F19: Road Max Fury

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Revision as of 19:54, 31 October 2019 by Proj user6 (talk | contribs) (Software Design)

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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

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Team Members & Responsibilities

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
  • Create a Bill of Materials
  • Select and order Parts
  • Completed
  • Completed
  • Completed
Week# Date Deliverables Status
3 10/16
  • Create and establish Github repository
  • Create and setup Slack Channel
  • Look through previous years projects and study it
  • Distribute major roles among team members
  • UI and initial game design
  • Completed
  • Completed
  • Completed
  • Completed
  • Completed
Week# Date Deliverables Status
4 10/23
  • Make Repo on Github for all modules - Follow Naming Convention
  • Understand the LED matrix data sheet
  • Develop patterns on LED matrix using existing libraries for testing and understanding
  • Completed
  • Completed
  • Completed
Week# Date Deliverables Status
5 10/30
  • Learn about PCB layouts and PCB building
  • Game algorithm design
  • Work on LED matrix panel and graphics library
  • Develop patterns on LED matrix specific to our project
  • TO DO
  • TO DO
  • TO DO
  • TO DO
Week# Date Deliverables Status
6 11/06
  • Interface LED matrix display
  • Learn about on board accelerometer and get values on terminal
  • Interface and test accelerometer
  • Understand the accelerometer values and develop a filter to obtain required values
  • TO DO
  • TO DO
  • TO DO
  • TO DO
Week# Date Deliverables Status
7 11/13
  • Car creation and movement
  • Implement random obstacle creation algorithm
  • TO DO
  • TO DO
Week# Date Deliverables Status
8 11/20
  • Interface accelerometer with car movement
  • Understand and implement SD-card read
  • Render SD-card data to MP3 decoder
  • TO DO
  • TO DO
  • TO DO
Week# Date Deliverables Status
9 11/27
  • Implement car collision detection
  • Perform game testing
  • Start integrating modules
  • TO DO
  • TO DO
  • TO DO
Week# Date Deliverables Status
10 12/10
  • Integration testing
  • Bug fixes
  • Wiki report completion
  • TO DO
  • TO DO
  • TO DO
Week# Date Deliverables Status
11 12/18
  • Complete final implementation of Road Max Fury
  • Complete debugging of all game components
  • Demo
  • TO DO
  • TO DO
  • TO DO

Parts List & Cost

Part # Cost Source
SJ2 Board 1 $55.00 Preet
Azerone 32 x 64 LED Matrix 1 $34.95 https://www.amazon.com/gp/product/B07F2JW8D3/ref=ppx_yo_dt_b_asin_title_o01_s00?ie=UTF8&psc=1
HiLetgo MP3 Decoder 1 $7.64 https://www.amazon.com/gp/product/B0725RHR4D/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1
Female Male DC Power Plug Terminal Adapter 1 $6.54 https://www.amazon.com/gp/product/B00W058HHQ/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1

Design & Implementation

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Hardware Design

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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

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Display Module

RGB LED Matrix:

The Human Machine Interface is a display which is composed of 6mm pitch 1024 RGB LEDs arranged in a 32x32 matrix. 32 rows of the matrix is divided into 16 interleaved sections. Here the first section is the 1st and 16th 'row' (32 x 2 = 64 RGB LEDs), the second section is 2nd and 17th 'row' and so on. On the PCB is 12 LED driver chips. These are like 74HC595s but they have 16 outputs and they are constant current. 16 outputs * 12 chips = 192 LEDs that can be controlled at once, and 64 * 3 (R G and B) = 192. So now the design comes together. We can have 192 outputs that can control one line at a time, with each of 192 R, G and B LEDs either on or off. The LPC1758 controller selects which section to currently draw (using A, B, C and D address pins - 4 bits can have 16 values). Once the address is set, the controller clocks out 192 bits of data (24 bytes) and latches it. Then it increments the address and clocks out another 192 bits, etc until it gets to address #15, then it sets the address back to #0. To light up an individual pixel, appropriate row value is loaded on to the address pins A,B,C & D, Clock is set out to traverse the row and when required pixel is reached, the latch is set high to turn ON the LED. The hardware interface to the LED Matrix uses GPIO for all data and control lines. A GPIO clock is toggled to shift in data sitting at the Matrix's 6 data ports.

SJ One Board Pin Name Description
P0.0 addrA Address Input A
P0.1 addrB Address Input B
P2.6 addrC Address Input C
P2.7 addrD Address Input D
P1.29 Latch Shift in row data/Active High
P1.28 Output Enable Turn on selected rows/Active Low
P1.19 Clock Shift clock
P1.22 R1 Top half red data
P0.26 G1 Top half green data
P1.23 B1 Top half blue data
P1.30 R2 Bottom half red data
P1.31 G2 Bottom half green data
P2.5 B2 Bottom half blue data

Implementation

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Testing & Technical Challenges

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Include sub-sections that list out a problem and solution, such as:

<Bug/issue name>

Discuss the issue and resolution.

Conclusion

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Project Video

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Project Source Code

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References

Acknowledgement

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References Used

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Appendix

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