hw-rollerderby-scoreboard/main.c

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#include <avr/io.h>
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#include <avr/interrupt.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <stdbool.h>
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// Number of shift registers in your scoreboard
// If you want scores to go over 199, you need 8
const int nsr = 6;
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//
// Timing stuff
//
// Make sure JIFFY_uS is going to be an integer and not a float!
#define JIFFIES_PER_SECOND 50
#define JIFFY_uS (1000000 / JIFFIES_PER_SECOND)
volatile uint32_t jiffies = 0;
volatile bool tick = false; // Set high when jiffy clock ticks
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// Clocks are in deciseconds
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uint16_t score_a = 0;
uint16_t score_b = 0;
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int16_t period_clock = -600 * 30;
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int16_t jam_clock = 0;
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enum {
SETUP,
JAM,
LINEUP,
TIMEOUT
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} state = SETUP;
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#define cbi(byt, bit) (byt &= ~_BV(bit))
#define sbi(byt, bit) (byt |= _BV(bit))
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#define MODE _BV(0)
#define SIN _BV(1)
#define SCLK _BV(2)
#define XLAT _BV(3)
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// Connect GSCLK to SCLK
// Connect BLANK to XLAT
// TRUST ME, THIS TOTALLY WORKS
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#define NESCLK _BV(4)
#define NESLTCH _BV(5)
#define NESSOUT _BV(6)
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// NES Controller buttons
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#define BTN_A _BV(7)
#define BTN_B _BV(6)
#define BTN_SELECT _BV(5)
#define BTN_START _BV(4)
#define BTN_UP _BV(3)
#define BTN_DOWN _BV(2)
#define BTN_LEFT _BV(1)
#define BTN_RIGHT _BV(0)
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#define bit(pin, bit, on) pin = (on ? (pin | bit) : (pin & ~bit))
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const uint8_t seven_segment_digits[] = {
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0x7b, 0x60, 0x37, 0x76, 0x6c, 0x5e, 0x5f, 0x70, 0x7f, 0x7e
};
const uint8_t setup_digits[] = {
0x1b, 0x12, 0x72
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};
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#define mode(on) bit(PORTD, MODE, on)
#define sin(on) bit(PORTD, SIN, on)
#define sclk(on) bit(PORTD, SCLK, on)
#define xlat(on) bit(PORTD, XLAT, on)
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void
latch()
{
xlat(true);
xlat(false);
}
void
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pulse()
{
sclk(true);
sclk(false);
}
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volatile uint32_t micros = 0;
// Interrupt called every 1024 µs
SIGNAL(TIMER0_OVF_vect)
{
uint32_t m = micros;
m += 1024;
if (m >= JIFFY_uS) {
m %= JIFFY_uS;
tick = true;
jiffies += 1;
}
micros = m;
}
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void
write(uint8_t number)
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{
int i;
int j;
// MSB first
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for (i = 7; i >= 0; i -= 1) {
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sin(number & (1 << i));
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for (j = 0; j < 12; j += 1) {
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pulse();
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}
}
}
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void
write_num(uint16_t number, int digits)
{
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uint16_t divisor = 1;
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int i;
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for (i = 0; i < digits; i += 1) {
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uint16_t n = (number / divisor) % 10;
write(seven_segment_digits[n]);
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divisor *= 10;
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}
}
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/*
* Update all the digits
*/
void
draw()
{
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uint16_t clk;
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//XXX testing
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write_num(score_a, 3);
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if ((state == TIMEOUT) && (jam_clock % 8 == 0)) {
for (clk = 0; clk < 4; clk += 1) {
write(0);
}
} else {
clk = (abs(period_clock / 10) / 60) * 100;
clk += abs(period_clock / 10) % 60;
write_num(clk, 4);
}
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if (state == SETUP) {
write(setup_digits[2]);
write(setup_digits[1]);
write(setup_digits[1]);
write(setup_digits[0]);
} else {
clk = (abs(jam_clock / 600) % 10) * 1000;
clk += abs(jam_clock) % 600;
write_num(clk, 4);
}
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//write_num(score_b, 2);
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latch();
pulse();
}
/*
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* Probe the NES controller
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*/
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uint8_t
nesprobe()
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{
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int i;
uint8_t state = 0;
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uint8_t ret = 0;
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static uint8_t last_controller = 0;
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PORTD |= NESLTCH;
PORTD &= ~NESLTCH;
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for (i = 0; i < 8; i += 1) {
state <<= 1;
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if (PIND & NESSOUT) {
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// Button not pressed
} else {
state |= 1;
}
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PORTD |= NESCLK;
PORTD &= ~NESCLK;
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}
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// Only report button down events.
ret = (last_controller ^ state) & state;
last_controller = state;
return ret;
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}
void
update_controller()
{
uint8_t val = nesprobe();
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int inc = 1;
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if ((val & BTN_A) && (state != JAM)) {
state = JAM;
jam_clock = -600 * 2;
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}
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if ((val & BTN_B) && (state != LINEUP)) {
state = LINEUP;
jam_clock = -300;
}
if ((val & BTN_START) && (state != TIMEOUT)) {
state = TIMEOUT;
jam_clock = 1;
}
if (val & BTN_SELECT) {
inc = -1;
// XXX: if in timeout, select digit to adjust
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}
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if (val & BTN_LEFT) {
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score_a += inc;
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}
if (val & BTN_RIGHT) {
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score_b += inc;
}
if (val) {
PORTB = 0xff;
} else {
PORTB = 0;
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}
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}
/*
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*
* Main program
*
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*/
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void
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init(void)
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{
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// Set timer 0 interrupt clock divider to 64
TCCR0B = 0x03;
// enable timer 0 overflow interrupt
TIMSK0 = 0x01;
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// Enable interrupts
sei();
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}
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void
setup()
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{
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int i;
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DDRD = ~(NESSOUT);
DDRB = 0xff;
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PORTD = 0;
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// Datasheet says you have to do this before DC initialization.
// In practice it doesn't seem to matter, but what the hey.
draw();
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// Initialize dot correction logic
mode(true);
sin(true);
for (i = 0; i < nsr * 96; i += 1) {
pulse();
}
latch();
mode(false);
}
void
loop()
{
uint32_t i;
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if (tick) {
tick = false;
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update_controller();
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if (jiffies % (JIFFIES_PER_SECOND / 10) == 0) {
switch (state) {
case SETUP:
break;
case TIMEOUT:
if (period_clock) {
period_clock += 1;
}
// fall through
case JAM:
case LINEUP:
if (jam_clock) {
jam_clock += 1;
}
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}
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draw();
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}
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}
}
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int
main(void)
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{
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init();
setup();
for (;;) {
loop();
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}
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return 0;
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}
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