6.111 Final Project Report Due: May 13, 2004ParatroopersTushara C. Karunaratna, Chun-Chieh Lin, George HemingProject TA: Jia Fu CenContents1 Introduction 12 Design Overview 13 Camera input subsystem 13.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23.2 Description of hardware used for Video Capture . . . . . . . . . . . . . . . . . . . . . 23.3 Control and Processing Logic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33.4 Testing and Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63.5 Conclusions and Reflections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Game Controller 94.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94.2 Random Number Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94.3 Shoot Register . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104.4 RAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104.5 Output FSM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104.6 Collission detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114.7 Updating game state . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Video Output subsystem 125.1 Output Generator FSM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135.2 Video Display Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145.3 Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14A Selected Verilog code for Camera Input subsystem 15B Selected Verilog code for Game Controller 22C Selected Verilog code for Video Output subsystem 28List of Figures1 Block diagram of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . . 22 Controller of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Digitizer FSM of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . . 54 Calibrator FSM of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . 65 Processor FSM of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . 76 Major FSM of the game controller. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 The game FSM of the game controller. . . . . . . . . . . . . . . . . . . . . . . . . . . 108 The Video Output subsystem. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 State transition diagram for the Output Generator FSM. . . . . . . . . . . . . . . . 1310 Chroma Decoder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1411 Generating VSync. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1512 Monitor cable pins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 IntroductionWe present a hardware implementation of the classic Paratroopers video game, in which we havereplaced the analog joystick with the motion and gestures of a human player in a playing area. Ourdesign uses video input from a camera to detect the motion of the player and translates this motioninto positional data to control the player’s gun position. A player uses arm gestures to trigger thegun by raising and then lowering his arm. This game play concept was inspired by the recent useof video games as exercising aids. Our objective was to give the player a workout while enjoying aclassic video game.The Paratroopers video game has a simple objective, which is to destroy enemy helicopters,bombs and paratroopers as they appear on the screen. During the game the helicopters releasebombs and paratroopers at random positions while moving …
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