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LBP 2:CPU & Memory Proof of Concept
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Hey guys! I just wanted to mention that I have now finished my CPU project that I have been working on since the Beta test. What my level does is prove that LittleBigPlanet 2's addition of Logic Gates allows for the construction of highly advanced circuits including the ability to create simple working computers. Search for: LBP 2: CPU or Deamos http://lbp.me/v/w4zh7w http://i4.lbp.me/img/ft/774744f0f936d0c4caf2d37f7dfd606752ae61ac.jpg http://i5.lbp.me/img/ft/2f5c6b331f44591b85e2f3844e7fe2433ffe996f.jpg http://i3.lbp.me/img/ft/30375dd280811c9f3450aa5e910fd44419ecef66.jpg Stats of Computer: Over 3000+ wire connections Took over around 48 hours straight of work Hundreds of Logic Gates 8 bit CPU 8 bytes of Writable Memory 18 Fourteen Segment Displays "Keyboard/Mouse" Input 8 bit ALU to that supports AND, OR, Invert, and Adding Operations 3 ALU 8 bit registers for performing operations 1 8 bit W(Working) Working Register 8 Instruction Set Commands Instruction Set Commands Data Movement Commands LW: Writes a binary Value to the W Register EX: LW00001111 (Writes the value 00001111 to WREG) RW: Reads the current value stored in the W Register and displays on the Screen EX: RW (Doesn't matter what else is displayed as long as RW is in the far left) WA: Writes the value in the W Register to an address (Allowed addresses are 00000000 to 00001001) EX: WA00000011 (Stores WREG values in Address 00000011) MA: Moves the Value in the Address to the W Register EX: MA00000011 (Moves whatever is stored in Address 00000011 to the WREG) ALU Commands AN: ANDs Address 00001000 (Also Called A) with Address 00001001 (Also Called B) and stores the result in Address 00001010 (Called the ALU Output) ex: If A=11110000 B=11001111 Then Inputing the command AN will make address 00001010 = 11000000 AI: Inverts Address 00001000 (Also Called A) and stores the value in 00001010 (Called the ALU Output) ex: If A = 11110000 then inputing AI will make address 00001010 = 00001111 AA: Adds the values of Address 00001000 & 00001001 and stores the Sum in Address 00001010 (Only a maximum of 255 can be stored due to bit restrictions ex: if A = 00000010 B = 00000011 then Issuing the command of AA will make address 00001010 = 00000101 AO: ORs address 00001000 & 00001001 and stores the result in 00001010 ex: if A= 00110000 B= 01010010 then issuing the command of AO will make address 00001010 = 01110010 For controlling the mouse, it is all handed by the left analog stick. Pressing the X button will type a button from the keyboard, and Circle will input the command in to the CPU. Triangle will exit the keyboard and mouse. I know it all sounds a bit complicated and this level is more geared towards those with an understanding of Computer Engineering and Advanced Logic. I am planning on eventually doing a second version of the CPU to be distributed to players to use in their own levels to handle advanced logic functions. In addition, I am also planning on starting up the next version of my Logic Labs series to help explain some of the new LBP2 Logic and how to use it. Thanks guys and Enjoy! -- Logic Creator Producer of Logic Labs Series Currently working on: LBP2 CPU & Memory Proof of Concept http://lbp.me/v/w4zh7w | 2011-01-29 02:05:00 Author: Deamos Posts: 18 |
Hot ****! I'm still working on my memory module. You have completely outdone what I'm sure I'll ever be able to find time and concentration to finish. Not that I won't try, mind you! | 2011-01-29 12:53:00 Author: ironfroggy Posts: 4 |
Haha! Yeah. Memory modules are not too bad to make, however they are a bit time consuming for my liking. Largest problem with them is creating a Bus line using a series of OR gates for each bit, IE 2^n. If you ever need help, I'd be glad to assist! | 2011-01-30 12:47:00 Author: Deamos Posts: 18 |
Wow. I just finished a 10-digit BCD addition calculator. Yet I have no clue what you just said. Anyways, I queued your level, and i'll check it out. | 2011-01-30 13:04:00 Author: Unknown User |
Wow. I just finished a 10-digit BCD addition calculator. Yet I have no clue what you just said. Anyways, I queued your level, and i'll check it out. Awesome! I'll check out your calculator. This thing can do addition too, however it is limited to only 3 digits to a maximum of 255... I'll try to get that worked out on the next version. Yeah, check it out. I know its pretty difficult concepts to grasp, if you need an idea on what i've done check this article on Wikipedia http://en.wikipedia.org/wiki/Assembly_language | 2011-01-30 13:20:00 Author: Deamos Posts: 18 |
I've have started to provide a bit more information on how to use the CPU and some info on the next version on http://divby0.net | 2011-02-06 00:42:00 Author: Deamos Posts: 18 |
Very nice! I used a similar method for memory when creating my calculator (http://lbp.me/v/wtzfny). In order to store the result I used 2 32-bit registers (with R/W and reset inputs): one for the result and one for the number being entered. Used some BCD adders and 9's compliment converters to do the addition and subtraction. The logic system in LBP2 is just plain amazing... things like this shows just how powerful it is! | 2011-02-06 02:59:00 Author: Landail Posts: 11 |
Hehe i will give hint to aya about it, he was also working on microprocessor but i think he aimed on some specific emulation. But imo use of full packed CPU is little unpractical in regular levels, must efficient way to do is to build logic for your own needs. For example why you need big back-part CPU to make +1 -1 operations if you can do selector based counters or if you need more you can use simple set of adders or multi tick the selectors if you lazy. Well i got quastion, how much thermo it takes? | 2011-02-06 13:47:00 Author: Shadowriver Posts: 3991 |
Hehe i will give hint to aya about it, he was also working on microprocessor but i think he aimed on some specific emulation. But imo use of full packed CPU is little unpractical in regular levels, must efficient way to do is to build logic for your own needs. For example why you need big back-part CPU to make +1 -1 operations if you can do selector based counters or if you need more you can use simple set of adders or multi tick the selectors if you lazy. Well i got quastion, how much thermo it takes? When applied to normal LBP levels, you are correct.. a CPU/microprocessor is pretty useless. However, imagine having the ability to create programs & execute one in level, then the game really changes. As for Thermo, the first version takes up 90% of the level. However, it is the 14 segment displays & registers that consume a good portion of this. I am already in works of the second version, without the displays and have the thermo down to about 15% total. | 2011-02-06 15:55:00 Author: Deamos Posts: 18 |
Ok Guys! I just finished with the actual second version of the Microprocessor itself today! I will be code naming it Da Vinci and should have it ready for public release by Saturday or Sunday depending on how quickly I can put together the programming and side loading program executers.... Thats right, You are going to be able to program with this sucker by the time I am done. Right now, as it stands the updates will be: 14 Instructions -8 ALU based functions, including Adding, Subtracting, ANDing, ORing, Inverting, XORing, and Shifting Left/Right -8 Bit Data Width -4 bit address line (Expandable to 8 bit Address Line, if someone needs a larger CPU) -8 bit Output -16 Bytes of RAM -3 Special Purpose Registers -2 ALU Registers -1 Working Register -The Ability to Write your Own Programs and execute them! Again, I plan to be finished with this very soon so keep your eyes open here, or at http://divby0.net | 2011-02-12 00:45:00 Author: Deamos Posts: 18 |
Wow thats amazing i qued so i can check it out. i have a quick question though, did your PS3 ever crash from running so many wires? I know mine crashed when i was working on a password system which used a lot less wires then yours. | 2011-02-12 01:14:00 Author: AbunaiXD Posts: 19 |
Wow thats amazing i qued so i can check it out. i have a quick question though, did your PS3 ever crash from running so many wires? I know mine crashed when i was working on a password system which used a lot less wires then yours. It crashed a few times. However, my biggest problem was slowdowns from running so many wires within a chip. Instead of doing it in a chip, I now construct on a Giant Dark Matter Piece which has seriously sped up my prototyping. Also, Keep in mind, the version posted in the level that you queued is the older version of the CPU | 2011-02-12 01:21:00 Author: Deamos Posts: 18 |
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