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116 lines
3.0 KiB
Verilog
116 lines
3.0 KiB
Verilog
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`include "hvsync_generator.v"
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/*
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A bouncing ball using the "slipping counter" method, as
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used in Pong, Computer Space, and other early arcade games.
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*/
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module ball_slip_counter_top(clk, reset, hsync, vsync, rgb);
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input clk;
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input reset;
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output hsync, vsync;
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output [2:0] rgb;
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wire display_on;
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wire [8:0] hpos;
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wire [8:0] vpos;
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// 9-bit ball timers
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reg [8:0] ball_htimer;
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reg [8:0] ball_vtimer;
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// 4-bit motion codes
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reg [3:0] ball_horiz_move;
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reg [3:0] ball_vert_move;
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// 4-bit stop codes
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localparam ball_horiz_stop = 4'd11;
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localparam ball_vert_stop = 4'd10;
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// 5-bit constants to load into counters
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localparam ball_horiz_prefix = 5'b01100; // 192
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localparam ball_vert_prefix = 5'b01111; // 240
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// reset ball; will be unset when video beam reaches center position
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reg ball_reset;
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// video sync generator
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hvsync_generator hvsync_gen(
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.clk(clk),
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.reset(reset),
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.hsync(hsync),
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.vsync(vsync),
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.display_on(display_on),
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.hpos(hpos),
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.vpos(vpos)
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);
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// update horizontal timer
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always @(posedge clk or posedge ball_reset)
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begin
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if (ball_reset || &ball_htimer) begin
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if (ball_reset || &ball_vtimer) // nudge ball in horiz. dir
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ball_htimer <= {ball_horiz_prefix, ball_horiz_move};
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else // reset timer but don't move ball horizontally
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ball_htimer <= {ball_horiz_prefix, ball_horiz_stop};
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end else
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ball_htimer <= ball_htimer + 1;
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end
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// update vertical timer
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always @(posedge hsync or posedge ball_reset)
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begin
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if (ball_reset || &ball_vtimer) // reset timer
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ball_vtimer <= {ball_vert_prefix, ball_vert_move};
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else
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ball_vtimer <= ball_vtimer + 1;
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end
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// reset ball position
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always @(posedge clk or posedge reset)
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begin
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if (reset)
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ball_reset <= 1;
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else if (hpos == 128 && vpos == 128)
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ball_reset <= 0; // un-reset when beam reaches center position
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end
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// collide with vertical and horizontal boundaries?
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wire ball_vert_collide = ball_vgfx && vpos >= 240;
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wire ball_horiz_collide = ball_hgfx && hpos >= 256 && vpos == 255;
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// vertical bounce
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always @(posedge ball_vert_collide or posedge reset)
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begin
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if (reset)
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ball_vert_move <= 4'd9; // initial vertical velocity
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else
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ball_vert_move <= (4'd9 ^ 4'd11) ^ ball_vert_move; // change dir.
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end
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// horizontal bounce
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always @(posedge ball_horiz_collide or posedge reset)
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begin
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if (reset)
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ball_horiz_move <= 4'd10; // initial horizontal velocity
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else
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ball_horiz_move <= (4'd10 ^ 4'd12) ^ ball_horiz_move; // change dir.
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end
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// compute ball display
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wire ball_hgfx = ball_htimer >= 508; // 512-508 = 4 pixel ball
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wire ball_vgfx = ball_vtimer >= 508;
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wire ball_gfx = ball_hgfx && ball_vgfx;
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// compute grid display
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wire grid_gfx = (((hpos&7)==0) && ((vpos&7)==0));
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// combine into RGB signals
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wire r = display_on && (ball_hgfx | ball_gfx);
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wire g = display_on && (grid_gfx | ball_gfx);
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wire b = display_on && (ball_vgfx | ball_gfx);
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assign rgb = {b,g,r};
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endmodule
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