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MIT 6 111 - Super Digital Bros.

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Super Digital Bros. The 6.111 Workout Plan Written in partial fulfillment of the 6.111 CI‐M requirements. Greg Luthman, Akash Shah 12/13/06 Luthman, Shah ‐ Page | 2Abstract The game controller implemented in this project combines complex video circuitry with a full‐scale adventure game to create an incredibly interactive user experience. Unlike most games that must be played with a controller in hand and show only the persona of the game character, the logic implemented in this project allows for a truly unique package. By immersing the user in the game world and using the user’s gestures made on camera to allow him or her to interact with the elements and characters within the game world, the experience is unlike any other. Luthman, Shah ‐ Page | 3Table of Contents I. Abstract 2 II. Table of Contents 3 III. List of Tables 4 IV. List of Figures 5 V. Overview 6 a. General Overview 6 b. Gameplay 6 c. Operation 7 VI. Design and Implementation 8 a. Video Subsystem 8 b. Adv7185init 9 c. NTSC Decode 9 d. NTSC to ZBT 9 e. Chroma Key 9 f. YCrCbtoRGB 11 g. Video Reposition 12 h. Vram Display 13 i. Character 14 j. Gestures 15 k. Overlay 15 l. XVGA 17 m. Video wrapper 17 n. Game Subsystem 18 o. Design Overview 19 p. Frame Buffer 20 q. Tile ROM 22 r. Background ROM 23 s. Background Generator 23 t. Sprite RAM 26 u. Sprite Generator 27 v. Sprite FSM 30 w. Player Controller 32 x. Tiles 34 VII. Testing and Debugging 36 a. Video Circuitry 36 b. Game Debugging 41 VIII. Conclusions 42 IX. Appendix A: Verilog Code 45 Luthman, Shah ‐ Page | 4List of Tables I. Table 1 ‐ Pixel Type Descriptions 28 II. Table 2 ‐ Game Tiles 34 Luthman, Shah ‐ Page | 5 List of Figures I. Figure 1 ‐ Video Block Diagram 8 II. Figure 2 ‐ Chroma key block diagram 10 III. Figure 3 ‐ Overlay Block Diagram 16 IV. Figure 4 ‐ Game Logic Block Diagram 20 V. Figure 5 ‐ Sprite State Diagram 27 VI. Figure 6 ‐ Sprite Generator FSM Diagram 27 VII. Figure 7 ‐ Sprite FSM Diagram 31 VIII. Figure 8‐ Debugging Video Logic 36 IX. Figure 9 ‐ Video Logic Integrated with Game Logic 39 X. Figure 10 ‐ Game Logic working independently of the Video Logic 41 XI. Figure 11 ‐ A working version of the project. 43 Luthman, Shah ‐ Page | 6Overview General Overview Current generations generally grow up with video games as a large part of their entertainment. Perhaps the most popular of these games has been Super Mario Bros., a side‐scrolling adventure game for the Nintendo Entertainment System (NES). As children one could become enveloped in the game world and imagine that we were the main character on screen fighting to save the princess from terrible monsters. This project aimed to create a live action, side scrolling adventure game, similar in concept to Super Mario Bros. Instead of playing with a controller and seeing a character move on screen, the game is controlled by the actions a player makes in front of a camera. Not only is video of the player used to determine the proper commands to send to the game, but it is also placed into the game world, giving the player the sense of immersion into the game. The player is able to duck, jump over objects, move forward or backward in the game world. Gameplay The game circuitry creates a game world for the user to explore as well as manages interaction between the character and the game world with the help of gesture information sent from the video circuitry. Players are able to kill enemies, jump onto objects, and explore the game world among a variety of other activities. When reaching the end of the level, the character wins the game. However, if an enemy runs into the character, the character loses the game and the game ends. Luthman, Shah ‐ Page | 7Gameplay from the user’s standpoint is simple and intuitive. The user’s game world character mimics the character’s actions as seen by the video circuitry. For instance, if the character jumps in the air, the character will also jump inside the game world. Additionally, the background of the video image is filtered out, to allow only the image of the user to appear on the screen. Thus, the goal of the game for the user is to reach the flagpole area at the end of the level. This will indicate that the user has won the game. If the user is to run into an enemy on the way, the user’s turn will end, signaling that the character has died. Along the way, the character should make an effort to rid the game world of as many enemies as possible. Operation Once the labkit is programmed with the generated bit file, the first step is for the user to aim the video camera to the blue background screen. Once this is done, the user must hit the ‘1’ button on the labkit. Doing so will allow the video logic to calibrate itself to the background color. Next, the user should place the camera in a position that will allow the camera to capture the user’s entire body. Now, the user can stand in front of the background and begin to play the game. In order to send a jump signal to the game, the user must be on the ground (since people cannot jump again while in the air). In order to move forward, the user should try to move towards the front half of the background area, a move that will allow the character to proceed forwards through the game. Analogously, the user should move towards the back of the window. Luthman, Shah ‐ Page | 8If the user wishes to reset the game, the user should press the ‘Enter’ button on the labkit. This will reset the system and allow the user to run through the game once again. Design and Implementation Video Subsystem The video logic handles input from the camera and makes sure it is properly interacting and overlaid with the game world. Incoming video is filtered for background color, converted to RGB space, stored in a buffer, then displayed in a manner that allows translation around the Figure 1 ‐ Video Block Diagram Luthman, Shah ‐ Page | 9video plane, as well as recognition of


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MIT 6 111 - Super Digital Bros.

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