CSE370 Laboratory Assignment 7
Counters and Finite State Machines
Distributed: Friday, May 5, 2006
Due: End of Lab Session
Objectives
In this laboratory assignment we will construct two finite state machines.
We'll start by making our own '163 counter and then build a simple game FSM. In
both cases, we'll only use our 22V10 PAL (see map).
This lab will focus on the sequential logic capabilities of the PAL.
Tasks
Part 1
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We'll start by building a 4-bit, loadable and resettable binary counter with
count enable. In fact, it will be a component very similar to the '163
counter, whose pins and internal logic diagram are reproduced below.
We've prepared a skeleton Verilog file for the counter
that you must complete. Note that it uses uncomplemented inputs (active
high) for the load and reset signals. You will also need a
pin assignment file to direct the tools to assign signals to specific
pins of your PAL (you do not need to change this file, but if you do, keep the
same structure).
Pin diagram for '163 counter with synchronous reset
To set the tool to use the pin assignment file (.CTL extension), in the
Synthesis Options window. On the General tab click the check box "Use Custom
CTL file." Next Click on the Browse button and point the program at your CTL
file. Click OK.
After you've compiled your circuit, look at the synthesis report and study the
equations for the flip-flop inputs. Are they what you expected?
Convince yourself that they match the logic diagram below for the '163 (that
they are logically equivalent). Do they differ in any substantial way?
Internal logic diagram for the '163 (the G2 input of the flip-flops is an
enable signal, the 3R input is the synchronous reset signal, and the M1 input
is the load signal).
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Connect your counter to 4 input switches and 4 output LEDs. Run your
counter using the push-button and verify that it is counting properly. Make
sure to use the enable, load, and clear inputs at various times and check that
all work as expected. Show your work to the TA to be checked off.
Part 2
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We will be constructing a simple game based on an FSM that we will build using
our 22v10 PAL. The game uses 7 LEDs and two push button switches. It
functions as a simple tug-of-war variant. The game starts with the middle
LED turned on. When one button is pressed, the light shifts one to the
left, when the other button is pressed, the light shifts one to the
right. The objective is to push the button on one side fast enough to
turn on the LED on an end of the line. When one of these LEDs turns on,
one player is the winner and the game must be reset.
Below is a state diagram for the game FSM. In addition to the main
functionality of this state diagram, we also need to ensure that the push
buttons only generate a single width pulse for this FSM. To be extra
sure, we'll use a flip-flop to create a single pulse whenever the push button
input changes from 0 to 1.
State diagram for the game FSM.
We are providing you with a Verilog file that implements
the sequential logic for this game and the pin
assignment file to go with it. Compile this into your PAL. When
putting the PAL on your breadboard, use two slider switches for the left and
right inputs and use the push button to generate a clock signal. Verify
that the game works as advertised. Remember to reset the FSM to start
each game.
Two more push buttons have been programmed to work exactly the same as your
clock push button - a single pulse generated whenever the button is
pressed. BTN2 and BTN3 have been set up to generate their pulses on the
signals labelled O2 and O3 on the J1 breadboarding connector (see the map in
lab assignment #7). Connect the left and right inputs to the O2 and O3
push buttons (instead of the slider switches) and change the clock to free
running mode. Play the game for real! Remember to reset the FSM to
start each game.
Look carefully through the report generated from compiling to the PAL.
Are the logic equations what you'd expect?
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If you checked out your game carefully when using the switches for inputs, you
may have noticed that game is not fair to both players? What happens if
both the left and right inputs are true in the same clock cycle? The
correct behavior should be that the LED doesn't move in either direction.
What does the FSM provided do? Make any modifications necessary to make
the game fair. Demonstrate your fair version of the game to the TA to
complete this assignment.
Lab Demonstration/Turn-in Requirements:
This lab requires two seperate demonstrations for
"checkoffs"
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Demonstrate your 4-bit counter from Part 1.
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Demonstrate your "Tug of War" game from Part 2. Be prepared to
answer questions about the equations generated for the tug-of-war FSM.
Comments to: cse370-webmaster@cs (Last
Update: 11/20/05
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