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https://github.com/sehugg/8bitworkshop.git
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Merge branch 'master' of github.com:sehugg/8bitworkshop
This commit is contained in:
commit
5d9a169442
@ -21,14 +21,14 @@
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`define OP_SBB 4'hf
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module ALU(A, B, Y, aluop, carry);
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module ALU(A, B, carry, aluop, Y);
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parameter N = 8;
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input [N-1:0] A;
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input [N-1:0] B;
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output [N:0] Y;
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input [3:0] aluop;
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input carry;
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parameter N = 8; // default width = 8 bits
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input [N-1:0] A; // A input
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input [N-1:0] B; // B input
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input carry; // carry input
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input [3:0] aluop; // alu operation
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output [N:0] Y; // Y output + carry
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always @(*)
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case (aluop)
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@ -20,15 +20,15 @@
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`define OP_ADC 4'he
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`define OP_SBB 4'hf
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// ALU module
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module ALU(A, B, carry, aluop, Y);
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module ALU(A, B, Y, aluop, carry);
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parameter N = 8;
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input [N-1:0] A;
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input [N-1:0] B;
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output [N:0] Y;
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input [3:0] aluop;
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input carry;
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parameter N = 8; // default width = 8 bits
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input [N-1:0] A; // A input
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input [N-1:0] B; // B input
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input carry; // carry input
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input [3:0] aluop; // alu operation
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output [N:0] Y; // Y output + carry
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always @(*)
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case (aluop)
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@ -178,11 +178,6 @@ module CPU(clk, reset, address, data_in, data_out, write);
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write <= 1;
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state <= S_SELECT;
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end
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// clear carry
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8'b10001000: begin
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carry <= 0;
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state <= S_SELECT;
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end
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// swap A,B
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8'b10000001: begin
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A <= B;
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@ -17,7 +17,7 @@ module LFSR(clk, reset, enable, lfsr);
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always @(posedge clk)
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begin
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if (reset)
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lfsr <= {lfsr[NBITS-2:0], ~lfsr[0]};
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lfsr <= {lfsr[NBITS-2:0], 1'b1}; // reset loads with all 1s
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else if (enable)
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lfsr <= {lfsr[NBITS-2:0], 1'b0} ^ (feedback ? TAPS : 0);
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end
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@ -37,29 +37,31 @@ module racing_game_cpu_top(clk, reset, hsync, vsync, hpaddle, vpaddle,
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output [3:0] rgb;
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`endif
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parameter PADDLE_X = 0;
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parameter PADDLE_Y = 1;
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parameter PLAYER_X = 2;
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parameter PLAYER_Y = 3;
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parameter ENEMY_X = 4;
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parameter ENEMY_Y = 5;
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parameter ENEMY_DIR = 6;
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parameter SPEED = 7;
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parameter TRACKPOS_LO = 8;
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parameter TRACKPOS_HI = 9;
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parameter PADDLE_X = 0; // paddle X coordinate
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parameter PADDLE_Y = 1; // paddle Y coordinate
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parameter PLAYER_X = 2; // player X coordinate
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parameter PLAYER_Y = 3; // player Y coordinate
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parameter ENEMY_X = 4; // enemy X coordinate
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parameter ENEMY_Y = 5; // enemy Y coordinate
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parameter ENEMY_DIR = 6; // enemy direction (1, -1)
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parameter SPEED = 7; // player speed
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parameter TRACKPOS_LO = 8; // track position (lo byte)
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parameter TRACKPOS_HI = 9; // track position (hi byte)
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parameter IN_HPOS = 8'h40;
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parameter IN_VPOS = 8'h41;
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parameter IN_HPOS = 8'h40; // CRT horizontal position
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parameter IN_VPOS = 8'h41; // CRT vertical position
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// flags: [0, 0, collision, vsync, hsync, vpaddle, hpaddle, display_on]
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parameter IN_FLAGS = 8'h42;
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reg [7:0] ram[0:63];
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reg [7:0] rom[0:127];
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reg [7:0] ram[64]; // 64 bytes of RAM
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reg [7:0] rom[128]; // 128 bytes of ROM
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output wire [7:0] address_bus;
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output reg [7:0] to_cpu;
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output wire [7:0] from_cpu;
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output wire write_enable;
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output wire [7:0] address_bus; // CPU address bus
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output reg [7:0] to_cpu; // data bus to CPU
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output wire [7:0] from_cpu; // data bus from CPU
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output wire write_enable; // write enable bit from CPU
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// 8-bit CPU module
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CPU cpu(.clk(clk),
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.reset(reset),
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.address(address_bus),
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@ -67,10 +69,12 @@ module racing_game_cpu_top(clk, reset, hsync, vsync, hpaddle, vpaddle,
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.data_out(from_cpu),
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.write(write_enable));
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// RAM write from CPU
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always @(posedge clk)
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if (write_enable)
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ram[address_bus[5:0]] <= from_cpu;
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// RAM read from CPU
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always @(*)
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casez (address_bus)
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// RAM
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@ -85,6 +89,7 @@ module racing_game_cpu_top(clk, reset, hsync, vsync, hpaddle, vpaddle,
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default: to_cpu = 8'bxxxxxxxx;
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endcase
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// sync generator module
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hvsync_generator hvsync_gen(
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.clk(clk),
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.reset(0),
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@ -95,23 +100,28 @@ module racing_game_cpu_top(clk, reset, hsync, vsync, hpaddle, vpaddle,
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.vpos(vpos)
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);
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// flags for player sprite renderer module
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wire player_vstart = {1'0,ram[PLAYER_Y]} == vpos;
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wire player_hstart = {1'0,ram[PLAYER_X]} == hpos;
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wire player_gfx;
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wire player_is_drawing;
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// flags for enemy sprite renderer module
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wire enemy_vstart = {1'0,ram[ENEMY_Y]} == vpos;
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wire enemy_hstart = {1'0,ram[ENEMY_X]} == hpos;
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wire enemy_gfx;
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wire enemy_is_drawing;
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// flags shared between sprite renderer modules
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wire [3:0] car_sprite_yofs;
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wire [7:0] car_sprite_bits;
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// car bitmap ROM
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car_bitmap car(
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.yofs(car_sprite_yofs),
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.bits(car_sprite_bits));
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// player sprite renderer
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sprite_renderer player_renderer(
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.clk(clk),
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.vstart(player_vstart),
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@ -122,6 +132,7 @@ module racing_game_cpu_top(clk, reset, hsync, vsync, hpaddle, vpaddle,
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.gfx(player_gfx),
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.in_progress(player_is_drawing));
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// enemy sprite renderer
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sprite_renderer enemy_renderer(
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.clk(clk),
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.vstart(enemy_vstart),
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@ -132,31 +143,36 @@ module racing_game_cpu_top(clk, reset, hsync, vsync, hpaddle, vpaddle,
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.gfx(enemy_gfx),
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.in_progress(player_is_drawing));
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// collision detection logic
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reg frame_collision;
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always @(posedge clk)
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if (player_gfx && (enemy_gfx || track_gfx))
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frame_collision <= 1;
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else if (vpos==0)
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frame_collision <= 0;
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// track graphics
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wire track_offside = (hpos[7:5]==0) || (hpos[7:5]==7);
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wire track_shoulder = (hpos[7:3]==3) || (hpos[7:3]==28);
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wire track_gfx = (vpos[5:1]!=ram[TRACKPOS_LO][5:1]) && track_offside;
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// RGB output
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wire r = display_on && (player_gfx || enemy_gfx || track_shoulder);
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wire g = display_on && (player_gfx || track_gfx);
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wire b = display_on && (enemy_gfx || track_shoulder);
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assign rgb = {1'b0,b,g,r};
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//////////// CPU program code
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`ifdef EXT_INLINE_ASM
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initial begin
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rom = '{
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__asm
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.arch femto8
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.org 128
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.len 128
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.arch femto8 ; FEMTO-8 architecture
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.org 128 ; origin = 128 ($80)
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.len 128 ; length = 128 ($80)
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; define constants
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.define PADDLE_X 0
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.define PADDLE_Y 1
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.define PLAYER_X 2
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@ -180,82 +196,88 @@ module racing_game_cpu_top(clk, reset, hsync, vsync, hpaddle, vpaddle,
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.define F_COLLIDE 32
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Start:
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lda #128
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sta PLAYER_X
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sta ENEMY_X
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sta ENEMY_Y
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lda #128 ; load initial positions
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sta PLAYER_X ; player_x = 128
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sta ENEMY_X ; enemy_x = 128
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sta ENEMY_Y ; enemy_y = 128
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lda #180
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sta PLAYER_Y
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sta PLAYER_Y ; player_y = 180
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zero A
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sta SPEED
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sta SPEED ; player speed = 0
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inc A
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sta ENEMY_DIR
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; test hpaddle flag
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sta ENEMY_DIR ; enemy dir = 1 (right)
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; read horizontal paddle position
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DisplayLoop:
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lda #F_HPADDLE
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ldb #IN_FLAGS
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and none,[B]
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bz DisplayLoop
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; [vpos] -> paddle_x
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lda #F_HPADDLE ; paddle flag -> A
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ldb #IN_FLAGS ; addr of IN_FLAGS -> B
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and none,[B] ; read B, AND with A
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bz DisplayLoop ; loop until paddle flag set
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ldb #IN_VPOS
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mov A,[B]
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sta PLAYER_X
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; wait for vsync=1 then vsync=0
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mov A,[B] ; load vertical position -> A
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sta PLAYER_X ; store player x position
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; wait for vsync
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lda #F_VSYNC
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ldb #IN_FLAGS
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WaitForVsyncOn:
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and none,[B]
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bz WaitForVsyncOn
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bz WaitForVsyncOn ; wait until VSYNC on
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WaitForVsyncOff:
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and none,[B]
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bnz WaitForVsyncOff
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bnz WaitForVsyncOff ; wait until VSYNC off
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; check collision
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lda #F_COLLIDE
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ldb #IN_FLAGS
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and none,[B]
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bz NoCollision
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; load slow speed
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and none,[B] ; collision flag set?
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bz NoCollision ; skip ahead if not
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lda #16
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sta SPEED
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sta SPEED ; speed = 16
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NoCollision:
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; update speed
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ldb #SPEED
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mov A,[B]
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inc A
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; don't store if == 0
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bz MaxSpeed
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sta SPEED
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mov A,[B] ; speed -> A
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inc A ; increment speed
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bz MaxSpeed ; speed wraps to 0?
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sta SPEED ; no, store speed
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MaxSpeed:
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mov A,[B]
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lsr A
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mov A,[B] ; reload speed -> A
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lsr A
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lsr A
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lsr A
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lsr A ; divide speed by 16
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; add to lo byte of track pos
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ldb #TRACKPOS_LO
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add B,[B]
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swapab
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sta TRACKPOS_LO
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swapab
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add B,[B] ; B <- speed/16 + trackpos_lo
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swapab ; swap A <-> B
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sta TRACKPOS_LO ; A -> trackpos_lo
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swapab ; swap A <-> B again
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bcc NoCarry ; carry flag from earlier add op
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; add to hi byte of track pos
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ldb #TRACKPOS_HI
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mov B,[B] ; B <- trackpos_hi
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inc b ; increment B
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swapab ; swap A <-> B
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sta TRACKPOS_HI ; A -> trackpos_hi
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swapab ; swap A <-> B again
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NoCarry:
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; update enemy vert pos
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ldb #ENEMY_Y
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add A,[B]
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sta ENEMY_Y
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sta ENEMY_Y ; enemy_y = enemy_y + speed/16
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; update enemy horiz pos
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ldb #ENEMY_X
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mov A,[B]
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ldb #ENEMY_DIR
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add A,[B]
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sta ENEMY_X
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sta ENEMY_X ; enemy_x = enemy_x + enemy_dir
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sub A,#64
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and A,#127
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bnz SkipXReverse
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and A,#127 ; A <- (enemy_x-64) & 127
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bnz SkipXReverse ; skip if enemy_x is in range
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; load ENEMY_DIR and negate
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zero A
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sub A,[B]
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sta ENEMY_DIR
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; back to display loop
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sta ENEMY_DIR ; enemy_dir = -enemy_dir
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SkipXReverse:
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; back to display loop
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jmp DisplayLoop
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__endasm
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};
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@ -65,13 +65,14 @@ module sprite_bitmap_top(clk, reset, hsync, vsync, rgb);
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.yofs(car_sprite_yofs),
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.bits(car_sprite_bits));
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// start Y counter when we hit the top border (player_y)
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always @(posedge hsync)
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// start sprite?
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if (vpos == player_y)
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car_sprite_yofs <= 15;
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else if (car_sprite_yofs != 0)
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car_sprite_yofs <= car_sprite_yofs - 1;
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// restart X counter when we hit the left border (player_x)
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always @(posedge clk)
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if (hpos == player_x)
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car_sprite_xofs <= 15;
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@ -140,7 +140,7 @@ module tank_game_top(clk, reset, hsync, vsync, rgb, switches_p1, switches_p2);
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);
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// multiplex player 1 and 2 load times during hsync
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wire p2sel = hpos[3];
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wire p2sel = hpos > 280;
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// sprite ROM inputs for each player
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wire [7:0] tank1_sprite_addr;
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wire [7:0] tank2_sprite_addr;
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@ -1284,6 +1284,9 @@ function compileVerilator(step) {
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var errors = [];
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var asmlines = [];
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step.code = compileInlineASM(step.code, platform, step, errors, asmlines);
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if (errors.length) {
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return {errors:errors};
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}
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var code = step.code;
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var match_fn = makeErrorMatcher(errors, /%(.+?): (.+?:)?(\d+)?[:]?\s*(.+)/i, 3, 4);
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var verilator_mod = verilator_bin({
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