Difference between revisions of "F21: Treasure Dive"
Proj user1 (talk | contribs) (→Software Design) |
Proj user1 (talk | contribs) |
||
Line 14: | Line 14: | ||
== Abstract == | == Abstract == | ||
− | + | Treasure Dive is a modern one player game inspired by the popular arcade game Breakout, which was released by Atari in 1976. The ancients rambled about an unconfirmed tale of a shipwreck that saw no survivors. As an adventurous and skilled free diver, you are seeking treasure buried deep in an ocean abyss. You dove down all the way to the seafloor and found the buried treasure but need to make it back to the surface to see another day! The player uses a wireless controller to control an on-screen paddle to break bricks on the top of the screen. When enough bricks are broken, a passage is revealed, allowing you to get closer to the surface. | |
== Objectives & Introduction == | == Objectives & Introduction == | ||
− | + | The objective of this project is to: | |
+ | * interface an LPC4088 to a VGA monitor by leveraging the LCD controller | ||
+ | * use an accelerometer as the sensor for the player to control the paddle | ||
+ | * integrate two Zigbees RF modules for wireless communication between the controller and LPC4088 board using UART protocol | ||
+ | * enable digital audio output by developing an I2S driver | ||
+ | * utilize the General Purpose Direct Memory Access (GPDMA) controller to decrease memory write times when updating the video buffer | ||
+ | * utilize the DMA controller to reduce the frequent I2S interrupts when loading the digital audio file | ||
+ | * implement an SD card peripheral driver to facilitate memory exchange between an SD card. | ||
=== Team Members & Responsibilities === | === Team Members & Responsibilities === | ||
* Brian Ho | * Brian Ho | ||
− | ** | + | ** Wiki project schedule planning |
+ | ** Interfacing the accelerometer | ||
+ | ** Digital to Analog Conversion resistor ladder design used to interface digital LCD controller signal with analog VGA port signal | ||
+ | ** PCB planning and acquisition | ||
+ | ** Procurement of controller hardware | ||
+ | ** Wireless communication via Zigbees RF modules and UART protocol | ||
+ | ** Wireless controller logic and integration | ||
+ | ** Ball movement and wall/brick collision logic | ||
+ | ** Hardware/software development and integration | ||
+ | ** Final testing and integration | ||
* Billy Lai | * Billy Lai | ||
− | ** | + | ** Wiki project schedule planning |
+ | ** Increased CPU clock rate from 96 MHz to 120 MHz | ||
+ | ** Initial memory write timing and measurements to estimate memory write capacity | ||
+ | ** DMA driver memory-to-memory implementation for transferring graphics data to video buffer | ||
+ | ** I2S with DMA memory-to-peripheral implementation to reduce memory-write interrupts when I2S Tx FIFO level is low | ||
+ | ** Paddle movement and paddle collision logic, testing and integration | ||
+ | ** Software development and integration | ||
+ | ** Final testing and integration | ||
* Jasdip Sekhon | * Jasdip Sekhon | ||
− | ** | + | ** Wiki project schedule planning |
+ | ** PCB design and planning | ||
+ | ** File loading method algorithm for storing loaded files in memory | ||
+ | ** Audio track and audio effects selection for gameplay audio | ||
+ | ** Palette manipulation for gameplay | ||
+ | ** Software development and integration | ||
+ | ** Final testing and integration | ||
* Isaac Wahhab | * Isaac Wahhab | ||
− | ** | + | ** Wiki project schedule planning |
− | + | ** DAC resistor ladder design and integration | |
+ | ** Hardware procurement (LPC4088 board, Zigbees, VGA monitor, etc) | ||
+ | ** VGA driving through LCD controller | ||
+ | ** Audio tracker library port | ||
+ | ** Digital audio output using I2S | ||
+ | ** Palette scrolling feature implementation | ||
+ | ** Graphics rendering | ||
+ | ** Vertical scrolling implementation for the video buffer | ||
+ | ** Sprite testing and implementation for the ball | ||
+ | ** SD card peripheral driver for reading assets from SD card | ||
+ | ** Art assets acquisition | ||
+ | ** Hardware/software development and integration | ||
+ | ** Gameplay logic design | ||
+ | ** Gameplay audio and level design | ||
+ | ** Final testing and integration | ||
== Schedule == | == Schedule == |
Revision as of 07:31, 18 December 2021
Contents
Grading Criteria
- How well is Software & Hardware Design described?
- How well can this report be used to reproduce this project?
- Code Quality
- Overall Report Quality:
- Software Block Diagrams
- Hardware Block Diagrams
- Schematic Quality
- Quality of technical challenges and solutions adopted.
Treasure Dive
Abstract
Treasure Dive is a modern one player game inspired by the popular arcade game Breakout, which was released by Atari in 1976. The ancients rambled about an unconfirmed tale of a shipwreck that saw no survivors. As an adventurous and skilled free diver, you are seeking treasure buried deep in an ocean abyss. You dove down all the way to the seafloor and found the buried treasure but need to make it back to the surface to see another day! The player uses a wireless controller to control an on-screen paddle to break bricks on the top of the screen. When enough bricks are broken, a passage is revealed, allowing you to get closer to the surface.
Objectives & Introduction
The objective of this project is to:
- interface an LPC4088 to a VGA monitor by leveraging the LCD controller
- use an accelerometer as the sensor for the player to control the paddle
- integrate two Zigbees RF modules for wireless communication between the controller and LPC4088 board using UART protocol
- enable digital audio output by developing an I2S driver
- utilize the General Purpose Direct Memory Access (GPDMA) controller to decrease memory write times when updating the video buffer
- utilize the DMA controller to reduce the frequent I2S interrupts when loading the digital audio file
- implement an SD card peripheral driver to facilitate memory exchange between an SD card.
Team Members & Responsibilities
- Brian Ho
- Wiki project schedule planning
- Interfacing the accelerometer
- Digital to Analog Conversion resistor ladder design used to interface digital LCD controller signal with analog VGA port signal
- PCB planning and acquisition
- Procurement of controller hardware
- Wireless communication via Zigbees RF modules and UART protocol
- Wireless controller logic and integration
- Ball movement and wall/brick collision logic
- Hardware/software development and integration
- Final testing and integration
- Billy Lai
- Wiki project schedule planning
- Increased CPU clock rate from 96 MHz to 120 MHz
- Initial memory write timing and measurements to estimate memory write capacity
- DMA driver memory-to-memory implementation for transferring graphics data to video buffer
- I2S with DMA memory-to-peripheral implementation to reduce memory-write interrupts when I2S Tx FIFO level is low
- Paddle movement and paddle collision logic, testing and integration
- Software development and integration
- Final testing and integration
- Jasdip Sekhon
- Wiki project schedule planning
- PCB design and planning
- File loading method algorithm for storing loaded files in memory
- Audio track and audio effects selection for gameplay audio
- Palette manipulation for gameplay
- Software development and integration
- Final testing and integration
- Isaac Wahhab
- Wiki project schedule planning
- DAC resistor ladder design and integration
- Hardware procurement (LPC4088 board, Zigbees, VGA monitor, etc)
- VGA driving through LCD controller
- Audio tracker library port
- Digital audio output using I2S
- Palette scrolling feature implementation
- Graphics rendering
- Vertical scrolling implementation for the video buffer
- Sprite testing and implementation for the ball
- SD card peripheral driver for reading assets from SD card
- Art assets acquisition
- Hardware/software development and integration
- Gameplay logic design
- Gameplay audio and level design
- Final testing and integration
Schedule
Week# | Start Date | End Date | Task | Status |
---|---|---|---|---|
1 |
|
|
|
|
2 |
|
|
|
|
3 |
|
|
|
|
4 |
|
|
|
|
5 |
|
|
|
|
6 |
|
|
|
|
7 |
|
|
|
|
8 |
|
|
|
|
9 |
|
|
|
|
10 |
|
|
|
|
11 |
|
|
|
|
12 |
|
|
|
|
Parts List & Cost
Give a simple list of the cost of your project broken down by components. Do not write long stories here.
Bill Of Materials
Item# | Part Description | Part Model & Vendor | Quantity | Cost |
---|---|---|---|---|
1 | Microcontroller Board | LPC4088-32 Developer's Kit | 1 | $300.00 |
2 | Microcontroller Board | SJ2 Board | 1 | $50.00 |
3 | Bluetooth Module | Digi XBee-S1 | 2 | N/A |
4 | DAC PCB | JLCPCB (Set of 5) | 1 | $15.00 |
4 | Monitor | Asus TFT Monitor | 1 | N/A |
5 | Mini Breadboard | ELEGOO Mini Breadboard | 1 | $13.99 |
6 | Arcade buttons | N/A | 2 | N/A |
7 | VGA cable | N/A | 1 | N/A |
7 | SD card | N/A | 1 | N/A |
Design & Implementation
The design section can go over your hardware and software design. Organize this section using sub-sections that go over your design and implementation.
Hardware Design
Discuss your hardware design here. Show detailed schematics, and the interface here.
We designed our PCB using Autodesk EAGLE based on the tutorial on PCB design during class lecture. We ordered our PCB to be manufactured from JLCPCB. The PCB consists of a R-2R resistor ladder DAC for the purpose of converting the digital signal from the microcontroller to analog to display graphics on the VGA monitor. Five bits are passed to each of the red, green, and blue channels of the VGA in addition to other signals, such as Horizontal sync (HSYNC) and Vertical sync (VSYNC).
Hardware Interface
In this section, you can describe how your hardware communicates, such as which BUSes used. You can discuss your driver implementation here, such that the Software Design section is isolated to talk about high level workings rather than inner working of your project.
Software Design
Show your software design. For example, if you are designing an MP3 Player, show the tasks that you are using, and what they are doing at a high level. Do not show the details of the code. For example, do not show exact code, but you may show psuedocode and fragments of code. Keep in mind that you are showing DESIGN of your software, not the inner workings of it.
Implementation
This section includes implementation, but again, not the details, just the high level. For example, you can list the steps it takes to communicate over a sensor, or the steps needed to write a page of memory onto SPI Flash. You can include sub-sections for each of your component implementation.
Testing & Technical Challenges
Describe the challenges of your project. What advise would you give yourself or someone else if your project can be started from scratch again? Make a smooth transition to testing section and described what it took to test your project.
Include sub-sections that list out a problem and solution, such as:
<Bug/issue name>
Discuss the issue and resolution.
Conclusion
Conclude your project here. You can recap your testing and problems. You should address the "so what" part here to indicate what you ultimately learnt from this project. How has this project increased your knowledge?
Project Video
Upload a video of your project and post the link here.
Project Source Code
References
Acknowledgement
Any acknowledgement that you may wish to provide can be included here.
References Used
Appendix
You can list the references you used.