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Simply Gaming

Simply Gaming. Final Project Project Leader: PJ Acevedo pjacevedo@msn.com Fall 2009. ML507 Development Board. 1. 3. UART. FPGA. 2. DVI. 4. Project Idea. Create an interactive Visual Response System(VRS) Use “minicom” as an input to system

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Simply Gaming

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  1. Simply Gaming Final Project Project Leader: PJ Acevedo pjacevedo@msn.com Fall 2009

  2. ML507 Development Board 1 3 UART FPGA 2 DVI 4

  3. Project Idea • Create an interactive Visual Response System(VRS) • Use “minicom” as an input to system • Update “echo.c” to provide output to monitor • Connect from any remote PC via the internet • Motivation stems from the ability of FPGAs to process data in parallel thus giving the ability to apply changes to different data blocks concurrently • Result will be to create a simple game such as Tic-Tac-Toe to explore the above possibilities 10/31/09

  4. Visual Template DVI Interface 10/31/09

  5. Initial Concerns • Not enough memory to store the four fixed frames • Monitor refresh needs to be faster than 60Hz which is a typical monitor refresh rate • System might be too slow when refreshing squares 10/31/09

  6. Gantt Chart • Board Layout • Create dimensions of game frame by 10/31 • Minicom Interface • Basic read/write subroutines by 10/31 • Monitor Interface • Basic draw subroutines by 10/31 • APU Interface • Game engine and project integration by 11/14 • Top-Level Integration • Integrate all interfaces into a complete system by 11/28 12/05/09

  7. System Block Diagram ml507 Virtex 5 apu PPC 440 DDR memory video game_ engine uart minicom 12/05/09

  8. Visual Template DVI Interface • VGA MONITOR • Break up display into eight frames • Place dividers in between frames • Refresh the frames as needed and leave the rest unchanged • STORED MEMORY • The initial idea of having a stored image in DDR was changed. • As a new frame was needed, the PPC440 dynamically allocated the image where needed 10/31/09

  9. Game Frame Dimensions • Dimensions denoted by meas(s,e) where meas signifies measurement coordinates, s equals starting pixel x/y coordinate and e equals ending pixel x/y coordinate • Outer frame meas(A,G) • Inner vertical frame meas(B,F) • Inner horizontal frame meas(C,E) • Maximum player X/O designator meas(A,D) 12/05/09

  10. Human Input UART Interface • Use Minicom to communicate with system • Command entries: • X 1 1 . : Enter an X in the first row, first column • O 2 2. : Enter an O in the center • M : Display menu • S : Start new game • E : Exit game • Notification of winner will be displayed with a green highlight over the winning choices. 10/31/09

  11. Minicom TerminalUART Interface • Prints Welcome Menu • Display game input options • Signal user of invalid inputs • Provide a restart/terminate option to user Note: This is an actual copy of screen 12/05/09

  12. Game Engine State MachineFPGA Fabric via APU P_EDGE / (IS_FULL = '1', X_STATUS = '1' or O_STATUS= '1') start chk_entry P_EDGE / (IS_FULL = '0', X_STATUS = '1' or O_STATUS= '1') RESET = '0' P_EDGE / (IS_FULL = '0' or IS_FULL = '1') CHOICE= PREV_CHOICE/ IS_REPEAT= '1' DONE= '1' fill_entry CHOICE= X(x,y) or O(x,y) CHOICE /= PREV_CHOICE • Default Outputs and description of signals: • IS_REPEAT <= '0'. Notifies of a repeat of X or O. • IS_FULL <= '0'. Notification if board is full. • X_STATUS <= '0'. Notification if X wins. • O_STATUS <= '0'. Notification if O wins. • DONE <= '0'. Notification if user entry has been processed. 12/05/09

  13. Game Engine HW FPGA Fabric via APU store/127 load/127 game engine choice/1 row/1 col/1 apu done/1 is_full/1 is_repeat/1 x_status/1 o_status/1 • store: 127-bit bus that sends game_engine results to processor • load: 127-bit bus that accepts user game input from processor • choice: Denotes if X or O has been chosen • row: Denotes row of game board • col: Denotes column of game board • done: Tells apu that game_engine is done processing • is_full: Denotes if game board is full • is_repeat: Denotes if user input is a repeat • x_status: Denotes if X has one the game • o_status: Denotes if O has one the game 12/05/09

  14. Final Product • Monitor displays each player in different colors • Monitor gives visual feedback og game winner by highlighting appropriate squares and text prompt at bottom of screen • Minicom provides a user menu and game feedback 12/05/09

  15. FPGA Resource Allocation

  16. NOTES • Use parallelism of FPGA to update Bit Patterns 10/31 • Bit Patterns will contain pre-defined .ppm 10/31 • Changed initial concept of a stored image in DDR and used dynamic creation 11/01 • Used the “apu_inv” hardware from the previous project as the interface between the ppc440 and the game_engine created in the fpga fabric. 11/21 • The game_engine is the brains of the game. It makes all the decisions related to game play. 11/21 • The ppc440 controls communication with the user via the minicom interface using one of its UART peripheral setups. It also controls the visual display via the vga controller. 11/21 10/31/09

  17. Related Research Papers • FPGA RTL View: • http://decibel.ni.com/content/docs/DOC-2172?metc=mtxm4n from National Instruments website by G-Money • Decision Algorithm: • http://www.ddpp.com/DDPP3_mkt/c06samp6.pdf by John F. Wakerly 10/31/09

  18. QUESTIONS Please email me at: pjacevedo@msn.com if you would like more information about my design. Thank you!

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