Difference between revisions of "Gameduino for Arduino: A Game Adapter for Microcontrollers"

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=== Programming  ===
 
=== Programming  ===
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*How to burn the codes into SPI flash:
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FPGA  Verilog codes:[http://excamera.com/files/gameduino/verilog/ Download]
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Composite these codes through the ISE. Program them. Then, the executable bit file can be generated.
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[[File:3104.jpg]]
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Open ISE iMPACT
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[[File:3128.jpg]]
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Double click PROM File Formatter,
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[[File:3201.jpg]]
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Choose Configure Single FPGA in the SPI Flash of the Storage Device Type. Click next
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[[File:3221.jpg]]
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Gameduino’s Flash capacity is 4M. Click Add Storage Device and click next
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[[File:3237.jpg]]
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Name the file and choose address. Click OK.
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[[File:3306.jpg]]
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Click OK. Add .bit file.
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[[File:3318.jpg]]
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[[File:3335.jpg]]
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Click Generate File…,if
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[[File:3351.jpg]]
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 +
Comes, means the .mcs file which has to be burnt into SPIflash is generated successfully.
  
 
== FAQ  ==
 
== FAQ  ==

Revision as of 03:41, 17 November 2012

Introduction

Gameduino is a game adapter for Arduino (or anything else with an SPI interface) built as a single shield that stacks up on top of the Arduino and has plugs for a VGA monitor and stereo speakers. The sound and graphics are definitely old-school, but thanks to the latest FPGA technology, the sprite capabilities are a step above those in machines from the past. The adapter is controlled via SPI read/write operations, and looks to the CPU like a 32Kbyte RAM. (Unlike many 8-bit machines, there are no restrictions on when you can access this RAM). There is even a handy reference poster (which you can download below) showing how the whole system works.

Model:GAMEDUINO

Gameduino.jpg

Features

  • Video output is 400x300 pixels in 512 colors
  • All color processed internally at 15-bit precision
  • Compatible with any standard VGA monitor (800x600 @ 72Hz)
  • Background Graphics
    1. 512x512 pixel character background
    2. 256 characters, each with independent 4 color palette
    3. pixel-smooth X-Y wraparound scroll
  • Foreground Graphics
    1. each sprite is 16x16 pixels with per-pixel transparency
    2. each sprite can use 256, 16 or 4 colors
    3. four-way rotate and flip
    4. 96 sprites per scan-line, 1536 texels per line
    5. pixel-perfect sprite collision detection
  • Audio output is a stereo 12-bit frequency synthesizer
  • 64 Independent Voices 10-8000 Hz
  • Per-Voice Sine Wave or White Noise
  • Sample Playback Channel

Application Ideas

Cautions

Schematic

Download:

Schematic of Gameduino for Arduino

Specification

Pin definition and Rating

Mechanic Dimensions

Usage

Hardware Installation

  • Physical Connection:

:Gameduino is the standard Arduino module. Arduino pins which have to be connected to it are as following picture shows:

Physical Connection.png

111.png

Gameduino is superimposed on top of Arduino directly.


Programming

  • How to burn the codes into SPI flash:

FPGA Verilog codes:Download

Composite these codes through the ISE. Program them. Then, the executable bit file can be generated.

3104.jpg

Open ISE iMPACT

3128.jpg

Double click PROM File Formatter,

3201.jpg

Choose Configure Single FPGA in the SPI Flash of the Storage Device Type. Click next

3221.jpg

Gameduino’s Flash capacity is 4M. Click Add Storage Device and click next

3237.jpg

Name the file and choose address. Click OK.

3306.jpg

Click OK. Add .bit file.

3318.jpg

3335.jpg

Click Generate File…,if

3351.jpg

Comes, means the .mcs file which has to be burnt into SPIflash is generated successfully.

FAQ

Gameduino FAQ Forum

Support

If you have questions or other better design ideas, you can go to our forum to discuss or creat a ticket for your issue at linksprite support.

Resources

How to buy

Here to buy Gameduino for Arduino GAMEDUINO on LinkSprite Cart

See Also

Other related products and resources.

Licensing

This documentation is licensed under the Creative Commons Attribution-ShareAlike License 3.0 Source code and libraries are licensed under GPL/LGPL, see source code files for details.