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MIT 6 111 - Digital Design

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6.111 DIGITAL DESIGNSUPER FPGA BROSDouglas AlbertKevin MarengoOverview Project Description Objective Descriptive Overview Technical Description Project Timeline Q & AProject Description Overview Input is provided by user gestures, initially upper body to be later expanded to legs as well Game world is provided by predefined levels and include obstacles and environmental hazards Potential Additions Scoring & Time Tracking 2 player competitive “ghost” mode Dynamic representation of player characterHigh Level Block DiagramCamera Capture & Gesture RecognitionGame LogicAudio OutputVideoOutputGesture InformationGame EventsVideo Capture & Gesture RecognitionVideo DecoderfromcameraYCrCb to RGB conversionZBT RGB to HSV decoderto monitorAverager Jump/CrouchLeft/RightLogicVelocityCalculatorwalk/run/no movementstand/jump/crouchleft/rightVideo InputOutput to Game Logic Camera captures the player’s movements and they are stored in the ZBT Each color’s position is averaged to find the center of mass Position used to determine direction and action Velocity of arm patch used to determine walk vs. run The actions are output to the Game LogicGesture RecognitionLine Threshold CalculatorInit, Video InputY-positionLinesGame Cartridge/ Main Logic Implement a 2D Game “engine” in hardware Abstract away controls and audio output Camera capture and gesture module passes input signals here Event signals triggered in the engine can trigger audio outputsGame Cartridge/ Main LogicGame Engine  Level Creator Writes current level layout to Frame Buffer Tile ROM 16x16 tiles to create graphics with Level ROM 15 x 256 x Levels are made up of tiles Blob RAM Holds information about actors on screen: enemies, items, etc. FSM & Processor Collision detection & enemy movement behaviorIn-Game UI MockupFrameGraphics Base entity is 16x16 Mario is 16x16 Big Mario 16x32 Store sprites in 16x16 chunks Use a framebuffer for glitchless outputAudio OutputSuper Mario ThemeFLASH MemoryAction SoundsBRAMMixerAC97music and soundAudio Outputstart, stopgameeventsInputs to Audio The theme music is loaded into the FPGA FLASH memory Song loops, starting when the game starts and ending when the player dies or completes a level Action sounds like jumping are stored in a BRAM Game events from the Video Output and Game Logic Output trigger these action sounds Theme music and action sounds are combined in the mixer and output as sound via the AC97Project Timeline & Milestones Planning is complete, now to implement Major Milestones Rudimentary Game Logic & Functionality Graphical Overhaul and Gesture Control Audio Overhaul and Scoring Functionality If we have time 2 player competitive race Additional levels & ItemsNovember 2009SUNDAY MONDAY TUESDAY WEDNESDAY THURSDAY FRIDAY SATURDAY1 2 3 4 5 6 78 9 10 11 12 13 1415 16 17 18 19 20 2122 23 24 25 26 27 2829 30Design PresentationsImplement Basic Game LogicVideo OutputCamera CaptureGesture RecognitionSprite Generation Audio OutputInitial DebuggingDecember 2009SUNDAY MONDAY TUESDAY WEDNESDAY THURSDAY FRIDAY SATURDAY1 2 3 4 56 7 8 9 10 11 1213 14 15 16 17 18 1920 21 22 23 24 25 2627 28 29 30 31Project CheckoffImplement Additional FunctionalityInitial DebuggingQuestions and


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MIT 6 111 - Digital Design

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