are you going off a diagram, or do you have it in your head?
I'm going completely off my head. That's why it doesn't quite work right yet.
once it hits that grid...
That grid of microcontrollers would be easier to understand if mesecons had redpower2's "Null Cell" where the X ends of the wire are connected, the Z ends of the wire are connected, but the X and Z ends aren't connected to each other.
mese clock with delayers
I'm not sure what you mean when you say mese, but I tried having multiple delayers in a loop, and it didn't maintain a consistent timing and ended up with the wires all on (after 11 loops around). I tried having a NOT connected to a delayer, but it freezes after restarting the server.
The first row of microcontrollers stops the buttons from doing anything if the game has already been won.
The second two rows let only one button be pressed at a time.
The third row goes off to a T-flop team changer, that changes the team when the button releases.
The fourth row splits the buttons into the amount of wires needed for the display and allows the signal to continue on either that square's X wire or that square's O wire.
The fifth row is a passthrough to let the reset button on both sides of the sixth grid.
The sixth grid keeps the square on if the button is pressed and that square isn't already the other symbol, and turns the square off if the reset button is pressed.
Around the second corner, the giant seventh grid, on the top level, ANDs together the top row of Xes, the middle row of Xes, and so on for the 16 ways of winning, then it both passes that to the bottom row and passes it to an "X won" wire and an "O won" wire
The bottom of the seventh grid blinks the same wires that caused a win.
The eighth two rows map an X and O wire to a 3x3 display.
That's how it works.