Take the gameinfo register and render the wall and icon. The bit values are in the documentation. For now, just use the following, all of which should use `define_ for our initial conditions.
Register
Label
Value
game_info[1:0]
Sprite Direction
64
Internal[6:0]
Wall y-coordinate
64
Internal[5:0]
Wall width
16
The left wall will be (wall location - width), and the right wall is (wall location + width).
The _iconwall module computes from the location and dtg when it should be displayed and when it should be transparent. It sends this information to the colorizer. Since we're doing the sprite and wall, we should have a 4 bit output or 2 modules with 2 bit outputs each.
Simulate this with a testbench (defined as another issue).
Take the gameinfo register and render the wall and icon. The bit values are in the documentation. For now, just use the following, all of which should use `define_ for our initial conditions.
The left wall will be (wall location - width), and the right wall is (wall location + width).
The _iconwall module computes from the location and dtg when it should be displayed and when it should be transparent. It sends this information to the colorizer. Since we're doing the sprite and wall, we should have a 4 bit output or 2 modules with 2 bit outputs each.
Simulate this with a testbench (defined as another issue).