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13 Commits
sound_tuni
...
another_wi
Author | SHA1 | Date | |
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ba4248ff24 | |||
2cc5a6a4f3 | |||
5c86d55458 | |||
b9e5813223 | |||
1b4a93d9e1 | |||
30d50dcc5e | |||
1607dc62dd | |||
78df7eee66 | |||
09fe302e63
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d28e62fdd3
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01d4fe3f85
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5de2761fde | |||
1f807cdb7c |
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docs/IMG_4941.jpg
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docs/IMG_4941.jpg
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docs/IMG_4958.jpeg
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docs/IMG_4958.jpeg
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docs/sound-driver-2.png
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docs/sound-driver-2.png
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@ -7,7 +7,7 @@ MCU=msp430g2553
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CFLAGS=-Wall -mmcu=$(MCU) -std=gnu99 -I $(TOOLCHAIN_PREFIX)/include -O1 -g0
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# for debugging
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CFLAGS+= -g3 -ggdb -gdwarf-2
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#CFLAGS+= -g3 -ggdb -gdwarf-2
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LDFLAGS=-mmcu=$(MCU) -L $(TOOLCHAIN_PREFIX)/include
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120
game-ctrl/game.c
120
game-ctrl/game.c
@ -1,3 +1,5 @@
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// #define STATE_DEBUGGING
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#include "stddef.h"
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#include "stdint.h"
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@ -12,35 +14,36 @@
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#include "buttons.h"
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#define GAME_CYCLE_TIME 50
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#define GAME_CYCLE_TIME 10
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#define GAMEOVER_DELAY 10
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#define MAX_LEVEL 20
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#define MAX_LEVEL 100
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static uint8_t delayFactor(uint8_t level) {
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static uint16_t delayFactor(uint16_t level) {
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return MAX_LEVEL + 1 - level;
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}
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typedef enum {
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e_Phase_Game, e_Phase_GameOver
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} phase_t;
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typedef enum {
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e_Start, e_NewStone, e_Down, e_DownDelay, e_ClearRows,
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e_Start, e_NewStone, e_Down, e_DownDelay,
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e_ClearRowInit, e_ClearRowNext, e_ClearRowCheck, e_ClearRowFlash, e_ClearRowFlashDelay, e_ClearRowWipe,
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e_GameOver, e_GameOverFill, e_GameOverWipe, e_GameOverDelay
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} state_t;
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void gameExec(void *handle) {
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static phase_t phase;
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static state_t state = e_Start;
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static uint8_t gameOverDelay;
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static uint8_t rowIndex;
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static uint8_t proceedDelay;
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static uint8_t level;
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static uint16_t proceedDelay;
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static uint16_t level;
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static uint16_t filledLines;
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static uint16_t score;
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static bool newHighScoreAchieved;
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static uint8_t clearCheckCnt;
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#ifdef STATE_DEBUGGING
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displaySetValue(state);
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#endif
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// --- engine begin -------------------------------------------------------
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switch (state) {
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// --- phase: game --------------------------------------------------------
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@ -51,7 +54,6 @@ void gameExec(void *handle) {
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filledLines = 0;
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score = 0;
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newHighScoreAchieved = false;
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phase = e_Phase_Game;
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state = e_NewStone;
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break;
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@ -68,30 +70,77 @@ void gameExec(void *handle) {
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case e_DownDelay:
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proceedDelay--;
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if (proceedDelay == 0) {
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rowIndex = 0;
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state = e_ClearRows;
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state = e_Down;
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}
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break;
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case e_ClearRows:
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state = e_Down;
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break;
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case e_Down:
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if (! stoneMoveDown()) {
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soundCtrl(SOUND_LOCK);
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state = e_NewStone;
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stoneLock();
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state = e_ClearRowInit;
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} else {
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proceedDelay = delayFactor(level);
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state = e_DownDelay;
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}
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break;
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// --- phase: clear rows --------------------------------------------------
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case e_ClearRowInit:
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clearCheckCnt = 0;
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state = e_ClearRowCheck;
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break;
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case e_ClearRowNext:
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if (clearCheckCnt >= CANVAS_HEIGHT) {
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state = e_NewStone;
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} else {
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clearCheckCnt += 1;
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state = e_ClearRowCheck;
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}
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break;
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case e_ClearRowCheck:
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if (canvasIsRowFilled(clearCheckCnt)) {
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score += level;
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if (score > eepromReadHighScore()) {
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newHighScoreAchieved = true;
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eepromWriteHighScore(score);
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}
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state = e_ClearRowFlash;
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} else {
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state = e_ClearRowNext;
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}
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break;
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case e_ClearRowFlash:
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canvasFillRow(clearCheckCnt, _flash);
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state = e_ClearRowFlashDelay;
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break;
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case e_ClearRowFlashDelay:
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state = e_ClearRowWipe;
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break;
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case e_ClearRowWipe:
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canvasWipeRow(clearCheckCnt);
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filledLines += 1;
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if ((filledLines > 0) && ((filledLines % 10) == 0)) {
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if (level < MAX_LEVEL) {
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level += 1;
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}
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soundCtrl(SOUND_FANFARE);
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} else {
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soundCtrl(SOUND_PLING);
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}
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state = e_ClearRowNext;
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break;
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// --- phase: game over ---------------------------------------------------
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case e_GameOver:
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soundCtrl(SOUND_GAMEOVER);
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rowIndex = CANVAS_HEIGHT;
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phase = e_Phase_GameOver;
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state = e_GameOverFill;
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break;
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@ -121,42 +170,15 @@ void gameExec(void *handle) {
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}
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// --- engine end ---------------------------------------------------------
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bool wipedLines = false;
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canvasShow();
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if (phase == e_Phase_Game) {
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for (uint8_t r = 0; r < CANVAS_HEIGHT; r++) {
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if (canvasIsRowFilled(r)) {
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score += level;
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if (score > eepromReadHighScore()) {
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newHighScoreAchieved = true;
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eepromWriteHighScore(score);
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}
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displaySetValue(score);
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canvasWipeRow(r);
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canvasShow();
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wipedLines = true;
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filledLines += 1;
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}
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}
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}
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if (wipedLines) {
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soundCtrl(SOUND_PLING);
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}
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if (wipedLines && (filledLines > 0) && ((filledLines % 10) == 0)) {
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if (level < MAX_LEVEL) {
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level += 1;
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}
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soundCtrl(SOUND_FANFARE);
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}
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#ifndef STATE_DEBUGGING
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if (isGameActive()) {
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displaySetValue(score);
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} else {
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displaySetValue(eepromReadHighScore());
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}
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#endif
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}
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void gameInit() {
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@ -1,6 +1,7 @@
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#include <stdint.h>
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#include <stddef.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include "shapes.h"
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#include "myrand.h"
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@ -19,6 +20,7 @@ typedef struct {
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orientation_t orientation;
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uint8_t x; // column
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uint8_t y; // row
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bool locked;
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} stone_t;
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typedef struct {
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@ -363,6 +365,11 @@ void stoneCreate() {
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stone.orientation = e_0;
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stone.x = 4;
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stone.y = 0;
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stone.locked = false;
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}
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void stoneLock() {
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stone.locked = true;
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}
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uint8_t stoneIsValid() {
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@ -376,6 +383,12 @@ static uint8_t move(direction_t direction) {
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if (motions[stone.shape].nullRotation && (direction == e_RotateLeft || direction == e_RotateRight)) {
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return 1;
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}
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// if the stone is already locked, do nothing
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if (stone.locked) {
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return 0;
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}
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// check whether the pixels to move to are free
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if (canvasIsPixelFree(stone.x + motions[stone.shape].motion[direction][stone.orientation].set[0].x,
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stone.y + motions[stone.shape].motion[direction][stone.orientation].set[0].y) &&
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@ -5,6 +5,7 @@
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void shapesInit();
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void stoneCreate();
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void stoneLock();
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uint8_t stoneIsValid();
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uint8_t stoneDraw();
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uint8_t stoneMoveDown();
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10
readme.md
10
readme.md
@ -2,6 +2,14 @@
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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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This Tetris implementation consists of a hardware and a software (running on that hardware).
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The hardware utilizes four MSP430 microcontrollers for 1.) the game play, 2.) the play ground canvas, 3.) the score display and 4.) the sound effects.
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@ -54,7 +62,7 @@ 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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@ -1,6 +1,6 @@
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#include "colors.h"
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#define DIMM_FACTOR 3
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#define DIMM_FACTOR 5
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.section ".rodata","a"
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;; color definitions according to
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;; https://learn.sparkfun.com/tutorials/lilypad-protosnap-plus-activity-guide/3-custom-color-mixing
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@ -35,4 +35,8 @@ white:
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.byte 0xff>>DIMM_FACTOR, 0xff>>DIMM_FACTOR, 0xff>>DIMM_FACTOR, 0
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red:
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.byte 0xff>>DIMM_FACTOR, 0x00>>DIMM_FACTOR, 0x00>>DIMM_FACTOR, 0
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flash:
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.byte 0xff, 0xff, 0xff, 0
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;; .byte 0x00, 0x00, 0x00, 0
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;; .byte 0x80>>3, 0x00>>3, 0xff>>3, 0
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@ -16,6 +16,7 @@
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#define _yellow 0x0b
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#define _white 0x0c
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#define _red 0x0d
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#define _flash 0x0e
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@ -9,41 +9,17 @@ const t_tone plingVoice1[] = {
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{ .octave = e_O_5, .note = e_Cis, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_D, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_Dis, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_E, .length = e_L_1_4, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_E, .length = e_L_1_8, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_SyncMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_StopMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_EndMark, .legato = false, .staccato = false },
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};
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const t_tone plingVoice2[] = {
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_Gis, .length = e_L_1_4, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_SyncMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_HoldMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_EndMark, .legato = false, .staccato = false },
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};
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const t_tone plingVoice3[] = {
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_H, .length = e_L_1_4, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_SyncMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_HoldMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_EndMark, .legato = false, .staccato = false },
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};
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t_melodies pling = {
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.melodies = { { .amplitude = 12, .tones = plingVoice1 }, { .amplitude = 12, .tones = plingVoice2 }, { .amplitude = 12, .tones = plingVoice3 } },
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.numOfMelodies = 3,
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.melodies = { { .amplitude = 12, .tones = plingVoice1 } },
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.numOfMelodies = 1,
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.pace = 200,
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.chip = 1
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};
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@ -8,15 +8,15 @@ void muteInit() {
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P1DIR |= BIT6;
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// initially, mute
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P1OUT |= BIT6;
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}
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void mute() {
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P1OUT |= BIT6;
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}
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void unMute() {
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P1OUT &= ~BIT6;
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}
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void mute() {
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P1OUT &= ~BIT6;
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}
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void unMute() {
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P1OUT |= BIT6;
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}
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@ -96,9 +96,11 @@ void sequencerExec(void *handle) {
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melody->state = e_PlayTone;
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break;
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case e_Hold:
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psgPlayTone(melodies->chip, channel, 0, e_O_Null, e_Pause);
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break;
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case e_Terminate:
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schDel(melodies->taskId);
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psgPlayTone(melodies->chip, channel, 0, e_O_Null, e_Pause);
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slots &= ~(melodies->slotMask);
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break;
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}
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Reference in New Issue
Block a user