Whats the titles for videos 2 to 6

Whats the titles for videos 2 to 6

I was watching some fan made thomas series and stumbled into this playlist. Been rlly itching for some horror cartoon horror videos lately, does anyone know the title of the full videos from 2 to 6

u/Longjumping_Dirt_582 — 13 days ago

Questioning and clueless

I grew up with the model series to the cgi series b4 big world adventure. While watching the new ep, I can’t help but wonder but asked myself

- First pic: didnt Topham assign jobs to different engines for the day? This ain’t Thomas first rodeo

- 2nd & 14th: height diff & Henry and the mail train

- 3rd: Since when does Gordon do shunting, isn’t that kinda Thomas‘s job?

- 6th: is Gordon becoming old? Didnt he pull the express and flatbeds. Ik when Gordon tighten his face, the animators cld have put the red checks just like the cgi And in the next scene they did

- 5th: is Topham being too lenient? Knowing him I feel like he wld scold or make a stern warning

- 4th & 7: Thomas has 1 driver? and his driver is blond, isnt it black and brown or am I tripping

- 8th: doesn’t Topham has 2 like bodyguards

-9th: starting seeing more women doing jobs

- 10th: cld have made a reference with Thomas blushing

- 11th: is Thomas tripping? he pulled a long haul of flatbeds & trucks in hero of the rails & journey beyond sodor

- 12th: this scene the face is position atthe front whereas it shld be like Toad‘s position facing backwards

- 13th: Bertie🥲

15th: James tender looks so squish

Last pic: cld have put the red checks

Sidenote:

- why can’t they just use Brendan Docks & where is Cranky and salty

- when Thomas goes to tidmouth, he said Hi to Gordon but not Henry😔

Then again it’s a kids show and I feel more ppl that grew up with it with also ask themselves this

u/Longjumping_Dirt_582 — 27 days ago

Trip to Wakayama, not enough locations I think?

I’m planning a trip to Wakayama which is just under 2hr train ride and not 8 hrs at the bottom of the map. The link is the things I’m doing on the day itself and i can’t seem to think of any other locations or nearby prefectures that has caught my attention yet. I’ll prob be spending from 10am to 7/8pm thr but I few like there’s still extra time and I don’t know any locations to go to or any sightseeing.

Locations I’m going are

  • Wakayama Sports & City Museum
  • Ogauraya
  • Wakayama castle park Zoo
  • お天守茶屋
  • Don Quijote Burakuricho ドン・キホーテ ぶらくり丁店
  • GENKI Brakuricho-ten GENKI ぶらくり丁店
  • Wakayama City Souvenir Center
  • ミミー
  • Burakuri-cho Shopping Street 中ぶらくり丁
  • Momijidani Teien Garden 紅葉渓庭園

Im interested in Souvenirs(food), shopping streets/shotengai but that’s has been covered already. Other options are welcome. Thks

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u/Longjumping_Dirt_582 — 27 days ago

Inquires about some locations

I'm travelling to Osaka next week, hope everyone is safe despite the constant rainfall. But for some locations i'm unsure

Bus Timings

  • Is google maps reliable
  • What app do the locals use for the buses
  • What time is the last bus usually outside Osaka eg. Anegawa Hot Spring to Hotel in Osaka

USJ,

  • is it possible to bring some outside snacks
  • Do I be thr 1hr or 1hr 30mins b4 8am opening time

Satsukiyama Zoo

  • is it still open despite thr being google reviews recently despite it states Temporarily closed
  • is it still free? Because google maps thr's a option to buy tickets

Blume no Oka

  • Can i buy tickets onsite or is it only online

Minoh Falls/Katsuoji temple (temple of victory)

  • is thr a bus that goes to the location because especially the Water Falls i dont rlly want my dad to walk for 50 mins and another 50mins downhill (stated in google maps)
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u/Longjumping_Dirt_582 — 1 month ago

Directory Bug

Tdy I was researching on a shopping mall on which I was planning to go to only has 7 stores which I know that’s impossible, I also check the shopping mall near me which has list only 7 stores under directory. I type the local toy store/ cake shop under the shopping mall directory it doesn’t exist but I exclude the shopping mall and key in the name it exists. It goes for all shopping malls, i tried it on both my phone & ipad And still gave the same results. This rlly hasn’t happen b4 until today, whats the issue or is it just me?

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u/Longjumping_Dirt_582 — 1 month ago

Early 2010s animated tv show about a time traveller kid and a friend that isn’t human

I rlly can’t rmb the show except the only thing I can recall was a main girl character who I think is a kid with her buddy I think it’s like a height of a leprechaun or a small living thing who is a male time traveling through different parts of history through a portal or a door. I think it’s only 2 main characters, they always show their house, then walked up the stairs and then the story wld progress from there.

Then the end credits song shows them doing an Egyptian dance or hopping through time or smt

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u/Longjumping_Dirt_582 — 2 months ago

I require assistance with Vivado Verilog Coding

Hi, I'm a newbie to this software and working on a Verilog FSM assignment which uses a basys3 board. I still cant seem to generate waveform

  • The user replays the game 4 times (3 rounds per replay)
  • The user has 11 seconds to memorize the LED sequence (You may set TIMER_VALUE = 110 for your simulation)
  • Achieve an accumulated score of at least 40 for each replay

I alr add all the parameters except

  • ca to cg and an3 to an0
  • COUNTER_VALUE and CLK DIVIDER COUNTER

cos i dont think its rlly needed. I have set FSM.v as the top module before running the simulation and TOP.v as the top module before generating bitstream. My clk, rst, all btn, random_val and sw are all blue

  1. IDLE (System Ready) Upon power-on or reset, the system enters the IDLE state. All 16 LEDs turn on simultaneously, displaying 16'hFFFF to signal that the game is ready, and the score counter resets to zero. The FSM remains in this state indefinitely, waiting for the user to press btn_start, which triggers the transition to the DISPLAY state.
  2. DISPLAY (Memorize the Pattern) Once the game starts, the FSM transitions to the DISPLAY state, where the LEDs display a random 16-bit pattern. The user is given a limited window of time to memorize which LEDs are lit, with the duration controlled by the TIMER_VALUE parameter. As soon as this timer expires, the FSM automatically advances to the GET_INPUT state.
  3. GET_INPUT (Enter Your Guess) In the GET_INPUT state, the system waits for the user to recreate the memorized pattern using the 16 physical switches (sw). To assist the user, the LEDs dynamically update to reflect the current switch positions in real-time. There is no time limit for this phase; the FSM remains here until the user is satisfied with their input and presses btn_submit to lock in their answer and transition to the CHECK state.
  4. CHECK (Scoring) During the CHECK state, the system evaluates the user's input by comparing the switch positions against the stored 16-bit pattern bit-by-bit. The user earns one point for every switch that correctly matches the corresponding LED state from the DISPLAY state. The system then updates the total score on the seven-segment display and increments the round counter. If the current round is less than the NUMBER_OF_ROUNDS parameter, the FSM loops back to the DISPLAY state for the next round; otherwise, it transitions to the FINISH state.
  5. FINISH (Game Over) The FSM enters the FINISH state after the user completes the maximum number of rounds defined by NUMBER_OF_ROUNDS. In this state, the seven-segment display locks to show the final score, and all 16 LEDs blink continuously to visually signal that the game is over. The hardware remains in this loop until the user presses btn_restart, which resets the internal game metrics and returns the FSM to the IDLE state for a new game.

Code:

`timescale 1ns / 100ps

module tb_memory_game();

// Parameters

parameter width = 16;

parameter NUMBER_OF_ROUNDS = 3;

parameter TIMER_VALUE = 110;

parameter BLINK_RATE = 32'd100;

reg clk;

reg rst;

reg btn_start;

reg btn_submit;

reg btn_restart;

reg [15:0] sw;

reg [15:0] random_val;

wire [15:0] led;

wire [31:0] score;

FSM#(

.width(width),

.NUMBER_OF_ROUNDS(NUMBER_OF_ROUNDS),

.TIMER_VALUE(TIMER_VALUE),

.BLINK_RATE(BLINK_RATE)

) FSM

(

.clk(clk),

.rst(rst),

.btn_start(btn_start),

.btn_submit(btn_submit),

.btn_restart(btn_restart),

.sw(sw),

.random_val(random_val),

.led(led),

.score(score));

initial clk = 1'b0;

always #5 clk = ~clk;

end

initial begin

rst = 0; btn_start = 0; btn_submit = 0; btn_restart = 0; sw = 16'h0000;

#20 rst = 1; #20 rst = 0; #20;

btn_start = 1; #10 btn_start = 0; // Start Game 1

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 1

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 2

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 3

btn_restart = 1; #10 btn_restart = 0; #200; // Restart

btn_start = 1; #10 btn_start = 0; // Start Game 2

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 1

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 2

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 3

btn_restart = 1; #10 btn_restart = 0; #200; // Restart

btn_start = 1; #10 btn_start = 0; // Start Game 3

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 1

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 2

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 3

btn_restart = 1; #10 btn_restart = 0; #200; // Restart

btn_start = 1; #10 btn_start = 0; // Start Game 4

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 1

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 2

#(110 * 10); sw = led; btn_submit = 1; #10 btn_submit = 0; #200; // Round 3

// End Simulation

#1000;

end

endmodule

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u/Longjumping_Dirt_582 — 2 months ago
▲ 1 r/FPGA

I require assistance with the coding portion

Hi, I'm a newbie to this software and working on a Verilog FSM assignment which uses a basys3 board. I still cant seem to generate waveform

  • The user replays the game 4 times (3 rounds per replay)
  • The user has 11 seconds to memorize the LED sequence (You may set TIMER_VALUE = 110 for your simulation)
  • Achieve an accumulated score of at least 40 for each replay

I alr add all the parameters except

  • ca to cg and an3 to an0
  • COUNTER_VALUE and CLK DIVIDER COUNTER

cos i dont think its rlly needed. I have set FSM.v as the top module before running the simulation and TOP.v as the top module before generating bitstream.

  1. IDLE (System Ready) Upon power-on or reset, the system enters the IDLE state. All 16 LEDs turn on simultaneously, displaying 16'hFFFF to signal that the game is ready, and the score counter resets to zero. The FSM remains in this state indefinitely, waiting for the user to press btn_start, which triggers the transition to the DISPLAY state.
  2. DISPLAY (Memorize the Pattern) Once the game starts, the FSM transitions to the DISPLAY state, where the LEDs display a random 16-bit pattern. The user is given a limited window of time to memorize which LEDs are lit, with the duration controlled by the TIMER_VALUE parameter. As soon as this timer expires, the FSM automatically advances to the GET_INPUT state.
  3. GET_INPUT (Enter Your Guess) In the GET_INPUT state, the system waits for the user to recreate the memorized pattern using the 16 physical switches (sw). To assist the user, the LEDs dynamically update to reflect the current switch positions in real-time. There is no time limit for this phase; the FSM remains here until the user is satisfied with their input and presses btn_submit to lock in their answer and transition to the CHECK state.
  4. CHECK (Scoring) During the CHECK state, the system evaluates the user's input by comparing the switch positions against the stored 16-bit pattern bit-by-bit. The user earns one point for every switch that correctly matches the corresponding LED state from the DISPLAY state. The system then updates the total score on the seven-segment display and increments the round counter. If the current round is less than the NUMBER_OF_ROUNDS parameter, the FSM loops back to the DISPLAY state for the next round; otherwise, it transitions to the FINISH state.
  5. FINISH (Game Over) The FSM enters the FINISH state after the user completes the maximum number of rounds defined by NUMBER_OF_ROUNDS. In this state, the seven-segment display locks to show the final score, and all 16 LEDs blink continuously to visually signal that the game is over. The hardware remains in this loop until the user presses btn_restart, which resets the internal game metrics and returns the FSM to the IDLE state for a new game.
u/Longjumping_Dirt_582 — 2 months ago

Requesting the help of drawing a Circuit Diagram of a Self-Sustaining Automated Plant Watering System

Hi everyone,

I'm working on an automated plant watering system which uses an STM32 NUCLEO-F103RB board. The plant basically takes of itself by first sensing if soil is dry, if yes, motor pump pumps the water through a sprinkler. With Water level sensor, if it reaches a certain height, it will send a alert to tell the owner to refill. I didn't learn drawing of electronics circuit diagram in my 1st yr as i skipped it.

System Specs & Wiring:

  • Controller: STM32 NUCLEO-F103RB (3.3V logic)
  • Power: 5V Solar Panel + Voltage Regulator
  • Actuator: 5V/12V DC Water Pump controlled via a Relay Module (Active Low on PA_0)
  • Sensors: Soil Moisture (PA_4), Water Level Sensor (PA_1), Humidity temperature (PD_2)
  • UI: 20x4 LCD, 4x4 Keypad, Manual Override Push Button
u/Longjumping_Dirt_582 — 3 months ago

I need help with the Circuit Diagram

Im making a automated watering system for the plant that takes care of itself when the owner is away. It uses at STM32 NUCLEO F103RB, motor pump, soil moisture sensor, water level sensor, temperature & humidity sensor. A push button, keypad & lcd module. But i just cant figure it how to draw and leds or is thr an ai assistant that can draw.

If ur asking hey didn't i learn this in the first year, no i skipped the first year and jump to 2nd yr. The school merged electrical & electronics together so electronics isn't my cup of tea

u/Longjumping_Dirt_582 — 3 months ago