Lemmings 4
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 11021.Conway's Game of Life 16x1622.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 3
34.Lemmings 4
35.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.UARTSee also: Lemmings1, Lemmings2, and Lemmings3.
Although Lemmings can walk, fall, and dig, Lemmings aren't invulnerable. If a Lemming falls for too long then hits the ground, it can splatter. In particular, if a Lemming falls for more than 20 clock cycles then hits the ground, it will splatter and cease walking, falling, or digging (all 4 outputs become 0), forever (Or until the FSM gets reset). There is no upper limit on how far a Lemming can fall before hitting the ground. Lemmings only splatter when hitting the ground; they do not splatter in mid-air.
Extend your finite state machine to model this behaviour.
另请参阅:Lemmings1、Lemmings2 和 Lemmings3。
虽然旅鼠可以走路、跌倒和挖掘,但旅鼠并不是刀枪不入的。如果旅鼠跌倒时间过长然后撞到地面,它可能会飞溅。特别是,如果旅鼠跌倒超过 20 个时钟周期然后撞到地面,它会飞溅并停止行走、跌落或挖掘(所有 4 个输出变为 0),永远(或直到 FSM 被重置)。旅鼠在落地之前可以跌落多远没有上限。旅鼠只有在落地时才会飞溅;它们不会在半空中飞溅。
扩展有限状态机以对此行为进行建模。
跌倒 20 个周期是可以生存的:
题目网站
module top_module(
input clk,
input areset, // Freshly brainwashed Lemmings walk left.
input bump_left,
input bump_right,
input ground,
input dig,
output walk_left,
output walk_right,
output aaah,
output digging );
parameter left=0,right=1,falll=2,fallr=3,digl=4,digr=5,die=6;
reg [2:0] state,nstate;
int counter;
//状态交换
always @(posedge clk or posedge areset) begin
if(areset)
state <= left;
else
state <= nstate;
end
//计数器
always @(posedge clk or posedge areset) begin
if(areset)
counter <= 0;
else if(nstate==fallr||nstate==falll) begin
counter <= counter+1;
end
else if(counter > 20)
counter <= counter;
else
counter <= 0;
end
//下一个状态
always @(*) begin
case(state)
left: nstate = ground?(dig?digl:(bump_left?right:left)):falll;
right: nstate = ground?(dig?digr:(bump_right?left:right)):fallr;
falll: nstate = ground?((counter>20)?die:left):falll;
fallr: nstate = ground?((counter>20)?die:right):fallr;
digl: nstate = ground?digl:falll;
digr: nstate = ground?digr:fallr;
die: nstate = die;
default: nstate = 3'bx;
endcase
end
//状态输出
assign walk_left = (state == left)&&!(state == die);
assign walk_right = (state == right)&&!(state == die);
assign aaah = (state == fallr)||(state == falll)&&!(state == die);
assign digging = (state == digr)||(state == digl)&&!(state == die);
endmodule
合集:
Verilog学习
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