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MIT 6 111 - Study Notes

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Play Paratrooper and earn PE creditsScreen capture of the original paratrooper game● Gun moves left and right instead of varying the angle.● The player controls the position of the gun by moving left and right across a black screen. Shooting is triggerred by the player raising and lowering their hand. The player's motions are captured using a video camera. Calibration is done at the start of the game.● The helicopters drop bombs in addition to paratroopers. The player loses varying amounts of “health points” if these fall to the ground. By shooting them, the player earns PE points.● Multiple levelsModifications to the gameBlock diagramGame Environment● Player stands in front of a white background● Faces camera placed above the game output monitor● Moves left and right to control position of gun● Lifts and lowers arm to assert the shoot signal● Players may increase health benefits of playing games by wearing wrist weights while they play the gameSystem Overview● Video camera produces NTSC analog signal of playing area● NTSC signal input to AD775 analog-to-digital converter and GS4891 video chip● Controller FSM uses H-sync and V-sync output of video chip to initiate AD conversions.● Video sampled at a resolution of 128x96 pixels into SRAM using majority pixel averaging● Processing FSM computes position and shoot signalPosition & Lighting Calibration● Required to adjust shooting threshold for different player heights● User resets game by moving out and back into the playing area on the Game Over screen● Required to stand 5 seconds while the camera reads height information● Output monitor displays player’s outline with a line to indicate detected height● Player raises his hand for another 5 seconds to calibrate shooting height● 3 switches provided for setting black/white pixel threshold to accommodate different lighting conditionsComputing Position & Shoot Signal● Processing FSM computes leftmost and rightmost black pixels and averages them to find the position● Processing FSM computes highest black pixel and asserts shoot signal if it exceeds calibrated shoot levelInterface with Game Controller and Video Output subsystems● 8-bit unidirectional bus to Game Controller Unit provides positional information● Additional 1-bit signal used to indicate shoot gesture. Implemented as a level to pulse converter to prevent automatic rapid fire!!● 14-bit input address bus and 8-bit output data bus provides SRAM access to video output subsystem during calibrationGame Controller FSMLevel Selection● Player can move left and right to select the level● Player confirms the level selected by raising his or her hand● Paratroopers, bombs, and helicopters move faster at higher levels● Paratroopers and bombs may also get dropped at a higher frequencyGame FSMVideo


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MIT 6 111 - Study Notes

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