(Topic ID: 205785)

can someone explain the lamp matrix ?

By branlon8

6 years ago



Topic Stats

  • 3 posts
  • 3 Pinsiders participating
  • Latest reply 6 years ago by jeffc
  • Topic is favorited by 2 Pinsiders

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    #1 6 years ago

    so I get the basic idea of the matrix, namely, taking Williams system 11 as example you have 8 columns and 8 rows so you can control 64 lamps with 16 transistors. Clever idea - 8 transistors pulsing the voltage to the columns and another 8 pulsing the connection to the ground. So let‘s say the game wants to light lamp 17 (column 1 and row 3) and lamp 3 (column 3 and row 1). So the transistors in columns 1 and 3 close and the transistors in rows 1 and 3 close and lamps 17 and 3 light up.

    But what I can‘t quite figure out is lamp 1 (column 1 and row 1) and lamp 19 (row 3 and column 3) will also light up, right ? What if these lamps need to stay off ?

    My guess is the transistors at column 1 and row 3 and at column 3 and row 1 are pulsing in sync, but 1 and 1 and 3 and 3 are out of sync, but I still struggle with this because with 8 rows and 8 columns the game has to keep track of which rows and columns need to be in sync and which not, which seems rather complicated.

    looking forward to your insight and a lamp going off in my head...

    #2 6 years ago
    Quoted from branlon8:

    My guess is the transistors at column 1 and row 3 and at column 3 and row 1 are pulsing in sync, but 1 and 1 and 3 and 3 are out of sync, but I still struggle with this because with 8 rows and 8 columns the game has to keep track of which rows and columns need to be in sync and which not, which seems rather complicated.

    The CPU does keep everything in sync. I think you have a better understanding then you give yourself credit for.

    #3 6 years ago

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