Contenido
- Before you start
- A little history: handheld LCD games
Chapter 1. The watch
- Lesson 0. Logic: 0 and 1, gates from transistors, an adder
- 0.1. The simulator
- 0.2. Boolean algebra: 0, 1 and three operations
- 0.3. A transistor is a switch
- 0.4. NOT, NAND, NOR from transistors
- 0.5. Adding one digit
- 0.6. A 4-bit adder
- 0.7. The canvas and the check
- Lesson 0 as a paste (Cmd+I)
- Lesson 1. BCD → 7-segment decoder
- 0. What you need to know
- 1. The screen
- 2. Inputs
- 3. Method: truth table → formula
- 4. Truth table
- 5. Deriving each segment
- 6. Assembly
- 7. Even cheaper (for later)
- 8. The whole lesson as one paste (Cmd+I)
- Lesson 2. Memory and a 0…9 counter
- 2.1. SR latch — memory for 1 bit
- 2.2. D latch — no forbidden combination
- 2.3. D flip-flop — remember in one instant
- 2.4. The 0…9 counter
- 2.5. The machine: counter → decoder → LCD
- Lesson 2 as a paste (Cmd+I) — on top of lesson 1
- Lesson 3. Seconds 00…59: two digits and a carry
- 3.1. How to link two digits — and why not "in a chain"
- 3.2. The MUX2 multiplexer: "choose one of two"
- 3.3. Chip CNT10E = CNT10 + EN
- 3.4. Tens of seconds: 0…5 on the same CNT10E
- 3.5. The second digit on the LCD
- 3.6. Check
- Lesson 3 as a paste (Cmd+I) — on top of lessons 1 and 2
- Lesson 4. An HH:MM watch made of blocks
- 4.1. Why HH:MM and not six digits
- 4.2. The CNT60 block — from scratch, on labels
- 4.3. The CNT24 block — hours 00…23
- 4.4. The LCD: two more digits and a colon
- 4.5. The canvas: a watch from three blocks
- 4.6. Check
- Lesson 4 as a paste (Cmd+I) — on top of lessons 1–3
- Lesson 5. Setting the time
- 5.1. The idea
- 5.2. Assembly (on top of the lesson-4 canvas)
- 5.3. Check
- Lesson 6. Real time, SET mode and "one press = +1"
- 6.1. An honest generator: 1Hz, 2Hz, 10Hz, 60Hz
- 6.2. Why one generator for the whole watch (not "a separate one for the buttons")
- 6.3. The ÷10 divider — where "a second has passed" comes from
- 6.4. The colon: on half a second, off half a second
- 6.5. SET mode
- 6.6. Chip EDGE: one press = exactly +1
- 6.7. Assembly (on top of the lesson-5 canvas)
- 6.8. Check
- Pasting the EDGE chip (Cmd+I)
- Chapter 1 summary
Chapter 2. The game
- Before chapter 2
- Lesson 7. The game screen and a 60Hz clock
- 7.1. New in the LCD editor
- 7.2. The screen picture
- 7.3. Marking: 83 pins
- 7.4. A 60Hz clock
- 7.5. Check
- Paste (Cmd+I) — only the new clock elements
- Lesson 8. The astronaut's pose: 4 buttons → a register → body and arm
- 8.1. A pose = 2 bits
- 8.2. The encoder: which button is pressed
- 8.3. The register: pressed — stored, released — held
- 8.4. The decoder: which arm
- 8.5. Building the POSE chip
- 8.6. On the canvas
- 8.7. Check
- Lesson 8 as a paste (Cmd+I)
- Lesson 9. Pipes: the crystals roll
- 9.1. A pipe = a shift register
- 9.2. The game step and taking turns
- 9.3. Appearing: where randomness comes from in a circuit
- 9.4. Check
- Lesson 9 as a paste (Cmd+I)
- Lesson 10. Catching and missing
- 10.1. The judge
- 10.2. Score 000…999
- 10.3. Misses and the "flown away" crystal
- 10.4. Check
- Lesson 10 as a paste (Cmd+I)
- Lesson 11. Waiting for START, the game, game over
- 11.1. Three states — one flip-flop
- 11.2. START is a game reset
- 11.3. The GAME chip
- 11.4. Check
- Lesson 11 as a paste (Cmd+I)
- Lesson 12. Speed: the more points, the faster
- 12.1. How to make a divider "by P"
- 12.2. The SPEED chip
- 12.3. Check
- Lesson 12 as a paste (Cmd+I)
- Lesson 13. The comet
- 13.1. When it comes
- 13.2. How long it is visible
- 13.3. Two points
- 13.4. The COMET chip
- 13.5. Check
- Lesson 13 as a paste (Cmd+I)
- Lesson 14. Sound
- 14.1. The buzzer
- 14.2. A beep of 5 clocks
- 14.3. A "boo" on a miss
- 14.4. On the canvas
- 14.5. Check
- Chapter 2 is built
- Lesson 14 as a paste (Cmd+I)
- Chapter 2 summary
- All the parts
- Instructions in pictures
- Something doesn't work