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//////////////////////////////////////////////////////////////////////////// //// //// //// t2600 IP Core //// //// //// //// This file is part of the t2600 project //// //// http://www.opencores.org/cores/t2600/ //// //// //// //// Description //// //// Video module //// //// //// //// TODO: //// //// - Collision detection //// //// - Pixel output //// //// //// //// Author(s): //// //// - Gabriel Oshiro Zardo, gabrieloshiro@gmail.com //// //// - Samuel Nascimento Pagliarini (creep), snpagliarini@gmail.com //// //// //// //////////////////////////////////////////////////////////////////////////// //// //// //// Copyright (C) 2001 Authors and OPENCORES.ORG //// //// //// //// This source file may be used and distributed without //// //// restriction provided that this copyright statement is not //// //// removed from the file and that any derivative work contains //// //// the original copyright notice and the associated disclaimer. //// //// //// //// This source file is free software; you can redistribute it //// //// and/or modify it under the terms of the GNU Lesser General //// //// Public License as published by the Free Software Foundation; //// //// either version 2.1 of the License, or (at your option) any //// //// later version. //// //// //// //// This source is distributed in the hope that it will be //// //// useful, but WITHOUT ANY WARRANTY; without even the implied //// //// warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR //// //// PURPOSE. See the GNU Lesser General Public License for more //// //// details. //// //// //// //// You should have received a copy of the GNU Lesser General //// //// Public License along with this source; if not, download it //// //// from http://www.opencores.org/lgpl.shtml //// //// //// //////////////////////////////////////////////////////////////////////////// `include "timescale.v" module video(clk, reset_n, io_lines, enable, mem_rw, address, data, pixel, write_addr, write_data, write_enable_n); parameter [3:0] DATA_SIZE = 4'd8; parameter [3:0] ADDR_SIZE = 4'd10; // this is the *local* addr_size localparam [3:0] DATA_SIZE_ = DATA_SIZE - 4'd1; localparam [3:0] ADDR_SIZE_ = ADDR_SIZE - 4'd1; input clk; // master clock signal, 1.19mhz input reset_n; input [15:0] io_lines; // inputs from the keyboard controller input enable; // since the address bus is shared an enable signal is used input mem_rw; // read == 0, write == 1 input [ADDR_SIZE_:0] address; // system address bus inout [DATA_SIZE_:0] data; // controler <=> video data bus output reg [2:0] pixel; output reg [10:0] write_addr; // for the video memory output reg [2:0] write_data; output reg write_enable_n; reg [DATA_SIZE_:0] data_drv; // wrapper for the data bus assign data = (mem_rw || !reset_n) ? 8'bZ : data_drv; // if under writing the bus receives the data from cpu, else local data. reg VSYNC; // vertical sync set-clear reg [2:0] VBLANK; // vertical blank set-clear reg WSYNC; // SEMI-strobe wait for leading edge of horizontal blank reg RSYNC; // s t r o b e reset horizontal sync counter reg [5:0] NUSIZ0; // number-size player-missile 0 reg [5:0] NUSIZ1; // number-size player-missile 1 reg [6:0] COLUP0; // color-lum player 0 reg [6:0] COLUP1; // color-lum player 1 reg [6:0] COLUPF; // color-lum playfield reg [6:0] COLUBK; // color-lum background reg [4:0] CTRLPF; // control playfield ball size & collisions // D0 = REF (reflect playfield) // D1 = SCORE (left half of playfield gets color of player 0, right half gets color of player 1) // D2 = PFP (playfield gets priority over players so they can move behind the playfield) // D4 & D5 = BALL SIZE reg REFP0; // reflect player 0 reg REFP1; // reflect player 1 reg [3:0] PF0; // playfield register byte 0 reg [7:0] PF1; // playfield register byte 1 reg [7:0] PF2; // playfield register byte 2 // all the RES register became combinational logic //reg RESP0; // s t r o b e reset player 0 //reg RESP1; // s t r o b e reset player 1 //reg RESM0; // s t r o b e reset missile 0 //reg RESM1; // s t r o b e reset missile 1 //reg RESBL; // s t r o b e reset ball reg [3:0] AUDC0; // audio control 0 reg [4:0] AUDC1; // audio control 1 reg [4:0] AUDF0; // audio frequency 0 reg [3:0] AUDF1; // audio frequency 1 reg [3:0] AUDV0; // audio volume 0 reg [3:0] AUDV1; // audio volume 1 reg [7:0] GRP0; // graphics player 0 reg [7:0] GRP1; // graphics player 1 reg ENAM0; // graphics (enable) missile 0 reg ENAM1; // graphics (enable) missile 1 reg ENABL; // graphics (enable) ball reg [3:0] HMP0; // horizontal motion player 0 reg [3:0] HMP1; // horizontal motion player 1 reg [3:0] HMM0; // horizontal motion missile 0 reg [3:0] HMM1; // horizontal motion missile 1 reg [3:0] HMBL; // horizontal motion ball reg VDELP0; // vertical delay player 0 reg VDEL01; // vertical delay player 1 reg VDELBL; // vertical delay ball reg RESMP0; // reset missile 0 to player 0 reg RESMP1; // reset missile 1 to player 1 reg HMOVE; // s t r o b e apply horizontal motion reg HMCLR; // s t r o b e clear horizontal motion registers reg [1:0] CXM0P; // read collision MO P1 M0 P0 reg [1:0] CXM1P; // read collision M1 P0 M1 P1 reg [1:0] CXP0FB; // read collision P0 PF P0 BL reg [1:0] CXP1FB; // read collision P1 PF P1 BL reg [1:0] CXM0FB; // read collision M0 PF M0 BL reg [1:0] CXM1FB; // read collision M1 PF M1 BL reg CXBLPF; // read collision BL PF unused reg [1:0] CXPPMM; // read collision P0 P1 M0 M1 reg INPT0; // read pot port reg INPT1; // read pot port reg INPT2; // read pot port reg INPT3; // read pot port reg INPT4; // read input reg INPT5; // read input reg [8:0] vert_counter; reg [7:0] hor_counter; always @(posedge clk or negedge reset_n) begin if (reset_n == 1'b0) begin hor_counter <= 8'd0; vert_counter <= 9'd0; end else begin if (hor_counter == 8'd227) begin hor_counter <= 8'd0; WSYNC <= 1'b0; // TODO: check this on stella pdf if (vert_counter == 9'd261) begin vert_counter <= 9'd0; end else begin vert_counter <= vert_counter + 9'd1; end end else begin hor_counter <= hor_counter + 6'd1; end end end always @(posedge clk or negedge reset_n) begin if (reset_n == 1'b0) begin data_drv <= 8'h00; WSYNC <= 1'b0; end else if (enable == 1'b1) begin if (mem_rw == 1'b0) begin // reading! case (address) 6'h00: data_drv <= {CXM0P, 6'b000000}; 6'h01: data_drv <= {CXM1P, 6'b000000}; 6'h02: data_drv <= {CXP0FB, 6'b000000}; 6'h03: data_drv <= {CXP1FB, 6'b000000}; 6'h04: data_drv <= {CXM0FB, 6'b000000}; 6'h05: data_drv <= {CXM1FB, 6'b000000}; 6'h06: data_drv <= {CXBLPF, 7'b000000}; 6'h07: data_drv <= {CXPPMM, 6'b000000}; 6'h08: data_drv <= {INPT0, 7'b000000}; 6'h09: data_drv <= {INPT1, 7'b000000}; 6'h0A: data_drv <= {INPT2, 7'b000000}; 6'h0B: data_drv <= {INPT3, 7'b000000}; 6'h0C: data_drv <= {INPT4, 7'b000000}; 6'h0D: data_drv <= {INPT5, 7'b000000}; default: ; endcase end else begin // writing! case (address) 6'h00: begin VSYNC <= data[1]; end 6'h01: begin VBLANK <= {data[7:6], data[1]}; end 6'h02: begin WSYNC <= 1'b1; // STROBE end 6'h03: begin RSYNC <= 1'b1; // STROBE end 6'h04: begin NUSIZ0 <= data[5:0]; end 6'h05: begin NUSIZ1 <= data[5:0]; end 6'h06: begin COLUP0 <= data[7:1]; end 6'h07: begin COLUP1 <= data[7:1]; end 6'h08: begin COLUPF <= data[7:1]; end 6'h09: begin COLUBK <= data[7:1]; end 6'h0a: begin CTRLPF <= {data[5:4], data[2:0]}; end 6'h0b: begin REFP0 <= data[3]; end 6'h0c: begin REFP1 <= data[3]; end 6'h0d: begin PF0 <= data[7:4 ]; end 6'h0e: begin PF1 <= data; end 6'h0f: begin PF2 <= data; end 6'h15: begin AUDC0 <= data[3:0]; end 6'h16: begin AUDC1 <= data[4:0]; end 6'h17: begin AUDF0 <= data[4:0]; end 6'h18: begin AUDF1 <= data[3:0]; end 6'h19: begin AUDV0 <= data[3:0]; end 6'h1A: begin AUDV1 <= data[3:0]; end 6'h1B: begin GRP0 <= data; end 6'h1C: begin GRP1 <= data; end 6'h1D: begin ENAM0 <= data[1]; end 6'h1E: begin ENAM1 <= data[1]; end 6'h1F: begin ENABL <= data[1]; end 6'h20: begin HMP0 <= data[7:4]; end 6'h21: begin HMP1 <= data[7:4]; end 6'h22: begin HMM0 <= data[7:4]; end 6'h23: begin HMM1 <= data[7:4]; end 6'h24: begin HMBL <= data[7:4]; end 6'h25: begin VDELP0 <= data[0]; end 6'h26: begin VDEL01 <= data[0]; end 6'h27: begin VDELBL <= data[0]; end 6'h28: begin RESMP0 <= data[1]; ENAM0 <= 1'b0; end 6'h29: begin RESMP1 <= data[1]; ENAM1 <= 1'b0; end 6'h2a: begin HMOVE <= 1'b1; // STROBE end 6'h2b: begin HMCLR <= 1'b1; // STROBE end 6'h2c: begin // cxclr STROBE CXM0P <= 2'b0; // collision MO P1 M0 P0 CXM1P <= 2'b0; // collision M1 P0 M1 P1 CXP0FB <= 2'b0; // collision P0 PF P0 BL CXP1FB <= 2'b0; // collision P1 PF P1 BL CXM0FB <= 2'b0; // collision M0 PF M0 BL CXM1FB <= 2'b0; // collision M1 PF M1 BL CXBLPF <= 1'b0; // collision BL PF unused CXPPMM <= 2'b0; // collision P0 P1 M0 M1 end default: begin end endcase end end end reg draw_p0; reg draw_p1; reg draw_m0; reg draw_m1; reg draw_bl; reg [8:0] p0_position; // sized in the same way the vert counter is reg [8:0] p1_position; // sized in the same way the vert counter is reg [8:0] m0_position; // sized in the same way the vert counter is reg [8:0] m1_position; // sized in the same way the vert counter is reg [8:0] bl_position; // sized in the same way the vert counter is always @(posedge clk or negedge reset_n) begin if (reset_n == 1'b0) begin p0_position <= 9'b000000000; p1_position <= 9'b000000000; m0_position <= 9'b000000000; m1_position <= 9'b000000000; bl_position <= 9'b000000000; end else begin if (draw_p0) begin p0_position <= vert_counter; end if (draw_p1) begin p1_position <= vert_counter; end if (RESMP0) begin m0_position <= p0_position; end else if (draw_m0) begin m0_position <= vert_counter; end if (RESMP1) begin m1_position <= p1_position; end else if (draw_m1) begin m1_position <= vert_counter; end if (draw_bl) begin bl_position <= vert_counter; end // collision detection. note that the playfield must be handled differently CXM0P[0] <= (m0_position == p0_position); CXM0P[1] <= (m0_position == p1_position); CXM1P[0] <= (m1_position == p1_position); CXM1P[1] <= (m1_position == p0_position); CXP0FB[0] <= (p0_position == bl_position); //CXP0FB[1] <= (p0_position == pf_position); CXP1FB[0] <= (p1_position == bl_position); //CXP1FB[1] <= (p1_position == pf_position); CXM0FB[0] <= (m0_position == bl_position); //CXM0FB[1] <= (m0_position == pf_position); CXM1FB[0] <= (m1_position == bl_position); //CXM1FB[1] <= (m1_position == pf_position); //CXBLPF <= (bl_position == pf_position); CXPPMM[0] <= (m0_position == m1_position); CXPPMM[1] <= (p0_position == p1_position); end end always @ (*) begin // always combinational block that handles strobe registers. draw_p0 = 1'b0; draw_p1 = 1'b0; draw_m0 = 1'b0; draw_m1 = 1'b0; draw_bl = 1'b0; if (enable == 1'b1 && mem_rw == 1'b1) begin // case (address) 6'h10: begin draw_p0 = 1'b1; end 6'h11: begin draw_p1 = 1'b1; end 6'h12: begin draw_m0 = 1'b1; end 6'h13: begin draw_m1 = 1'b1; end 6'h14: begin draw_bl = 1'b1; end endcase end end always @(*) begin // comb logic if (hor_counter < 68 || vert_counter < 40 || vert_counter > 232) begin pixel = 3'd0; write_enable_n = 1'b1; write_addr = 0; write_data = vert_counter[2:0]; end else begin write_enable_n = 1'b0; write_addr = (hor_counter - 68) + (vert_counter - 40)*160; write_data = 3'd4; if (CTRLPF[2] == 1'b1) begin // playfield gets priority over players so they can move behind the playfield // Priority Objects // 1 PF, BL // 2 P0, M0 // 3 P1, M1 // 4 BK end else begin // regular priority // Priority Objects // 1 P0, M0 // 2 P1, M1 // 3 BL, PF // 4 BK if (CTRLPF[0] == 1'b1) begin// reflected PF if (vert_counter == p0 || vert_counter == m0) begin pixel = COLUP0; end else if (vert_counter == p1 || vert_counter == m1) begin pixel = COLUP1; end else if (ENABL == 1'b1) begin // the ball is enabled if (vert_counter == bl_position) begin pixel = COLUPF; end end else begin if (vert_counter < 4) begin pixel = (PF0[vert_counter] == 1'b1) ? COLUPF : COLUBK; end else if (vert_counter < 12) begin pixel = (PF1[vert_counter - 4] == 1'b1) ? COLUPF : COLUBK; end else if (vert_counter < 20) begin pixel = (PF2[vert_counter - 12] == 1'b1) ? COLUPF : COLUBK; end else if (vert_counter < 28) begin pixel = (PF2[vert_counter - 20] == 1'b1) ? COLUPF : COLUBK; end else if (vert_counter < 36) begin pixel = (PF1[vert_counter - 28] == 1'b1) ? COLUPF : COLUBK; end else begin pixel = (PF0[vert_counter - 36] == 1'b1) ? COLUPF : COLUBK; end end end else begin if (vert_counter < 4) begin pixel = (PF0[vert_counter] == 1'b1) ? COLUPF : COLUBK; end else if (vert_counter < 12) begin pixel = (PF1[vert_counter - 4] == 1'b1) ? COLUPF : COLUBK; end else if (vert_counter < 20) begin pixel = (PF2[vert_counter - 12] == 1'b1) ? COLUPF : COLUBK; end else if (vert_counter < 24) begin pixel = (PF0[vert_counter - 20] == 1'b1) ? COLUPF : COLUBK; end else if (vert_counter < 32) begin pixel = (PF1[vert_counter - 24] == 1'b1) ? COLUPF : COLUBK; end else begin pixel = (PF2[vert_counter - 32] == 1'b1) ? COLUPF : COLUBK; end end end pixel = 3'd4; end end endmodule