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MIT 6 111 - Final Project Presentation

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iGamePlay6.111 Final Project Presentation04/21/2004By: Martijn Stevenson, Tom Wilson and Kale McNaneyOverview The big picture: A game with two players (either cooperating or competing) with gameplay elements driven by musical cues. Two phases Implementation/design: work out major technical issues. Progress: many issues already solved! Content generation: actual game design phase, back-weighted. Progress: not so good.Major Modules Audio Processing Generation of audio “cues” using spectrum analysis Game Logic/User Input Capture user input and apply to game state Interaction of users / sound-controlled game world Video Processing and Displays Output game state to VGA using page buffering Load sprites, backgrounds, etc. from ROMAudio Overview iGamePlay uses arbitrary audio input to drive part of the game play Audio input is digitized for processing using AC’97 codec Frames Used to pass information from the controller (FPGA) to the Codec and vice versa Comprised of 1 Tag @ 16 bits and12 slots @ 20 bits/slot – 256 bits total New frame starts on low to high transition of SYNC signal When controller sends a frame bit, codec simultaneously sends back a frame bit Controller implemented using single FSM Frames used to configure internal control registers iGamePlay configured registers for Microphone line input to be digitized by ADC.  Digitized data, passed back in the frames from the codec, is used for processingDesign For Cue Detection  Codec Controller  Coded using single FSM Runs asynchronously on 12.288 MHz BIT_CLK from codec Codec can compute 1 new sample (left and right channel) every 20 us --50,000 samples computed every second Beat detection Algorithm Gather 1024 samples from codec in a RAM Use Xilinx 1024 point FFT Core module to get frequency representation of sample points Store “instantaneous” frequency representation in a history buffer 48 addresses deep Divide frequency representation into sub-bands Compare “instantaneous” power in frequency to average power over the 48 in the history buffer If comparison is above certain frequency, set cue bit highAudio Block DiagramA/D1024 Point Audio BufferFFT HistoryRAMDetectionGame LogicGame Logic and User Inputs Challenges: programming, interactions between submodules Nintendo controllers – Input FSM 3 signal wires + power + ground @ 60 Hz, sample serial data stream – 8 pulses for 8 signals Game state – lots of communication between these Game FSM Player interactions: collisions, firing, game state Player FSM Player motion: debounce buttons, acceleration, friction Missile FSM Continue along direction fired, perhaps home in on targetGame/Input Block DiagramInput FSM Game LogicTo Video ControllerController InputsFrom AudioControllerVideo Processing and Display ADV7185 chip Control system generates timing signals (hsync, vsync, blanking)  Displays data from RAM Two ZBT RAMS One RAM contains the current screen image The other RAM stores the next screen Control system swaps the RAMs every1/60thof a second System interface Takes input from Game Logic system and sprite ROM Stores video data to ZBT RAMVideo Block DiagramRAM 0 RAM 1Screen Store Screen DrawrselrselVGA OutFrom Game LogicSprite RomProgress Configured AC’97 codec to sample analog input Started FFT of 1024 sample points Moved players using Nintendo controllers Implemented configurable screen wrapping, acceleration, friction, collision detection and (perhaps homing!) missiles Drew different colored squares to the screen Drew from ZBT RAM. Started page bufferingGoals Determine 3 audio cues including Beat Detection Enemy or world movement to sound cues Menu, play, win modes Read video sprites from ROM Finish page bufferingIdeal world Arbitrary song support Sound effects with game Background morphs with


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MIT 6 111 - Final Project Presentation

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