Posts Tagged ‘FPGA Game’

Craft Your Own Bit Runner Game Using FPGA

Thursday, May 5th, 2016

Hello FPGA fans! Today’s project is going to be a great domain for you to have a bit of fun (once you’ve completed it) and learn more aspects about FPGA and applications in shift registers and button interfacing with FPGA. The project is based on a bit runner game, and for those unfamiliar with what the game is, you can follow the link here for a detailed understanding. In this version however, all you can do will be to dodge the LED lights flowing down as described in the project.

The Hardware

You will need a FPGA board and for this project, any Papilio board with LogicStart MegaWing is compatible. The other peripherals that you will need include a handful of LEDs (9 if you are going to follow this project as it is), a push button, a few jumper wires and a breadboard. The author has given a detailed description of interconnects in the 2nd step, and a number of snapshots that you can easily follow.

The Software

Xilinx Design Suite has been used to code and assemble this project in the software aspect. The codes have been broken into modules and each line’s significance has been commented right next to it. The coding has been done in VHDL (.vhd) and has been broken into 8 parts of instructions to follow easily.

Two suggestions by the author to upgrade this game are to use a DAC and speakers for audio outputs when you play in the form of beeps when you successfully dodge. Another thing you can do is to add an LCD display instead of LEDs. A suggestion that I have is to use a clock booster as you progress into the game to make the frequency of obstacles higher and thereby make the game more challenging.

Now, it´s your time to have fun!


By NealN

Get Ready to Bop It! With FPGA

Tuesday, April 26th, 2016


Hello FPGA enthusiasts! Today we have a close enough version of the popular Bop It! Game. For those unfamiliar with what a Bop It! Game is, I will tell you that it is practically a quick reflex based game that has a set of voice commands that give you instructions to perform tasks with the console.

As the game progresses, it gets faster paced and this is the challenge for any FPGA enthusiast.

There are basically 4 main points in this project:

  1. Figuring out the right functionalities and the right modules to use for them. Integrating them with your FPGA and coding it.
  2. Figuring the clock cycles needed for each module and ensuring that the separate clocks don’t clash with the main module of the program.
  3. LED displays instead of voice prompts are a stroke of genius from the author, but integrating this too can be a bit of work.
  4. External button compatibility with FPGA is the final and most crucial challenge, but where there is a will, there is a way!

The codes have been implemented in .vhd (VHDL) formats for easy compatibility with the hardware and the author has provided the different modules. This way the code can be better understood as it is broken into parts.

If you plan on implementing your own functionalities in the console you will have to key in your own codes and this can be a welcome challenge.

So embrace the opportunity to learn FPGA in a new light, and don’t forget to Bop It!

By omrinissan2013

Ever dreamt of playing Tetris on a wall of your room? Now it´s possible!

Thursday, December 24th, 2015

Remember all those days looking at a small screen following the tiny cubes falling down quicker and quicker…? Never again! Those days are gone and for good. We are not saying that you no longer have to play Tetris, just that you don´t have to do it on a small screen.

Today´s tutorial will teach you how to build your own Giant Tetris. You read it right, giant. The one used in the article is 6 ft tall, but you can adapt it to your needs…or just to the height of your ceiling.

All you need is a grid of RGB LEDs and a Papilio FPGA board, follow each step of this thorough tutorial and build your own Giant Tetris!

By Sam_Sharp

Vector Graphics Arcade Games On An FPGA

Wednesday, August 14th, 2013

This is a pretty cool reincarnation of the old-school vector graphics arcade games – now reborn on FPGA. You just might recognize vector graphics from such classic arcade games as Asteroids, Gravitar, and Tempest. Vector was an interesting display technology at the time, differentiating itself from pixel-based video game graphics by using a method of line drawing rather than pixels and sprites. In this gamer’s experience, the vector games always looked so much sharper while lacking the color and animation of many standard arcade games.

Project creators Todd and Andrew got ahold of an old-school vector graphics display from an Asteroids cabinet and decided to go crazy with it, creating their own vector video card, and so much more.

The guys made their own DAC and Amplifier board that plugs right in to a Nexys2 FPGA dev board. This was after they tested out some 3D drawing code with a gnarly handmade R2R DAC they used to draw and rotate a cube on an oscilloscope screen.

Not only did the guys build a vector video card, they also connected the FPGA’s VGA out to a monochrome monitor for an in-game HUD. Awesome work that blows away anything available in the golden days of vector arcade games. It’s a beautiful piece of engineering that certainly deserves its own cabinet.

Enjoy the video and let us know what you think in the comments section!

(via Hackaday)

FPGA Platformer Game Written Entirely In VHDL

Friday, July 19th, 2013

FPGA enthusiast and nostalgic gamer Ben created a 1980s-style side-scrolling platformer game (think Super Mario Bros.) entirely in VHDL. Hence there is no microprocessor present. Ben’s game was originally written to run on an Altera dev board, and some other hardware.

The hardware consists of:
•A single FPGA
•Power and clock circuitry
•A controller, which is an imitation of the original NES controller
•Three resistors and a VGA connector for video output

I originally wrote this for an Altera development board which was actually a TQFP breakout board with the chip soldered onto it. This was fragile and poorly soldered so it fell apart after a while. I have now changed all the ROMs to be generic VHDL instead of LPM macros so it works with the Xilinx tools (and, presumably, any other VHDL synthesizer).

Cool project, Ben! I’m thinking it would be sweet to get this game running on the Papilio with the Arcade MegaWing.  Anyone up to give it a shot?  Be sure to hit up the links below to dive into the code, and check out Ben’s project page while you’re at it!

(via CircuitBen)

Video: David Crane On Designing Pitfall For Atari 2600

Monday, June 10th, 2013

We found a great vid of Pitfall designer David Crane giving a talk about designing and writing the Activision-published game for the Atari 2600 all the way back in the early 1980s. This video is from the 2011 GDC (Game Developers Conference). In it, David gives a great deconstruction of the development process for writing games within the suffocating constraints of retro hardware. It’s a bit long, but if you have the time to watch it’s worth it.

From the related article over at Hackaday:

This was a developer’s panel so you can bet the video… digs deep into coding challenges. Frame buffer? No way! The 2600 could only pump out 160 pixels at once; a single TV scan line. The programs were hopelessly synced with the TV refresh rate, and were even limited on how many things could be drawn within a single scan line. For us the most interesting part is near the end when [David] describes how the set of game screens are nothing more than a pseudo-random number generator with a carefully chosen seed. But then again, the recollection of hand optimizating the code to fit a 6k game on a 4k ROM is equally compelling.

So, this all brings to mind something that Papilio users can have some fun with on the Arcade MegaWing – we have Atari 2600 code ready and waiting for you to dive into! Papilio user Retromaster has got some 2600 code up and running – please note that it is experimental code and has not been published, but it should be a good starting point nonetheless.

You can find the Atari 2600 code at the link below.  This is Retromaster’s A2601 HDL code that re-creates an Atari 2600 that Pitfall can be run on. Don’t be shy, give it a whirl! It’s always a nice, nostalgic trip down memory lane every time I load up one of these retro classics!

(via Hackaday, and thanks again to Retromaster)

Hand-Detecting ‘Anti-Tetris’ Game Project

Monday, June 3rd, 2013

Ahh, springtime. The sun is out, there’s a fresh breeze blowing, the scent of blooming flowers is in the air, birds are chirping, etc. etc. And the final FPGA projects from the spring 2013 semester keep coming in!

Today we’ve got a great one from Cornell University student Tian Gao, built using an Altera DE2 FPGA and some fancy hand-detection tech. Tian’s got the Altera FPGA capturing a video signal and detecting a player’s hand skin color. Tian says,

The system tracks their hand movements and looks for the user moving their hands forward and back by determining how tall the skin colored object is over time. The goal here is to prevent the falling tetris like blocks from falling by rapidly pushing and pulling on them.

[The project is] divided into three parts: video signal decoding, hand detection and game playing. The camera provides a standard NTSC signal for FPGA and the FPGA has a hardware decoder which generates a serial digital signal. Altera has provided a solution to decode it to RGB system and display it on VGA screen. For hand detection, I first detect skin in YCbCr scale, then I track the hand by an iteration algorithm. The game is the similar as the original tetris, with the difference in width and height of the screen. Also you can’t move or rotate the block, you can just eliminate it.

He calls his game creation Anti Tetris.  Tian has documented the entire project here if you’d like to read up on the finer points of his efforts. This is some good work, and looks like it might actually be a bit of fun to play!

(via Hacked Gadgets)