Legacy Attempts – The Road to BitView
This folder contains the early, unoptimized (or only partially implemented) versions of the display projects. They are preserved here to show the learning process, the evolution of the design, and the importance of correct Boolean minimization when working with Minecraft redstone.
All these attempts were essential stepping stones toward the final optimized 00-99_Display (the main BitView world).
1. First Attempt – Single Digit 0‑9 Display (Unoptimized)
Folder: first_attempt_single_display/
- 10 levers (one for each decimal digit 0–9). No binary encoding – each lever directly selects a digit.
Logic Design Flaw
- The Karnaugh maps were not minimized correctly.
- The resulting Boolean expressions contained redundant implicants (the set of prime implicants was not minimal).
- The circuit works perfectly (all digits 0–9 are displayed correctly), but it is inefficient:
- More logic gates than necessary.
- Longer signal propagation delays → segments light up more slowly.
Documentation
first k-maps.pdf – Karnaugh maps drawn with the help of a university colleague (Roberto Tittoto). These maps were correctly built but not optimally minimized.
wrong optimized logic circuit.jpg – The logic circuit derived from the non‑minimal expressions.
State
- Fully playable Minecraft world (
BitView_0-9_Unoptimized).
- No visual errors – only performance and compactness issues.
Didactic Value
- First approach to implementing Boolean logic in Minecraft.
- Demonstrated that correct minimization is not trivial and directly affects circuit speed and size.
2. Second Attempt – Double Digit 00‑99 Display (Unoptimized)
Folder: second_attempt_double_display/
Architecture
- Direct replication of the first (unoptimized) single‑digit module:
Two identical layers (tens and units) stacked vertically, exactly as later used in the final optimized version.
- The idea was to create a layered system to support multiple digits (tens, hundreds, etc.).
- A 100‑lever keypad (00 to 99) – each lever directly selects a two‑digit number.
- In the physical Minecraft build, the keypad was only partially connected because routing 100 independent signals to the two digit modules became too complex and space‑consuming.
- Despite this, the world is fully playable and the display shows the correct number for any lever you pull (the keypad is functional but not compact).
Problems (Beyond Non‑Minimization)
- Space explosion – connecting the 100‑lever keypad to the two digit modules required enormous wiring, making the build impractical for the intended layout.
- Latency – same as first attempt: non‑minimized expressions caused slower signal propagation (excessive use of repeaters).
- No communication needed between the tens and units layers – they are independent.
Functionality
- The world works correctly (all numbers 00–99 are displayed without errors), as shown in the included screenshots and video (
test 00.png, test 42.png, test 99.png, record test.mp4).
Documentation
dec old double display ideas.pdf – Early sketches and design notes.
- Screenshots and video demonstrating the working world.
Differences from the Final Optimized Version
- Identical layout (vertical layering, side‑by‑side displays).
- Only the Boolean expressions were later minimized correctly, which drastically reduced the number of gates, repeaters, and overall size.
State
- Fully playable Minecraft world (
BitView_00-99_Unoptimized).
- Preserved to show the original unoptimized implementation.
3. Third Attempt – Hexadecimal Display (0‑9, A‑F) – Theoretical Only
Folder: hexadecimal_circuit/ (inside legacy_attempts/ – note: this is not a Minecraft world, only a logical design)
Scope
- Extend the 7‑segment decoder to support 16 characters (0–9, A, B, C, D, E, F).
- The design was carried out on paper (truth tables, Karnaugh maps, minimized expressions, gate‑sharing optimization).
- Never implemented in Minecraft because the physical redstone routing would be impossible to keep compact.
Key Features of the Design
- Very high level of minimization – not only minimal AND‑OR expressions, but also gate reuse across different outputs to reduce the total number of logic gates.
- The resulting circuit is optimal on paper but impossible to build in a compact way in Minecraft due to the 3D wiring constraints (redstone dust connects to adjacent blocks, making complex interconnections unmanageable).
Display Limitations
- A 7‑segment display cannot perfectly show all hexadecimal letters.
- Solution adopted in the design:
- Use lowercase for
b and d to distinguish them from 8 and 0.
- All other letters remain uppercase.
Documentation (Complete)
truth table.csv – Full truth table for 4 inputs → 7 segments (16 rows).
karnaugh maps.pdf + karnaugh maps.tex – K‑maps for each segment.
logic circuit.drawio + logic circuit.jpg – Schematic of the minimized and gate‑shared circuit.
- All files are clean and well‑organized (not “rough” – this part was done carefully).
Why It’s a “Legacy Attempt”
- It represents the natural evolution of the final optimized decimal display toward a more powerful hexadecimal decoder.
- It shows the limit of practical redstone implementation – even a perfectly minimized logic design can become impossible to wire in Minecraft’s 3D block grid.
Didactic Value
- Demonstrates the use of don’t‑care conditions (inputs 10–15 were unused in decimal, but become valid in hexadecimal).
- Shows how aggressive minimization and gate sharing can reduce complexity on paper, but physical constraints (Minecraft redstone) may still prevent a build.
- Highlights the difference between logical minimisation and physical layout feasibility.
Summary – The Learning Path
| Attempt |
Status |
Main Issue |
Value for the Final Project |
| Single digit 0‑9 |
Working, unoptimized |
Non‑minimal expressions → slow, large |
Showed that minimization matters |
| Double digit 00‑99 |
Working, unoptimized |
Same non‑minimization + keypad wiring complexity |
Validated the vertical layering concept |
| Hexadecimal 0‑F |
Theoretical only |
Physically impossible to route in Minecraft |
Demonstrated the limits of redstone and the power of don’t‑cares |
All three attempts were essential to develop the final optimized BitView/00-99_Display. The rough, unpolished documentation (especially for the first two) is intentionally kept as‑is to reflect the real, messy process of learning and iterating.
“These attempts taught me that a correct Boolean expression is not enough – you also need to minimise it properly, and even then, Minecraft’s redstone may still say no.”