program on.

I'd be more than happy to share the save codes of my creations if people are interested (I don't want to waste too much time on a post that ends up getting no replies). I've also created my own javascript implementation of this CA which is far better than Jack Eisenmann's one, which I'm using to develop my computer.

Attached is a picture of the computer (the ALU buses on the right just end suddenly because it's still a WIP). I'd also appreciate it if somebody wanted to make a ruletable of this (Hashlife would be a blessing for seeing my computer actually run).
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BlinkerSpawn
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Re: Logic Land

Post by BlinkerSpawn » April 15th, 2016, 6:00 pm

How does each state affect each other? I f we know that, then a ruletable is only a few steps away.
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blah
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Re: Logic Land

Post by blah » April 16th, 2016, 12:10 am

BlinkerSpawn wrote:How does each state affect each other? I f we know that, then a ruletable is only a few steps away.
Well, here are the types first:
0: Empty Space (#96E6E6)
1: Inactive Wire (#E18032)
2: Active Wire (#FFFF00)
3: Inhibited Wire (#6E4019)
4: Cross Over (#808080)
5: Inactive NOR Gate (#960096)
6: Inactive OR Gate (#FFFFFF)
7: Inactive XOR Gate (#0000FF)
8: Inactive AND Gate (#FF0000)
9: Inactive T Flip Flop (#008000)
10: Inactive Gate Output (#000000)
11: Active NOR Gate (#960096)
12: Active OR Gate (#FFFFFF)
13: Active XOR Gate (#0000FF)
14: Active AND Gate (#FF0000)
15: Active T Flip Flop (#008000)
16: Active Gate Output (#000000)
And here are the rules:
(von neumann neighbourhood)
Inactive wire turns into active wire if there's 1 or more active wire in its neighbourhood.
Active wire turns into inhibited wire if there's 1 or more inhibited wire in its neighbourhood.
Inhibited wire always turns into inactive wire (similar to electron tail in wireworld and similar rules, only the equivalent of electron head can persist)
Inactive gate output has the same effect as inhibited wire. Active gate input has the same effect as active wire; this way a wire attached to an output will always be the same boolean value as that output.
Crossovers are probably simple enough so as not to warrant much explanation, though I should point out that in Logic Land the crossovers move a signal from one side to the other in one generation; allowing faster-than-light signal propagation. (Could an extended neighbourhood do this?)
Inactive gate input cells other than t flip flops (n ≥ 5 & n ≤ 8) become their active counterpart (n+6) if there's 1 or more active wire touching it. The same goes the other way for Active gate input cells (n ≥ 11 & n ≤ 14) if there's no active wire (it doesn't use inhibited wire; you may notice this means gate input cells do a logical OR on the wires in their neighbourhood), they become their inactive counterpart (n-6).
T flip flops switch from active to inactive or inactive to active if there's one or more inhibited wire cell touching it.
Then there's the gate outputs:

Gate outputs, the way Logic Land (and my implementation) implemented them, go through an elseif chain to find out what logical operation is expected of it. First it checks if it has any NOR gate inputs nearby, then OR Gate neighbours, etc. (Although there's never been any gate outputs with more than one type of gate input cell around it in any of the example circuits or things I've made, so inaccuracies there don't matter)

If it has NOR gates neighbouring, it'll become active if there's no active NOR gates around. Otherwise it'll become inactive.
You can probably figure out from there how to deal with the other input cells (Oh, and you do a logical OR on the t-flip-flops.)

State if you need me to clarify anything.
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blah
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Re: Logic Land

Post by blah » July 6th, 2016, 4:11 am

I have finished my computer, Dick, though there is still work to be done on my emulator and documentation as well as I have to write programs like a prime number generator for it.

The page on the Wireworld computer which Dick is based on describes it as "the first computer in a cellular automaton that you might reasonably want to write a program for", and if I'm not missing anything Dick is the second.

My implementation can run it at ~2000 generations per second on my relatively slow laptop.

Here it is with a hello world program:
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AforAmpere
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Re: Logic Land

Post by AforAmpere » July 10th, 2016, 8:51 pm

Does anyone have any ideas on the way to implement the crossover state? From my estimates it seems to take around 80 states to just do the crossover because we cannot do extended neighborhoods in Golly. The 80 states come from all the different combinations of inputs. I can't figure out a way to do it without removing all the symmetries.
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

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BlinkerSpawn
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Re: Logic Land

Post by BlinkerSpawn » July 10th, 2016, 10:27 pm

AforAmpere wrote:Does anyone have any ideas on the way to implement the crossover state? From my estimates it seems to take around 80 states to just do the crossover because we cannot do extended neighborhoods in Golly. The 80 states come from all the different combinations of inputs. I can't figure out a way to do it without removing all the symmetries.
Well, would removing the hyperlight capabilities of crossovers by having signals travel into them but only outward through the opposite direction make computer-building significantly more difficult? (i.e. treating two wires with a crossover like two separate wires)
Then, a feasible crossover could work as follows, with possible modifications:

Code: Select all

A crossover, whether active or not, is active in the next generation iff it is orthogonally adjacent to one or two active wires that are not diametrically opposite inhibited wires*.
An active crossover has one of eight possible states, consisting of the four cardinal directions and their 45-degree rotations. Each is entered when the active inputs from the previous generation come from the opposite direction(s) and cause wires to be activated in that direction in the next generation.
Which would (hopefully) look like this:

Code: Select all

. = void
I = inactive wire
: = inhibited wire
; = aux. inhib. wire
A = active wire
IC = inactive crossover
(Direction)C = active crossover sending a signal (Direction)

 .  .  A  .  .           .  .  I  .  .           .  .  A  .  .           .  .  :  .  . 
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  A  .  . 
 I  I  C  I  I           A  I  C  I  I           A  I  C  I  I           A  I  C  I  I 
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  I  .  . 
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  I  .  . 
V
 .  . :  .  .           .  .  I  .  .           .  .  :  .  .           .  .  I  .  . 
 .  .  A  .  .           .  .  I  .  .           .  .  A  .  .           .  .  ;  .  . 
 I  I  C  I  I           :  A  C  I  I           :  A  C  I  I           :  A SC  I  I 
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  I  .  . 
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  I  .  . 
V
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  I  .  . 
 .  .  ;  .  .           .  .  I  .  .           .  .  ;  .  .           .  .  :  .  . 
 I  I SC  I  I           I  ; EC  I  I           I  ; SEC I  I           I  ; EC  I  I 
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  A  .  . 
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  I  .  . 
V
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  I  .  . 
 .  .  :  .  .           .  .  I  .  .           .  .  :  .  .           .  .  I  .  . 
 I  I  C  I  I           I  :  C  A  I           I  :  C  A  I           I  :  C  A  I 
 .  .  A  .  .           .  .  I  .  .           .  .  A  .  .           .  .  :  .  . 
 .  .  I  .  .           .  .  I  .  .           .  .  I  .  .           .  .  A  .  . 
This would only require a total of eight more states, unless I'm missing something or this proves unworkable for some reason.
*For this to work, an active wire between an inhibited wire and a crossover would need to enter an auxiliary inhibited state, which then decays into the normal inhibited state, as seen above. I figured it was the method of preventing crossovers from reusing their own output via adding the fewest addtl. states. These crossovers wouldn't have inhibited states of their own anyway.
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AforAmpere
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Re: Logic Land

Post by AforAmpere » July 11th, 2016, 3:58 pm

Yes, the auxiliary inhibited state worked, I just needed to add a state for outputting next to the crossover as well.
Thanks!

EDIT: I finished the rule table, or at least made a working one, it probably could be improved, I did not put in cases when you have an AND gate and XOR gate on the same output for example. @Blah, I hope this is compatible with your computer.

For reference,
State 0: Background
State 1: Inactive wire
State 2: Active wire
State 3: Inhibited wire
State 4: Auxiliary Inhibited wire
State 5: Crossover Inactive
State 6: Auxiliary Active wire
States 7-14: Various crossovers from different directions
State 15: Inactive gate output
State 16: Active gate output
State 17: XOR Inactive
State 18: XOR Active
State 19: AND Inactive
State 20: AND Active
State 21: OR Inactive
State 22: OR Active
State 23: NOR Active
State 24: NOR Inactive
State 25: T Flip Flop Inactive
State 26: T Flip Flop Active

You only really need to use states 0,1,2,3,5,15,17,19,21,24,and 25.

Code: Select all

@RULE LogicLand

@TABLE

n_states:27
neighborhood:vonNeumann
symmetries:none
var a={0,1}
var b={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26}
var c={b}
var d={b}
var e={b}
var f={0,1,2,3,4,15,16,17,18,19,20,21,22,23,24,25,26}
var g={f}
var h={f}
var l={f}
var m={5,7,8,9,10,11,12,13,14}
var n={m}
var o={m}
var p={m}
var q={0,1,3,4,5,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26}
var s={q}
var t={q}
var u={q}
var v={0,1,3,4}
var w={v}
var x={v}
var y={v}
var z={0,1,4,5,7,8,9,10,11,12,13,14}
var A={z}
var Q={0,1,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26}
var S={Q}
var T={Q}
var AA={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17}
var BB={AA}
var CC={AA}
var DD={AA}
var EE={AA,18}
var FF={EE}
var GG={EE}
var HH={EE}
var II={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,20}
var JJ={II}
var KK={II}
var LL={II}
var MM={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,21,22,24}
var NN={MM}
var OO={MM}
var PP={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,21,23}
var QQ={PP}
var RR={PP}
var SS={PP}
var ZZ={23,25}

1,2,b,c,d,2
1,b,2,c,d,2
1,b,c,2,d,2
1,b,c,d,2,2
1,6,b,c,d,2
1,b,6,c,d,2
1,b,c,6,d,2
1,b,c,d,6,2
1,7,b,c,d,6
1,b,c,8,d,6
1,b,9,c,d,6
1,b,c,d,10,6
1,11,b,c,d,6
1,b,11,c,d,6
1,b,12,c,d,6
1,b,c,12,d,6
1,b,c,13,d,6
1,b,c,d,13,6
1,b,c,d,14,6
1,14,b,c,d,6
1,16,b,c,d,2
1,b,16,c,d,2
1,b,c,16,d,2
1,b,c,d,16,2
2,3,f,g,h,3
2,f,3,g,h,3
2,f,g,3,h,3
2,f,g,h,3,3
2,m,3,c,d,4
2,m,b,3,d,4
2,m,b,c,3,4
2,3,m,c,d,4
2,b,m,3,d,4
2,b,m,c,3,4
2,3,b,m,d,4
2,b,3,m,d,4
2,b,c,m,3,4
2,3,c,d,m,4
2,b,3,d,m,4
2,b,c,3,m,4
2,15,AA,BB,CC,3
2,AA,15,BB,CC,3
2,AA,BB,15,CC,3
2,AA,BB,CC,15,3
3,b,c,d,e,1
4,b,c,d,e,3
5,2,Q,z,S,7
5,z,Q,2,S,8
5,Q,2,S,z,9
5,Q,z,S,2,10
5,2,2,z,A,11
5,z,2,2,A,12
5,z,A,2,2,13
5,2,z,A,2,14
6,5,f,g,h,3
6,f,5,g,h,3
6,f,g,5,h,3
6,f,g,h,5,3
6,9,f,g,h,3
6,f,g,9,h,3
6,f,7,g,h,3
6,f,g,h,7,3
6,f,8,g,h,3
6,f,g,h,8,3
6,10,f,g,h,3
6,f,g,10,h,3
7,Q,S,b,T,5
7,2,2,Q,S,11
7,2,Q,S,2,14
8,b,Q,S,T,5
8,Q,2,2,S,12
8,Q,S,2,2,13
9,Q,S,T,b,5
9,2,2,Q,S,11
9,Q,2,2,S,12
10,Q,b,S,T,5
10,Q,S,2,2,13
10,2,Q,S,2,14
11,q,s,b,c,5
11,2,q,b,c,7
11,q,2,b,c,9
12,b,q,s,c,5
12,b,2,q,c,9
12,b,q,2,c,8
13,b,c,q,s,5
13,b,c,2,q,8
13,b,c,q,2,10
14,q,b,c,s,5
14,q,b,c,2,10
14,2,b,c,q,7
15,18,AA,BB,CC,16
15,AA,18,BB,CC,16
15,AA,BB,18,CC,16
15,AA,BB,CC,18,16
15,20,II,JJ,KK,16
15,II,20,JJ,KK,16
15,II,JJ,20,KK,16
15,II,JJ,KK,20,16
15,22,MM,NN,OO,16
15,MM,22,NN,OO,16
15,MM,NN,22,OO,16
15,MM,NN,OO,22,16
15,24,MM,NN,OO,16
15,MM,24,NN,OO,16
15,MM,NN,24,OO,16
15,MM,NN,OO,24,16
15,26,b,c,d,16
15,b,26,c,d,16
15,b,c,26,d,16
15,b,c,d,26,16
16,AA,BB,CC,DD,15
16,18,18,EE,FF,15
16,18,EE,18,FF,15
16,18,EE,FF,18,15
16,EE,18,18,FF,15
16,EE,18,FF,18,15
16,EE,FF,18,18,15
16,19,b,c,d,15
16,b,19,c,d,15
16,b,c,19,d,15
16,b,c,d,19,15
16,PP,QQ,RR,SS,15
16,ZZ,b,c,d,15
16,b,ZZ,c,d,15
16,b,c,ZZ,d,15
16,b,c,d,ZZ,15
17,2,b,c,d,18
17,b,2,c,d,18
17,b,c,2,d,18
17,b,c,d,2,18
18,q,s,t,u,17
19,2,b,c,d,20
19,b,2,c,d,20
19,b,c,2,d,20
19,b,c,d,2,20
20,q,s,t,u,19
21,2,b,c,d,22
21,b,2,c,d,22
21,b,c,2,d,22
21,b,c,d,2,22
22,q,s,t,u,21
23,q,s,t,u,24
24,2,b,c,d,23
24,b,2,c,d,23
24,b,c,2,d,23
24,b,c,d,2,23
25,3,b,c,d,26
25,b,3,c,d,26
25,b,c,3,d,26
25,b,c,d,3,26
26,3,b,c,d,25
26,b,3,c,d,25
26,b,c,3,d,25
26,b,c,d,3,25

@NAMES
0 Nothing
1 Inactive Wire
2 Active Wire
3 Inhibited Wire
4 Auxillary Inhibited
5 Crossover Inactive
6 New Active
7 Crossover N
8 Crossover S
9 Crossover E
10 Crossover W
11 Crossover NE
12 Crossover SE
13 Crossover SW
14 Crossover NW
15 Gate Output Inactive
16 GAte Output Active
17 XOR Inactive
18 XOR Active
19 AND Inactive
20 AND Active
21 OR Inactive
22 OR Active
23 NOR Active
24 NOR Inactive
#Use state 24 for NOR gates
25 T Flip Flop Inactive
26 T Flip Flop Active

@COLORS
0 150 230 230
1 225 128  50
2 255 255   0
3 110  64  25 
4 110  64  25
5 128 128 128
6 255 255   0
7 128 128 128
8 128 128 128
9 128 128 128
10 128 128 128
11 128 128 128
12 128 128 128
13 128 128 128
14 128 128 128
15   0   0   0
16   0   0   0
17   0   0 255
18   0   0 255
19 255   0   0
20 255   0   0
21 255 255 255
22 255 255 255
23 150   0 150
24 150   0 150
25   0 128   0
26   0 128   0
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

User avatar
blah
Posts: 311
Joined: April 9th, 2016, 7:22 pm

Re: Logic Land

Post by blah » July 13th, 2016, 4:03 pm

Wow, I wasn't expecting anyone to actually do that; I thought the lack of extended neighbourhoods made it too difficult.

I don't know if the crossover change will break the computer; but your rule's cell states are different from my implementation, so I'd have to do some scripting to convert between cell states so I can even run my patterns in your rule. I already did this before with the original implementation, but wouldn't it be easier to change the states in your rule? I'd imagine you could speed up the process using regexes or something. The cell states I listed earlier are the ones mine uses.

The computer is too large to post here, so here's a link: http://pastebin.com/3C2ZiEUx

Actually it still wouldn't work, because of this:

Code: Select all

x = 13, y = 12, rule = LogicLand
3.A.B.B$2.AEAEAEA$3.A.A.A$2.BEAEAEA$3.A.A.A$2.AEAEAEA$3.A.A.A3$3A7.3A
$B2AEAEAEAE3A$3A7.3A!
succ

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BlinkerSpawn
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Re: Logic Land

Post by BlinkerSpawn » July 13th, 2016, 4:45 pm

blah wrote:Actually it still wouldn't work, because of this:

Code: Select all

x = 13, y = 12, rule = LogicLand
3.A.B.B$2.ADADADA$3.A.A.A$2.BDADADA$3.A.A.A$2.ADADADA$3.A.A.A3$3A7.3A
$B2ADADADAD3A$3A7.3A!
Of course it wouldn't. Allowing crossovers to accept aux. outputs as inputs turns any active crossover into a gun.
Just space them out a bit more.

Code: Select all

x = 16, y = 14, rule = LogicLand
5.A2.B2.B$4.AD2AD2ADA$5.A2.A2.A$5.A2.A2.A$4.BD2AD2ADA$5.A2.A2.A$5.A2.
A2.A$4.BD2AD2ADA$5.A2.A2.A3$3A10.3A$B2AD2AD2AD2AD3A$3A10.3A!
EDITED to accomodate AforAmpere's state order update
Last edited by BlinkerSpawn on July 15th, 2016, 3:03 pm, edited 1 time in total.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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AforAmpere
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Joined: July 1st, 2016, 3:58 pm

Re: Logic Land

Post by AforAmpere » July 15th, 2016, 1:24 pm

Here is a fixed rule table that gets rid of some errors and now has the states in the correct order, please tell me if anything else than the already posted error goes wrong, because the table is out of order and complicated, and it would be easier if I changed it.

Code: Select all

@RULE LogicLand

@TABLE

n_states:27
neighborhood:vonNeumann
symmetries:none
var a={0,1}
var b={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26}
var c={b}
var d={b}
var e={b}
var f={0,1,2,3,5,10,16,7,13,8,14,6,12,11,24,9,15}
var g={f}
var h={f}
var l={f}
var m={4,17,19,25,26,23,12,18,20}
var n={m}
var o={m}
var p={m}
var q={0,1,3,4,5,7,8,9,10,11,12,13,14,15,16,17,18,19,20,6,22,23,24,25,26}
var s={q}
var t={q}
var u={q}
var z={0,1,4,17,19,25,26,23,22,18,20,24}
var A={z}
var Q={0,1,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26}
var S={Q}
var T={Q}
var AA={0,1,2,3,4,21,7,19,25,10,23,22,18,20,26,16,17,24}
var BB={AA}
var CC={AA}
var DD={AA}
var EE={AA,13}
var FF={EE}
var GG={EE}
var HH={EE}
var II={0,1,2,3,4,21,17,19,25,10,23,22,18,14,26,16,20,24}
var JJ={II}
var KK={II}
var LL={II}
var MM={0,1,2,3,4,5,6,17,19,25,10,23,12,18,20,26,16,21,22,24}
var NN={MM}
var OO={MM}
var PP={0,1,2,3,4,6,17,19,25,10,11,22,18,20,26,16,21,23,24}
var QQ={PP}
var RR={PP}
var SS={PP}
var ZZ={11,9}

1,2,b,c,d,2
1,b,2,c,d,2
1,b,c,2,d,2
1,b,c,d,2,2
1,21,b,c,d,2
1,b,21,c,d,2
1,b,c,21,d,2
1,b,c,d,21,2
1,17,b,c,d,21
1,b,c,19,d,21
1,b,25,c,d,21
1,b,c,d,26,21
1,23,b,c,d,21
1,b,23,c,d,21
1,b,22,c,d,21
1,b,c,22,d,21
1,b,c,18,d,21
1,b,c,d,18,21
1,b,c,d,20,21
1,20,b,c,d,21
1,16,b,c,d,2
1,b,16,c,d,2
1,b,c,16,d,2
1,b,c,d,16,2
2,3,f,g,h,3
2,f,3,g,h,3
2,f,g,3,h,3
2,f,g,h,3,3
2,m,3,c,d,24
2,m,b,3,d,24
2,m,b,c,3,24
2,3,m,c,d,24
2,b,m,3,d,24
2,b,m,c,3,24
2,3,b,m,d,24
2,b,3,m,d,24
2,b,c,m,3,24
2,3,c,d,m,24
2,b,3,d,m,24
2,b,c,3,m,24
2,10,b,c,d,3
2,b,10,c,d,3
2,b,c,10,d,3
2,b,c,d,10,3
3,b,c,d,e,1
24,b,c,d,e,3
4,2,Q,z,S,17
4,z,Q,2,S,19
4,Q,2,S,z,25
4,Q,z,S,2,26
4,2,2,z,A,23
4,z,2,2,A,22
4,z,A,2,2,18
4,2,z,A,2,20
21,4,f,g,h,3
21,f,4,g,h,3
21,f,g,4,h,3
21,f,g,h,4,3
21,25,f,g,h,3
21,f,g,25,h,3
21,f,17,g,h,3
21,f,g,h,17,3
21,f,19,g,h,3
21,f,g,h,19,3
21,26,f,g,h,3
21,f,g,26,h,3
17,Q,S,b,T,4
17,Q,2,S,T,25
17,Q,S,T,2,26
17,2,2,Q,S,23
17,2,Q,S,2,20
19,b,Q,S,T,4
19,Q,2,S,T,25
19,Q,S,T,2,26
19,Q,2,2,S,22
19,Q,S,2,2,18
25,Q,S,T,b,4
25,2,Q,S,T,17
25,Q,S,2,T,19
25,2,2,Q,S,23
25,Q,2,2,S,22
26,Q,b,S,T,4
26,2,Q,S,T,17
26,Q,S,2,T,19
26,Q,S,2,2,18
26,2,Q,S,2,20
23,q,s,b,c,4
23,2,q,b,c,17
23,q,2,b,c,25
22,b,q,s,c,4
22,b,2,q,c,25
22,b,q,2,c,19
18,b,c,q,s,4
18,b,c,2,q,19
18,b,c,q,2,26
20,q,b,c,s,4
20,q,b,c,2,26
20,2,b,c,q,17
10,13,AA,BB,CC,16
10,AA,13,BB,CC,16
10,AA,BB,13,CC,16
10,AA,BB,CC,13,16
10,14,II,JJ,KK,16
10,II,14,JJ,KK,16
10,II,JJ,14,KK,16
10,II,JJ,KK,14,16
10,12,MM,NN,OO,16
10,MM,12,NN,OO,16
10,MM,NN,12,OO,16
10,MM,NN,OO,12,16
10,5,MM,NN,OO,16
10,MM,5,NN,OO,16
10,MM,NN,5,OO,16
10,MM,NN,OO,5,16
10,15,b,c,d,16
10,b,15,c,d,16
10,b,c,15,d,16
10,b,c,d,15,16
16,AA,BB,CC,DD,10
16,13,13,EE,FF,10
16,13,EE,13,FF,10
16,13,EE,FF,13,10
16,EE,13,13,FF,10
16,EE,13,FF,13,10
16,EE,FF,13,13,10
16,8,b,c,d,10
16,b,8,c,d,10
16,b,c,8,d,10
16,b,c,d,8,10
16,PP,QQ,RR,SS,10
16,ZZ,b,c,d,10
16,b,ZZ,c,d,10
16,b,c,ZZ,d,10
16,b,c,d,ZZ,10
7,2,b,c,d,13
7,b,2,c,d,13
7,b,c,2,d,13
7,b,c,d,2,13
13,q,s,t,u,7
8,2,b,c,d,14
8,b,2,c,d,14
8,b,c,2,d,14
8,b,c,d,2,14
14,q,s,t,u,8
6,2,b,c,d,12
6,b,2,c,d,12
6,b,c,2,d,12
6,b,c,d,2,12
12,q,s,t,u,6
11,q,s,t,u,5
5,2,b,c,d,11
5,b,2,c,d,11
5,b,c,2,d,11
5,b,c,d,2,11
9,3,b,c,d,15
9,b,3,c,d,15
9,b,c,3,d,15
9,b,c,d,3,15
15,3,b,c,d,9
15,b,3,c,d,9
15,b,c,3,d,9
15,b,c,d,3,9

@NAMES
0 Empty Space
1 Inactive Wire
2 Active Wire
3 Inhibited Wire
4 Crossover Inactive
5 NOR Inactive
6 OR Inactive
7 XOR Inactive
8 AND Inactive
9 T Flip Flop Inactive
10 Gate Output Inactive
11 NOR Active
12 OR Active
13 XOR Active
14 AND Active
15 T Flip Flop Active
16 Gate Output Active
17 Crossover N
18 Crossover SW
19 Crossover S
20 Crossover NW
21 Aux. Acive
22 Crossover SE
23 Crossover NE
24 Auxiliary Inhibited
25 Crossover E
26 Crossover W

@COLORS
0 150 230 230
1 225 128  50
2 255 255   0
3 110  64  25 
4 128 128 128
5 150   0 150
6 255 255 255
7   0   0 255
8 255   0   0
9   0 128   0
10   0   0   0
11 150   0 150
12 255 255 255
13   0   0 255
14 255   0   0
15   0 128   0
16   0   0   0
17 128 128 128
18 128 128 128
19 128 128 128
20 128 128 128
21 255 255   0
22 128 128 128
23 128 128 128
24 110  64  25
25 128 128 128
26 128 128 128
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

User avatar
BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Logic Land

Post by BlinkerSpawn » July 15th, 2016, 3:07 pm

Added a @ICONS (currently small-only) to the rule, should make active logic circuits more readable (EDIT: Added more new icons and PHP's bugfix)

Code: Select all

@RULE LogicLand

@TABLE

n_states:27
neighborhood:vonNeumann
symmetries:none
var a={0,1}
var b={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26}
var c={b}
var d={b}
var e={b}
var f={0,1,2,3,5,10,16,7,13,8,14,6,12,11,24,9,15}
var g={f}
var h={f}
var l={f}
var m={4,17,19,25,26,23,12,18,20,22}
var n={m}
var o={m}
var p={m}
var q={0,1,3,4,5,7,8,9,10,11,12,13,14,15,16,17,18,19,20,6,22,23,24,25,26}
var s={q}
var t={q}
var u={q}
var z={0,1,4,17,19,25,26,23,22,18,20,24}
var A={z}
var Q={0,1,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26}
var S={Q}
var T={Q}
var AA={0,1,2,3,4,21,7,19,25,10,23,22,18,20,26,16,17,24}
var BB={AA}
var CC={AA}
var DD={AA}
var EE={AA,13}
var FF={EE}
var GG={EE}
var HH={EE}
var II={0,1,2,3,4,21,17,19,25,10,23,22,18,14,26,16,20,24}
var JJ={II}
var KK={II}
var LL={II}
var MM={0,1,2,3,4,5,6,17,19,25,10,23,12,18,20,26,16,21,22,24}
var NN={MM}
var OO={MM}
var PP={0,1,2,3,4,6,17,19,25,10,11,22,18,20,26,16,21,23,24}
var QQ={PP}
var RR={PP}
var SS={PP}
var ZZ={11,9}

1,2,b,c,d,2
1,b,2,c,d,2
1,b,c,2,d,2
1,b,c,d,2,2
1,21,b,c,d,2
1,b,21,c,d,2
1,b,c,21,d,2
1,b,c,d,21,2
1,17,b,c,d,21
1,b,c,19,d,21
1,b,25,c,d,21
1,b,c,d,26,21
1,23,b,c,d,21
1,b,23,c,d,21
1,b,22,c,d,21
1,b,c,22,d,21
1,b,c,18,d,21
1,b,c,d,18,21
1,b,c,d,20,21
1,20,b,c,d,21
1,16,b,c,d,2
1,b,16,c,d,2
1,b,c,16,d,2
1,b,c,d,16,2
2,3,f,g,h,3
2,f,3,g,h,3
2,f,g,3,h,3
2,f,g,h,3,3
2,m,3,c,d,24
2,m,b,3,d,24
2,m,b,c,3,24
2,3,m,c,d,24
2,b,m,3,d,24
2,b,m,c,3,24
2,3,b,m,d,24
2,b,3,m,d,24
2,b,c,m,3,24
2,3,c,d,m,24
2,b,3,d,m,24
2,b,c,3,m,24
2,10,b,c,d,3
2,b,10,c,d,3
2,b,c,10,d,3
2,b,c,d,10,3
3,b,c,d,e,1
24,b,c,d,e,3
4,2,Q,z,S,17
4,z,Q,2,S,19
4,Q,2,S,z,25
4,Q,z,S,2,26
4,2,2,z,A,23
4,z,2,2,A,22
4,z,A,2,2,18
4,2,z,A,2,20
21,4,f,g,h,3
21,f,4,g,h,3
21,f,g,4,h,3
21,f,g,h,4,3
21,25,f,g,h,3
21,f,g,25,h,3
21,f,17,g,h,3
21,f,g,h,17,3
21,f,19,g,h,3
21,f,g,h,19,3
21,26,f,g,h,3
21,f,g,26,h,3
17,Q,S,b,T,4
17,Q,2,S,T,25
17,Q,S,T,2,26
17,2,2,Q,S,23
17,2,Q,S,2,20
19,b,Q,S,T,4
19,Q,2,S,T,25
19,Q,S,T,2,26
19,Q,2,2,S,22
19,Q,S,2,2,18
25,Q,S,T,b,4
25,2,Q,S,T,17
25,Q,S,2,T,19
25,2,2,Q,S,23
25,Q,2,2,S,22
26,Q,b,S,T,4
26,2,Q,S,T,17
26,Q,S,2,T,19
26,Q,S,2,2,18
26,2,Q,S,2,20
23,q,s,b,c,4
23,2,q,b,c,17
23,q,2,b,c,25
22,b,q,s,c,4
22,b,2,q,c,25
22,b,q,2,c,19
18,b,c,q,s,4
18,b,c,2,q,19
18,b,c,q,2,26
20,q,b,c,s,4
20,q,b,c,2,26
20,2,b,c,q,17
10,13,AA,BB,CC,16
10,AA,13,BB,CC,16
10,AA,BB,13,CC,16
10,AA,BB,CC,13,16
10,14,II,JJ,KK,16
10,II,14,JJ,KK,16
10,II,JJ,14,KK,16
10,II,JJ,KK,14,16
10,12,MM,NN,OO,16
10,MM,12,NN,OO,16
10,MM,NN,12,OO,16
10,MM,NN,OO,12,16
10,5,MM,NN,OO,16
10,MM,5,NN,OO,16
10,MM,NN,5,OO,16
10,MM,NN,OO,5,16
10,15,b,c,d,16
10,b,15,c,d,16
10,b,c,15,d,16
10,b,c,d,15,16
16,AA,BB,CC,DD,10
16,13,13,EE,FF,10
16,13,EE,13,FF,10
16,13,EE,FF,13,10
16,EE,13,13,FF,10
16,EE,13,FF,13,10
16,EE,FF,13,13,10
16,8,b,c,d,10
16,b,8,c,d,10
16,b,c,8,d,10
16,b,c,d,8,10
16,PP,QQ,RR,SS,10
16,ZZ,b,c,d,10
16,b,ZZ,c,d,10
16,b,c,ZZ,d,10
16,b,c,d,ZZ,10
7,2,b,c,d,13
7,b,2,c,d,13
7,b,c,2,d,13
7,b,c,d,2,13
13,q,s,t,u,7
8,2,b,c,d,14
8,b,2,c,d,14
8,b,c,2,d,14
8,b,c,d,2,14
14,q,s,t,u,8
6,2,b,c,d,12
6,b,2,c,d,12
6,b,c,2,d,12
6,b,c,d,2,12
12,q,s,t,u,6
11,q,s,t,u,5
5,2,b,c,d,11
5,b,2,c,d,11
5,b,c,2,d,11
5,b,c,d,2,11
9,3,b,c,d,15
9,b,3,c,d,15
9,b,c,3,d,15
9,b,c,d,3,15
15,3,b,c,d,9
15,b,3,c,d,9
15,b,c,3,d,9
15,b,c,d,3,9

@NAMES
0 Empty Space
1 Inactive Wire
2 Active Wire
3 Inhibited Wire
4 Crossover Inactive
5 NOR Inactive
6 OR Inactive
7 XOR Inactive
8 AND Inactive
9 T Flip Flop Inactive
10 Gate Output Inactive
11 NOR Active
12 OR Active
13 XOR Active
14 AND Active
15 T Flip Flop Active
16 Gate Output Active
17 Crossover N
18 Crossover SW
19 Crossover S
20 Crossover NW
21 Aux. Acive
22 Crossover SE
23 Crossover NE
24 Auxiliary Inhibited
25 Crossover E
26 Crossover W

@COLORS
0 150 230 230
1 225 128  50
2 255 255   0
3 110  64  25 
4 128 128 128
5 150   0 150
6 255 255 255
7   0   0 255
8 255   0   0
9   0 128   0
10   0   0   0
11 150   0 150
12 255 255 255
13   0   0 255
14 255   0   0
15   0 128   0
16   0   0   0
17 128 128 128
18 128 128 128
19 128 128 128
20 128 128 128
21 255 255   0
22 128 128 128
23 128 128 128
24 110  64  25
25 128 128 128
26 128 128 128

@ICONS
XPM
"7 182 11 1"
". c #96D6D6"
"w c #D18032"
"W c #FFFF00"
"i c #6D4019"
"C c #808080"
"N c #960096"
"O c #FFFFFF"
"X c #0000FF"
"A c #FF0000"
"T c #008000"
"G c #010101"
/Inactive Wire
"...w..."
"..www.."
".wwwww."
"wwwwwww"
".wwwww."
"..www.."
"...w..."
/Active Wire
"...W..."
"..WWW.."
".WWWWW."
"WWWWWWW"
".WWWWW."
"..WWW.."
"...W..."
/Inhibited Wire
"...i..."
"..iii.."
".iiiii."
"iiiiiii"
".iiiii."
"..iii.."
"...i..."
/Inactive Crossover
"..CCC.."
"..CCC.."
"CCCCCCC"
"CCCCCCC"
"CCCCCCC"
"..CCC.."
"..CCC.."
/Inactive NOR
"NN...NN"
"NNN..NN"
"NNNN.NN"
"NN.NNNN"
"NN..NNN"
"NN...NN"
"NN...NN"
/Inactive OR
".OOOOO."
"OOOOOOO"
"OO...OO"
"OO...OO"
"OO...OO"
"OOOOOOO"
".OOOOO."
/Inactive XOR
"XX...XX"
"XX...XX"
".XX.XX."
"..XXX.."
".XX.XX."
"XX...XX"
"XX...XX"
/Inactive AND
"..AAA.."
".AA.AA."
"AA...AA"
"AAAAAAA"
"AA...AA"
"AA...AA"
"AA...AA"
/Inactive T
"...T..."
"..TTT.."
".TTTTT."
"TTTTTTT"
".TTTTT."
"..TTT.."
"...T..."
/Inactive Gate
"...G..."
"..GGG.."
".GGGGG."
"GGGGGGG"
".GGGGG."
"..GGG.."
"...G..."
/Active NOR
"NNWWWNN"
"NNNWWNN"
"NNNNWNN"
"NNWNNNN"
"NNWWNNN"
"NNWWWNN"
"NNWWWNN"
/Active OR
"WOOOOOW"
"OOOOOOO"
"OOWWWOO"
"OOWWWOO"
"OOWWWOO"
"OOOOOOO"
"WOOOOOW"
/Active XOR
"XXWWWXX"
"XXWWWXX"
"WXXWXXW"
"WWXXXWW"
"WXXWXXW"
"XXWWWXX"
"XXWWWXX"
/Active AND
"WWAAAWW"
"WAAWAAW"
"AAWWWAA"
"AAAAAAA"
"AAWWWAA"
"AAWWWAA"
"AAWWWAA"
/Active T
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
/Active Gate
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
/Crossover N
"..CCC.."
"..CCC.."
"CCCCCCC"
"CCCWCCC"
"CCWWWCC"
"..WWW.."
"..WWW.."
/Crossover SW
"..WWW.."
"..WWW.."
"CCWWWWW"
"CCCWWWW"
"CCCCWWW"
"..CCC.."
"..CCC.."
/Crossover S
"..WWW.."
"..WWW.."
"CCWWWCC"
"CCCWCCC"
"CCCCCCC"
"..CCC.."
"..CCC.."
/Crossover NW
"..CCC.."
"..CCC.."
"CCCCWWW"
"CCCWWWW"
"CCWWWWW"
"..WWW.."
"..WWW.."
/Crossover Output
"...W..."
"..WWW.."
".WW.WW."
"WW...WW"
".WW.WW."
"..WWW.."
"...W..."
/Crossover SE
"..WWW.."
"..WWW.."
"WWWWWCC"
"WWWWCCC"
"WWWCCCC"
"..CCC.."
"..CCC.."
/Crossover NE
"..CCC.."
"..CCC.."
"WWWCCCC"
"WWWWCCC"
"WWWWWCC"
"..WWW.."
"..WWW.."
/Crossover Inhibited Input
"...i..."
"..iii.."
".ii.ii."
"ii...ii"
".ii.ii."
"..iii.."
"...i..."
/Crossover E
"..CCC.."
"..CCC.."
"WWWCCCC"
"WWWWCCC"
"WWWCCCC"
"..CCC.."
"..CCC.."
/Crossover W
"..CCC.."
"..CCC.."
"CCCCWWW"
"CCCWWWW"
"CCCCWWW"
"..CCC.."
"..CCC.."
Distinguishes crossover output directions, logical operators, gate activity, and auxiliary states.
Last edited by BlinkerSpawn on July 17th, 2016, 2:38 pm, edited 2 times in total.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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User avatar
PHPBB12345
Posts: 1096
Joined: August 5th, 2015, 11:55 pm
Contact:

Re: Logic Land

Post by PHPBB12345 » July 17th, 2016, 4:43 am

Code: Select all

x = 97, y = 70, rule = LogicLand
17.B4.A42.B12.C12.B$17.A4.A42.A12.B12.A$17.A4.A42.A12.B12.A$17.A4.A
42.A12.B12.A$17.A4.A42.A12.B12.A$17.A4.A37.B4AD5A2.C4BTU4B2.5AD4AB$
17.A4.A42.A12.U12.A$17.A4.A42.A12.B12.A$17.A4.A42.A12.B12.A$17.A4.A
42.A12.B12.A$17AD4AD17A25.A12.B12.A$17.A4.A$17.A4.A$17.A4.A42.B25.C$
17.A4.A42.B25.B$17.A4.A42.B25.B$17.A4.A42.B25.B$17.A4.A42.U25.B$17.A
4.A37.C4BRU4B15.4BUW4BC$17.A4.A42.B25.U$17.A4.B42.B25.B$65.B25.B$65.B
25.B$65.C25.B2$10.A$10.A54.A12.B12.A$10.A54.A12.B12.A$10.A54.A12.B12.
A$10.A54.A12.B12.A$10.A31.5AE17.A12.U12.A$10.A31.A4.J12.B4AD5A2.4BUV
4BC2.5AD4AB$10.A31.A4.A17.A12.B12.A$10.A31.A4.A17.A12.B12.A$10.A31.A
4.A17.A12.B12.A$10.A31.A4.A17.A12.B12.A$10.A31.A4.A17.B12.C12.B$10.A
31.A4.A$10.A31.A4.A$10.A31.A4.A$10.A31.A4.A31.E5A$10.A31.A4.A31.J4.A$
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User avatar
PHPBB12345
Posts: 1096
Joined: August 5th, 2015, 11:55 pm
Contact:

Re: Logic Land

Post by PHPBB12345 » July 17th, 2016, 9:35 am

Code: Select all

@RULE LogicLand

@TABLE

n_states:27
neighborhood:vonNeumann
symmetries:none
var a={0,1}
var b={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26}
var c={b}
var d={b}
var e={b}
var f={0,1,2,3,5,10,16,7,13,8,14,6,12,11,24,9,15}
var g={f}
var h={f}
var l={f}
var m={4,17,19,25,26,23,12,18,20,22}
var n={m}
var o={m}
var p={m}
var q={0,1,3,4,5,7,8,9,10,11,12,13,14,15,16,17,18,19,20,6,22,23,24,25,26}
var s={q}
var t={q}
var u={q}
var z={0,1,4,17,19,25,26,23,22,18,20,24}
var A={z}
var Q={0,1,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26}
var S={Q}
var T={Q}
var AA={0,1,2,3,4,21,7,19,25,10,23,22,18,20,26,16,17,24}
var BB={AA}
var CC={AA}
var DD={AA}
var EE={AA,13}
var FF={EE}
var GG={EE}
var HH={EE}
var II={0,1,2,3,4,21,17,19,25,10,23,22,18,14,26,16,20,24}
var JJ={II}
var KK={II}
var LL={II}
var MM={0,1,2,3,4,5,6,17,19,25,10,23,12,18,20,26,16,21,22,24}
var NN={MM}
var OO={MM}
var PP={0,1,2,3,4,6,17,19,25,10,11,22,18,20,26,16,21,23,24}
var QQ={PP}
var RR={PP}
var SS={PP}
var ZZ={11,9}

1,2,b,c,d,2
1,b,2,c,d,2
1,b,c,2,d,2
1,b,c,d,2,2
1,21,b,c,d,2
1,b,21,c,d,2
1,b,c,21,d,2
1,b,c,d,21,2
1,17,b,c,d,21
1,b,c,19,d,21
1,b,25,c,d,21
1,b,c,d,26,21
1,23,b,c,d,21
1,b,23,c,d,21
1,b,22,c,d,21
1,b,c,22,d,21
1,b,c,18,d,21
1,b,c,d,18,21
1,b,c,d,20,21
1,20,b,c,d,21
1,16,b,c,d,2
1,b,16,c,d,2
1,b,c,16,d,2
1,b,c,d,16,2
2,3,f,g,h,3
2,f,3,g,h,3
2,f,g,3,h,3
2,f,g,h,3,3
2,m,3,c,d,24
2,m,b,3,d,24
2,m,b,c,3,24
2,3,m,c,d,24
2,b,m,3,d,24
2,b,m,c,3,24
2,3,b,m,d,24
2,b,3,m,d,24
2,b,c,m,3,24
2,3,c,d,m,24
2,b,3,d,m,24
2,b,c,3,m,24
2,10,b,c,d,3
2,b,10,c,d,3
2,b,c,10,d,3
2,b,c,d,10,3
3,b,c,d,e,1
24,b,c,d,e,3
4,2,Q,z,S,17
4,z,Q,2,S,19
4,Q,2,S,z,25
4,Q,z,S,2,26
4,2,2,z,A,23
4,z,2,2,A,22
4,z,A,2,2,18
4,2,z,A,2,20
21,4,f,g,h,3
21,f,4,g,h,3
21,f,g,4,h,3
21,f,g,h,4,3
21,25,f,g,h,3
21,f,g,25,h,3
21,f,17,g,h,3
21,f,g,h,17,3
21,f,19,g,h,3
21,f,g,h,19,3
21,26,f,g,h,3
21,f,g,26,h,3
17,Q,S,b,T,4
17,Q,2,S,T,25
17,Q,S,T,2,26
17,2,2,Q,S,23
17,2,Q,S,2,20
19,b,Q,S,T,4
19,Q,2,S,T,25
19,Q,S,T,2,26
19,Q,2,2,S,22
19,Q,S,2,2,18
25,Q,S,T,b,4
25,2,Q,S,T,17
25,Q,S,2,T,19
25,2,2,Q,S,23
25,Q,2,2,S,22
26,Q,b,S,T,4
26,2,Q,S,T,17
26,Q,S,2,T,19
26,Q,S,2,2,18
26,2,Q,S,2,20
23,q,s,b,c,4
23,2,q,b,c,17
23,q,2,b,c,25
22,b,q,s,c,4
22,b,2,q,c,25
22,b,q,2,c,19
18,b,c,q,s,4
18,b,c,2,q,19
18,b,c,q,2,26
20,q,b,c,s,4
20,q,b,c,2,26
20,2,b,c,q,17
10,13,AA,BB,CC,16
10,AA,13,BB,CC,16
10,AA,BB,13,CC,16
10,AA,BB,CC,13,16
10,14,II,JJ,KK,16
10,II,14,JJ,KK,16
10,II,JJ,14,KK,16
10,II,JJ,KK,14,16
10,12,MM,NN,OO,16
10,MM,12,NN,OO,16
10,MM,NN,12,OO,16
10,MM,NN,OO,12,16
10,5,MM,NN,OO,16
10,MM,5,NN,OO,16
10,MM,NN,5,OO,16
10,MM,NN,OO,5,16
10,15,b,c,d,16
10,b,15,c,d,16
10,b,c,15,d,16
10,b,c,d,15,16
16,AA,BB,CC,DD,10
16,13,13,EE,FF,10
16,13,EE,13,FF,10
16,13,EE,FF,13,10
16,EE,13,13,FF,10
16,EE,13,FF,13,10
16,EE,FF,13,13,10
16,8,b,c,d,10
16,b,8,c,d,10
16,b,c,8,d,10
16,b,c,d,8,10
16,PP,QQ,RR,SS,10
16,ZZ,b,c,d,10
16,b,ZZ,c,d,10
16,b,c,ZZ,d,10
16,b,c,d,ZZ,10
7,2,b,c,d,13
7,b,2,c,d,13
7,b,c,2,d,13
7,b,c,d,2,13
13,q,s,t,u,7
8,2,b,c,d,14
8,b,2,c,d,14
8,b,c,2,d,14
8,b,c,d,2,14
14,q,s,t,u,8
6,2,b,c,d,12
6,b,2,c,d,12
6,b,c,2,d,12
6,b,c,d,2,12
12,q,s,t,u,6
11,q,s,t,u,5
5,2,b,c,d,11
5,b,2,c,d,11
5,b,c,2,d,11
5,b,c,d,2,11
9,3,b,c,d,15
9,b,3,c,d,15
9,b,c,3,d,15
9,b,c,d,3,15
15,3,b,c,d,9
15,b,3,c,d,9
15,b,c,3,d,9
15,b,c,d,3,9

@NAMES
0 Empty Space
1 Inactive Wire
2 Active Wire
3 Inhibited Wire
4 Crossover Inactive
5 NOR Inactive
6 OR Inactive
7 XOR Inactive
8 AND Inactive
9 T Flip Flop Inactive
10 Gate Output Inactive
11 NOR Active
12 OR Active
13 XOR Active
14 AND Active
15 T Flip Flop Active
16 Gate Output Active
17 Crossover N
18 Crossover SW
19 Crossover S
20 Crossover NW
21 Aux. Acive
22 Crossover SE
23 Crossover NE
24 Auxiliary Inhibited
25 Crossover E
26 Crossover W

@COLORS
0 150 230 230
1 225 128  50
2 255 255   0
3 110  64  25 
4 128 128 128
5 150   0 150
6 255 255 255
7   0   0 255
8 255   0   0
9   0 128   0
10   0   0   0
11 150   0 150
12 255 255 255
13   0   0 255
14 255   0   0
15   0 128   0
16   0   0   0
17 128 128 128
18 128 128 128
19 128 128 128
20 128 128 128
21 255 255   0
22 128 128 128
23 128 128 128
24 110  64  25
25 128 128 128
26 128 128 128

@ICONS
XPM
"7 182 11 1"
". c #96D6D6"
"w c #D18032"
"W c #FFFF00"
"i c #6D4019"
"C c #808080"
"N c #960096"
"O c #FFFFFF"
"X c #0000FF"
"A c #FF0000"
"T c #008000"
"G c #010101"
/Inactive Wire
"...w..."
"..www.."
".wwwww."
"wwwwwww"
".wwwww."
"..www.."
"...w..."
/Active Wire
"...W..."
"..WWW.."
".WWWWW."
"WWWWWWW"
".WWWWW."
"..WWW.."
"...W..."
/Inhibited Wire
"...i..."
"..iii.."
".iiiii."
"iiiiiii"
".iiiii."
"..iii.."
"...i..."
/Inactive Crossover
"..CCC.."
"..CCC.."
"CCCCCCC"
"CCCCCCC"
"CCCCCCC"
"..CCC.."
"..CCC.."
/Inactive NOR
"...N..."
"..NNN.."
".NNNNN."
"NNNNNNN"
".NNNNN."
"..NNN.."
"...N..."
/Inactive OR
"...O..."
"..OOO.."
".OOOOO."
"OOOOOOO"
".OOOOO."
"..OOO.."
"...O..."
/Inactive XOR
"...X..."
"..XXX.."
".XXXXX."
"XXXXXXX"
".XXXXX."
"..XXX.."
"...X..."
/Inactive AND
"...A..."
"..AAA.."
".AAAAA."
"AAAAAAA"
".AAAAA."
"..AAA.."
"...A..."
/Inactive T
"...T..."
"..TTT.."
".TTTTT."
"TTTTTTT"
".TTTTT."
"..TTT.."
"...T..."
/Inactive Gate
"...G..."
"..GGG.."
".GGGGG."
"GGGGGGG"
".GGGGG."
"..GGG.."
"...G..."
/Active NOR
"NNNNNNN"
"NNNNNNN"
"NNNNNNN"
"NNNNNNN"
"NNNNNNN"
"NNNNNNN"
"NNNNNNN"
/Active OR
"OOOOOOO"
"OOOOOOO"
"OOOOOOO"
"OOOOOOO"
"OOOOOOO"
"OOOOOOO"
"OOOOOOO"
/Active XOR
"XXXXXXX"
"XXXXXXX"
"XXXXXXX"
"XXXXXXX"
"XXXXXXX"
"XXXXXXX"
"XXXXXXX"
/Active AND
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
/Active T
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
"TTTTTTT"
/Active Gate
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
"GGGGGGG"
/Crossover N
"..CCC.."
"..CCC.."
"CCCCCCC"
"CCCWCCC"
"CCWWWCC"
"..WWW.."
"..WWW.."
/Crossover SW
"..WWW.."
"..WWW.."
"CCWWWWW"
"CCCWWWW"
"CCCCWWW"
"..CCC.."
"..CCC.."
/Crossover S
"..WWW.."
"..WWW.."
"CCWWWCC"
"CCCWCCC"
"CCCCCCC"
"..CCC.."
"..CCC.."
/Crossover NW
"..CCC.."
"..CCC.."
"CCCCWWW"
"CCCWWWW"
"CCWWWWW"
"..WWW.."
"..WWW.."
/Crossover Output
"...W..."
"..WWW.."
".WW.WW."
"WW...WW"
".WW.WW."
"..WWW.."
"...W..."
/Crossover SE
"..WWW.."
"..WWW.."
"WWWWWCC"
"WWWWCCC"
"WWWCCCC"
"..CCC.."
"..CCC.."
/Crossover NE
"..CCC.."
"..CCC.."
"WWWCCCC"
"WWWWCCC"
"WWWWWCC"
"..WWW.."
"..WWW.."
/Crossover Inhibited Input
"...i..."
"..iii.."
".ii.ii."
"ii...ii"
".ii.ii."
"..iii.."
"...i..."
/Crossover E
"..CCC.."
"..CCC.."
"WWWCCCC"
"WWWWCCC"
"WWWCCCC"
"..CCC.."
"..CCC.."
/Crossover W
"..CCC.."
"..CCC.."
"CCCCWWW"
"CCCWWWW"
"CCCCWWW"
"..CCC.."
"..CCC.."

Code: Select all

x = 115, y = 115, rule = LogicLand
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5A3.5A.A$49.3A3.J3.J3.3A$55.I3.I$49.3A3.A3.A3.3A$49.A.5A3.5A.A$49.3A
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49.3A3.A3.A3.3A$55.I3.I$49.3A3.J3.J3.3A$49.A.5A3.5A.A$49.3A3.A3.A3.3A
$55.I3.I$49.3A3.J3.J3.3A$49.A.5A3.5A.A$49.3A3.A3.A3.3A$55.A3.A!
Last edited by PHPBB12345 on July 17th, 2016, 9:51 am, edited 1 time in total.

User avatar
BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Logic Land

Post by BlinkerSpawn » July 17th, 2016, 9:50 am

Thanks for fixing state 22!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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User avatar
PHPBB12345
Posts: 1096
Joined: August 5th, 2015, 11:55 pm
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Re: Logic Land

Post by PHPBB12345 » July 17th, 2016, 10:07 am

BlinkerSpawn wrote:Thanks for fixing state 22!

Code: Select all

x = 71, y = 63, rule = LogicLand
.29A11.29A$31A9.31A$2A27.2A9.2A27.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.
2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A
.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A
.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.
2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A
.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.
2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.
25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A9.2A.25A.2A$2A.25A.2A
9.2A.25A.2A$2A11.AJAJA11.2A9.2A12.JAJ12.2A$14A.A.14A9.14A.I.14A$.13A.
A.13A11.14AJ14A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A
$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A
39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$
15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A39.A$15.A
39.A$15.A39.A$15.A39.A$15.A39.A!
what is SR flip-flop?

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BlinkerSpawn
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Re: Logic Land

Post by BlinkerSpawn » July 17th, 2016, 2:17 pm

PHPBB12345 wrote:

Code: Select all

What's this?
what is SR flip-flop?
I'm afraid I don't quite understand the question.
And were you trying to make this?

Code: Select all

x = 31, y = 64, rule = LogicLand
.29A$31A$2A27.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A
.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$
2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A
$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A.25A.2A$2A11.2AJ
2A11.2A$14A.I.14A$.12A.JAJ.12A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.
A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$
15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.A$15.B$14.OP!
Also, do I not understand how signalling is intended to work in this rule or is something wrong here?

Code: Select all

x = 11, y = 17, rule = LogicLand
.A2.A2.A2.A$AE.AF.AG.AH$.J2.J2.J2.J$.A2.A2.A2.A$.A2.A2.A2.A2$.A2.A2.A
2.A$BE.BF.BG.BH$.J2.J2.J2.J$.A2.A2.A2.A$.A2.A2.A2.A2$.B2.B2.B2.B$BE.B
F.BG.BH$.J2.J2.J2.J$.A2.A2.A2.A$.A2.A2.A2.A!
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blah
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Re: Logic Land

Post by blah » July 18th, 2016, 12:01 pm

BlinkerSpawn wrote: Also, do I not understand how signalling is intended to work in this rule or is something wrong here?

Code: Select all

x = 11, y = 17, rule = LogicLand
.A2.A2.A2.A$AE.AF.AG.AH$.J2.J2.J2.J$.A2.A2.A2.A$.A2.A2.A2.A2$.A2.A2.A
2.A$BE.BF.BG.BH$.J2.J2.J2.J$.A2.A2.A2.A$.A2.A2.A2.A2$.B2.B2.B2.B$BE.B
F.BG.BH$.J2.J2.J2.J$.A2.A2.A2.A$.A2.A2.A2.A!
Single gate inputs are active if there is one or more active cell around. I'm guessing you were confused because you expected this:

Code: Select all

x = 7, y = 11, rule = LogicLand
3A.3A$3A.3A$3A.3A$.A3.A$.AHJHA$3.A$3.A$3.A$2.3A$2.A.A$2.3A!
I would recommend that anybody who wants to work in this rule should look at the example circuits Jack Eisenmann made at http://www.ostracodfiles.com/logic/logicland.html

Also, I'm considering posting my implementation so that people can use it. It's still somewhat buggy, written in html5 and probably has compatibility issues given that I've only tested it on my browser, but I still think I should. If I posted it, it would probably be a plaintext uploaded to pastebin that people would have to manually paste into a .html file and run. Would anybody do that if I posted it?
succ

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BlinkerSpawn
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Re: Logic Land

Post by BlinkerSpawn » July 18th, 2016, 12:20 pm

blah wrote:
BlinkerSpawn wrote: Also, do I not understand how signalling is intended to work in this rule or is something wrong here?

Code: Select all

rle
Single gate inputs are active if there is one or more active cell around. I'm guessing you were confused because you expected this:

Code: Select all

rle2
Oh, so the gate outputs are actually just logic gates and the other cells specify the logical operation to be performed?
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blah
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Re: Logic Land

Post by blah » July 18th, 2016, 12:27 pm

BlinkerSpawn wrote: Oh, so the gate outputs are actually just logic gates and the other cells specify the logical operation to be performed?
Yes, exactly.
succ

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BlinkerSpawn
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Re: Logic Land

Post by BlinkerSpawn » July 18th, 2016, 12:47 pm

I'd personally prefer it if the logic cells did as their names implied, but that's just me. :/
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Redstoneboi
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Re: Logic Land

Post by Redstoneboi » May 29th, 2018, 2:41 am

isn't there a c++ script that generates a tree using a program?
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

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