64-bit And A Display: Minecraft Computers 10 Years Later

Some people build their own computer to play games, while others play games to build their own computer. Minecraft is the prime candidate for the latter, and while you can certainly arrange the blocks to make them look like a computer, we’re of course talking about replicating the actual functionality of a CPU or parts thereof, and/or external components within the game. Many such creations have spawned in the decade since the first Minecraft-built ALU surfaced, and [Rockfarmor] built a 64-bit specimen to add to that list — and made a video to showcase it.

Instead of emulating a common architecture, [Rockfarmor] went for a more home-made approach, and re-used the architecture from an old school assignment (in Swedish) as basis. The result is a simple yet fully functional 64-bit CPU with 32 registers, 32kB main memory and a separate 16kB stack. The instruction set mostly contains ALU and branching operations, but also a few special opcodes to control an additional 64×64 pixel blocks, 64-color display — including drawing circles, lines, and color fills.

More details on the architecture can be found in its documentation and in an older video (with subpar audio circumstances unfortunately). An additional time-lapse video of the initial build is also available, and you will find all of them after break. To simplify development, [Rockfarmor] also wrote a desktop app to program the computer in assembly and upload it straight to the Minecraft version.

As with all computers built in Minecraft, the driving force is redstone, which essentially allows circuit design within the game, and [Rockfarmor]’s is no difference here. He also uses command blocks to avoid the laboriously and slow “wiring” required otherwise, turning it more into a “wireless redstone” circuit.

No doubt, purists will consider this cheating, but another angle would be to see it as Moore’s Law applied to Minecraft computers, considering the computer’s size and speed compared to the first Minecraft ALU. Or maybe as the equivalent of microcode in real-world CPUs? Or then, maybe we should just accept and embrace different options and preferences.

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Sushi Roll Helps Inspect Your CPU Internals

[Gamozolabs’] post about Sushi Roll — a research kernel for monitoring Intel CPU internals — is pretty long. While we were disappointed at the end that the kernel’s source is not exactly available due to “sensitive features”, we were so impressed with the description of the modern x86 architecture and some of the work done with Sushi Roll, that we just had to post it. If the post gets you wanting to actually try some of this, you can check out another [Gamozolabs] creation, Orange Slice.

While you probably know that a modern Intel CPU bears little resemblance to the old 8086 processor it emulates, it is surprising, sometimes, to realize just how far it has gone. The very first thing the CPU does is to break your instruction up into microoperations. The execution engine uses some sophisticated techniques for register renaming and scheduling that allow you to run instructions out of order and to run more than one instruction per clock cycle.

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Unlocking God Mode On X86 Processors

We missed this Blackhat talk back in August, but it’s so good we’re glad to find out about it now. [Christopher Domas] details his obsession with hidden processor instructions, and how he discovered an intentional backdoor in certain x86 processors. These processors have a secondary RISC core, and an undocumented procedure to run code on that core, bypassing the normal user/kernel separation mechanisms.

The result is that these specific processors have an intentional mechanism that allows any unprivileged user to jump directly to root level access. The most fascinating part of the talk is the methodical approach [Domas] took to discover the details of this undocumented feature. Once he had an idea of what he was looking for, he automated the process of checking every possible x86 instruction, looking for the one instruction that allowed running code on that extra core. The whole talk is entertaining and instructional, check it out after the break!

There’s a ton of research poking at the instruction level of complication processors. One of our favorites, also by [Domas], is sandsifter which searches for undocumented instructions.

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Pipelining Digital Logic In FPGAs

When you first learn about digital logic, it probably seems like it is easy. You learn about AND and OR gates and figure that’s not very hard. However, going from a few basic gates to something like a CPU or another complex system is a whole different story. It is like going from “Hello World!” to writing an operating system. There’s a lot to understand before you can make that leap. In this set of articles, I want to talk about a way to organize more complex FPGA designs like CPUs using a technique called pipelining.

These days a complex digital logic system is likely to be on an FPGA. And part of the reason we can get fooled into thinking digital is simple is because of the modern FPGA tools. They hide a lot of complexity from you, which is great until they can’t do what you want and then you are stuck. A good example of that is where you are trying to hit a certain clock frequency. If you aren’t careful, you’ll get a complaint from the tool that you can’t meet timing constraints.

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8-Bit Breadboard Computer Is Up To 8 Hours

[Ben Eater] posted some videos of an 8-bit computer with no CPU chip that he built completely on a breadboard a few years ago. After being asked for schematics, he finally admitted that he didn’t have any. So, instead, he decided to rebuild it and keep a video log of each step in the process. You can see his kickoff video, below, but you can also find 30 more recent videos covering topics from the ALU design and troubleshooting to the decimal LED display. He even uses an Arduino to program a EEPROM that he uses to replace a lot of logic.

You probably want to wait until you have some free time as there are around eight hours of videos so far. The videos start off with a simple 555 timer and work up from there. Each piece gets a test separate from the whole, so with luck you won’t have an impossible job trying to troubleshoot the whole thing at the end.

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Crawl, Walk, Run: Planning Your First CPU Design

I’ve worked with a lot of students who want to program computers. In particular, a lot of them want to program games. However, when they find out that after a few weeks of work they won’t be able to create the next version of Skyrim or Halo, they often get disillusioned and move on to other things. When I was a kid, if you could get a text-based Hi-Lo game running, you were a wizard, but clearly the bar is a lot higher than it used to be. Think of the “Karate Kid”–he had to do “wax on, wax off” before he could get to the cool stuff. Same goes for a lot of technical projects, programming or otherwise.

I talk to a lot of people who are interested in CPU design, and I think there’s quite a bit of the same problem here, as well. Today’s commercial CPUs are huge beasts, with sophisticated memory subsystems, instruction interpreters, and superscalar execution. That’s the Skyrim of CPU design. Maybe you should start with something simpler. Sure, you probably want to start learning Verilog or VHDL with even simpler projects. But the gulf between an FPGA PWM generator and a full-blown CPU is pretty daunting.

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Reverse Engineering The ARM ALU

[Dave] wanted to learn more about the ARM architecture, so he started with an image of the ARMV1 die. If you’ve had some experience looking at CPU die, you can make some pretty good guesses at what parts of the chip have certain functions. [Dave], however, went further. He reverse engineered the entire ALU–about 2,200 transistors worth.

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