`include "hvsync_generator.v" `include "sprite_bitmap.v" `include "sprite_renderer.v" `include "cpu8.v" // uncomment to see scope view //`define DEBUG module racing_game_cpu_top(clk, reset, hsync, vsync, hpaddle, vpaddle, address_bus, to_cpu, from_cpu, write_enable `ifdef DEBUG , output [7:0] A , output [7:0] B , output [7:0] IP , output carry , output zero `else , rgb `endif ); input clk, reset; input hpaddle, vpaddle; output hsync, vsync; wire display_on; wire [8:0] hpos; wire [8:0] vpos; `ifdef DEBUG wire [2:0] rgb; assign IP = cpu.IP; assign A = cpu.A; assign B = cpu.B; assign carry = cpu.carry; assign zero = cpu.zero; `else output [3:0] rgb; `endif parameter PADDLE_X = 0; parameter PADDLE_Y = 1; parameter PLAYER_X = 2; parameter PLAYER_Y = 3; parameter ENEMY_X = 4; parameter ENEMY_Y = 5; parameter ENEMY_DIR = 6; parameter SPEED = 7; parameter TRACKPOS_LO = 8; parameter TRACKPOS_HI = 9; parameter IN_HPOS = 8'b01000000; parameter IN_VPOS = 8'b01000001; parameter IN_FLAGS = 8'b01000010; reg [7:0] ram[0:63]; reg [7:0] rom[0:127]; output wire [7:0] address_bus; output reg [7:0] to_cpu; output wire [7:0] from_cpu; output wire write_enable; CPU cpu(.clk(clk), .reset(reset), .address(address_bus), .data_in(to_cpu), .data_out(from_cpu), .write(write_enable)); always @(posedge clk) if (write_enable) ram[address_bus[5:0]] <= from_cpu; always @(*) casez (address_bus) // RAM 8'b00??????: to_cpu = ram[address_bus[5:0]]; // special read registers IN_HPOS: to_cpu = hpos[7:0]; IN_VPOS: to_cpu = vpos[7:0]; IN_FLAGS: to_cpu = {2'b0, frame_collision, vsync, hsync, vpaddle, hpaddle, display_on}; // ROM 8'b1???????: to_cpu = rom[address_bus[6:0]]; default: ; endcase hvsync_generator hvsync_gen( .clk(clk), .reset(0), .hsync(hsync), .vsync(vsync), .display_on(display_on), .hpos(hpos), .vpos(vpos) ); wire player_vstart = {1'0,ram[PLAYER_Y]} == vpos; wire player_hstart = {1'0,ram[PLAYER_X]} == hpos; wire player_gfx; wire player_is_drawing; wire enemy_vstart = {1'0,ram[ENEMY_Y]} == vpos; wire enemy_hstart = {1'0,ram[ENEMY_X]} == hpos; wire enemy_gfx; wire enemy_is_drawing; wire [3:0] car_sprite_yofs; wire [7:0] car_sprite_bits; car_bitmap car( .yofs(car_sprite_yofs), .bits(car_sprite_bits)); sprite_renderer player_renderer( .clk(clk), .vstart(player_vstart), .hstart(player_hstart), .load(hpos == 256), //TODO? .rom_addr(car_sprite_yofs), .rom_bits(car_sprite_bits), .gfx(player_gfx), .in_progress(player_is_drawing)); sprite_renderer enemy_renderer( .clk(clk), .vstart(enemy_vstart), .hstart(enemy_hstart), .load(hpos == 260), //TODO? .rom_addr(car_sprite_yofs), .rom_bits(car_sprite_bits), .gfx(enemy_gfx), .in_progress(player_is_drawing)); reg frame_collision; always @(posedge clk) if (player_gfx && (enemy_gfx || track_gfx)) frame_collision <= 1; else if (vpos==0) frame_collision <= 0; wire track_offside = (hpos[7:5]==0) || (hpos[7:5]==7); wire track_shoulder = (hpos[7:3]==3) || (hpos[7:3]==28); wire track_gfx = (vpos[5:1]!=ram[TRACKPOS_LO][5:1]) && track_offside; wire r = display_on && (player_gfx || enemy_gfx || track_shoulder); wire g = display_on && (player_gfx || track_gfx); wire b = display_on && (enemy_gfx || track_shoulder); assign rgb = {1'b0,b,g,r}; `ifdef EXT_INLINE_ASM initial begin rom = '{ __asm .arch femto8 .org 128 .len 128 .define PADDLE_X 0 .define PADDLE_Y 1 .define PLAYER_X 2 .define PLAYER_Y 3 .define ENEMY_X 4 .define ENEMY_Y 5 .define ENEMY_DIR 6 .define SPEED 7 .define TRACKPOS_LO 8 .define TRACKPOS_HI 9 .define IN_HPOS $40 .define IN_VPOS $41 .define IN_FLAGS $42 .define F_DISPLAY 1 .define F_HPADDLE 2 .define F_VPADDLE 4 .define F_HSYNC 8 .define F_VSYNC 16 .define F_COLLIDE 32 Start: lda #128 sta PLAYER_X sta ENEMY_X sta ENEMY_Y lda #180 sta PLAYER_Y zero A sta SPEED inc A sta ENEMY_DIR ; test hpaddle flag DisplayLoop: lda #F_HPADDLE ldb #IN_FLAGS and none,[B] bz DisplayLoop ; [vpos] -> paddle_x ldb #IN_VPOS mov A,[B] sta PLAYER_X ; wait for vsync=1 then vsync=0 lda #F_VSYNC ldb #IN_FLAGS WaitForVsyncOn: and none,[B] bz WaitForVsyncOn WaitForVsyncOff: and none,[B] bnz WaitForVsyncOff ; check collision lda #F_COLLIDE ldb #IN_FLAGS and none,[B] bz NoCollision ; load slow speed lda #16 sta SPEED NoCollision: ; update speed ldb #SPEED mov A,[B] inc A ; don't store if == 0 bz MaxSpeed sta SPEED MaxSpeed: mov A,[B] lsr A lsr A lsr A lsr A ; add to lo byte of track pos ldb #TRACKPOS_LO add B,[B] swapab sta TRACKPOS_LO swapab ; update enemy vert pos ldb #ENEMY_Y add A,[B] sta ENEMY_Y ; update enemy horiz pos ldb #ENEMY_X mov A,[B] ldb #ENEMY_DIR add A,[B] sta ENEMY_X sub A,#64 and A,#127 bnz SkipXReverse ; load ENEMY_DIR and negate zero A sub A,[B] sta ENEMY_DIR ; back to display loop SkipXReverse: jmp DisplayLoop __endasm }; end `endif endmodule