diff options
author | lonkaars <loek@pipeframe.xyz> | 2023-02-15 21:19:31 +0100 |
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committer | lonkaars <loek@pipeframe.xyz> | 2023-02-15 21:19:31 +0100 |
commit | 533ac91079738dc4b957c836f92113fee3b2c8ce (patch) | |
tree | c42cbb759d085613c1db2cdbccc13f29b5625d36 | |
parent | c2071c621b4146ff7c6f918e86728237c9ff7c44 (diff) |
fix markdown for document converter
-rw-r--r-- | docs/architecture.md | 18 | ||||
-rw-r--r-- | docs/research.md | 28 |
2 files changed, 24 insertions, 22 deletions
diff --git a/docs/architecture.md b/docs/architecture.md index 4ebc674..9c1e5f5 100644 --- a/docs/architecture.md +++ b/docs/architecture.md @@ -14,10 +14,10 @@ Important notes: The playable character has 4 actions that it can perform: -- horizontal movement +- horizontal movement - aiming -- jump -- ability / use +- jump +- ability / use To perform these action there will be 6 buttons for the user to use. @@ -51,11 +51,12 @@ The game engine will be designed to support 2D games. The engine will use a stat FSM is a useful tool for managing game states and transitions. A game can have many different states, such as a title screen, a level selection screen, a loading screen, and various gameplay states. Each state represents a particular configuration of the game, with different sets of variables, objects, and logic The state machine will be designed with the following states: -1. Initialization: The initialization state will be responsible for initializing all game-related variables and subsystems, including the FPGA-based picture processing unit. -2. Title Screen: The title screen state will display the game's title screen and wait for user input to start the game or access the options menu. -3. Options: The options state will allow the user to configure game settings, such as sound and graphics options. -4. Game Play: The game play state will be responsible for running the game logic and updating the game state. -5. Game Over: The game over state will display the game over screen and wait for user input to restart the game or return to the title screen. + +1. Initialization: The initialization state will be responsible for initializing all game-related variables and subsystems, including the FPGA-based picture processing unit. +2. Title Screen: The title screen state will display the game's title screen and wait for user input to start the game or access the options menu. +3. Options: The options state will allow the user to configure game settings, such as sound and graphics options. +4. Game Play: The game play state will be responsible for running the game logic and updating the game state. +5. Game Over: The game over state will display the game over screen and wait for user input to restart the game or return to the title screen. # PPU @@ -275,6 +276,7 @@ The Audio Processing Unit (APU) is programmed on the FPGA, here it will produce These signals will be generated using PWM, this allows a digital signal to act as an analog signal. Using this method it is theoretically possible to create all of the aforementioned signals. ![Audio signal with PWM](../assets/audioPWM.svg) + This figure shows an example signal (in blue), created by the FPGA. and the corresponding analog signal (in red). diff --git a/docs/research.md b/docs/research.md index ecabfe6..a7a6dcb 100644 --- a/docs/research.md +++ b/docs/research.md @@ -234,21 +234,21 @@ There are a lot of ways of creating tiles and sprites for pixel art. Underneath The playable character has 4 actions that it can perform: -- horizontal movement +- horizontal movement - aiming -- jump -- ability / use +- jump +- ability / use To control these actions there has to be at least 4 inputs. These can either be a button or joystick. The actions can be done as follows: -| Action | Button | Joystick | -| ------ | ------ | -------- | -| Movement | x | x | -| Aiming | x | x | -| Jump | x | | -| Ability | x | | +| Action | Button | Joystick | +| -------- | ------ | -------- | +| Movement | x | x | +| Aiming | x | x | +| Jump | x | | +| Ability | x | | ## Handling @@ -271,12 +271,12 @@ This will decrease the delay between the user-input and onscreen gameplay. The hardware of the game consist out of a microcontroller(stm32) and a FPGA(basys3). The hardware components needs to communicate with each other. For this a protocol is needed. See table 1 for a comparison of possible protocols: -| Protocol | UART | I2C | SPI | +| Protocol | UART | I2C | SPI | | -------- | ----- | ---- | --- | -|Number of lines | 1/2 | 2 | 4 | -|Duplex | Half-duplex | Half-duplex | Full-duplex | -|Data transfer speed | Upto 5mbps | Upto 3.4Mbps – 5Mbps | Default at 50Mbps. Upto 100Mbps | -|Speed | Slowest | Faster than UART | Fastest | +|Number of lines | 1/2 | 2 | 4 | +|Duplex | Half-duplex | Half-duplex | Full-duplex | +|Data transfer speed | Upto 5mbps | Upto 3.4Mbps – 5Mbps | Default at 50Mbps. Upto 100Mbps | +|Speed | Slowest | Faster than UART | Fastest | There are only two devices that has to be connected. Complexity and master/slave amount are not relevant for this purpose. If there are multiple entities the delay will increase and decreases the playability of the game. |