428 Lights-Out

428 : Lights-Out

Design render

Lights-Out Game (3x3)

This project implements a simple 3x3 Lights-Out game in Verilog.

The goal of the game is to turn all LEDs off. Pressing a button toggles that LED and its neighboring LEDs.

  1. Reset → board is empty.
  2. Press any button → random board loads.
  3. Press buttons to toggle LEDs.
  4. When all LEDs are off → DONE goes high.
  5. Press any button again → a new random game starts.
  • Wokwi Simulation: https://wokwi.com/projects/446364136220529665
  • Breakout Board KiCAD: https://github.com/BMellor/tiny-tapeout-breakout

How it works

1. High-Level Overview

The design includes:

  • A 3x3 LED matrix
  • 3 row button inputs (matrix-scanned to detect 9 buttons)
  • LED multiplexing logic
  • Button debouncing
  • A 16-bit LFSR for random game generation
  • Lights-Out toggle logic
  • A DONE signal when all LEDs are off
2. LED Matrix Representation

The game board is stored in:

reg [8:0] leds;

This 9-bit register represents the 3x3 grid in row-major order:

Index layout:

0 1 2  
3 4 5  
6 7 8 

If a bit is:
1 → LED is ON
0 → LED is OFF

3. LED Multiplexing (Column Scanning)

The design uses column multiplexing:

reg [1:0] active_col;

  • active_col cycles 0→1→2 repeatedly.
  • Only one column is active at a time.
  • Row outputs are driven according to:
    • The active column
    • The stored LED state

This allows a 3×3 grid to be driven using:

  • 3 row lines
  • 3 column lines

Because scanning happens at 1kHz, the display appears continuously lit.

4. DONE Signal (Win Detection)

DONE is assigned as:

DONE = !(|leds);

If any LED is on, DONE = 0.
If all LEDs are off, DONE = 1.

The player wins when the board is completely cleared.

5. Button Matrix and Debouncing

There are 3 physical button inputs:

BTN_ROW0  
BTN_ROW1  
BTN_ROW2

Because columns are scanned, each row line corresponds to a different button depending on the active column:

Column 0 → buttons 0, 3, 6
Column 1 → buttons 1, 4, 7
Column 2 → buttons 2, 5, 8

Each of the 9 buttons has a 16-bit shift register:

reg [15:0] btn_shift[0:8];

These are used for debouncing.

How it works:

  • On each clock cycle, the current button value shifts into the register.
  • If the register becomes 16'h7FFF (15 stable 1s after a 0), a clean rising-edge press is detected.
  • When this happens, btn_debounced[i] is set to 1 for one clock cycle.

This produces a single clean pulse per valid press.

6. Random Game Generation (LFSR)

A 16-bit Linear Feedback Shift Register (LFSR) runs continuously. Each clock cycle, the LFSR shifts and computes a new feedback bit.

Polynomial:
x^16 + x^14 + x^13 + x^11

When the board is empty (leds == 0) and any button is pressed, the lower 9 bits of the LFSR are loaded as a new random board.

leds <= lfsr[8:0];

This allows a new game to start after a win.

7. Lights-Out Toggle Logic

Each button has a predefined toggle mask such as:

localparam [8:0] TOGGLE_MASK0 = 9'b000001011;

Each mask determines:

  • The pressed LED
  • Its neighboring LEDs (up, down, left, right)

When a button is pressed the XOR operation flips the selected bits.

leds <= leds ^ TOGGLE_MASKx;

The board update is the XOR of:

  • The current board
  • The mask for any pressed button

Generally only one button press is processed at a time due to debouncing.

External Hardware

There is a pre-designed breakout board at the following repo: https://github.com/BMellor/tiny-tapeout-breakout

I/O Pin Description
Pin Name Signal Name Function Connection / Usage
IN_0 BTN_ROW0 Row 0 button input for scanned button matrix. Connect to row 0 of 3x3 button matrix (pull-down resistor required).
IN_1 BTN_ROW1 Row 1 button input for scanned button matrix. Connect to row 1 of 3x3 button matrix (pull-down resistor required).
IN_2 BTN_ROW2 Row 2 button input for scanned button matrix. Connect to row 2 of 3x3 button matrix (pull-down resistor required).
OUT_0 LED_ROW0 Drives LED row 0 of the matrix. Connect to row 0 of LED matrix (Cathode of LED's through current-limiting resistor).
OUT_1 LED_ROW1 Drives LED row 1 of the matrix. Connect to row 1 of LED matrix (Cathode of LED's through current-limiting resistor).
OUT_2 LED_ROW2 Drives LED row 2 of the matrix. Connect to row 2 of LED matrix (Cathode of LED's through current-limiting resistor).
OUT_3 COL0 Column 0 select for LED drive and button scan. Connect to column 0 of LED matrix (Anode of LED's) and button matrix.
OUT_4 COL1 Column 1 select for LED drive and button scan. Connect to column 1 of LED matrix (Anode of LED's) and button matrix.
OUT_5 COL2 Column 2 select for LED drive and button scan. Connect to column 2 of LED matrix (Anode of LED's) and button matrix.
OUT_6 DONE Indicates win condition (all LEDs off). Connect to anode of indicator LED
Notes
  • The LED and button matrix share the same 3 column lines (COL0–COL2).
  • Add pull-down resistors on button row inputs to prevent them from floating when the buttons aren't pressed.
  • Add current limiting resistors on LED row outputs, not the columns.

IO

#InputOutputBidirectional
0BTN_ROW0LED_ROW0
1BTN_ROW1LED_ROW1
2BTN_ROW2LED_ROW2
3COL0
4COL1
5COL2
6DONE
7

Chip location

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(Anushka and Tina Wokwi) tt_um_wokwi_445163964149915649 (Tahmid and Sunny's First Wokwi Design) tt_um_verilog_meetup_template_project_example (Verilog Meetup Template Project Example) tt_um_brainfck_asic (Brainf*ck ASIC) tt_um_wokwi_446363834407809025 (RHYTHM LOOPER and RANDOMIZER 9000) tt_um_technology_characterization (SKY130 technology characterization) tt_um_mosbius (mini mosbius) tt_um_bouncing_squares (Bouncing squares) tt_um_PseudoSM_ASIC (PSM_asic) tt_um_enjimneering_tts_top (TinyTapeStation) tt_um_morse_it (MORSEASCII) tt_um_vga_projekt_ed_nkpng (vga_projekt_ed_nkpng) tt_um_uart_temp_sens (Uart and Temperature sensor) tt_um_ragnar_lucasnilsson954 (RagnarMegaRaknare) tt_um_react_test_saksh156 (React Chip) tt_um_mastermind (Mastermind) tt_um_synth_magmusson (hardcoded sequencer) tt_um_hammal_fir_filter (FIR Filter) tt_um_tinytone (tt-tinytone) tt_um_julke_gussinatorn2 (JulkeGussinatorn 2.0) tt_um_se_opamps (ttsky25_se_opamps) tt_um_unclegravity_7seg_counter (7-Segment Counter) tt_um_wokwi_445256658591419393 (Andrew chip design) tt_um_counter_isaharp (Counter) tt_um_wokwi_445254959452357633 (Anton's-Hardware-Hack) tt_um_wokwi_445256643197274113 (SignalSorter) tt_um_wokwi_445265826672030721 (The Adder) tt_um_wokwi_445175605912766465 (Tiny Tapeout Hradware Workshop Vaibhav) tt_um_fkd_xorshift (xorshift) tt_um_wokwi_445255035084055553 (Tiny Tapeouts Chip Design) tt_um_wokwi_445254913718704129 (Tiny Tapeout Test Gates) tt_um_wokwi_445254916601240577 (cirucuit) tt_um_wokwi_442988784492711937 (test) tt_um_rejunity_ym2413_ika_opll (YM2413 FM synthesis audio chip) tt_um_top_general (Dual-Channel PWM with SPI Control + Extra Test Logic) tt_um_proppy_megabytebeat (megabytebeat) tt_um_rom_vga_screensaver (VGA Screensaver with embedded bitmap ROM) tt_um_sky25a_nurirfansyah_nauta (Nauta OTA with digital trimming) tt_um_mattvenn_relax_osc (Relaxation oscillator) tt_um_pantelis300_nco (NCO) tt_um_ieeeuoftasic_simproc (SimProc (Simple Processor)) tt_um_rejunity_vga_playground (My (S)VGA Playground) tt_um_Onchip_VCOx2 (Onchip - Ring VCO 11 stages x2) tt_um_dlmiles_dffram32x8_2r1w (Tiny RAM DFF 2r1w) tt_um_Onchip_BandGap (OnChip - Bandgap Reference) tt_um_kianv_bare_metal (KianV RISC-V RV32E Baremetal SoC) tt_um_pommarkus_i2c_slave (I2C Slave) tt_um_MichaelBell_tinyQV (TinyQV Risc-V SoC) tt_um_reservoir (EZ Reservoir) tt_um_morse_w_serial (Morse Code Detector (With Serial RX)) tt_um_dyno (dyno-tt) tt_um_libokuohai_asap_cpu_v1 (ASAP CPU v1) tt_um_2048_vga_game (2048 sliding tile puzzle game (VGA)) tt_um_quick_cpu (4 hour CPU) tt_um_tv_b_gone_rom (TV-B-Gone-EU (ROM Macro variant)) tt_um_flappy_vga_cutout1 (Flappy VGA) tt_um_Sai222777 (XOR Stream Cipher) tt_um_ring_osc3 (Verilog Multistage Oscillator with Enable and Counter) Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available Available