我正在为简单的上下游戏制作Verilog代码。 为此,我必须输入一个4位数的十进制数字。
module Updown(
Reset, Clk,
SEG_COM, SEG_DATA, // 4 digit binary number
a,b,c,d,e,f,g, // u, d, O
bta, btb, btc, btd, bte, btf, btg, bth, bti, btj
);
input Reset, Clk;
input bta, btb, btc, btd, bte, btf, btg, bth, bti, btj;
output a,b,c,d,e,f,g;
output reg [3:0] SEG_COM;
output reg [7:0] SEG_DATA;
integer CNT_SCAN;
integer CNT;
reg [3:0] Num_in;
reg [15:0] Num;
reg bta1, btb1, btc1, btd1, bte1, btf1, btg1, bth1, bti1, btj1; // one shot control
wire bt1, bt2, bt3, bt4, bt5, bt6, bt7, bt8, bt9, bt0;
always @(posedge Clk or negedge Reset)
begin
if (~Reset)
begin
bta1 = 0;
btb1 = 0;
btc1 = 0;
btd1 = 0;
bte1 = 0;
btf1 = 0;
btg1 = 0;
bth1 = 0;
bti1 = 0;
btj1 = 0;
end
else
begin
bta1 = bta;
btb1 = btb;
btc1 = btc;
btd1 = btd;
bte1 = bte;
btf1 = btf;
btg1 = btg;
bth1 = bth;
bti1 = bti;
btj1 = btj;
end
end
assign bt1 = bta & ~bta1;
assign bt2 = btb & ~btb1;
assign bt3 = btc & ~btc1;
assign bt4 = btd & ~btd1;
assign bt5 = bte & ~bte1;
assign bt6 = btf & ~btf1;
assign bt7 = btg & ~btg1;
assign bt8 = bth & ~bth1;
assign bt9 = bti & ~bti1;
assign bt0 = btj & ~btj1;
always @(posedge Clk)
begin
if (bt1)
Num_in = 1;
else if (bt2)
Num_in = 2;
else if (bt3)
Num_in = 3;
else if (bt4)
Num_in = 4;
else if (bt5)
Num_in = 5;
else if (bt6)
Num_in = 6;
else if (bt7)
Num_in = 7;
else if (bt8)
Num_in = 8;
else if (bt9)
Num_in = 9;
else if (bt0)
Num_in = 0;
end
always @(posedge Clk or negedge Reset)
begin
if (~Reset)
Num = 4'b0000;
else
begin
Num[3:0] = Num[7:4];
Num[7:4] = Num[11:8];
Num[11:8] = Num[15:12];
Num[15:12] = Num_in [3:0];
end
end
always @(posedge Clk or negedge Reset)
begin
if (~Reset)
CNT_SCAN = 0;
else
begin
if (CNT_SCAN >=3)
CNT_SCAN = 0;
else
CNT_SCAN = CNT_SCAN + 1;
end
end
always @(posedge Clk or negedge Reset)
begin
if (~Reset)
begin
SEG_COM = 4'hF;
SEG_DATA = 8'h00;
end
else
begin
case (CNT_SCAN)
0 : begin
SEG_COM = 4'h7;
case (Num[3:0])
0 : SEG_DATA = 8'b11111100;
1 : SEG_DATA = 8'b01100000;
2 : SEG_DATA = 8'b11011010;
3 : SEG_DATA = 8'b11110010;
4 : SEG_DATA = 8'b01100110;
5 : SEG_DATA = 8'b10110110;
6 : SEG_DATA = 8'b10111110;
7 : SEG_DATA = 8'b11100100;
8 : SEG_DATA = 8'b11111110;
9 : SEG_DATA = 8'b11110110;
default : SEG_DATA = 8'h00;
endcase
end
1 : begin
SEG_COM = 8'hB;
case (Num[7:4])
0 : SEG_DATA = 8'b11111100;
1 : SEG_DATA = 8'b01100000;
2 : SEG_DATA = 8'b11011010;
3 : SEG_DATA = 8'b11110010;
4 : SEG_DATA = 8'b01100110;
5 : SEG_DATA = 8'b10110110;
6 : SEG_DATA = 8'b10111110;
7 : SEG_DATA = 8'b11100100;
8 : SEG_DATA = 8'b11111110;
9 : SEG_DATA = 8'b11110110;
default : SEG_DATA = 8'h00;
endcase
end
2 : begin
SEG_COM = 8'hD;
case (Num[11:8])
0 : SEG_DATA = 8'b11111100;
1 : SEG_DATA = 8'b01100000;
2 : SEG_DATA = 8'b11011010;
3 : SEG_DATA = 8'b11110010;
4 : SEG_DATA = 8'b01100110;
5 : SEG_DATA = 8'b10110110;
6 : SEG_DATA = 8'b10111110;
7 : SEG_DATA = 8'b11100100;
8 : SEG_DATA = 8'b11111110;
9 : SEG_DATA = 8'b11110110;
default : SEG_DATA = 8'h00;
endcase
end
3 : begin
SEG_COM = 8'hE;
case (Num[15:12])
0 : SEG_DATA = 8'b11111100;
1 : SEG_DATA = 8'b01100000;
2 : SEG_DATA = 8'b11011010;
3 : SEG_DATA = 8'b11110010;
4 : SEG_DATA = 8'b01100110;
5 : SEG_DATA = 8'b10110110;
6 : SEG_DATA = 8'b10111110;
7 : SEG_DATA = 8'b11100100;
8 : SEG_DATA = 8'b11111110;
9 : SEG_DATA = 8'b11110110;
default : SEG_DATA = 8'h00;
endcase
end
default : begin
SEG_COM = 8'hFF;
SEG_DATA = 8'h00;
end
endcase
end
end
endmodule
这不是最终版本,请立即制作。 问题是当我按下一个按钮时,所有数字都是相同的。 我想将其作为串行输入,例如当我按9321时,那么7段显示器应该显示9321,但现在它像9999、3333、2222、1111一样工作。 感谢您的帮助。
答案 0 :(得分:0)
我猜时钟运行得如此之快,以至于当您按下某个按钮时,它会更新周期0中的最低有效位,然后更新周期1中的下一个,依此类推,以此类推,以至于它们都结束了具有相同的值。您需要添加逻辑以仅在“在此循环中按下一个按钮但在上一个循环中未按下某个按钮”时才更新一位数字。
答案 1 :(得分:0)
Num_in
仅在按下按钮时更新。但是Num
的内容降级并将其自身与Num_in
连接。 Num
也应该每按一次更新一次。您可以在按下按钮后添加一个翻牌以声明一个周期,也可以取消对Num_in
的需求:
always @(posedge Clk or negedge Reset)
begin
if (~Reset)
Num <= 4'b0000;
else if (bt1)
Num[15:0] <= {4'd1, Num[15:4]};
else if (bt2)
Num[15:0] <= {4'd2, Num[15:4]};
else if (bt3)
Num[15:0] <= {4'd3, Num[15:4]};
else if (bt4)
Num[15:0] <= {4'd4, Num[15:4]};
else if (bt5)
Num[15:0] <= {4'd5, Num[15:4]};
else if (bt6)
Num[15:0] <= {4'd6, Num[15:4]};
else if (bt7)
Num[15:0] <= {4'd7, Num[15:4]};
else if (bt8)
Num[15:0] <= {4'd8, Num[15:4]};
else if (bt9)
Num[15:0] <= {4'd9, Num[15:4]};
else if (bt0)
Num[15:0] <= {4'd0, Num[15:4]};
end
仅供参考,同步逻辑应分配有非阻塞分配(<=
)。这样做可以防止在仿真期间在Verilog调度程序中出现潜在的竞争条件(综合并不重要,但可能会发出警告)。