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@ -18,21 +18,21 @@ These signals are related to code under tag `cycler_works_include_output_stage`.
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First octets:
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First octets:
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Last octets:
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Last octets:
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Schematics and legend for signals:
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Schematics and legend for signals:
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#### Some more explanations
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#### Some more explanations
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Consider above schematics and the screen shot "Last octets" from the oscilloscope.
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Consider above schematics and the screen shot "Last octets" from the oscilloscope.
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Timer TA1 is running in "up mode" to the value 45 set in compare register `TA1CCR0`. The compare registers `TA1CCR1` is set to 10, `TA1CCR2` is set to 22.
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Timer TA1 is running in "up mode" to the value 45 set in compare register `TA1CCR0`. The compare registers `TA1CCR1` is set to 10, `TA1CCR2` is set to 22.
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The output mode of the timer is set to "Reset/Set", which means the GPIO associated with `TA1CCR1` (P2.1) and `TA1CCR2` (P2.4) are set at the overflow and
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The output mode of the timer is set to "Reset/Set", which means the GPIO associated with `TA1CCR1` (P2.1) and `TA1CCR2` (P2.4) are set at the overflow and
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@ -40,7 +40,7 @@ restart of the counter and reset when the counter matches the associated compare
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So, on P2.1 (D1 on the oscilloscope) we have a long pulse and at P2.4 (D0 on the oscilloscope) we have a short pulse, with synchronous raising edge.
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So, on P2.1 (D1 on the oscilloscope) we have a long pulse and at P2.4 (D0 on the oscilloscope) we have a short pulse, with synchronous raising edge.
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The inverted signal P2.4 is connected to the Clock input of a 74HC74 D-flipflop, the data input of the flipflop is connected to GPIO P1.0 (D2 on the oscilloscope).
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The inverted signal P2.4 is connected to the Clock input of a 74HC74 D-flipflop, the data input of the flipflop is connected to GPIO P1.0 (D2 on the oscilloscope).
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@ -64,26 +64,26 @@ Additionally, when the first bit of a full draw screen cycle is presented at P1.
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Complete cycle: 2.48us
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Complete cycle: 2.48us
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Short pulse: 550ns
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Short pulse: 550ns
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Long pulse: 1.18us
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Long pulse: 1.18us
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### Load Time
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### Load Time
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During of loading data into five LEDs: 297us
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During of loading data into five LEDs: 297us
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During of loading data into six LEDs: 297us
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During of loading data into six LEDs: 297us
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| # of LEDs | Load Time measured | calculated |
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| # of LEDs | Load Time measured | calculated |
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@ -103,11 +103,11 @@ will not handle the reset correctly.
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The following circuitry should generate a valid reset signal far enough from the raise
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The following circuitry should generate a valid reset signal far enough from the raise
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of the supply voltage:
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of the supply voltage:
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The circuit generates the following signals:
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The circuit generates the following signals:
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##### Reference voltage (green):
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##### Reference voltage (green):
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@ -4,11 +4,11 @@
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Update Amplifier (separate input circuitry per PSG, it appears, that a silent PSG has a DC level on its output which is summarized to the AC output of the working PSG, so two input circuits with individual couping capacitor):
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Update Amplifier (separate input circuitry per PSG, it appears, that a silent PSG has a DC level on its output which is summarized to the AC output of the working PSG, so two input circuits with individual couping capacitor):
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Update of the power switch of the amplifier (at appears, that the small transistor couldn't deliver enough current):
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Update of the power switch of the amplifier (at appears, that the small transistor couldn't deliver enough current):
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This Tetris implementation consists of a hardware and a software (running on that hardware).
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This Tetris implementation consists of a hardware and a software (running on that hardware).
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@ -26,7 +26,7 @@ The buttons are debounced using RC circuitry and Schmitt triggers and connected
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The peripherial microcontrollers and the EEPROM are connected via SPI including individual chip select lines.
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The peripherial microcontrollers and the EEPROM are connected via SPI including individual chip select lines.
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## Play Ground Canvas
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## Play Ground Canvas
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@ -37,7 +37,7 @@ The play ground is implemented using a 10 * 20 matrix of PL9823 RGB LEDs which a
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The communcation with the game play controller is implemented as a sequences of tuples of LED address (0 to 211) and color code. A single octet of 253 where the LED address is expected is taken as the end-of-telegram mark. Readiness to receive a telegram is signaled to the game play controller via a single line connected to a GPIO of the game play controller.
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The communcation with the game play controller is implemented as a sequences of tuples of LED address (0 to 211) and color code. A single octet of 253 where the LED address is expected is taken as the end-of-telegram mark. Readiness to receive a telegram is signaled to the game play controller via a single line connected to a GPIO of the game play controller.
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[Details are here]({{< ref "rgb-driver.md" >}} "Details are here")
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[Details are here]({{< ref "rgb-driver.md" >}} "Details are here")
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@ -50,7 +50,7 @@ In the first place, a MAX7221 was meant to be used for connecting a multiple dig
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Communication with the game play controller is just a 16 bit number to be displayed.
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Communication with the game play controller is just a 16 bit number to be displayed.
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## Sound Effects
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## Sound Effects
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@ -63,8 +63,8 @@ An amplifier following the proposal of the AY-3-8913 datasheet is implemented us
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The clock generator proposed by the AY-3-8913 does not work reliably, so an alternative design from "The Art of Electronics" has been used.
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The clock generator proposed by the AY-3-8913 does not work reliably, so an alternative design from "The Art of Electronics" has been used.
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