Difference between revisions of "F19: Road Max Fury"

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Revision as of 21:16, 12 October 2019

Project Title

Road Max Fury- Game using FreeRTOS

Abstract

Road Max Fury is a game based on a classic car racing arcade game developed in 1984 by Konami named Road Fighter. We planned to reproduce this game as a part of our CMPE 244 project. The goal is to reach the finish line without running out of time, avoiding other cars on the road or running out of fuel .The fuel is refilled by hitting petrol pump which the player can encounter at random location during the course of the game. The player also needs to prevent car from hitting the edge of the road to prevent the collision.

Example Link: https://www.youtube.com/watch?v=1FzumH75whY

Objectives & Introduction

Show list of your objectives. This section includes the high level details of your project. You can write about the various sensors or peripherals you used to get your project completed.

Team Members & Responsibilities

  • Namdev Prabhugaonkar
  • Rutuja Shah
  • Saumil Shah

Schedule

Week# Date Deliverables Status
1 09/29
  • Road Max Fury project approved by instructor
  • Completed
Week# Date Deliverables Status
2 10/12
  • Create project Wiki page
  • Completed
Week# Date Deliverables Status
3 10/12
  • Finalize list of parts to order
  • In Progress
Week# Date Deliverables Status
4 10/30
  • Order all necessary project parts
Week# Date Deliverables Status
5 11/06
  • Design and layout Board-Matrix interface circuit schematic and PCB in EAGLE
  • Finalize Spartan Warrior game design (flowchart and art)
  • Note: (Adafruit 32 x 32 LED matrix arrives today)
  • Complete sound effect for trigger pull
Week# Date Deliverables Status
6 11/13
  • Interface LPC1758 to 32 x 32 LED Adafruit LED Matrix
  • Complete and demo initial soundtrack prototype
Week# Date Deliverables Status
7 11/20
  • Achieve full control of individual LED matrix pixels
  • Complete final soundtrack design
  • Send PCB to fabrication house
Week# Date Deliverables Status
8 11/27
  • Improve overall code readability
  • Integrate row control multiplexer into a FreeRTOS task
  • Integrate column control loop into a FreeRTOS task
  • Create and integrate data structures for enemy sprites
  • Implement lateral and vertical movement of sprites
Week# Date Deliverables Status
9 12/4
  • Implement shooting and scorekeeping into game
  • Finish designing controller prototype
  • Complete and demo final soundtrack
  • Integrate PCB into system
  • Test and debug PCB (send another revision to fabrication house if needed)
  • Integrate controller
Week# Date Deliverables Status
10 12/11
  • Complete initial full implementation of Spartan Warrior and demo
  • Test and debug game as needed
  • Integrate controller into system
  • Integrate Soundtrack into system
  • Integrate final PCB revision into system
  • Power both LPC1758's using portable USB power supply
Week# Date Deliverables Status
11 12/19
  • Complete final implementation of Spartan Warrior
  • Complete debugging of all game components
  • Demo

Parts List & Cost

Part # Cost Source
SJ2 Board 2 $110.0 Preet
32 x 64 LED Matrix 1
MO3 Decoder 1

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.

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

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Project Source Code

  • []

References

Acknowledgement

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References Used

List any references used in project.

Appendix

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