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====================== | ||
Game of Life on FPGA4U | ||
====================== | ||
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In this project, we implement the game of life on the `FPGA4U | ||
<http://fpga4u.epfl.ch>`__. The final result features a high-resolution VGA | ||
controller, an RS232 UART, and an SDRAM controller. It allows uplaoding game of | ||
life patterns and eight-color high resolution images. It is possible to run the | ||
game step by step or in continuous mode. The VHDL design is entirely | ||
configurable: baud rate, VGA resolution, and grid size are customizable. Our | ||
project uses two different PLLs for the VGA controller and the SDRAM to allow | ||
high screen refresh rates without being limited by the SDRAM speed. | ||
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This project was done in spring semester 2007 at the Logic Systems Laboratory, | ||
EPFL (Lausanne) under the supervision of Prof. Eduardo Sanchez. | ||
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.. image:: Documentation/images/picm.jpg | ||
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Setup Instructions | ||
================== | ||
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This readme explains how to build and run the project. For more details about | ||
the design and implementation, please go `here <Documentation/README.rst>`__. | ||
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1. Download and install Quartus II WebEdition v13.0sp1 with Cyclone II | ||
processor support. Note that more recent versions do not support Cyclone II | ||
anymore. | ||
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2. Install the Quartus programming driver. This is required in order to flash the | ||
bitstream on the development board. You should find the driver in | ||
``C:\altera\13.0sp1\quartus\drivers\usb-blaster-ii``. | ||
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3. Open the ``gameoflife.qpf`` project file. You should see something like this: | ||
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.. image:: Documentation/images/quartus1.png | ||
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4. Build the project (Processing / Start Compilation). At the end of the | ||
process, you should see the following summary: | ||
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.. image:: Documentation/images/quartus2.png | ||
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5. Connect the board via USB and open the programmer (Tools / Programmer). | ||
Select the ``USB Blaster`` and click ``Start``. | ||
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.. image:: Documentation/images/quartus3.png | ||
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6. Connect the VGA extension board to the output pins of the board as shown on the | ||
photo at the beginning of this tutorial. You can use any similar board as | ||
long as it has 3 pins for color input, 1 for vertical retrace, and 1 for | ||
horizontal retrace. You can see the pin assignments in the main ``bdf`` file | ||
above. | ||
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Customizing the Design Parameters | ||
================================= | ||
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You may customize the screen resolution, the serial port speed, as well as the | ||
pre-defined grid pattern by modifying the following settings. By default, | ||
they assume a 1280x1024 resolution and a 921600 baud rate. The VGA controller | ||
runs at 134MHz while the SDRAM runs at 80MHz. | ||
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.. image:: Documentation/images/quartus4.png | ||
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Uploading background images | ||
=========================== | ||
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When the design is loaded, the screen is initialized with a blue-black pattern. | ||
You can upload the background picture through the RS232 connector. | ||
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1. Install Visual Studio 2019 and build the ``Utilities.sln`` project. | ||
You will need C# and C++ support. | ||
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2. Connect an RS232 module to the board. You may use any module you want, e.g., | ||
a MAX232 chip. Note that by default, the design is compiled using a 921600 bps rate. | ||
Some USB-to-serial adapters, such as the Prolific PL2303 support high rates. | ||
If this is too high, reduce it by modifying the corresponding parameter and | ||
rebuild the project. | ||
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4. Put the board into image upload mode. | ||
All the switches on the board must be in the ``0`` position. | ||
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5. Choose a bitmap image (jpeg, bmp, png...) and convert it to a bitstream file | ||
that is understood by the design. | ||
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.. code-block:: bash | ||
cd C:\Users\demo\gameoflife\Samples\background | ||
..\..\Utilities\Release\BitmapConverter.exe bin space.jpg 4 space.bin | ||
..\..\Utilities\Release\Serial.exe 921600 space.bin \\.\com3 | ||
Uploading grid files | ||
==================== | ||
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You will find a few sample grids in the ``Samples\grid`` folder. | ||
A grid is a black-and-white 320x240 image. This image can be either generated | ||
from a ``.life`` file or hand-drawn. Then, the bitmap is converted to a binary | ||
file suitable for upload to the board. | ||
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1. Convert a ``.life`` file to a bitmap. | ||
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.. code-block:: bash | ||
..\..\Utilities\Release\net40\Grid2Bmp.exe 320 240 filler.life filler.bmp | ||
2. Convert the bitmap to a binary | ||
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.. code-block:: bash | ||
..\..\Utilities\Release\BitmapConverter.exe bin filler.bmp 1 filler.bin | ||
3. Put the board in grid upload mode. If you use the FPGA4U, enable switches 5 and 1 | ||
on ``SW2``. More information on the board layout and switch position can be found | ||
`here <https://fpga4u.epfl.ch/wiki/FPGA4U_Description.html#Switches>`__. | ||
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4. Upload the grid. | ||
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.. code-block:: bash | ||
..\..\Utilities\Release\Serial.exe 921600 filler.bin \\.\com3 | ||
5. Disable grid upload mode (switch 5), disable single step mode (switch 1), and | ||
resume the game (push button ``SW3``). |