我试图在Verilog中重建冒险(1979),到目前为止,我已完成角色移动,碰撞和地图生成。在我将地图分成模块之前,它没有闪现那么多,现在它不断地闪烁。当我查看这个问题时,我发现Basys2板上的时钟非常嘈杂,可能是罪魁祸首。然而,将地图放入模块不应该让它变得更糟,除非我搞砸了。知道发生了什么吗?
这是我的地图生成器:
module map_generator(clk_vga, reset, CurrentX, CurrentY, HBlank, VBlank, playerPosX, playerPosY, mapData
);
input clk_vga;
input reset;
input [9:0]CurrentX;
input [8:0]CurrentY;
input HBlank;
input VBlank;
input [9:0]playerPosX;
input [8:0]playerPosY;
output [7:0]mapData;
reg [7:0]mColor;
reg [5:0]currentMap = 0;
wire [7:0]startCastle;
StartCastle StartCastle(
.clk_vga(clk_vga),
.CurrentX(CurrentX),
.CurrentY(CurrentY),
.mapData(startCastle)
);
always @(posedge clk_vga) begin
if(reset)begin
currentMap <= 0;
end
end
always @(posedge clk_vga) begin
if(HBlank || VBlank) begin
mColor <= 0;
end
else begin
if(currentMap == 4'b0000) begin
mColor[7:0] <= startCastle[7:0];
end
//Add more maps later
end
end
assign mapData[7:0] = mColor[7:0];
endmodule
这里是startCastle:
module StartCastle(clk_vga, CurrentX, CurrentY, active, mapData);
input clk_vga;
input [9:0]CurrentX;
input [8:0]CurrentY;
input active;
output [7:0]mapData;
reg [7:0]mColor;
always @(posedge clk_vga) begin
if(CurrentY < 40) begin
mColor[7:0] <= 8'b11100000;
end
else if(CurrentX < 40) begin
mColor[7:0] <= 8'b11100000;
end
else if(~(CurrentX < 600)) begin
mColor[7:0] <= 8'b11100000;
end
else if((~(CurrentY < 440) && (CurrentX < 260)) || (~(CurrentY < 440) && ~(CurrentX < 380))) begin
mColor[7:0] <= 8'b11100000;
end else
mColor[7:0] <= 8'b00011100;
end
assign mapData = mColor;
endmodule
这是连接到我的顶层模块的VGA驱动程序:
module vga_driver(clk_50MHz, vs_vga, hs_vga, RED, GREEN, BLUE, HBLANK, VBLANK, CURX, CURY, COLOR, CLK_DATA, RESET);
input clk_50MHz;
output vs_vga;
output hs_vga;
output [2:0] RED;
output [2:0] GREEN;
output [1:0] BLUE;
output HBLANK;
output VBLANK;
reg VS = 0;
reg HS = 0;
input RESET;
//current client data
input [7:0] COLOR;
output CLK_DATA;
output [9:0] CURX;
output [8:0] CURY;
//##### Module constants (http://tinyvga.com/vga-timing/640x480@60Hz)
parameter HDisplayArea = 640; // horizontal display area
parameter HLimit = 800; // maximum horizontal amount (limit)
parameter HFrontPorch = 16; // h. front porch
parameter HBackPorch = 48; // h. back porch
parameter HSyncWidth = 96; // h. pulse width
parameter VDisplayArea = 480; // vertical display area
parameter VLimit = 525; // maximum vertical amount (limit)
parameter VFrontPorch = 10; // v. front porch
parameter VBackPorch = 33; // v. back porch
parameter VSyncWidth = 2; // v. pulse width
//##### Local variables
wire clk_25MHz;
reg [9:0] CurHPos = 0; //maximum of HLimit (2^10 - 1 = 1023)
reg [9:0] CurVPos = 0; //maximum of VLimit
reg HBlank_reg, VBlank_reg, Blank = 0;
reg [9:0] CurrentX = 0; //maximum of HDisplayArea
reg [8:0] CurrentY = 0; //maximum of VDisplayArea (2^9 - 1 = 511)
//##### Submodule declaration
clock_divider clk_div(.clk_in(clk_50MHz), .clk_out(clk_25MHz));
//shifts the clock by half a period (negates it)
//see timing diagrams for a better understanding of the reason for this
clock_shift clk_shift(.clk_in(clk_25MHz), .clk_out(CLK_DATA));
//simulate the vertical and horizontal positions
always @(posedge clk_25MHz) begin
if(CurHPos < HLimit-1) begin
CurHPos <= CurHPos + 1;
end
else begin
CurHPos <= 0;
if(CurVPos < VLimit-1)
CurVPos <= CurVPos + 1;
else
CurVPos <= 0;
end
if(RESET) begin
CurHPos <= 0;
CurVPos <= 0;
end
end
//##### VGA Logic (http://tinyvga.com/vga-timing/640x480@60Hz)
//HSync logic
always @(posedge clk_25MHz)
if((CurHPos < HSyncWidth) && ~RESET)
HS <= 1;
else
HS <= 0;
//VSync logic
always @(posedge clk_25MHz)
if((CurVPos < VSyncWidth) && ~RESET)
VS <= 1;
else
VS <= 0;
//Horizontal logic
always @(posedge clk_25MHz)
if((CurHPos >= HSyncWidth + HFrontPorch) && (CurHPos < HSyncWidth + HFrontPorch + HDisplayArea) || RESET)
HBlank_reg <= 0;
else
HBlank_reg <= 1;
//Vertical logic
always @(posedge clk_25MHz)
if((CurVPos >= VSyncWidth + VFrontPorch) && (CurVPos < VSyncWidth + VFrontPorch + VDisplayArea) || RESET)
VBlank_reg <= 0;
else
VBlank_reg <= 1;
//Do not output any color information when we are in the vertical
//or horizontal blanking areas. Set a boolean to keep track of this.
always @(posedge clk_25MHz)
if((HBlank_reg || VBlank_reg) && ~RESET)
Blank <= 1;
else
Blank <= 0;
//Keep track of the current "real" X position. This is the actual current X
//pixel location abstracted away from all the timing details
always @(posedge clk_25MHz)
if(HBlank_reg && ~RESET)
CurrentX <= 0;
else
CurrentX <= CurHPos - HSyncWidth - HFrontPorch;
//Keep track of the current "real" Y position. This is the actual current Y
//pixel location abstracted away from all the timing details
always @(posedge clk_25MHz)
if(VBlank_reg && ~RESET)
CurrentY <= 0;
else
CurrentY <= CurVPos - VSyncWidth - VFrontPorch;
assign CURX = CurrentX;
assign CURY = CurrentY;
assign VBLANK = VBlank_reg;
assign HBLANK = HBlank_reg;
assign hs_vga = HS;
assign vs_vga = VS;
//Respects VGA Blanking areas
assign RED = (Blank) ? 3'b000 : COLOR[7:5];
assign GREEN = (Blank) ? 3'b000 : COLOR[4:2];
assign BLUE = (Blank) ? 2'b00 : COLOR[1:0];
endmodule
CLK_DIV:
module clock_divider(clk_in, clk_out);
input clk_in;
output clk_out;
reg clk_out = 0;
always @(posedge clk_in)
clk_out <= ~clk_out;
endmodule
clk_shift:
module clock_shift(clk_in, clk_out);
input clk_in;
output clk_out;
assign clk_out = ~clk_in;
endmodule
答案 0 :(得分:1)
我发布此答案是因为我无法在评论中添加照片。
这是你的设计的样子吗?
我唯一的猜测是,在vga_driver
和/或map_generator
实例化期间(如果使用旧样式实例化),您可能错放了一些端口。不过,我要检查VGA时间,因为我可以在屏幕左侧看到一条奇怪的垂直线,好像可以看到hblank间隔。
顺便说一下:我改变了生成显示的方式。您可以将regs用于HS,VS等,并在下一个时钟周期更新。我将显示生成视为FSM,因此输出来自由计数器的某些值(或值范围)触发的组合块。此外,我启动水平和垂直计数器,因此在屏幕的像素坐标中测量的位置(0,0)实际上映射到水平和垂直计数器的值(0,0),因此不需要算术。
这是我的VGA显示生成版本:
module videosyncs (
input wire clk,
input wire [2:0] rin,
input wire [2:0] gin,
input wire [1:0] bin,
output reg [2:0] rout,
output reg [2:0] gout,
output reg [1:0] bout,
output reg hs,
output reg vs,
output wire [10:0] hc,
output wire [10:0] vc
);
/* http://www.abramovbenjamin.net/calc.html */
// VGA 640x480@60Hz,25MHz
parameter htotal = 800;
parameter vtotal = 524;
parameter hactive = 640;
parameter vactive = 480;
parameter hfrontporch = 16;
parameter hsyncpulse = 96;
parameter vfrontporch = 11;
parameter vsyncpulse = 2;
parameter hsyncpolarity = 0;
parameter vsyncpolarity = 0;
reg [10:0] hcont = 0;
reg [10:0] vcont = 0;
reg active_area;
assign hc = hcont;
assign vc = vcont;
always @(posedge clk) begin
if (hcont == htotal-1) begin
hcont <= 0;
if (vcont == vtotal-1) begin
vcont <= 0;
end
else begin
vcont <= vcont + 1;
end
end
else begin
hcont <= hcont + 1;
end
end
always @* begin
if (hcont>=0 && hcont<hactive && vcont>=0 && vcont<vactive)
active_area = 1'b1;
else
active_area = 1'b0;
if (hcont>=(hactive+hfrontporch) && hcont<(hactive+hfrontporch+hsyncpulse))
hs = hsyncpolarity;
else
hs = ~hsyncpolarity;
if (vcont>=(vactive+vfrontporch) && vcont<(vactive+vfrontporch+vsyncpulse))
vs = vsyncpolarity;
else
vs = ~vsyncpolarity;
end
always @* begin
if (active_area) begin
gout = gin;
rout = rin;
bout = bin;
end
else begin
gout = 3'h00;
rout = 3'h00;
bout = 2'h00;
end
end
endmodule
由vga_driver
模块实例化,该模块只是该模块的包装器:
module vga_driver (
input wire clk_25MHz,
output wire vs_vga,
output wire hs_vga,
output wire [2:0] RED,
output wire [2:0] GREEN,
output wire [1:0] BLUE,
output wire HBLANK,
output wire VBLANK,
output [9:0] CURX,
output [8:0] CURY,
input [7:0] COLOR,
input wire RESET
);
assign HBLANK = 0;
assign VBLANK = 0;
videosyncs syncgen (
.clk(clk_25MHz),
.rin(COLOR[7:5]),
.gin(COLOR[4:2]),
.bin(COLOR[1:0]),
.rout(RED),
.gout(GREEN),
.bout(BLUE),
.hs(hs_vga),
.vs(vs_vga),
.hc(CURX),
.vc(CURY)
);
endmodule
请注意,在map_generator
中,此if
块中的第一个always
语句永远不会成立。我们可以忘掉它,因为VGA显示模块会在需要时将RGB输出留空。
always @(posedge clk_vga) begin
if(HBlank || VBlank) begin //
mColor <= 0; // Never reached
end //
else begin //
if(currentMap == 4'b0000) begin
mColor[7:0] <= startCastle[7:0];
end
//Add more maps later
end
end
使用相同的方法,我已将地图生成器模块转换为组合模块。例如,对于地图0(城堡 - 没有城堡,我看 - )就像这样:
module StartCastle(
input wire [9:0] CurrentX,
input wire [8:0] CurrentY,
output wire [7:0] mapData
);
reg [7:0] mColor;
assign mapData = mColor;
always @* begin
if(CurrentY < 40) begin
mColor[7:0] <= 8'b11100000;
end
else if(CurrentX < 40) begin
mColor[7:0] <= 8'b11100000;
end
else if(~(CurrentX < 600)) begin
mColor[7:0] <= 8'b11100000;
end
else if((~(CurrentY < 440) && (CurrentX < 260)) || (~(CurrentY < 440) && ~(CurrentX < 380))) begin
mColor[7:0] <= 8'b11100000;
end else
mColor[7:0] <= 8'b00011100;
end
endmodule
只是一个FSM,其输出是像素中的颜色。输入是当前像素的坐标。
因此,当显示地图0时,map_generator只是根据currentMap的当前值切换到它
module map_generator (
input wire clk,
input wire reset,
input wire [9:0]CurrentX,
input wire [8:0]CurrentY,
input wire HBlank,
input wire VBlank,
input wire [9:0]playerPosX,
input wire [8:0]playerPosY,
output wire [7:0]mapData
);
reg [7:0] mColor;
assign mapData = mColor;
reg [5:0]currentMap = 0;
wire [7:0] castle_map;
StartCastle StartCastle(
.CurrentX(CurrentX),
.CurrentY(CurrentY),
.mapData(castle_map)
);
always @(posedge clk) begin
if(reset) begin
currentMap <= 0;
end
end
always @* begin
if(currentMap == 6'b000000) begin
mColor = castle_map;
end
//Add more maps later
end
endmodule
这可能看起来像生成了很多梳状逻辑,因此可能会发生故障。它实际上非常快,屏幕上没有明显的毛刺,您可以使用实际的当前x和y坐标来选择屏幕上显示的内容。因此,不需要倒置时钟。我的设计的最终版本只有一个25MHz的时钟。
顺便说一句,您希望保持设备相关的结构远离您的设计,将时钟发生器等设置在单独的模块中,这些模块将连接到顶层模块中的设计,这应该是唯一依赖设备的模块。
所以,我写了一个与设备无关的冒险模块,它将包含整个游戏:
module adventure (
input clk_vga,
input reset,
output vs_vga,
output hs_vga,
output [2:0] RED,
output [2:0] GREEN,
output [1:0] BLUE
);
wire HBLANK, VBLANK;
wire [7:0] COLOR;
wire [9:0] CURX;
wire [8:0] CURY;
wire [9:0] playerPosX = 10'd320; // no actually used in the design yet
wire [8:0] playerPosY = 9'd240; // no actually used in the design yet
vga_driver the_screen (.clk_25MHz(clk_vga),
.vs_vga(vs_vga),
.hs_vga(hs_vga),
.RED(RED),
.GREEN(GREEN),
.BLUE(BLUE),
.HBLANK(HBLANK),
.VBLANK(VBLANK),
.CURX(CURX),
.CURY(CURY),
.COLOR(COLOR)
);
map_generator the_mapper (.clk(clk_vga),
.reset(reset),
.CurrentX(CURX),
.CurrentY(CURY),
.HBlank(HBLANK),
.VBlank(VBLANK),
.playerPosX(playerPosX),
.playerPosY(playerPosY),
.mapData(COLOR)
);
endmodule
此模块不完整:它缺少来自操纵杆或任何其他输入设备的输入以更新玩家当前位置。目前,玩家当前位置是固定的。
顶级设计(TLD)专为您所拥有的FPGA培训师编写。在这里,您需要使用设备的可用资源生成适当的时钟,例如Spartan 3 / 3E设备中的DCM。
module tld_basys(
input wire clk_50MHz,
input wire RESET,
output wire vs_vga,
output wire hs_vga,
output wire [2:0] RED,
output wire [2:0] GREEN,
output wire [1:0] BLUE
);
wire clk_25MHz;
dcm_clocks gen_vga_clock (
.CLKIN_IN(clk_50MHz),
.CLKDV_OUT(clk_25MHz)
);
adventure the_game (.clk_vga(clk_25MHz),
.reset(RESET),
.vs_vga(vs_vga),
.hs_vga(hs_vga),
.RED(RED),
.GREEN(GREEN),
.BLUE(BLUE)
);
endmodule
DCM生成的时钟进入该模块(由Xilinx核心生成器生成)
module dcm_clocks (CLKIN_IN,
CLKDV_OUT
);
input CLKIN_IN;
output CLKDV_OUT;
wire CLKFB_IN;
wire CLKFX_BUF;
wire CLKDV_BUF;
wire CLKIN_IBUFG;
wire CLK0_BUF;
wire GND_BIT;
assign GND_BIT = 0;
BUFG CLKDV_BUFG_INST (.I(CLKDV_BUF),
.O(CLKDV_OUT));
IBUFG CLKIN_IBUFG_INST (.I(CLKIN_IN),
.O(CLKIN_IBUFG));
BUFG CLK0_BUFG_INST (.I(CLK0_BUF),
.O(CLKFB_IN));
DCM_SP #(.CLKDV_DIVIDE(2.0), .CLKIN_DIVIDE_BY_2("FALSE"),
.CLKIN_PERIOD(20.000), .CLKOUT_PHASE_SHIFT("NONE"),
.DESKEW_ADJUST("SYSTEM_SYNCHRONOUS"), .DFS_FREQUENCY_MODE("LOW"),
.DLL_FREQUENCY_MODE("LOW"), .DUTY_CYCLE_CORRECTION("TRUE"),
.FACTORY_JF(16'hC080), .PHASE_SHIFT(0), .STARTUP_WAIT("FALSE") )
DCM_SP_INST (.CLKFB(CLKFB_IN),
.CLKIN(CLKIN_IBUFG),
.DSSEN(GND_BIT),
.PSCLK(GND_BIT),
.PSEN(GND_BIT),
.PSINCDEC(GND_BIT),
.RST(GND_BIT),
.CLKDV(CLKDV_BUF),
.CLKFX(),
.CLKFX180(),
.CLK0(CLK0_BUF),
.CLK2X(),
.CLK2X180(),
.CLK90(),
.CLK180(),
.CLK270(),
.LOCKED(),
.PSDONE(),
.STATUS());
endmodule
尽管安全(对于Xilinx器件)使用简单的时钟分频器是一样的。如果您担心合成器不会将分频时钟视为实际时钟,请添加BUFG原语以将分频器的输出路由到全局缓冲区,以便可以将其用作时钟而不会出现任何问题(请参阅上面的模块关于如何做到这一点的一个例子。)
作为最后一点,您可能希望通过为图形使用24位颜色,从最终设备中添加更多独立性。在TLD中,您将使用您真正拥有的每个颜色分量的实际位数,但如果您从具有8位颜色训练板的Basys2移动到具有12位颜色的Nexys4板,您将自动享受更丰富的输出显示。
现在,它看起来像这样(左边没有竖条,颜色看起来更有活力)