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authorlonkaars <loek@pipeframe.xyz>2023-03-16 13:06:27 +0100
committerlonkaars <loek@pipeframe.xyz>2023-03-16 13:06:27 +0100
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+
+
+# Proud of
+Simulation: We're proud of the simulation that we created to test our game because it allows us to identify and address potential issues before the game is released. This helps ensure that the game is as polished and bug-free as possible.
+
+PPU: Our use of an FPGA-based PPU (Picture Processing Unit) in our game engine allows us to achieve high-quality graphics and smooth animation. This is important because it helps create an immersive and engaging gaming experience.
+
+Upscaling: We've implemented a sophisticated upscaling that allows us to scale up our game. This Ensures that our game runs smoothly and without any
+
+Collisions: We've put a lot of effort into making sure that our collision detection system is accurate and reliable. This ensures that the game mechanics work as intended and that players are able to navigate the game world without frustration.
+
+Artwork: We're proud of the artwork that was created which is stunning and imaginative artwork that brings the game world to life. From character designs to background artwork, every aspect of the game has been given careful attention to ensure that it looks as good as it plays. And more is coming!
+# Challegens
+Upscaling: While our upscaling algorithm is sophisticated, one of the challenges we faced was synchronization. Because we're upscaling in real-time, we had to ensure that the upscaling process didn't cause any lag or delay in the game. This required careful optimization of the algorithm and synchronization with other game components.
+
+PPU: While the use of an FPGA-based PPU allowed us to achieve high-quality graphics, it also presented some challenges. Specifically, the limited resources of the FPGA required us to optimize the PPU code to ensure that it could handle the demands of real-time gameplay.
+
+Communication bug fixes on the STM32: As with any complex system, we encountered some bugs in the communication between the STM32 microcontroller and the other components of the system. This required careful debugging and troubleshooting to identify and fix the issues.
+
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-# General system architecture
+# Hooded Havic: Miniboss Mania
+
+![intro arcade game](../assets/hh_introScreen.png)
+
+# introduction
+Welcome to Hooded Havoc: Miniboss Mania, an exciting 2D platformer game created by our team Joshua, Loek, Bjorn, Frenk and Niels! This game was developed using the STM32 microcontroller as the game engine and the FPGA as the Picture Processing Unit (PPU).
+
+In Hooded Havoc: Miniboss Mania, you will take on the role of a brave hero who must battle through multiple levels filled with challenging obstacles and formidable minibosses. With smooth gameplay and engaging graphics, you will feel immersed in a world of adventure and excitement.
+
+Our use of the STM32 microcontroller and FPGA PPU allowed us to create a unique and innovative gaming experience. The STM32 provides efficient and reliable processing power, while the FPGA ensures that our graphics are rendered smoothly and accurately.
+
+So get ready to embark on a thrilling journey through Hooded Havoc: Miniboss Mania, and see how far you can make it!
+## Objective
+The objective of Hooded Havoc: Miniboss Mania is to guide the hero through multiple levels, defeating minibosses and overcoming obstacles along the way. The ultimate goal is to reach the final boss and defeat them to retrieve the stolen staff.
+
+To achieve this objective, the player must use their platforming skills to jump, run, and dodge obstacles while also battling enemies and minibosses. Each level presents a unique challenge that will require the player to adapt and strategize to overcome.
+
+As the player progresses through the game, they will unlock new abilities and power-ups that will aid them in their journey. The player must use these abilities wisely to defeat the minibosses and ultimately save the world.
+
+So, the objective of Hooded Havoc: Miniboss Mania is not only to provide an exciting and engaging gaming experience but also to challenge players to use their skills and strategic thinking to overcome obstacles and emerge victorious.
+## Problem statement
+One potential problem that could arise in the development of Hooded Havoc: Miniboss Mania is related to the PPU and communication between the STM32 and PPU.
+
+The PPU is responsible for rendering the graphics and displaying them on the screen, while the STM32 is responsible for processing the game logic and input from the player. However, if there is a problem with the communication between these two components, it could lead to synchronization issues and graphical glitches that could affect the player's experience.
The existing hardware components available for building this project consists
of:
+For example, if the PPU is unable to keep up with the processing speed of the STM32, the graphics may lag or appear distorted, causing the game to become unplayable. Similarly, if there is a delay in communication between the STM32 and PPU, it could result in a mismatch between the game logic and the displayed graphics, leading to confusion for the player.
-- Raspberry Pi
-- Nucleo STM32 development board
-- Basys3 FPGA development board
-- Arduino Uno R3
+To ensure a smooth and enjoyable gaming experience, it is essential to address any potential issues with the PPU and communication between the STM32 and PPU during the development process. This may involve optimizing the code for both components, adjusting the communication protocol, or adding buffer systems to prevent lag or synchronization issues.
+
+# General system architecture
The Raspberry Pi is by far the most powerful component out of these 4, but
because one of the project requirements is that no general-purpose operating
system is used, utilizing the Raspberry Pi will involve writing low-level
drivers for its interfaces, which will likely cost a lot of effort.
+- Raspberry Pi
+- Nucleo STM32 development board
+- Basys3 FPGA development board
+- Arduino Uno R3
+
As to not risk project failure due to hardware constraints, the decision was
made to use the STM32 microcontroller and FPGA in combination, as these two are
both familiar and still relatively powerful platforms. Because audio and video