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PAC XON PAC XON Advisor: Stephen Edwards TA: Baolin Shao - PowerPoint PPT Presentation

CSEE 4840 Embedded System PAC XON PAC XON Advisor: Stephen Edwards TA: Baolin Shao Students: Dongwei Ge (dg2563) g ( g ) Bo Liang (2369) Jie Cai (jc3480) LOGO Contents 1 Overview of the project and its objectives 2 Design Procedure


  1. CSEE 4840 Embedded System PAC XON PAC XON Advisor: Stephen Edwards TA: Baolin Shao Students: Dongwei Ge (dg2563) g ( g ) Bo Liang (2369) Jie Cai (jc3480) LOGO

  2. Contents 1 Overview of the project and its objectives 2 Design Procedure 3 Experience and Lessons learned LOGO

  3. Overview and Objective � W e use the VGA output of the Altera board to present the gam e’s graphics. I m ages w ill be initialized in hardw are and pac-m an and ghosts’ m ovem ent done in softw are. The softw are w ill also control gam e logic. Player w ill play the gam e w ith the “ l ill l h i h h “ ” ” keys on the PS2 keyboard. � Players can also challenge the previous highest score w hich are recorded buy the softw are. LOGO

  4. Game Graphics LOGO

  5. Design Architecture In the hardware part, we will design a VGA controller, audio controller, a CPU, a RAM controller and a interface , , between the hardware and the software. Inputs from the keyboard to the video display output on the screen. the screen. Design Architecture LOGO

  6. Design Procedure Hardware Component Type Requirement Enclosure Wall Enclosure Wall Sprite Sprite Draw and Display by Hardware Draw and Display by Hardware Tiles Sprite Update by Software Score & Record Tile/Sprite Read from Software Pac-Man Sprite Draw by Software & Display by Software Ghosts Gh t S Sprite it D Draw by Software & Display by b S ft & Di l b Software Game Graphics LOGO

  7. Design Procedure Address Discription 0, 1 Pan-Man’s position 2-23 Play Area 24 Reserved 25, 26 Ghost1’s position 27, 28 Ghost2’s position 29, 30 Score 31 Pac-man Direction 32, 33 Record Memory Addresses for the Video Controller Device LOGO

  8. Design Procedure Software G Game Logic Flow Chart L i Fl Ch t LOGO

  9. Design Procedure Software States of the Game Area 126 99 98 19 20 125 100 97 18 21 124 101 96 17 22 123 102 95 16 23 122 103 94 65 2 3 15 24 121 104 93 64 1 4 14 25 120 105 92 63 0 5 13 26 119 106 91 62 61 6 12 27 118 107 90 66 60 7 8 9 10 11 28 117 108 89 67 59 58 49 48 39 38 29 116 109 88 68 69 57 50 47 40 37 30 115 110 87 82 81 76 75 70 56 51 46 41 36 31 114 111 86 83 80 77 74 71 55 52 45 42 35 32 113 113 112 112 85 85 84 84 79 79 78 78 73 73 72 72 54 54 53 53 44 44 43 43 34 34 33 33 1.find the gost WALL PATH GHOST 2 if UP==YES go to (2); if NOT go to (3) 2.if UP==YES, go to (2); if NOT, go to (3) 3.if RIGHT==YES, go to (2); if NOT, go to (4) 4.if DOWN==YES, go to (2); if NOT, go to (5) 5.if LEFT==YES, go to (2); if NOT, go to (6) 6.if Now==GHOST, finish; if NOT, position--, go to (2) LOGO

  10. Experience and Lessons Hardw are: Hardw are: At first w e created the background and draw the sprites, but w hat w e expected didn’t show up because w e forget but w hat w e expected didn t show up because w e forget about I nitialization of som e RAMs in our gam e. Each variable RAM w e used in the gam e has to be initialized variable RAM w e used in the gam e has to be initialized then it could be display or updated by softw are. LOGO

  11. Experience and Lessons Softw are: I n addition, after w e have successfully built the play area, and started to focus on the softw are part. The m ost difficult part in the softw are design is that w hen w e try to change in the state of the tiles as the pac-m an or ghosts m ove, it is difficult to distinguish w hich part should be filled and w hich part should be left due to the m ovem ent of the ghosts. Here w e use the concept of t f th h t H th t f “connection” in graphics, w hich is starting from the tw o ghosts, check the four sides of the m oving ghosts, then ghosts check the four sides of the m oving ghosts then expand the checking area until it reach the real tiles that have no ghosts in there have no ghosts in there. By this m ethod, w e can change By this m ethod w e can change the states of the tiles in the play area. LOGO

  12. Experience and Lessons Audio Controller: Audio Controller: Furtherm ore, w hen w e decided to add som e sound to the gam e in order to m ake it m ore vivid, w e cam e across a gam e in order to m ake it m ore vivid, w e cam e across a problem , w e had to revise the port m ap to add som e ports and signals from the Audio Controller, w hich took us a long and signals from the Audio Controller, w hich took us a long tim e to check the ports one by one and rearranged them . LOGO

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