PoweredCube CHD View (2013)

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avatar dominiksalvet
Level 23 : Expert Engineer
21
After some time, I have finally gotten to this one. Created back in 2013 as a part of the PoweredCube project, it represented its main graphical output. A big screen with the access to individual pixels has the following characteristics:
  • 32x24 pixels (768 pixels in total)
  • Clear the whole screen signal
  • Simple control interface (read below)
BTW, guess what CHD stands for... Cube High-Definition... Phew... :-D

How to control the monitor?

We will use a table to better imagine how things work. It basically represents the monitor input port depicted in the last image:

resetdatayaddr[​5]xaddr[​5]write

Once reset signal is equal to 1, all pixels will turn off. If write signal is set to 1, it will write current data value to a pixel addressed by yaddr (Y coordinate) and xaddr (X coordinate) signals. Left bottom corner of the screen is equal to (0, 0).

Hope you all are doing well! ;-)
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2
08/25/2020 9:03 am
Level 22 : Expert Engineer
ferodaboy
Question: Did you ever think that it would be possible to have a 1x1 pixel screen?
(Just asking because me and my friend just did it... so I guess that answers you're question... :)
2
08/25/2020 12:51 pm
Level 23 : Expert Engineer
dominiksalvet
Yeah man, I have considered it several times. But after building this one... xD
2
08/25/2020 1:03 pm
Level 22 : Expert Engineer
ferodaboy
I get that... I get that a lot... imagine a whole computer lie before you and the last thing you see to fix, is you're huge 256 block wide 42 block tall ROM insert screen... which has a little bug, at the very bottom... that deletes you're characters... then you know how I felt with the XRED... I tried for 3 months to fix that thing... and I eventually gave up... :(
2
08/25/2020 2:53 pm
Level 23 : Expert Engineer
dominiksalvet
lol man xDD
3
08/04/2020 11:23 am
Level 51 : Grandmaster Lava Rider
eagoy
Reminds me of my own old screens.
Quite big, clean wiring (although personally I would prefer to have some color coding going on).
By the way, is the input of 'yaddr' and 'xaddr' in binary?
2
08/04/2020 5:23 pm
Level 23 : Expert Engineer
dominiksalvet
Yeah, just say it... it's big and ugly. xD That's at least what I think of it now to some point. Nevertheless, it's my matter of the heart.

Ad yaddr, xaddr: yes, they are encoded in binary (5 bits each coordinate). Just out of curiosity; what alternatives come to your mind? :-)
2
08/05/2020 11:04 am
Level 51 : Grandmaster Lava Rider
eagoy
What I have used in the past are:
+ one line per x-coordinate & one line per y-coordinate -> example 10x10 pixels means 10 x-coordinate lines and 10 y-coordinate lines. Only were they intersect you can write/input goes through.
- input mechanism of say 10 buttons, press one & the old one is flushed out
- up/down counter per coordinate
- hook them up to tripwires or pressureplates (= same amount of pixels).

Hope it makes some kind of sense. Or fly through the PMCview3D on my old submission
https://www.planetminecraft.com/project/paint-system/
(note1, if I recall it doesn't work due to some missing objects in the hoppers for the timer-clocks to work properly
note2, it only contain the latest version, I could try dig up the original save that shoudl work + has the older versions)

ps. as you might have noticed, I am bit rusty in the terms of all the gates and such. It has been some years I worked extensive with those.
2
08/05/2020 3:19 pm
Level 23 : Expert Engineer
dominiksalvet
Yeah some good ideas here, thank you for the examples. :-)

The paint system looks interesting but right now I do not have much time to examine it more deeply. Furthermore, I am focused on processors now.

Nevertheless, I like that you did not use command blocks in the map. I personally do not like them since they are transforming hardware problem to a software problem while being seen as a hardware solution then (if you know what I mean). And that's a different level of abstraction.
3
08/04/2020 9:15 am
Level 22 : Expert Engineer
ferodaboy
Outch... that's, big...
and it uses X, Y cords... even bigger outch!!!
then clear function... now I'm stuned...
I mean the RAM needed for that is insaine!!!
I like it...
1+ DIAMOND
2
08/04/2020 5:27 pm
Level 23 : Expert Engineer
dominiksalvet
> Outch... that's, big...
100% agree xD

> and it uses X, Y cords... even bigger outch!!!
How it should be done then? Just curious. Please note that it must be able to draw individual pixels (buffered/unbuffered don't mind).

> I mean the RAM needed for that is insaine!!!
RAM? If you mean the screen buffer, that's 768 bits = 96 bytes. It is not that much. :-)

Anyway, thank you man! :-)
1
08/05/2020 11:43 am
Level 22 : Expert Engineer
ferodaboy
You wouldn't by chance know how to build what this guy is talking about would you?

Hi,


This design (or kind of design) has 2 main disadvantages :
  1. It is bigger than an RS NOR latch
  2. Is not really stackable, so it is bigger than other kind of 1 bit memory

If we look at the "stackable" size, we see that your module is 6x2(x3) blocks for 1 bit. Today we are capable of 1 bit each 2x2(x?) blocks. In comparison, if we build a ram with your kind of memory, it will be 3x bigger than the smallest one.

So please, remove "Super small" from the title... yours is clearly "quite big"

But it's better to see this kind of idea here instead of the farms ...

I know what a NOR latch is and I've built one... but getting it to 2x2(x?) size... it seems almost impossible what he is saying

BTW this post came from my SSD RAM tutorial... and it isn't 6x2x3... it's now 4x2x2 so...
2
08/05/2020 3:36 pm
Level 23 : Expert Engineer
dominiksalvet
I am sorry but I have not been in Minecraft redstone stuff for several years. But my most advantaged memory cell design involved using a repeater as data holder. Simple use two repeaters, put one heading to the side of the other one and try to play with its redstone inputs. You will quickly realize that this could be effective and really small memory. Maybe this is the way, I don't know.
2
08/04/2020 5:59 pm
Level 22 : Expert Engineer
ferodaboy
I was once interested in screens... I always thought that instead of painfully putting each pixel in one at a time, have it like a normal graphics card would...

draw!!! a GPU has to draw each shape... why not build a screen that way?

I mostly said that to show how hard it was for me to fail when building my screen... which failed...
and RAM, well I didn't know if used a buffer... the screens I see most of the time use huge RAM stacks...

anyway great screen...
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