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report13 - 6.111 Final Project Report Due Paratroopers...

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6.111 Final Project Report Due: May 13, 2004 Paratroopers Tushara C. Karunaratna, Chun-Chieh Lin, George Heming Contents 1 Introduction 1 2 Design Overview 1 3 Camera input subsystem 1 3.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3.2 Description of hardware used for Video Capture . . . . . . . . . . . . . . . . . . . . . 2 3.3 Control and Processing Logic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3.4 Testing and Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 3.5 Conclusions and Reflections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 4 Game Controller 9 4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4.2 Random Number Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4.3 Shoot Register . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 4.4 RAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 4.5 Output FSM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 4.6 Collission detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 4.7 Updating game state . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 5 Video Output subsystem 12 5.1 Output Generator FSM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 5.2 Video Display Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 5.3 Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 A Selected Verilog code for Camera Input subsystem 15 B Selected Verilog code for Game Controller 22 C Selected Verilog code for Video Output subsystem 28
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1 2 3 4 5 6 7 8 9 10 11 12 List of Figures Block diagram of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . . 2 Controller of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Digitizer FSM of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . . 5 Calibrator FSM of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . 6 Processor FSM of the Video Capture Unit. . . . . . . . . . . . . . . . . . . . . . . . 7 Major FSM of the game controller. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 The game FSM of the game controller. . . . . . . . . . . . . . . . . . . . . . . . . . . 10 The Video Output subsystem. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 State transition diagram for the Output Generator FSM. . . . . . . . . . . . . . . . 13 Chroma Decoder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Generating VSync. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Monitor cable pins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
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1 Introduction We present a hardware implementation of the classic Paratroopers video game, in which we have replaced the analog joystick with the motion and gestures of a human player in a playing area. Our design uses video input from a camera to detect the motion of the player and translates this motion into positional data to control the player’s gun position. A player uses arm gestures to trigger the gun by raising and then lowering his arm. This game play concept was inspired by the recent use of video games as exercising aids. Our objective was to give the player a workout while enjoying a classic video game. The Paratroopers video game has a simple objective, which is to destroy enemy helicopters, bombs and paratroopers as they appear on the screen. During the game the helicopters release bombs and paratroopers at random positions while moving across the screen. The player, rep- resented by a gun sprite at the bottom of the screen, has the objective of shooting these enemy objects before they hit the ground or move out of the screen. The player is allowed to move left or right, in addition to shooting. 2 Design Overview The system is partitioned into 3 functionally distinct parts, a Video Capture Unit (VCU), a Game Control Unit (GCU) and a Video Display Unit (VDU). The Video Capture Unit captures the motion of the player and processes this video to extract positional information, which is fed as input to the GCU to update the state of the game. The GCU is the game engine, which simulates the game play. It manages the tasks of creating and destroying objects, updating the position of objects, detecting collisions and maintaining score and player health information. The VDU displays the current state of the game as simulated by the GCU on a video monitor.
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