#MCell 4.00 #GAME Rules table #RULE 1,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,0,3,3,3,3,3,3,3,3,3, #RULE 0,3,1,1,3,3,3,3,3,3 #BOARD 80x80 #SPEED 100 #WRAP 0 #CCOLORS 4 #PALETTE 8 colors #D The cellular automaton WireWorld is attributed to Brian Silverman and #D was included in his program PHANTOM FISH TANK. #D A. K. Dewdney publicized WireWorld in his "Computer Recreations" #D column (Scientific American, January, 1990). #D #D Cells in WireWorld have one of four possible states: background (0), #D electron head (1), electron tail (2), and wire (3). #D #D The rules for updating cells are: #D #D - background (0) always remains background. #D - electron head (1) always changes to electron tail. #D - electron tail (2) always changes to wire. #D - wire (3) changes to electron head if one or two of its neighbours are electron heads. #D #D These simple rules allow fairly complicated logic circuits to be #D constructed. #L .49C$C49.C$C49.C$C49.C$C49.C$C49.C$C9.C23.C15.C$C8.C.C.CC.CC15.C.C.CC. #L CC8.C$C8.C..CC.C.4C12.C..CC.C.4C5.C$C8.C3.CC.CC3.C.3C7.C3.CC.CC3.C.3C$ #L C6.CC8.C4.C3.7C8.C4.C$C12.CC..C.CC.C14.CC..C.CC.C$C6.7C.CC.C.CC9.7C.CC #L .C.CC$C5.C6.CC4.CC9.C6.CC4.CC$C5.C23.C$C5.C23.C$C5.C23.C$C6.19C5.19C$C #L 25.C23.C$C25.C23.C$C25.C23.C$C9.C15.C7.C15.C$C8.C.C.CC.CC8.C6.C.C.CC. #L CC8.C$C8.C..CC.C.4C5.C6.C..CC.C.4C5.C$C8.C3.CC.CC3.C.3C7.C3.CC.CC3.C. #L 3C$C6.CC8.C4.C3.7C8.C4.C$C12.CC..C.CC.C14.CC..C.CC.C$C6.7C.CC.C.CC9.7C #L .CC.C.CC$C5.C6.CC4.CC9.C6.CC4.CC$C5.C23.C$C5.C23.C$C5.C23.C$C6.19C5. #L 19C$C25.C23.C$C25.C23.C$C25.C23.C$C9.C15.C7.C15.C$C8.C.C.CC.CC8.C6.C.C #L .CC.CC8.C$C8.C..CC.C.4C5.C6.C..CC.C.4C5.C$C8.C3.CC.CC3.C.3C7.C3.CC.CC #L 3.C.3C$C6.CC8.C4.C3.7C8.C4.C$C.CC9.CC..C.CC.C14.CC..C.CC.C$.CC.10C.CC. #L C.CC9.7C.CC.C.CC$..CC9.CC4.CC9.C6.CC4.CC$30.C$30.C$30.C$30.C$30.C$30.C #L $30.C$.3C.25C$C3.C$C3.C$C3.C$.CBA