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MIT 6 111 - Study Guide

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i DIGITAL DESIGN LABS Super FPGA Bros A Novel Approach to Classic Gaming Douglas Albert & Kevin Marengo 12/10/2009 This project provides an intuitive full body gestural interface for the classic video game, Super Mario Bros. The labkit processes a video feed of the player to determine the location of the arms and head, and uses this information to control the character inside the video game. This creates a more immersive and intuitive interface for the user, creating a brand new experience for a timeless classic.ii Table of Contents List of Tables ................................................................................................................................................ iii List of Figures ............................................................................................................................................... iii 1. Overview ............................................................................................................................................... 1 1.1 Background ................................................................................................................................... 1 1.2 Description of Functionality .......................................................................................................... 1 2 Module Description .............................................................................................................................. 2 2.1 Video Capture and Gesture Recognition Modules ....................................................................... 2 2.1.1 Overview ............................................................................................................................... 2 2.1.2. Camera Capture .................................................................................................................... 3 2.1.3 Gesture Recognition ............................................................................................................. 3 2.1.3.5 runorwalk .............................................................................................................................. 5 2.1.4 Video Display ......................................................................................................................... 6 2.2 Game Logic Modules ..................................................................................................................... 7 2.2.1 Game Wrapper ...................................................................................................................... 7 2.2.2 Frame Buffer ......................................................................................................................... 8 2.2.3 Level Creator ......................................................................................................................... 8 2.2.4 Game FSM .......................................................................................................................... 10 2.2.5 Sprite RAM .......................................................................................................................... 11 2.2.6 Sprite Generator ................................................................................................................. 11 2.2.7 Player Controller ................................................................................................................. 12 3 Insights and Observations ................................................................................................................... 13 3.1 Testing & Debugging ................................................................................................................... 13 3.1.1 Video Logic Module............................................................................................................. 13 3.1.2 Game Logic Module ............................................................................................................ 15 4 Conclusion ........................................................................................................................................... 16 Appendix ..................................................................................................................................................... 17 Appendix I – zbt_6111_sample.v ........................................................................................................ 17 Appendix II – Video Module ................................................................................................................ 28 Appendix V – Game Wrapper Module ................................................................................................ 42iii List of Tables Table 1: Behavioral Pixel Values & Descriptions 12 List of Figures Figure 1: Figure 1: Top Level Block Diagram 1 Figure 2: Camera Capture & Gesture Recognition Block Diagram 2 Figure 3: Photo of Center of Mass and Line Calculators at work 5 Figure 4: Game Logic block Diagram 7 Figure 5: Tiles Used in Game 10 Figure 6: Photo of game in action. 131 1. Overview 1.1 Background The original Super Mario Bros was released by Nintendo in 1985 for the Nintendo Entertainment System. This simple 2D side scroller held the title of best-selling video game of all time until 2009, where it was outsold by Nintendo’s own Wii Sports. This project attempts to create a twist on this Nintendo classic. Where the original game was controlled using a simple gamepad containing 4 directional and 2 action buttons, our game allows the player to control the on-screen character using natural movement and gestures. The player’s actions in the real world are replicated by the character onscreen, generating an extra level of immersion not found in the original game. 1.2 Description of Functionality The planned project is divided into two major modules: the camera capture and gesture recognition module, and the game logic module. The figure below gives us a very broad top level overview of our system. By partitioning the design as such, we can work on each module independently allowing both developers to work in parallel, hopefully speeding up the design & implementation process. Figure 1: Top Level Block Diagram The Game Logic module contains circuitry and logic for creating an interactive game world to display on screen, while the Camera Capture module performs the necessary signal


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MIT 6 111 - Study Guide

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