The WiiMazeThe GameHardware OverviewActual TilesVirtual TilesDescriptorsOther signalsVirtual screen spacePixel drawing schemeInteracting hardware with softwareSoftware InfrastructureThe ProgramThe WiiMazeShaun SalzbergMack LuBrian RamosThe GameHardware Overview Actual maze, object, goal, and character tiles Virtual maze and object tiles Maze and object descriptors Other signals Virtual screen space Pixel drawing schemeActual TilesMaze tiles Object tilescharacter tiles Goal tileVirtual TilesMaze virtual tilesBits 7 - 6: index into into maze_tilesBits 5 - 4: rotationBits 3 - 0: no longer usedobject virtual tilesBit 8: index into Mto obj_tilesBits 7 - 6: rotationBits 5 - 4: colorBits 3 – 0: no longer usedDescriptors 2-d arrays of virtual tile numbers Represent relative positions of those tiles Max maze size is 16 by 16 tilesOther signalsmaze_x_offset, maze_y_offsetcur_xpos_pix, cur_ypos_pixend_xpos_pix, end_ypos_pixhalf_window_size_x, half_window_size_ywhich_keys, which_char_tileVirtual screen spaceExtra_topExtra_leftSync, backporch,frontporch, etc…Actual screen(0,0)Pixel drawing scheme If pixel is outside window, it is black If pixel is on window border, it is white If pixel is within character tile and entry in that tile is 1, it is yellow. If pixel is within object tile, and entry in that tile is 1, it is the object color (red, blue, or green) If pixel is within goal tile and entry in that tile is 1, it is light blue. If pixel is within maze tile and entry in that tile is 1, it is white. Else it is blackInteracting hardware with softwareSoftware Infrastructure uClinux Bluez library Libwiimote library Compiling apps RunningThe Program Accelerometer Readings
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