********************************** * VIDEO TETRIS (C) Rickard Gunée * ********************************** (This text is mostly a copy of the Video Tetris page on my homepage) ---- Introduction ---- I have made the game Tetris using a PIC16F84 running @ 12MHz. Tetris is an old Russian computer game where you should try to fit in block into a play-field, quite simple but really fun. In my version, the video signal is generated in software. The only hardware used for the video generation is two resistors forming a 2-bit DA converter. Usually the video signal is generated in video games is created with a dedicated video chips, reading the image data from a graphics memory. In this project the video signal is calculated in real-time by the microprocessor as the electron beam sweeps over the screen. ---- How to play the game ---- The first screen is where you select how you want to play by moving the joystick: DOWN: Human vs. Human (H-H), LEFT: Human vs. Computer (H-C) or RIGHT: Computer vs. Computer (C-C). Start with FIRE. Unfortunately it is impossible to beat the computer, since there was not enough room to make the computer beatable. That makes the computer vs. computer game to play forever until someone reset the game using the reset switch. You start serving by pressing fire, it is also possible to change direction and speed of the ball using fire. The player who has the serve will get points. If the player with the serve miss the ball, then the serve goes over to the other player. When someone wins a game over picture will show and tell who won. ---- The software ---- With a processor performing 3MIPS, it is not easy to make a video signal in software. Each instruction performed takes 1/3 us. Each scan-line on the screen takes 64us, where 52us are visible, so it gives 52*3=156 visible clock cycles per line. Maximum resolution that can be obtained is 156 pixels in x-axis if the software is setting one pixel per clock (using for example only bcf and bsf), but more is needed to make a game, like loops and such. A loop quantifies the time to 3-clock pieces, giving a resolution of 52 pixels. (One could obtain a kind of 156pixels resolution with one or two offset nops, but the code to select this would eat to many clock cycles to do any good). However Tetris is quite simple, the resoluton is quite low, and there is no motion, the blocks of pixels are just turned on and off. The most demanding part of the game is to show the score at the bottom of the screen, it is shown in the bottom of the screen. It obtains higher resolution by loading the PORTB with the bitmap for the number and shift it out one pixel per clock cycle. So far I've only talked about the graphic generation. But there is more to it to get a video signal. All scan-lines first have a 4us-sync pulse, then black for 8us, then the 52us graphic comes. These horizontal sync-pulses makes the TV understand when a scan-line starts, but there is needed to send information about when a new picture starts too, it is called vertical sync, and is a special pattern that tells the TV that a new image is coming. There are two kinds of vertical sync, because the image is divided into two part images, showing even and odd lines, to get less flickering. In Tetris, the two images are identical, so the game is not using the full y-resolution possible, but it doesn't matter because it is way better than the x-resolution anyway, making the x-resolution the biggest problem. The game-field is kept in memory as a 32byte array, 16x16 bits, where one bit is one pixel- block on the screen. The area to the upper left is for showing the next block, and by making it a part of the game field it is possible to use the same block-drawing routines as for the game, and thereby saving memory. Each frame, the falling block is first removed from the game-field, and then tests are performed if the block can move, as the player wants it to. Then the block is drawn back to the screen at the new position. When a block is to be tested, put or removed, it first must be generated. To generate a block means compressing it from the compressed data, rotating it and then store the relative coordinates of the block in the block array. The block data is compressed in relative coordinates. In compressed format, each coordinate is stored in two bits for both x and y, where the two bits can represent the numbers 1,0,1,2. These values need to be uncompressed to 4*2 byte sized values representing the coordinates in two’s complement format. Depending of the angle the block should have, the coordinates might need to be mirrored or/and swapped. When the block have been created it can easily be put, removed or tested. The test routine checks if there is any pixels set on the block positions where the block should be put. If pixels are set, then the block can’t be put there. New blocks are selected at random, where the random number is a counter that increases for every frame, making the random number dependent of how long it takes for the player to place the block, making a quite good random number. The game stuff, like checking joystick and move stuff around, is taken care of in the first scan-lines, when no graphics is drawn. During the time before the play-field is shown, there is a little bit of free time to play the music, but there is not time to play it on all lines, and that make the music sound distorted. The music is stored in the data eeprom, and stored in a compressed one byte format,where one byte contains length and note. The note's frequency is looked up in a table, and so is the length too. (The frequencies are based on the line frequency so they are not exactly the correct frequencies) The speed of the game is increasing constantly and music-speed increases as the game speed increases. Making this kind of software is mostly a clock-cycle-counting project, all timings are quite critical, so whatever paths the execution-flow of the program takes, it must take the same number of clock cycles. This is quite hard, and I've not managed to do this on all lines, so the image is a little bit bent in some places. (Most analog TV-sets fix this, but on some digital projectors it is more visible) ---- The hardware ---- The hardware is quite simple because everything is made in software. Two resistors, forming a DA converter together with the input impedance of the TV, generate the video signal. This can generate the levels 0v (sync), 0.3v (black), 0.7v (gray), and 1.0v (white). To be able to handle the variation of input resistance of different audio equipment, two resistors are used to make a 1-bit DA to generate the audio. When generating the video, the PORTB is used as a shift register to get one pixel per instruction when high-resolution text is shown on the screen. Shifting a port requires the port to be set as output if a whole byte is to be shifted out. First, this seems like a problem, the whole port can't be used for anything else than video generation, but that is not quite correct. A port can be used as an input when not used as a shift register, so in Tetris PORTB it is used for joystick input when not used as a shift register. The digital joystick is a switch to ground, so all needed to connect it to the PIC is a couple of pull up resistors, and that is available inside the PIC. Unfortunately it is not that simple, if a pin on a port is grounded when used as an output, the output buffer of the pic would burn up, so this is solved by adding one extra 1k resistor on each pin to limit the current. What about those pull up resistors? There are 10k pull up resistors built into the PIC that can be switched on and off. However, using them would be a too strong pull up, so the 1k current limiting resistor (plus bad switches in the joystick) can't pull the input low enough. Therefor an external 100k resistor pull up network is added. The power supply part of the circuit is quite simple, it uses a standard 7805 to get a 5v supply. The input can be 8-18 volt, DC or AC (Thanks to the diode at the power input) ---- Over-clocking a PIC16X84 ---- To get enough processing power to generate the video signal, a little bit higher clock frequency was needed. The clock frequency should be a multiple of 4Mhz to make it easier to generate the correct timing. The PIC16X84s are available in a 4MHz version and a 10MHz version, but the 10Mhz version was quite expensive when I started to make this project, so I tried to over-clock it, and it worked without problems, well, almost anyway. The 16C84 became unerasable after a while when over-clocked, but the 16F84 seemed to work without problems, I've had them running for hundreds of hours without problems. (But I wouldn't recommend you to use a over-clocked PIC in a commercial project). Some people claims that the 4Mhz and the 10Mhz versions are the same chip with different text on the package, it would explain why the chip can be over-clocked more than 3 times, but I don't know. ---- Info about video signals ---- There is not much complete info about video signals, there are some but not many with complete info, the best I've seen so far (except for my own information page about generating videosignals in software) is the documentation to Marcelo Maggi's pattern generator circuit. (ftp://ftp.picpoint.com/projects/video_en.zip) Two quite good sites about technical info are "Basic Video in the MOVING PICTURES Television Production Handbook" (http://www.soltec.net/movpic/Video.htm) and the "Conventional Analog Television - An Introduction by Professor Kelin J. Kuhn." (http://www.ee.washington.edu/conselec/CE/kuhn/ntsc/95x4.htm) Also remember to check out my Tetris game, using the same hardware as pong. Another interesting thing is that I'm no longer the only one who has done this kind of game, David B. Thomas has also made a Pong game using a PIC, but he used a PIC16C711 (http://www.rt66.com/dthomas/pic/pong.html) ---- Contens of ZIP-file ---- tetris.txt You're reading it now ! =) gamefaq.txt Frequently asked questions about my games. tetris.asm The tetris game main source code (PAL version) tetris.hex The hex-file to put in a PIC16F84 to get the game up and running. ntsctetr.asm The tetris game main source code (NTSC version) ntsctetr.hex The hex-file to put in a PIC16F84 to get the game up and running (NTSC version). tetris.jpg Picture of the game in action. tetriss.gif schematic over the hardware tetrisl.gif the layout tetrisc.jpg the component placement ---- Problems ? ---- If you have questions about the games, make sure to check out the video game FAQ (Frequently Asked Questions) before you ask me. Also have a look at my microcontroller based projects homepage, which is located at http://www.efd.lth.se/~e96rg/mc/mc.html ---- Legal stuff ---- Video Tetris © Rickard Gunée. You may do what ever you want with the information in this zip-file, as long as you refer to the original author (by name and link to authors homepage), don't do it for profit and don't hurt or harm anyone or anything with it. The author can not be held responsible for any damage caused by any of the information related to this project.