ECE 448: Lab 4 VGA Display Mini-Pacman. Flexibility in the Second Part of the Semester Lab 4: VGA...
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Transcript of ECE 448: Lab 4 VGA Display Mini-Pacman. Flexibility in the Second Part of the Semester Lab 4: VGA...
ECE 448: Lab 4
VGA Display Mini-Pacman
Flexibility in the Second Part of the Semester
Lab 4: VGA display (2 weeks) – 8 points
Lab 5: Computer Graphics (2 weeks) – 8 points
Lab 6: PicoBlaze System (2 weeks) – 8 points
Lab 7: Logic Analyzer (in class) – 2 bonus points
Lab 4: VGA display (3 weeks) – 8 points
Lab 5: Computer Graphics or Lab 6: PicoBlaze System
(3 weeks) – 8 points
Lab 7: Logic Analyzer (in class) – 2 bonus points
Schedule A:
Schedule B:
Total: 24+2 points
Total: 16+2 points
Flexibility in the Second Part of the Semester
• Intended for students who do exceptionally well in the first part
of the semester ( ≥ 90% of points for Labs 1-3)
• An open-ended project proposed by students, the TAs, or the
instructor
• Can be done individually or in groups of two students
• Schedule: Detailed Specification (1 week)
Milestone 1 (2 weeks)
Milestone 2 (2 weeks)
Final Report & Deliverable (1 week)
Schedule A+:
Total: 25 points
Expected Project TasksSchedule A+: 1. Use of at least one complex input/output device
• VGA display• Keyboard or Mouse (USB-HID)• Ethernet, etc.
2. Use of on-chip embedded resources: BRAMs, DSP units or External on-board memory or Soft microcontroller core (e.g. Picoblaze)3. (bonus) Use of PMOD Accessory Boards implementing additional functions, e.g., A/D, D/A, motor drivers, sensors, cameras.
Lab 4 Exercises
6ECE 448 – FPGA and ASIC Design with VHDL
Reading
• P. Chu, FPGA Prototyping by VHDL Examples
Chapter 12, VGA Controller I: Graphic
Chapter 12, VGA Controller II: Text
•Nexys3 Reference Manual
VGA Port, pages 15-17
7
Lab4 Exercise 1
Displaying synchronization signals on the oscilloscope
• Develop a testbench for the circuit, described in the figure above.• Perform functional simulation, displaying ALL ports of vga_sync component.• Synthesize and implement the top-level circuit using provided UCF file • Perform timing simulation, displaying ALL ports of vga_sync component.• Perform experimental testing using oscilloscope, displaying clk, hsync, vsync.
clk
reset
hsync
vsync
Observe these signals on
oscilloscope
vga_sync
Lab4_exercise1
hsync
vsync
pixel_x
pixel_y
video_on
p_tick
10
10
Lab Exercise 2• Resolution: 640x480• Display: 8 colors (3 bits), 16 colors (4 bits),
64 colors (6 bits), 256 colors (8 bits)• Refresh Rate: 25Hz, 30Hz, 60Hz (frames / second)
Lab4_exercise1
clk
resethsync
rgbsw
vsync
35
Interface
Use of switches
Specification of coordinates of three objects assuming sw(4)=0
Specification of colors of three objects
Specification of dimensions of the ball
Configuration : 1
(0,0) (639,0)
(639,479)(0,479)
Wall coordinates = (x_left = 32, x_right = 35)
Bar coordinates = (x_left = 600, x_right = 603, y_top = 204, y_bottom = 276)
Ball coordinates = (x_left = 480, x_right = 487, y_top = 38, y_bottom = 45)
Wall
Paddle bar
Ball
Configuration-1 ( sw(4) = ‘0’, sw(3..2) = “00”, sw(1..0) = “00” )
Configuration : 2
(0,0) (639,0)
(639,479)(0,479)
Wall coordinates = (x_left = 32, x_right = 35)
Bar coordinates = (x_left = 600, x_right = 603, y_top = 204, y_bottom = 276)
Ball coordinates = (x_left = 480, x_right = 487, y_top = 38, y_bottom = 45)
Wall
Paddle bar
Ball
Configuration-2 ( sw(4) = ‘0’, sw(3..2) = “01”, sw(1..0) = “00” )
Configuration : 3
(0,0) (639,0)
(639,479)(0,479)
Wall coordinates = (x_left = 32, x_right = 35)
Bar coordinates = (x_left = 600, x_right = 603, y_top = 204, y_bottom = 276)
Ball coordinates = (x_left = 480, x_right = 487, y_top = 38, y_bottom = 45)
Wall
Paddle bar
Ball
Configuration-3 ( sw(4) = ‘0’, sw(3..2) = “10”, sw(1..0) = “00” )
Configuration : 4
(0,0) (639,0)
(639,479)(0,479)
Wall coordinates = (x_left = 32, x_right = 35)
Bar coordinates = (x_left = 600, x_right = 603, y_top = 204, y_bottom = 276)
Ball coordinates = (x_left = 480, x_right = 487, y_top = 38, y_bottom = 45)
Wall
Paddle bar
Ball
Configuration-4 ( sw(4) = ‘0’, sw(3..2) = “11”, sw(1..0) = “00” )
Configuration : 5
(0,0) (639,0)
(639,479)(0,479)
Wall coordinates = (x_left = 605, x_right = 608)
Bar coordinates = (x_left = 500, x_right = 503, y_top = 204, y_bottom = 276)
Ball coordinates = (x_left = 380, x_right = 387, y_top = 138, y_bottom = 145)
Wall
Paddle bar
Ball
Configuration-5 ( sw(4) = ‘0’, sw(3..2) = “00”, sw(1..0) = “01” )
Configuration : 6
(0,0) (639,0)
(639,479)(0,479)
Wall coordinates = (y_top = 32, y_bottom = 35)
Bar coordinates = (x_left = 400, x_right = 403, y_top = 204, y_bottom = 275)
Ball coordinates = (x_left = 280, x_right = 287, y_top = 238, y_bottom = 245)
Wall
Paddle bar
Ball
Configuration-6 ( sw(4) = ‘0’, sw(3..2) = “00”, sw(1..0) = “10” )
Configuration : 7
(0,0) (639,0)
(639,479)(0,479)
Wall coordinates = (y_top = 445, y_bottom = 448)
Bar coordinates = (x_left = 300, x_right = 303, y_top = 204, y_bottom = 276)
Ball coordinates = (x_left = 180, x_right = 187, y_top = 338, y_bottom = 345)
Wall Paddle bar
Ball
Configuration-7 ( sw(4) = ‘0’, sw(3..2) = “00”, sw(1..0) = “11” )
Configuration : 8(0,0) (639,0)
(639,479)(0,479)
Wall coordinates = (x_left = 32, x_right = 35)
Bar coordinates = (x_left = 600, x_right = 603, y_top = 204, y_bottom = 276)
Ball coordinates = (x_left = 472, x_right = 495, y_top = 30, y_bottom = 53)
Wall Paddle bar
Ball
Configuration-8 ( sw(4) = ‘1’, sw(3..2) = “00”, sw(1..0) = “00” )
Introduction to Lab 4
Game Characters and Maze
Shadow InkyPacman Diamond
Task 1: Displaying the maze (Points: 25%)
• Maze Color: Blue• Color Generator: Selects colors for the background and
maze• VGA Controller: Sync generator
Task 2: Displaying Diamonds in four corners (Points:10%)
• Diamond Color: Magenta• The diamonds should be stationary objects placed in four corners
shown above.
Task 3: Display and create movement of character “Inky” (Points: 15%)
• Inky should move in the direction shown above
Task 4: Display and create movement of character “Shadow” (Points:15%)
• Shadow should move in the direction shown above• Shadow and Inky should not collide with each other.
Task 5: Introduce “Pacman”(Points:25%)
• Use four push buttons (BTNU for Up, BTND for Down, BTNL for Left and BTNR for Right movement) to control Pacman’s movement.
• Pacman should keep moving in one direction until any other button is pressed.
• The goal of the Pacman is to get all four Diamonds without collision with any of the Ghost characters.
Task 5 : Displaying score and number of lives left on VGA display (Points: 10%)
•Display the score and number of lives on VGA display.
•Each Diamond carries 200 points.
•Whenever Pacman eats any of the Diamonds, the count on the VGA display should increment and display the total score.
•Pacman should have three lives initially. Every collision with Shadow or Inky should result in loss of one life. The count of remaining lives should also be updated on the VGA display . After three such collisions, the game will be over.
•When Pacman eats all four diamonds, this event should pause the game, and YOU WON should be displayed on the VGA display.