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ASCII Display

Posted: Sun May 01, 2016 10:08 am
by DaveMcW
Here is an ascii decoder. It can handle codes 32-127.
A.jpg
A.jpg (78.3 KiB) Viewed 8664 times
Blueprint
It uses the Tom Thumb font. The constant signals can be shared for a compact text display.
pangram.jpg
pangram.jpg (447.64 KiB) Viewed 8664 times
Blueprint
It's easy to add more character codes. Just pick a unique signal and add it to the red constant combinator network. The data format is:
code.jpg
code.jpg (45.25 KiB) Viewed 8656 times

Re: ASCII Display

Posted: Mon May 02, 2016 11:10 pm
by piriform
Nice!.

Re: ASCII Display

Posted: Wed May 04, 2016 4:15 pm
by DaveMcW
Sometimes you need to fit a lot of text in a small space. The solution is a scroller!

Watch the video

Editable combinators:
scroller.jpg
scroller.jpg (468.6 KiB) Viewed 8435 times
Delay: Controls how many ticks each frame lasts. The minimum value is 2. You could reduce it to 1, if you replace the double line of combinators with a single line.

Width: The width of the scrolling text, in pixels. Should be set to 4 * (text_length + 1).

Text: A table of ascii characters to display. The format is: index * 1000 + ascii_code.

The display can be extended as far as you like, just blueprint a few tiles and drag it.
Blueprint

Re: ASCII Display

Posted: Wed May 04, 2016 4:17 pm
by brunzenstein
how do I use a blueprint code?

Re: ASCII Display

Posted: Wed May 04, 2016 10:47 pm
by SalvaMX
DaveMcW wrote:Sometimes you need to fit a lot of text in a small space. The solution is a scroller!

Watch the video

Editable combinators:
scroller.jpg
Delay: Controls how many ticks each frame lasts. The minimum value is 2. You could reduce it to 1, if you replace the double line of combinators with a single line.

Width: The width of the scrolling text, in pixels. Should be set to 4 * (text_length + 1).

Text: A table of ascii characters to display. The format is: index * 1000 + ascii_code.

The display can be extended as far as you like, just blueprint a few tiles and drag it.
Blueprint

Amazing, I would love a detailed explanation of how this works, I'm not familiar with this sort of thing. :shock:

Re: ASCII Display

Posted: Fri May 06, 2016 5:02 am
by DaveMcW
scroller2.png
scroller2.png (785.73 KiB) Viewed 8312 times
A. Clock
Output: A = 1 every delay ticks

B. Column select
Input: display_column
Output: character_index = display_column / 4
Output: character_column = display_column % 4

C. Page select
Input: page = display_column / 640
Output: 160 signals on that page

D. Character select
Input: character_index, 160 signal dictionary
Output: ascii_code

E. Ascii decoder
Input: ascii_code, character_column
Output: 6 lamps that match the column, instead of 18 lamps in the original ascii display

F. Memory cell
Read from itself until it receives the reset signal, A = 1

G. Copy cell
Copy from the previous memory cell to the current memory cell when A = 1
(It is hooked up to a constant A = -1, so from its point of view it copies on A = 0)

Every + combinator is a delay inserted to make the timings work.

Re: ASCII Display

Posted: Thu May 19, 2016 3:54 pm
by NoriSilverrage
This is really impressive. Thanks for sharing.

Re: ASCII Display

Posted: Tue May 24, 2016 7:45 pm
by theSauce
Wow, that is amazing.