Understand Video Games; Understand Everything

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1 Understand Video Games; Understand Everything Stephen A. Edwards Columbia University

2 The Subject of this Lecture 0

3 The Subjects of this Lecture 0 1

4 But let your communication be, Yea, yea; Nay, nay: for whatsoever is more than these cometh of evil. Matthew 5:37

5 Engineering Works Because of Abstraction Application Software Operating Systems Architecture Micro-Architecture Logic Digital Circuits COMS 3157, 4156, et al. COMS W4118 COMS W3827 COMS W3827 COMS W3827 COMS W3827 Analog Circuits ELEN 3331 Devices ELEN 3106 Physics ELEN 3106 et al.

6 thinkgeek.com

7 Boolean Logic George Boole

8 Boole s Intuition Behind Boolean Logic Variables X, Y,... represent classes of things No imprecision: A thing either is or is not in a class If X is sheep and Y is white things, XY are all white sheep, and XY = YX XX = X. If X is men and Y is women, X + Y is both men and women, and X + Y = Y + X X + X = X. If X is men, Y is women, and Z is European, Z(X + Y) is European men and women and Z(X+Y) = ZX+ZY.

9 Simplifying a Boolean Expression You are a New Yorker if you were born in New York or were not born in New York and lived here ten years. Axioms X = born in New York Y = lived here ten years X + (X Y) X + Y = Y + X X Y = Y X X + (Y + Z) = (X + Y) + Z X (Y Z) = (X Y) Z X + (X Y) = X X (X + Y) = X X (Y + Z) = (X Y) + (X Z) X + (Y Z) = (X + Y) (X + Z) X + X = 1 X X = 0 Lemma: X 1 = X (X + X) = X (X + Y) if Y = X = X

10 Simplifying a Boolean Expression You are a New Yorker if you were born in New York or were not born in New York and lived here ten years. Axioms X = born in New York Y = lived here ten years X + (X Y) = (X + X) (X + Y) X + Y = Y + X X Y = Y X X + (Y + Z) = (X + Y) + Z X (Y Z) = (X Y) Z X + (X Y) = X X (X + Y) = X X (Y + Z) = (X Y) + (X Z) X + (Y Z) = (X + Y) (X + Z) X + X = 1 X X = 0 Lemma: X 1 = X (X + X) = X (X + Y) if Y = X = X

11 Simplifying a Boolean Expression You are a New Yorker if you were born in New York or were not born in New York and lived here ten years. Axioms X = born in New York Y = lived here ten years X + (X Y) = (X + X) (X + Y) = 1 (X + Y) Lemma: X + Y = Y + X X Y = Y X X + (Y + Z) = (X + Y) + Z X (Y Z) = (X Y) Z X + (X Y) = X X (X + Y) = X X (Y + Z) = (X Y) + (X Z) X + (Y Z) = (X + Y) (X + Z) X + X = 1 X X = 0 X 1 = X (X + X) = X (X + Y) if Y = X = X

12 Simplifying a Boolean Expression You are a New Yorker if you were born in New York or were not born in New York and lived here ten years. Axioms X = born in New York Y = lived here ten years X + (X Y) = (X + X) (X + Y) = 1 (X + Y) = X + Y Lemma: X + Y = Y + X X Y = Y X X + (Y + Z) = (X + Y) + Z X (Y Z) = (X Y) Z X + (X Y) = X X (X + Y) = X X (Y + Z) = (X Y) + (X Z) X + (Y Z) = (X + Y) (X + Z) X + X = 1 X X = 0 X 1 = X (X + X) = X (X + Y) if Y = X = X

13 Alternate Notations for Boolean Logic Operator Math Engineer Schematic Copy x X X or X X Complement x X X X AND x y XY or X Y X Y XY OR x y X + Y X Y X + Y

14 Expressions to Schematics F = X Y + X Y X Y

15 Expressions to Schematics F = X Y + X Y X X Y Y

16 Expressions to Schematics F = X Y + X Y X X X Y Y Y

17 Expressions to Schematics F = X Y + X Y X X X Y Y Y X Y

18 Expressions to Schematics F = X Y + X Y X X X Y X Y + X Y = F Y Y X Y

19 Expressions to Schematics F = X Y + X Y = (X + Y)(X + Y) X X X Y X Y + X Y = F Y Y X Y (X + Y)(X + Y) = F

20 The Decimal Positional Numbering System Ten figures: = = Why base ten?

21 Binary DEC PDP-8/I, c Dec Bin PC = =

22 Binary Addition Algorithm =

23 Binary Addition Algorithm = =

24 Binary Addition Algorithm = = =

25 Binary Addition Algorithm = = = =

26 Binary Addition Algorithm = = = = =

27 Binary Addition Algorithm = = = = =

28 Arithmetic Circuits

29 Arithmetic: Addition Adding two one-bit numbers: A and B Produces a two-bit result: C S (carry and sum) A B Half Adder C S A B C S

30 Full Adder In general, you need to add three bits: C o = = = = = = 10 C i A B C o S C i A B C i A B C o S S

31 A Four-Bit Ripple-Carry Adder A B A 3 B 3 A 2 B 2 A 1 B 1 A 0 B 0 C o FA C i FA FA FA FA 0 S S 4 S 3 S 2 S 1 S 0

32 PONG PONG, Atari 1973 Built from TTL logic gates; no computer, no software Launched the video arcade game revolution

33 Horizontal Ball Control in PONG M L R A B X X X X X X X X The ball moves either left or right. Part of the control circuit has three inputs: M ( move ), L ( left ), and R ( right ). It produces two outputs A and B. Here, X means I don t care what the output is; I never expect this input combination to occur.

34 Horizontal Ball Control in PONG M L R A B Assume all the X s are 0 s: A = MLR + MLR B = M LR + M LR + MLR 3 inv + 4 AND3 + 1 OR2 + 1 OR3

35 Horizontal Ball Control in PONG M L R A B Choosing better values for the X s: A = ML + MR B = MR 3 NAND2

36 Horizontal Ball Control in PONG M L R A B Being even more clever: A = M B = MR 1 NAND2

37 The Actual Pong Circuit Pong, Atari, 1972 Winner, Midway, 1973

38 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X X X X X The M s are already arranged nicely

39 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X Let s rearrange the L s by permuting two pairs of rows X X X X X X

40 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X X X Let s rearrange the L s by permuting two pairs of rows X X

41 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X Let s rearrange the L s by permuting two pairs of rows X X X X

42 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X Let s rearrange the L s by permuting two pairs of rows X X X X

43 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X X X Let s rearrange the L s by permuting two pairs of rows X X

44 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X X X X X Let s rearrange the L s by permuting two pairs of rows

45 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X X X X X Let s rearrange the L s by permuting two pairs of rows

46 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X X X X X Let s rearrange the L s by permuting two pairs of rows

47 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X X X X X The R s are really crazy; let s use the second dimension

48 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X X X X X X X X The R s are really crazy; let s use the second dimension

49 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X0 X X 1 X The R s are really crazy; let s use the second dimension X 1 X X1 X0

50 Karnaugh Maps Basic trick: put similar variable values near each other so simple functions are obvious M L R A B X0 X X 1 X MR X 1 X X1 X0 M

51 Maurice Karnaugh s Maps Transactions of the AIEE, 1953

52 The Seven-Segment Decoder Example a W X Y Z a b c d e f g X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X e f d g c b

53 Karnaugh Map for Seg. a W X Y Z a X X X X X X Z X X 0 X 1 1 X X Y W The Karnaugh Map Sum-of-Products Challenge Cover all the 1 s and none of the 0 s using as few literals (gate inputs) as possible. Few, large rectangles are good. Covering X s is optional.

54 Karnaugh Map for Seg. a W X Y Z a X X X X X X Z X X 0 X 1 1 X X Y W The minterm solution: cover each 1 with a single implicant. a = W X Y Z + W X Y Z + W X Y Z + W X Y Z + W X Y Z + W X Y Z + W X Y Z + W X Y Z 8 4 = 32 literals 4 inv + 8 AND4 + 1 OR8

55 Karnaugh Map for Seg. a W X Y Z a X X X X X X Z X X 0 X 1 1 X X Merging implicants helps Y W Recall the distributive law: AB + AC = A(B + C) a = W X Y Z + W Y + W X Z + W X Y = 12 literals 4 inv + 1 AND4 + 2 AND3 + 1 AND2 + 1 OR4

56 Karnaugh Map for Seg. a W X Y Z a X X X X X X Z X X 0 X 1 1 X X Y W Missed one: Remember this is actually a torus. a = X Y Z + W Y + W X Z + W X Y = 11 literals 4 inv + 3 AND3 + 1 AND2 + 1 OR4

57 Karnaugh Map for Seg. a W X Y Z a X X X X X X Z X X 0 X 1 1 X X Y W Taking don t-cares into account, we can enlarge two implicants: a = X Z + W Y + W X Z + W X = 9 literals 3 inv + 1 AND3 + 3 AND2 + 1 OR4

58 Karnaugh Map for Seg. a W X Y Z a X X X X X X Z X X 0 X 1 1 X X Y W Can also compute the complement of the function and invert the result. Covering the 0 s instead of the 1 s: a = W X Y Z + X Y Z + W Y = 9 literals 5 inv + 1 AND4 + 1 AND3 + 1 AND2 + 1 OR3

59 Karnaugh Map for Seg. a W X Y Z a X X X X X X Z X X 0 X 1 1 X X Y W To display the score, PONG used a chip with this: (13) (12) OUTPUT a OUTPUT b

60 Decoders

61 Decoders Input: n-bit binary number Output: 1-of-2 n one-hot code 2-to-4 in out to-8 decoder in out in 4-to-16 decoder out

62 The to-8 Decoder 15 Y0 A 1 14 Y1 Select Inputs B 2 13 Y2 C Y3 Y4 Data Outputs 10 Y5 G1 6 9 Y6 Enable Inputs G2A 4 7 Y7 G2B 5

63 A 138 Spotted in the Wild Pac-Man (Midway, 1980)

64 Multiplexers

65 The Two-Input Multiplexer B A 1 0 S Y S B A Y B A S S A B Y S B A Y 0 X X X X 1 S Y 0 A 1 B

66 Two-input Muxes in the Wild Quad 2-to-1 mux 3B selects color from a sprite or the background Pac-Man (Midway, 1980)

67 State-Holding Elements

68 Bistable Elements Q Q Q Q Equivalent circuits; right is more traditional. Two stable states:

69 A Bistable in the Wild This debounces the coin switch. Breakout, Atari 1976.

70 SR Latches in the Wild Generates horizontal and vertical synchronization waveforms from counter bits. Stunt Cycle, Atari 1976.

71 Atari Space Race, 1973

72 Atari Space Race PCB Front Back (mirrored)

73 Implementing ROMs 0 Wordline 0 Add. Data 1 Wordline A 1 A 0 2-to-4 Decoder 2 Wordline 2 3 Wordline 3 D 2 D 1 D 0

74 Implementing ROMs 1 0 Wordline 0 Add. Data A 1 0 A to-4 Decoder Wordline 1 Wordline 2 Wordline D 2 D 1 D 0

75 Atari Space Race Schematic

76 The 1971 DEC M792-YB Bootstrap Diode Matrix 32-word, 16-bit (64-byte) ROM diode matrix

77 Color PROM in Pac-Man EF F8 06 EA 07 6F F 0A 00 0B C9 0C 38 0D AA 0E AF 0F F F 00

78

79

80

81

82

83 TMS9918 Video Display Processor

84 TMS9918 Video Display Processor

85 Nintendo NES/Famicom

86 TMS9918 Pattern Generation

87 TMS9918 Sprite Generation

88 TMS9918 Sprite Attribute Table Entry

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