Conway's Game of Life 16x16
1.Decade counter2.Four-bit binary counter3.Decade counter again4.Slow decade counter5.Counter 1-126.Counter 10007.4-digit decimal counter8.12-hour clock9.Hdlbits博文分布10.4-bit shift register11.Left/right rotator12.Left/right arithmetic shift by 1 or 813.5-bit LFSR14.3-bit LFSR15.32-bit LFSR16.Shift register17.Shift register(2)18.3-input LUT19.Rule 9020.Rule 110
21.Conway's Game of Life 16x16
22.Simple FSM1(asynchronous reset)23.Simple FSM1(synchronous reset)24.Simple FSM2(asynchronous reset)25.Simple FSM2(synchronous reset)26.Simple state transition 327.Simple one-hot state transition 328.Simple FSM 3(asynchronous reset)29.Simple FSM 3(synchronous reset)30.Design a Moore FSM31.Lemmings 132.Lemmings 233.Lemmings 334.Lemmings 435.One-hot FSM36.PS/2 packet parser37.PS/2 packet parser and datapath38.Serial receiver39.Serial receiver and datapath40.Serial receiver with parity checking41.Sequence recognition42.Q8:Design a Mealy FSM43.Q5a:Serial two's complementer(Moore FSM)44.Q5b:Serial two's complementer(Moore FSM)45.Q3a:FSM46.Q3b:FSM47.Q3c:FSM logic48.Q6b:FSM next-state logic49.Q6c:FSM next-state logic50.Q6:FSM51.Q2a:FSM52.Q2:One-hot FSM equations53.Q2a: FSM54.Q2b:Another FSM55.Counter with period 100056.4-bit shift register and down counter57.FSM:Sequence 1101 recognizer58.FSM:Enable shift register59.FSM:The complete FSM60.The complete timer61.FSM:One-hot logic equations62.UARTConway's Game of Life is a two-dimensional cellular automaton.
The "game" is played on a two-dimensional grid of cells, where each cell is either 1 (alive) or 0 (dead). At each time step, each cell changes state depending on how many neighbours it has:
0-1 neighbour: Cell becomes 0.
2 neighbours: Cell state does not change.
3 neighbours: Cell becomes 1.
4+ neighbours: Cell becomes 0.
The game is formulated for an infinite grid. In this circuit, we will use a 16x16 grid. To make things more interesting, we will use a 16x16 toroid, where the sides wrap around to the other side of the grid. For example, the corner cell (0,0) has 8 neighbours: (15,1), (15,0), (15,15), (0,1), (0,15), (1,1), (1,0), and (1,15). The 16x16 grid is represented by a length 256 vector, where each row of 16 cells is represented by a sub-vector: q[15:0] is row 0, q[31:16] is row 1, etc. (This tool accepts SystemVerilog, so you may use 2D vectors if you wish.)
load: Loads data into q at the next clock edge, for loading initial state.
q: The 16x16 current state of the game, updated every clock cycle.
The game state should advance by one timestep every clock cycle.
module top_module(
input clk,
input load,
input [255:0] data,
output [255:0] q );
reg [3:0] sum;
always @(posedge clk) begin
if (load) begin
q <= data;
end
else begin
for (integer i = 0; i < 256; i++) begin
if (i == 0)
sum = q[1]+q[16]+q[17]+q[240]+q[241]+q[15]+q[31]+q[255];
else if (i == 15)
sum = q[14]+q[16]+q[0]+q[240]+q[254]+q[30]+q[31]+q[255];
else if (i == 240)
sum = q[0]+q[15]+q[239]+q[241]+q[1]+q[224]+q[225]+q[255];
else if (i == 255)
sum = q[0]+q[15]+q[14]+q[224]+q[238]+q[240]+q[239]+q[254];
else if (i > 0 && i < 15)
sum = q[i-1]+q[i+1]+q[i+15]+q[i+16]+q[i+17]+q[i+239]+q[i+240]+q[i+241];
else if (i % 16 == 0)
sum = q[i-1]+q[i+1]+q[i+15]+q[i+16]+q[i+17]+q[i-16]+q[i-15]+q[i+31];
else if (i % 16 == 15)
sum = q[i-1]+q[i+1]+q[i+15]+q[i+16]+q[i-17]+q[i-16]+q[i-15]+q[i-31];
else if (i > 240 && i < 255)
sum = q[i-1]+q[i+1]+q[i-17]+q[i-16]+q[i-15]+q[i-239]+q[i-240]+q[i-241];
else
sum = q[i-1]+q[i+1]+q[i-17]+q[i-16]+q[i-15]+q[i+15]+q[i+16]+q[i+17];
if ((sum == 0 || sum == 1) || (sum >= 4))
q[i] <= 0;
else if (sum == 3)
q[i] <= 1;
end
end
end
endmodule
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