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# General system architecture
The existing hardware components available for building this project consists
of:
- Raspberry Pi
- Nucleo STM32 development board
- Basys3 FPGA development board
- Arduino Uno R3
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.
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
consist of data streams that require constant output, the audio and graphics
processing is outsourced to the FPGA. All other game logic processing such as
world loading, or map and entity interactions is done on the STM32
microcontroller.
Our game also supports an optional second player, as is shown in the following
diagram.
![Top-down system architecture diagram](../assets/architecture-level-1.svg)
In the above diagram, the "display" and "speaker" components are included to
show what the complete system looks like. The scope of this project only
includes the components inside the area marked "game console" and the gamepad
components.
# Game controllers
## Input
The playable character has 4 actions that it can perform:
- 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:
![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 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/17066065/219143412-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.
# PPU
As mentioned in the [research document](research.md#graphics), the PPU designed
for this project is heavily inspired by the NES's PPU. Because our game does
need slightly different graphical capabilities, the differences between the NES
PPU and our custom PPU are highlighted here. Readers of this section are
expected to know basic operation of the NES's PPU.
PPU features:
- 320x240 @ 60Hz VGA output (upscaled to 640x480)
- single tilemap with room for 1024 tiles of 16x16 pixels
- 8 colors per palette, with 4096 possible colors (12-bit color depth)
- 640x480 background canvas with scrolling
- NO background scrolling splits
- 128 total sprites on screen (NO scanline sprite limit)
- sprites are always drawn on top of the background layer
- PPU control using DMA (dual-port asynchronous RAM)
- tiles can be flipped using FAM or BAM
- vertical and horizontal blank output
Notable differences:
- NES nametable equivalent is called BAM (background attribute register)
- NES OAM equivalent is called FAM (foreground attribute register)
- 320x240 @ 60Hz output
Since the FPGA board we're using has a VGA port, the PPU outputs VGA. VGA
does not support custom resolutions. This resolution was chosen because it's
exactly half of the lowest standard VGA resolution 640x480. This allows the
PPU to use nearest-neighbor upscaling, which will lead to a simpler hardware
implementation.
- No scanline sprite limit
This was a hardware limitation of the original NES, which our PPU design does
not have.
- Sprites are 16x16
Most NES games already tile multiple 8x8 tiles together into "metatiles" to
create the illusion of larger sprites. This however is wasteful of the
available foreground sprites, so this PPU has 16x16 pixel sprites by default.
- Single 1024 sprite tilemap shared between foreground and background sprites
The NES OAM registers contain a bit to select which tilemap to use (of two),
which effectively expands each tile's index address by one byte. Instead of
creating the illusion of two separate memory areas for tiles, having one
large tilemap is a simpler solution.
- 8 total palettes, with 8 colors each
More colors allows for nicer looking graphics. Increasing the palette color
count is a very memory intensive operation as this inflates the entire
tilemap, while increasing the total palette count increases FPGA utilization.
Keeping in mind that these palettes can be modified at any point during
runtime, an 8x8 palette table is likely big enough.
- Sprites can be positioned partially off-screen on all screen edges using only
the offset bits in the FAM register
The NES has a separate PPUMASK register to control special color effects, and
to shift sprites off the left and top screen edges, as the sprite offsets
count from 0. Our PPU's FAM sprite offset bits count from -16, so the sprite
can shift past the top and left screen edges, as well as the standard bottom
and right edges.
- No status line register, only V-blank and H-blank outputs are supplied back
to CPU
The NES status line register contains a buggy status line for reaching the
max sprite count per scanline, and a status line for detecting collisions
between background and foreground sprites. Our PPU doesn't have a scanline
limit, and all hitbox detection is done in software. Software hacks involving
swapping tiles during a screen draw cycle can still be achieved by counting
the V-blank and H-blank pulses using interrupts.
- No background scrolling splits
This feature allows only part of the background canvas to be scrolled, while
another portion stays still. This was used to draw HUD elements on the
background layer for displaying things like health bars or score counters.
Since this PPU has a higher foreground sprite limit, the game uses regular
foreground sprites to display HUD elements.
- Sprites are always drawn on top of the background layer
The NES PPU has the capability to draw 'foreground' sprites both behind and
in front of the background layer. Our game doesn't need this capability for
any visual effects. Leaving this feature out will lead to a simpler hardware
design.
- Sprites are positioned relative to the viewport, not the background layer
This leads to a simpler hardware architecture for the foreground sprite
rendering component. Since the CPU is already likely to reposition all
foreground sprites on every frame, the position calculation is moved to
hardware to software.
## Hardware design schematics
### Top (level 1)
![PPU top-level design](../assets/ppu-level-1.svg)
Important notes:
- The STM32 uses direct memory access to control the PPU.
- The PPU's native resolution is 320x240. It works in this resolution as if it
is a valid VGA signal. The STM32 is also only aware of this resolution. This
resolution is referred to as "tiny" resolution. Because VGA-compatible LCD's
likely don't support this resolution due to low clock speed, a built-in
pixel-perfect 2X upscaler is internally connected before the output. This
means that the display sees the resolution as 640x480, but the PPU and STM32
only work in 320x240.
- The STM32 receives the TVBLANK and THBLANK lines from the PPU. These are the
VBLANK and HBLANK lines from the "tiny" VGA resolution. These lines can be
used to trigger interrupts for counting frames, and to make sure no
simultanious reads and writes occur in the PPU.
- NVSYNC, NHSYNC and the RGB signals refer to the output of the native VGA
signal generator.
### Level 2
![PPU level 2 design (data flows from top to bottom)](../assets/ppu-level-2.svg)
Important notes:
- The pixel fetch logic is pipelined in 5 stages:
1. - (Foreground sprite info) calculate if foreground sprite exists at
current pixel using FAM register
- (Background sprite info) get background sprite info from BAM register
2. - (Sprite render) calculate pixel to read from TMM based on sprite info
3. - (Compositor) get pixel with 'highest' priority (pick first foreground
sprite with non-transparent color at current pixel in order, fallback to
background)
- (Palette lookup) lookup palette color using palette register
- (Display controller) output upscaled tiny display signal
- The pipeline stages with two clock cycles contain an address set and memory
read step.
- The pipeline takes 5 clock ticks in total. About 16 are available during each
pixel. Since each scanline is buffered in the upscaler, all available clock
cycles can be used (if necessary).
- Since the "sprite info" and "sprite render" steps are fundamentally different
for the foreground and background layer, these components will be combined
into one for each layer respectively. They are separated in the above diagram
for pipeline stage illustration.
- The AUX, FAM, and PAL registers are implemented in the component that
directly accesses them, but are exposed to the PPU RAM bus for writing.
- Each foreground sprite render component holds its own sprite data copy from
the RAM in it's own cache memory. The cache updates are fetched during the
VBLANK time between each frame.
<!--
### Level 3
This diagram has several flaws, but a significant amount of time has already
been spent on these, so they are highlighted here instead of being fixed.
![PPU level 3 design](../assets/ppu-level-3.svg)
Flaws:
- Pipeline stages 1-4 aren't properly connected in this diagram, see level 2
notes for proper functionality
- The global RESET input resets all PPU RAM, but isn't connected to all RAM
ports
- All DATA inputs on the same line as an ADDR output are connections to a
memory component. Not all of these are connected in the diagram, though they
should be.
- All ADDR and ADDR drivers are also tri-state. EN inputs need to be added to
support switching the output on/off.
Important notes:
- The background sprite and foreground sprite component internally share some
components for coordinate transformations
- The foreground sprite component is only shown once here, but is cloned for
each foreground sprite the PPU allows.
- The CIDX lines between the sprite and compositor components is shared by all
sprite components, and is such tri-state. A single sprite component outputs a
CIDX signal based on the EN signal from the compositor.
- All DATA and ADDR lines are shared between all RAM ports. WEN inputs are
controlled by the address decoder.
-->
## Registers
- The PPU's memory bus has 16-bit addresses and 16-bit words.
- Some memory regions use physical word sizes smaller than 16-bits, so
"unneeded" bits will be discarded by the PPU.
- Apparent size means the amount of addresses in a given memory region. As
mentioned earlier, the exact word sizes of a memory area can vary, though
this is not visible to the CPU as all data is presented as 16-bit words.
|Address offset|Apparent size|Alias|Description|
|-|-|-|-|
|`0x0000`|`0xd000`|TMM |[tilemap memory][TMM]|
|`0xd000`|`0x04b0`|BAM |[background attribute memory][BAM]|
|`0xd800`|`0x0100`|FAM |[foreground attribute memory][FAM]|
|`0xdc00`|`0x0040`|PAL |[palettes][PAL]|
|`0xde00`|`0x0002`|AUX |[auxiliary memory][AUX]|
This table contains the "official" PPU register offsets and sizes. Due to the
way the address decoder works, some of these memory regions might be duplicated
in the address ranges between the memory regions. This is considered undefined
behavior, so the CPU should not attempt to write in these locations because
there is no address validity checking.
[TMM]: #tilemap-memory
### Tilemap memory
- Each sprite takes up 768 bits spread across 52 15-bit words (with one
discarded padding bit per word)
- Pixel index order is from top-left to bottom-right in (English) reading
order.
- Bits `14 downto 3` of the byte with the highest address for a given tile are
not used
- To calculate TMM address $a$ for any given pixel $p$ of tile with index $t$,
compute $a=52*t+\left\lfloor\frac{p}{5}\right\rfloor$
Word format:
|Range (VHDL)|Description|
|-|-|
|`15`|(discarded)|
|`14 downto 12`|pixel $n+4$|
|`11 downto 9`|pixel $n+3$|
|`8 downto 6`|pixel $n+2$|
|`5 downto 3`|pixel $n+1$|
|`2 downto 0`|pixel $n+0$|
[BAM]: #background-attribute-memory
### Background attribute memory
- 15-bit words (MSB discarded in hardware)
- Address indicates which background sprite is currently targeted in reading
order
e.g. $\textrm{addr} = c000_{\textrm{hex}} + x + y*w$ where $x$ and $y$
are the background tile, and $w$ is the amount of horizontal tiles fit on the
background layer (40)
Word format:
|Range (VHDL)|Description|
|-|-|
|`15`|(discarded)|
|`14`|Flip horizontally|
|`13`|Flip vertically|
|`12 downto 10`|Palette index for tile|
|`9 downto 0`|Tilemap index|
[FAM]: #foreground-attribute-memory
### Foreground attribute memory
- 32-bit words
- Sprites with lower addresses are drawn "before" sprites with higher addresses
Word format:
|Range (VHDL)|Description|
|-|-|
|`31`|Flip horizontally|
|`30`|Flip vertically|
|`29 downto 21`|horizontal position (offset by -16)|
|`20 downto 13`|vertical position (offset by -16)|
|`12 downto 10`|Palette index for tile|
|`9 downto 0`|Tilemap index|
[PAL]: #palettes
### Palettes
- 12-bit words (4 MSB discarded in hardware)
- Address formula for palette color is $p_i*8 + p_c$ where $p_i$ is the palette
index and $p_c$ is the color index within a given palette.
Word format:
|Range (VHDL)|Description|
|-|-|
|`15 downto 12`|(discarded)|
|`11 downto 8`|Red value|
|`7 downto 4`|Green value|
|`3 downto 0`|Blue value|
[AUX]: #auxiliary-memory
### Auxiliary memory
- no words
Format:
|Range (VHDL)|Description|
|-|-|
|`31 downto 18`|(unused)|
|`17`|Fetch foreground sprites flag|
|`16 downto 8`|Horizontal background scroll (offset from left edge)|
|`7 downto 0`|Vertical background scroll (offset from top edge)|
[custompputimings]: https://docs.google.com/spreadsheets/d/1MU6K4c4PtMR_JXIpc3I0ZJdLZNnoFO7G2P3olCz6LSc
# APU
The Audio Processing Unit (APU) is programmed on the FPGA, here it will produce different signals on the audio output. These signals come in a few forms, as listed below.
- triangle waves
- square waves
- sine waves
- sawtooth waves
- random noise
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:
- frequency
- duration
- amplitude
optional:
- envelope (ADSR)
<!-- ![ADSR envelope](https://upload.wikimedia.org/wikipedia/commons/e/ea/ADSR_parameter.svg) -->
This image shows an advanced method of generating tones. In our case this is only an indication as to how it could be done, we will actually only be looking at the sustained tone part for simplicity sakes.
In order to get the correct graph forms, some data points can be stored in a LUT (Look Up Table). This allows the saving of computation power at the cost of some ROM space.
This only creates one type of sound at a set frequency and amplitude. The frequency of this tone can be altered by increasing the step size of the LUT. This allows the creation of higher frequency signals at a slight loss of precision.
The following pseudo code is there to show an example of this:
```c
for (i = 0; i < toneLength; i++){
for (k = 0; k < sizeof(LUT); k += stepSize){
OUT = LUT[k];
}
}
```
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).
### PPU communication
To comunicate with the FPGA via the STM32 a protocol is needed. After [research](research.md#Input) of different possible protocols, SPI was the best option for this problem. As there is only one master and one slave, four data lines are needed at maximum. The STM32 will be the master and the FPGA will be the slave. The STM32 has a configurable SPI module that is easily configurable unlike the FPGA. Futhermore, the MISO line is not needed because the FPGA does not send any big data to the STM32. The slave select line will operate as a write enable.
### SPI
The FPGA will configure as a slave of the SPI protocol. THe FPGA (Basys3) does not have a IP-Core that supports external SPI communication so the SPI slave has to be designed. The module requires three inputs as mentioned before in the [STM32](architecture.md#STM32) section.
### PPU communication
The SPI module will be configured that sends 8 bits per cycle and at a speed of 1.0 MB/s. The STM32 Cube IDE SPI module does not include a slave select line so a pin has to configured manually to fullfill this purpose. Every data transfer consists out of 4 times 8 bits, so 32 bits in total. The first byte is the address and the other 3 bytes consist the data.
### SPI
The FPGA uses 3 JMOD pins to receive the SPI data. The FPGA does not have a IP-Core for SPI. To receive the data the module has 3 synchronisers for the incoming SPI clock, data and slave select. The data will be read via the SPI protocol and shifted untill all 32 bits are read.
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