lupeng fan lf2447 yichen zhu yz2582 di y ang dy2266
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Lupeng Fan lf2447 Yichen zhu yz2582 Di Y ang dy2266 Yinshen Wang yw2561 1.Game Introduction 2.Game Architecture and Implementation 3.Hardware S tructure and Implementation 4.S oftware S tructure and Implementation


  1. Lupeng Fan lf2447 Yichen zhu yz2582 Di Y ang dy2266 Yinshen Wang yw2561

  2. 1.Game Introduction 2.Game Architecture and Implementation 3.Hardware S tructure and Implementation 4.S oftware S tructure and Implementation 5.Lesson Learned and Advice for Future work

  3.  Bat t le cit y game on S ockit board  Inspired by t he classic t ank game – bat t le cit y  Rules of t he game for winning t he game: -- shot off all t he enemy t anks for losing t he game: -- Enemy t anks are not wiped off aft er reborn t wo t imes -- homebase is damaged no mat t er who shoot it .

  4.  VGA display --VGA controller --VGA map --VGA display  Audio -- I 2 C Bus Controller --Audio Codec Controller --Audio Data Controller

  5. VGA display  Image processing and st oring --All images t hat are st ored int o t he ROM can be cat egorized int o t hree sizes: 0.25KB, 1KB and 64KB. --Image cat egories: Background, t ank, welcome and game over screen and Display Effect s. --All images are loaded from t he ROM and t he posit ion of displaying is sent from soft ware.

  6. VGA display  VGA cont roller --different t ypes of sprit es have different locat ions and mot ions and t hey should be displayed on t he screen at t he same t ime. --VGA cont roller is designed t o cont rol t he display of different sprit es, including order, locat ion, direct ion and changing map. --Wit h VGA cont roller, it is easier for us t o add or delet e or move t he sprit es by soft ware.

  7. Audio -- 11.2896 MHz Audio Module Working frequency (Table 30 from audio codec dat asheet ) * Creat ing a 11.2896MHz clock generat or by Megawizard -- Two-t rack 16 bit 44.1KHz sampling rat e audio effect s * S t ored in on-chip memory

  8. Audio  I 2 C Cont roller -- Configure t he ent ire audio syst em like left and right channel playing and recording -- R2 & R3: 0dB volume amplificat ion for bot h channel -- R8: 44.1KHz S ampling Rat e

  9. Audio  Audio Codec Cont roller -- Divide 11.2896MHz Working frequency t o 44.1KHz Dat a reading rat e (S ampling Rat e)

  10. Audio  Audio Dat a Cont roller --Reading left and right channel dat a separat ely left channel dat a right channel dat a

  11.  Global  Bullet moving  Bullet map  Tank moving  Tank map  Gamecontroller  Explosion

  12.  Global Record all macro definitions for the whole proj ect  Gamecontroller Record all keycodes information for different button on the j oysticker.

  13.  Tank moving and tank map -- Generating our tanks and moving them according to information from j oysticker. -- Generating enemy tanks and moving them according to random information. -- Judge whether the bullet meet a brick or not -- Judge whether tank meets obstacles or not -- If a bullet meet part of the brick, update the map so that tank can move over that place.

  14.  Bullet moving and bullet map -- Generating the bullet according to the direction of tank -- Judge whether the bullet meet a tank or not -- Judge whether two bullets meet or not -- If a bullet meet part of the brick, update the map  Explosion If a tank is shot off, beginning the two steps of explosion

  15.  Design architecture of hardware and software for the FPGA board to run the whole proj ect.  Use Qsys to help with hardware design.  Resources allocation when designing the hardware due to the limited resources on the board.

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