Lots of porting to Arduino functions and standards.

This commit is contained in:
Nathan Seidle 2012-12-28 21:49:19 -07:00
parent 172c744f28
commit a9b242e9b6
2 changed files with 296 additions and 271 deletions

View File

@ -44,32 +44,135 @@
#include "hardware_versions.h"
// Define game parameters
#define MOVES_TO_WIN 13
#define TIME_LIMIT 3000 //3000ms = 3 sec
#define MOVES_TO_WIN 13 //Number of rounds to succesfully remember before you win. 13 is do-able.
#define ENTRY_TIME_LIMIT 3000 //Amount of time to press a button before game times out. 3000ms = 3 sec
#define sbi(port_name, pin_number) (port_name |= 1<<pin_number)
#define cbi(port_name, pin_number) ((port_name) &= (uint8_t)~(1 << pin_number))
#define MODE_MEMORY 0
#define MODE_BATTLE 1
#define MODE_BEEGEES 2
int battle = 0;
///These ints are for the begees loop funtion to work
int counter = 0; // for cycling through the LEDs during the beegees loop
int count = 20; // for keeping rhythm straight in the beegees loop
//////////////
int gameMode = MODE_MEMORY; //By default, let's play the memory game
// Game state variables
uint8_t moves[32];
uint8_t nmoves = 0;
//Timer 2 overflow ISR
ISR (SIG_OVERFLOW2)
/*ISR (SIG_OVERFLOW2)
{
// Prescalar of 1024, Clock = 16MHz, 15,625 clicks per second, 64us per click
// Preload timer 2 for 125 clicks. Should be 8ms per ISR call
TCNT2 = 131; //256 - 125 = 131
TCNT2 = 131; //256 - 125 = 131
}*/
void setup()
{
init_gpio();
randomSeed(analogRead(0)); //Seed the random generator with noise on pin A0
/*
//Set Timer 0 Registers to Default Setting to over-ride the timer initialization made in the init() function of the \
//Arduino Wiring library (Wiring.c in the hardware/core/arduino folder)
TCCR0A = 0;
TIMSK0 = 0;
// Init timer 0 for delay_us timing (1,000,000 / 1 = 1,000,000)
//TCCR0B = (1<<CS00); // Set Prescaler to 1. CS00=1
TCCR0B = (1<<CS01); // Set Prescaler to 1. CS00=1
// Init timer 2
ASSR = 0;
// Set Prescaler to 1024. CS22=1, CS21=1, CS20=1
TCCR2B = (1<<CS22)|(1<<CS21)|(1<<CS20);
TIMSK2 = (1<<TOIE2); // Enable Timer 2 Interrupt
cli(); //We don't use any interrupt functionality. Let's turn it off so Arduino doesn't screw around with it!
*/
Serial.begin(9600);
Serial.println("Welcome to Simon Says!");
/*
//Mode checking
// Check to see if the lower right button is pressed
if (checkButton() == CHOICE_YELLOW)
{
gameMode = MODE_BEEGEES;
//Turn on the yellow LED
setLEDs(CHOICE_YELLOW);
while(checkButton() != CHOICE_NONE) ; //Wait for user to stop pressing button
delay(100);
while(checkButton() == CHOICE_NONE)
{
//buzz(5);
//delay(750);
//if (checkButton() == CHOICE_NONE)
//{
//while (1)
playBeegees();
//}
}
}
// Check to see if LOWER RIGHT BUTTON is pressed
if (checkButton() == CHOICE_GREEN)
{
gameMode = MODE_BATTLE;
//Turn on the green LED
setLEDs(CHOICE_GREEN);
while(checkButton() != CHOICE_NONE) ; //Wait for user to stop pressing button
//Now do nothing. Battle mode will be serviced in the main routine
/*delay(100);
while(1)
{
buzz(5);
delay(750);
if (checkButton() == CHOICE_NONE){
battle = 1;
break;
}
}
*/
//}
play_winner();
}
void loop()
{
// Wait for user to start game
attractMode();
// Indicate the start of game play
setLEDs(CHOICE_RED|CHOICE_GREEN|CHOICE_BLUE|CHOICE_YELLOW);
delay(1000);
setLEDs(CHOICE_OFF);
delay(250);
// Play game and handle result
if (game_mode() != 0)
{
// Player won, play winner tones
play_winner();
}
else
{
// Player lost, play loser tones
play_loser();
}
}
//General short delays, using internal timer do a fairly accurate 1us
#ifdef CHIP_ATMEGA168
void delay_us(uint16_t delay)
@ -93,41 +196,29 @@ void delay_us(uint16_t delay)
}
#endif
//General short delays
void delay_ms(uint16_t x)
//Lights a given LEDs
//Pass in a byte that is made up from CHOICE_RED, CHOICE_YELLOW, etc
void setLEDs(byte leds)
{
while (x-- > 0) {
delay_us(1000);
}
}
if ((leds & CHOICE_RED) != 0)
digitalWrite(LED_RED, HIGH);
else
digitalWrite(LED_RED, LOW);
if ((leds & CHOICE_GREEN) != 0)
digitalWrite(LED_GREEN, HIGH);
else
digitalWrite(LED_GREEN, LOW);
//Light the given set of LEDs
void set_leds(uint8_t leds)
{
if ((leds & LED_RED) != 0) {
sbi(LED_RED_PORT, LED_RED_PIN);
}
else {
cbi(LED_RED_PORT, LED_RED_PIN);
}
if ((leds & LED_GREEN) != 0) {
sbi(LED_GREEN_PORT, LED_GREEN_PIN);
}
else {
cbi(LED_GREEN_PORT, LED_GREEN_PIN);
}
if ((leds & LED_BLUE) != 0) {
sbi(LED_BLUE_PORT, LED_BLUE_PIN);
}
else {
cbi(LED_BLUE_PORT, LED_BLUE_PIN);
}
if ((leds & LED_YELLOW) != 0) {
sbi(LED_YELLOW_PORT, LED_YELLOW_PIN);
}
else {
cbi(LED_YELLOW_PORT, LED_YELLOW_PIN);
}
if ((leds & CHOICE_BLUE) != 0)
digitalWrite(LED_BLUE, HIGH);
else
digitalWrite(LED_BLUE, LOW);
if ((leds & CHOICE_YELLOW) != 0)
digitalWrite(LED_YELLOW, HIGH);
else
digitalWrite(LED_YELLOW, LOW);
}
@ -154,93 +245,75 @@ void init_gpio(void)
PORTB = 0b00000011; // Enable pull-ups on buttons 2, 3
PORTD = 0b11000000; // Enable pull-up on button 0, 1
}
#endif // End BOARD_REV_4_9_2009
#endif // End BOARD_REV_4_9_2009
#ifdef BOARD_REV_PTH
void init_gpio(void)
{
// 1 = output, 0 = input
DDRB = 0b11101101; // LEDs and Buttons
DDRC = 0b11111111; // LEDs and Buttons
DDRD = 0b10111011; // LEDs, buttons, buzzer, TX/RX
//Enable pull ups on inputs
pinMode(BUTTON_RED, INPUT_PULLUP);
pinMode(BUTTON_GREEN, INPUT_PULLUP);
pinMode(BUTTON_BLUE, INPUT_PULLUP);
pinMode(BUTTON_YELLOW, INPUT_PULLUP);
PORTB = 0b00010010; // Enable pull-ups on buttons 1, 4
//PORTC = 0b00100110; // Enable pull-ups on buttons 0, 2, 3
PORTD = 0b01000100; // Enable pull-up on button 1
pinMode(LED_RED, OUTPUT);
pinMode(LED_GREEN, OUTPUT);
pinMode(LED_BLUE, OUTPUT);
pinMode(LED_YELLOW, OUTPUT);
pinMode(BUZZER1, OUTPUT);
pinMode(BUZZER2, OUTPUT);
}
#endif
#endif // End BOARD_REV_PTH
void ioinit(void)
// Returns a '1' bit in the position corresponding to CHOICE_RED, CHOICE_GREEN, etc.
byte checkButton(void)
{
init_gpio();
byte buttonPressed = CHOICE_NONE;
//Set Timer 0 Registers to Default Setting to over-ride the timer initialization made in the init() function of the \
//Arduino Wiring library (Wiring.c in the hardware/core/arduino folder)
TCCR0A = 0;
TIMSK0 = 0;
// Init timer 0 for delay_us timing (1,000,000 / 1 = 1,000,000)
//TCCR0B = (1<<CS00); // Set Prescaler to 1. CS00=1
TCCR0B = (1<<CS01); // Set Prescaler to 1. CS00=1
if (digitalRead(BUTTON_RED) == 0) buttonPressed |= CHOICE_RED;
if (digitalRead(BUTTON_GREEN) == 0) buttonPressed |= CHOICE_GREEN;
if (digitalRead(BUTTON_BLUE) == 0) buttonPressed |= CHOICE_BLUE;
if (digitalRead(BUTTON_YELLOW) == 0) buttonPressed |= CHOICE_YELLOW;
// Init timer 2
ASSR = 0;
// Set Prescaler to 1024. CS22=1, CS21=1, CS20=1
TCCR2B = (1<<CS22)|(1<<CS21)|(1<<CS20);
TIMSK2 = (1<<TOIE2); // Enable Timer 2 Interrupt
cli(); //We don't use any interrupt functionality. Let's turn it off so Arduino doesn't screw around with it!
}
// Returns a '1' bit in the position corresponding to LED_RED, etc.
uint8_t check_button(void)
{
uint8_t button_pressed = 0;
if ((BUTTON_RED_PORT & (1 << BUTTON_RED_PIN)) == 0)
button_pressed |= LED_RED;
if ((BUTTON_GREEN_PORT & (1 << BUTTON_GREEN_PIN)) == 0)
button_pressed |= LED_GREEN;
if ((BUTTON_BLUE_PORT & (1 << BUTTON_BLUE_PIN)) == 0)
button_pressed |= LED_BLUE;
if ((BUTTON_YELLOW_PORT & (1 << BUTTON_YELLOW_PIN)) == 0)
button_pressed |= LED_YELLOW;
return button_pressed;
return buttonPressed;
}
// Play the loser sound/lights
void play_loser(void)
{
set_leds(LED_RED|LED_GREEN);
setLEDs(CHOICE_RED|CHOICE_GREEN);
buzz_sound(255, 1500);
set_leds(LED_BLUE|LED_YELLOW);
setLEDs(CHOICE_BLUE|CHOICE_YELLOW);
buzz_sound(255, 1500);
set_leds(LED_RED|LED_GREEN);
setLEDs(CHOICE_RED|CHOICE_GREEN);
buzz_sound(255, 1500);
set_leds(LED_BLUE|LED_YELLOW);
setLEDs(CHOICE_BLUE|CHOICE_YELLOW);
buzz_sound(255, 1500);
}
// Play the winner sound
void winner_sound(void)
{
uint8_t x, y;
byte x, y;
// Toggle the buzzer at various speeds
for (x = 250; x > 70; x--) {
for (y = 0; y < 3; y++) {
sbi(BUZZER2_PORT, BUZZER2);
cbi(BUZZER1_PORT, BUZZER1);
for (x = 250 ; x > 70 ; x--) {
for (y = 0 ; y < 3 ; y++) {
//sbi(BUZZER2_PORT, BUZZER2);
//cbi(BUZZER1_PORT, BUZZER1);
digitalWrite(BUZZER2, HIGH);
digitalWrite(BUZZER1, LOW);
delayMicroseconds(x);
delay_us(x);
cbi(BUZZER2_PORT, BUZZER2);
sbi(BUZZER1_PORT, BUZZER1);
delay_us(x);
//cbi(BUZZER2_PORT, BUZZER2);
//sbi(BUZZER1_PORT, BUZZER1);
digitalWrite(BUZZER2, LOW);
digitalWrite(BUZZER1, HIGH);
delayMicroseconds(x);
}
}
}
@ -248,36 +321,33 @@ void winner_sound(void)
// Play the winner sound and lights
void play_winner(void)
{
set_leds(LED_GREEN|LED_BLUE);
setLEDs(CHOICE_GREEN|CHOICE_BLUE);
winner_sound();
set_leds(LED_RED|LED_YELLOW);
setLEDs(CHOICE_RED|CHOICE_YELLOW);
winner_sound();
set_leds(LED_GREEN|LED_BLUE);
setLEDs(CHOICE_GREEN|CHOICE_BLUE);
winner_sound();
set_leds(LED_RED|LED_YELLOW);
setLEDs(CHOICE_RED|CHOICE_YELLOW);
winner_sound();
}
// Plays the current contents of the game moves
void play_moves(void)
{
uint8_t move;
byte currentMove;
for (move = 0; move < nmoves; move++) {
toner(moves[move], 150);
delay_ms(150);
for (currentMove = 0 ; currentMove < nmoves ; currentMove++)
{
toner(moves[currentMove], 150);
delay(150);
}
}
// Adds a new random button to the game sequence, by sampling the timer
void add_to_moves(void)
{
uint8_t new_button;
// Use the lower 2 bits of the timer for the random value
new_button = 1 << (TCNT2 & 0x3);
moves[nmoves++] = new_button;
byte newButton = random(0, 3);
moves[nmoves++] = newButton; //Add this new button to the game array
}
// Adds a user defined button to the game sequence, by waiting for their input
@ -294,6 +364,7 @@ void add_to_moves_battle(void)
}
// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.
//Given a length and a
void buzz_sound(uint16_t buzz_length_ms, uint16_t buzz_delay_us)
{
uint32_t buzz_length_us;
@ -303,13 +374,18 @@ void buzz_sound(uint16_t buzz_length_ms, uint16_t buzz_delay_us)
buzz_length_us -= buzz_delay_us*2;
// Toggle the buzzer at various speeds
cbi(BUZZER1_PORT, BUZZER1);
sbi(BUZZER2_PORT, BUZZER2);
delay_us(buzz_delay_us);
//cbi(BUZZER1_PORT, BUZZER1);
//sbi(BUZZER2_PORT, BUZZER2);
digitalWrite(BUZZER1, LOW);
digitalWrite(BUZZER2, HIGH);
// delay_us(buzz_delay_us);
delayMicroseconds(buzz_delay_us);
sbi(BUZZER1_PORT, BUZZER1);
cbi(BUZZER2_PORT, BUZZER2);
delay_us(buzz_delay_us);
//sbi(BUZZER1_PORT, BUZZER1);
//cbi(BUZZER2_PORT, BUZZER2);
digitalWrite(BUZZER1, HIGH);
digitalWrite(BUZZER2, LOW);
delayMicroseconds(buzz_delay_us);
}
}
@ -322,52 +398,53 @@ void buzz_sound(uint16_t buzz_length_ms, uint16_t buzz_delay_us)
*/
void toner(uint8_t which, uint16_t buzz_length_ms)
{
set_leds(which);
setLEDs(which);
switch (which) {
case LED_RED:
buzz_sound(buzz_length_ms, 1136);
case CHOICE_RED:
// buzz_sound(buzz_length_ms, 1136);
tone(BUZZER1, 440, buzz_length_ms);
break;
case LED_GREEN:
buzz_sound(buzz_length_ms, 568);
case CHOICE_GREEN:
// buzz_sound(buzz_length_ms, 568);
tone(BUZZER1, 880, buzz_length_ms);
break;
case LED_BLUE:
buzz_sound(buzz_length_ms, 851);
case CHOICE_BLUE:
// buzz_sound(buzz_length_ms, 851);
tone(BUZZER1, 587, buzz_length_ms);
break;
case LED_YELLOW:
buzz_sound(buzz_length_ms, 638);
case CHOICE_YELLOW:
// buzz_sound(buzz_length_ms, 638);
tone(BUZZER1, 784, buzz_length_ms);
break;
}
// Turn off all LEDs
set_leds(0);
setLEDs(CHOICE_OFF);
}
// Show an "attract mode" display while waiting for user to press button.
void attract_mode(void)
void attractMode(void)
{
while (1) {
set_leds(LED_RED);
delay_ms(100);
if (check_button() != 0x00)
return;
while(1)
{
setLEDs(CHOICE_RED);
delay(100);
if (checkButton() != CHOICE_NONE) return;
set_leds(LED_BLUE);
delay_ms(100);
if (check_button() != 0x00)
return;
setLEDs(CHOICE_BLUE);
delay(100);
if (checkButton() != CHOICE_NONE) return;
set_leds(LED_GREEN);
delay_ms(100);
if (check_button() != 0x00)
return;
setLEDs(CHOICE_GREEN);
delay(100);
if (checkButton() != CHOICE_NONE) return;
set_leds(LED_YELLOW);
delay_ms(100);
if (check_button() != 0x00)
return;
setLEDs(CHOICE_YELLOW);
delay(100);
if (checkButton() != CHOICE_NONE) return;
}
}
@ -375,7 +452,7 @@ void attract_mode(void)
// Returns one of led colors (LED_RED, etc.) if successful, 0 if timed out
uint8_t wait_for_button(void)
{
uint16_t time_limit = TIME_LIMIT;
uint16_t time_limit = ENTRY_TIME_LIMIT;
uint8_t released = 0;
uint8_t old_button;
@ -384,22 +461,22 @@ uint8_t wait_for_button(void)
// Implement a small bit of debouncing
old_button = button;
button = check_button();
button = checkButton();
// Make sure we've seen the previous button released before accepting new buttons
if (button == 0)
if (button == CHOICE_NONE)
released = 1;
if (button == old_button && released == 1) {
// Make sure just one button is pressed
if (button == LED_RED ||
button == LED_BLUE ||
button == LED_GREEN ||
button == LED_YELLOW) {
if (button == CHOICE_RED ||
button == CHOICE_BLUE ||
button == CHOICE_GREEN ||
button == CHOICE_YELLOW) {
return button;
}
}
delay_ms(1);
delay(1);
time_limit--;
}
@ -412,26 +489,24 @@ int game_mode(void)
nmoves = 0;
int moves_to_win_var = MOVES_TO_WIN; // If in normal mode, then allow the user to win after a #define varialb up top (default is 13).
if(battle) moves_to_win_var = 1000; // If in battle mode, allow the users to go up to 1000 moves! Like anyone could possibly do that :)
if(gameMode == MODE_BATTLE) moves_to_win_var = 1000; // If in battle mode, allow the users to go up to 1000 moves! Like anyone could possibly do that :)
while (nmoves < moves_to_win_var)
{
uint8_t move;
// Add a button to the current moves, then play them back
if(battle)
if(gameMode == MODE_BATTLE)
add_to_moves_battle(); // If in battle mode, then listen for user input to choose the next step
else
add_to_moves();
if(battle)
if(gameMode == MODE_BATTLE)
; // If in battle mode, then don't play back the pattern, it's up the the users to remember it - then add on a move.
else
play_moves();
// Then require the player to repeat the sequence.
for (move = 0; move < nmoves; move++) {
uint8_t choice = wait_for_button();
for (byte currentMove = 0 ; currentMove < nmoves ; currentMove++) {
byte choice = wait_for_button();
// If wait timed out, player loses.
if (choice == 0)
@ -440,88 +515,34 @@ int game_mode(void)
toner(choice, 150);
// If the choice is incorect, player loses.
if (choice != moves[move]) {
if (choice != moves[currentMove]) {
return 0;
}
}
// Player was correct, delay before playing moves
if(battle)
if(gameMode == MODE_BATTLE)
{
//reduced wait time, because we want to allow the battle to go very fast!
//plus, if you use the delay(1000), then it may miss capturing the users next input.
delay_ms(100);
delay(100);
}
else
delay_ms(1000);
delay(1000);
}
// Player wins!
return 1;
}
void setup()
{
}
void loop()
{
// Setup IO pins and defaults
ioinit();
// Check to see if LOWER LEFT BUTTON is pressed
if (check_button() == LED_YELLOW){
while(1){
buzz(5);
delay_ms(750);
if (check_button() == 0x00){
while (1) beegees_loop();
}
}
}
// Check to see if LOWER RIGHT BUTTON is pressed
if (check_button() == LED_GREEN){
while(1){
buzz(5);
delay_ms(750);
if (check_button() == 0x00){
battle = 1;
break;
}
}
}
play_winner();
// Main loop
while (1) {
// Wait for user to start game
attract_mode();
// Indicate the start of game play
set_leds(LED_RED|LED_GREEN|LED_BLUE|LED_YELLOW);
delay_ms(1000);
set_leds(0);
delay_ms(250);
// Play game and handle result
if (game_mode() != 0) {
// Player won, play winner tones
play_winner();
}
else {
// Player lost, play loser tones
play_loser();
}
}
}
//These ints are for the begees loop funtion to work
int counter = 0; // for cycling through the LEDs during the beegees loop
int count = 20; // for keeping rhythm straight in the beegees loop
//
void beegees_loop()
//playBeegees() does nothing but play bad beegees music
void playBeegees()
{
buzz(3);
delay(400);
@ -593,18 +614,20 @@ void buzz(int tone){
count = 40;
// In order to keep all 5 notes the same length in time, you must compare them to the longest note (tonic) - aka the "1" note.
count = count*(2000/freq);
count = count * (2000/freq);
// this next function simply changes the next LED to turn on.
change_led();
changeLED();
// this next for loop actually makes the buzzer pin move.
// it uses the "count" variable to know how many times to play the frequency.
// -this keeps the timing correct.
for(int i = 0; i < count; i++){
for(int i = 0 ; i < count ; i++)
{
digitalWrite(BUZZER1, HIGH);
digitalWrite(BUZZER2, LOW);
delayMicroseconds(freq);
digitalWrite(BUZZER1, LOW);
digitalWrite(BUZZER2, HIGH);
delayMicroseconds(freq);
@ -631,8 +654,9 @@ void rest(int tone){
freq = 1110;
}
//freq = (freq/2);
count = 40;
count = count*(2000/freq);
count = count * (2000/freq);
//change_led();
for(int i = 0 ; i < count ; i++)
@ -646,15 +670,10 @@ void rest(int tone){
}
//
void change_led()
void changeLED()
{
if(counter > 3)
{
counter = 0;
}
set_leds(1 << counter);
setLEDs(1 << counter);
counter += 1;
if(counter > 3) counter = 0;
}

View File

@ -6,6 +6,14 @@
file attempts to map and support all the different hardware versions.
*/
#define CHOICE_OFF 0 //Used to control LEDs
#define CHOICE_NONE 0 //Used to check buttons
#define CHOICE_RED (1 << 0)
#define CHOICE_GREEN (1 << 1)
#define CHOICE_BLUE (1 << 2)
#define CHOICE_YELLOW (1 << 3)
// Uncomment one of the following, corresponding to the board you have.
//#define BOARD_REV_6_25_08
//#define BOARD_REV_4_9_2009
@ -15,38 +23,36 @@
#define CHIP_ATMEGA168
#define LED_RED (1 << 0)
#define LED_GREEN (1 << 1)
#define LED_BLUE (1 << 2)
#define LED_YELLOW (1 << 3)
// LED pin definitions, these are Arduino pins, not ATmega pins
#define LED_RED 10
#define LED_GREEN 3
#define LED_BLUE 13
#define LED_YELLOW 5
/* LED pin definitions */
#define LED_RED_PIN 2
#define LED_RED_PORT PORTB
#define LED_GREEN_PIN 3
#define LED_GREEN_PORT PORTD
#define LED_BLUE_PIN 5
#define LED_BLUE_PORT PORTB
#define LED_YELLOW_PIN 5
#define LED_YELLOW_PORT PORTD
//#define LED_RED_PORT PORTB
//#define LED_GREEN_PORT PORTD
//#define LED_BLUE_PORT PORTB
//#define LED_YELLOW_PORT PORTD
/* Button pin definitions */
#define BUTTON_RED_PIN 1
#define BUTTON_RED_PORT PINB
#define BUTTON_GREEN_PIN 2
#define BUTTON_GREEN_PORT PIND
#define BUTTON_BLUE_PIN 4
#define BUTTON_BLUE_PORT PINB
#define BUTTON_YELLOW_PIN 6
#define BUTTON_YELLOW_PORT PIND
// Button pin definitions
#define BUTTON_RED 9
#define BUTTON_GREEN 2
#define BUTTON_BLUE 12
#define BUTTON_YELLOW 6
/* Buzzer pin definitions */
#define BUZZER1 4
#define BUZZER1_PORT PORTD
#define BUZZER2 7
#define BUZZER2_PORT PORTD
//#define BUTTON_RED_PORT PINB
//#define BUTTON_GREEN_PORT PIND
//#define BUTTON_BLUE_PORT PINB
//#define BUTTON_YELLOW_PORT PIND
#endif /* BOARD_REV_PTH */
// Buzzer pin definitions
#define BUZZER1 4
#define BUZZER2 7
//#define BUZZER1_PORT PORTD
//#define BUZZER2_PORT PORTD
#endif // End definition for BOARD_REV_PTH
#ifdef BOARD_REV_6_25_08
@ -121,4 +127,4 @@
#define BUZZER2_PORT PORTD
#endif /* BOARD_REV_4_9_2009 */