From 0730ad350a3a58de3a60ebe00e141a66875c5c33 Mon Sep 17 00:00:00 2001 From: lonkaars Date: Wed, 15 Feb 2023 21:23:07 +0100 Subject: merge #11 --- docs/architecture.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'docs') diff --git a/docs/architecture.md b/docs/architecture.md index 9c1e5f5..c1a2a95 100644 --- a/docs/architecture.md +++ b/docs/architecture.md @@ -24,7 +24,7 @@ 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: -![Example controller layout](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: @@ -32,15 +32,15 @@ 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: -![Logic lines between processor and controller](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. -- cgit v1.2.3