rhodeser / tunnel-vision

FPGA implementation of a tunnel racing game
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Icon, wall movement display logic #3

Closed rhodeser closed 10 years ago

rhodeser commented 10 years ago

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).