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diff --git a/docs/architecture.md b/docs/architecture.md
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@@ -11,47 +11,52 @@ Important notes:
# Game controllers
## Input
+
The playable character has 4 actions that it can perform:
-- movement on the x-axis (left / right)
-- jump
-- ability / use
-To perform these action there will be 4 buttons for the user to use.
+
+- horizontal movement
+- aiming
+- jump
+- ability / use
+
+To perform these action there will be 6 buttons for the user to use.
A joystick is not needed for the movement because the movement is not complex, so button fulfill this.
The layout will be as follows:
-![image](https://user-images.githubusercontent.com/17066065/219126294-b3fe11eb-e216-433a-9317-38f3e2ca4743.png)
+![Example controller layout](https://user-images.githubusercontent.com/17066065/219142627-4fde02c2-edfc-43c5-8a3b-dd739cb472aa.png)
## Input handling:
+
The hardware consist out of a microcontroller and a FPGA.
The microcontroller will process the game logic.
For this reason the input will be handled by the microcontroller as this will improve playability (stated in research).
-The controller will have four buttons, so 4 data pins are needed on the microcontroller plus a ground and 3.3V or 5V pin.
-In total there are 6 pins needed.
-If the game is going to be played by 2 person, there are 4 more data pins needed so 8 data pins for both controllers.
+The controller will have six buttons, so six data pins are needed on the microcontroller plus a ground and 3.3V or 5V pin.
+In total there are eight pins needed.
+If the game is going to be played by 2 persons, there are six more data pins needed so 8 data pins for both controllers.
For data transfer between STM32 and FPGA there are 4 pins needed at maximum (SPI for instance).
The STM32 will be used and most STM32 boards have enough I/O pins for our needs.
The STM32 F030 and F091 provided by Avans both have 15 digital pins and 6 analog pins.
The buttons will be connected as follows:
-![image](https://user-images.githubusercontent.com/17066065/219113354-cbda7776-bc95-4d1f-8eb9-364f7d4f1b8d.png)
+![Logic lines between processor and controller](https://user-images.githubusercontent.com/17066065/219143412-d6fb80b6-c5ab-4504-8151-864f6e4693a2.png)
To implement the input in the game, the input should be checked at the start of each game cycle. In this case there are no interrupts needed.
# STM32 software
+
The game engine will be designed to support 2D games. The engine will use a state machine to manage game states and transitions between them. The state machine will be implemented using a finite state machine (FSM) design pattern. The engine will also include support for handling user input, game logic, and sound.
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
@@ -256,9 +261,6 @@ Important notes:
-->
-[nesppuspecs]: https://www.copetti.org/writings/consoles/nes/
-[nesppudocs]: https://www.nesdev.org/wiki/PPU_programmer_reference
-[nesppupinout]: https://www.nesdev.org/wiki/PPU_pinout
[custompputimings]: https://docs.google.com/spreadsheets/d/1MU6K4c4PtMR_JXIpc3I0ZJdLZNnoFO7G2P3olCz6LSc
# APU
@@ -274,6 +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).
In order to generate a audio signal from a note, we need a few things:
@@ -298,3 +301,18 @@ for (i = 0; i < toneLength; i++){
}
```
This output can then be converted to a PWM signal using known methods or existing solutions as described in the beginning of this chapter.
+
+# Level design
+
+To create sprites the program to be used is aseprite, aseprite exports their
+sprite palette and puts them in our 2d map editor. For creating 2d levels were
+using Tiled as our 2d map editor. With this software, we can create and export
+our maps with our preferred technique. Indexed tilemaps are the technique we’re
+using to export our levels from the microcontroller to the FPGA.
+
+![Indexed color (above) and indexed tilemaps (below)](../assets/indexes.PNG)
+
+To index tiles from the tilemap, 10 bits will be used for both the foreground
+and background layers of the PPU. This means that the global tilemap can fit up
+to 1024 tiles in total, each being 16x16 pixels (the example uses 4x4 tiles for
+illustration purposes).