#include #include #include #include #include #include "avr.h" #include "config.h" // // Timing stuff // // // 2**32 deciseconds = 13.610221 years // // As long as you unplug your scoreboard once every 10 years or so, // you're good. // volatile uint32_t jiffies = 0; // Elapsed time in deciseconds (tenths of a second) volatile bool tick = false; // Set high when jiffy clock ticks // Clocks are in deciseconds int16_t score_a = 0; int16_t score_b = 0; int16_t period_clock = PERIOD_DEFAULT; int16_t jam_duration = JAM_DEFAULT; int16_t lineup_duration = LINEUP_DEFAULT; int16_t jam_clock = JAM_DEFAULT; enum { TIMEOUT = 0, JAM, LINEUP, KONAMI } state = TIMEOUT; bool setup = true; // NES Controller buttons #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) const uint8_t konami_code[] = { BTN_UP, BTN_UP, BTN_DOWN, BTN_DOWN, BTN_LEFT, BTN_RIGHT, BTN_LEFT, BTN_RIGHT, BTN_B, BTN_A, 0 }; int konami_pos = 0; const uint8_t test_pattern[] = { _BV(2), _BV(3), _BV(4), _BV(5), _BV(6), _BV(1), _BV(0), _BV(7) }; const uint8_t seven_segment_digits[] = { // 0 1 2 3 4 5 6 7 8 9 0x7b, 0x60, 0x37, 0x76, 0x6c, 0x5e, 0x5f, 0x70, 0x7f, 0x7e }; // keyed by state const uint8_t indicator[] = { // t, J, L, - 0x0f, 0x63, 0x0b, 0x04 }; #define max(a, b) ((a)>(b)?(a):(b)) #define min(a, b) ((a)<(b)?(a):(b)) void latch() { sltch(true); sltch(false); } void pulse() { sclk(true); sclk(false); } void write(uint8_t number) { int i; int j; // MSB first for (i = 7; i >= 0; i -= 1) { sin(number & (1 << i)); pulse(); } } void write_num(uint16_t number, int digits) { int i; for (i = 0; i < digits; i += 1) { uint8_t out = seven_segment_digits[number % 10]; // Overflow indicator if ((i == digits - 1) && (number > 9)) { // Blink to indicate double-rollover if ((number > 19) && (jiffies % 3 == 0)) { // leave it blank } else { out ^= 0x80; } } write(out); number /= 10; } } uint16_t clock_of_jiffies(int16_t jiffies) { uint16_t seconds; uint16_t ret; // People read "0:00" as the time being out. // Add 0.9 seconds to make the ALU's truncation be a "round up" seconds = (abs(jiffies) + 9) / 10; ret = (seconds / 60) * 100; // Minutes ret += seconds % 60; // Seconds return ret; } inline uint16_t write_pclock() { uint16_t pclk = clock_of_jiffies(period_clock); bool blank = ((state == TIMEOUT) && (jiffies % 8 == 0)); // Period clock if (blank) { write(0); write(0); write(0); write(0); } else { write_num(pclk, 4); } } /* * Update all the digits */ void draw() { uint16_t jclk = clock_of_jiffies(jam_clock); // Segments test mode if (KONAMI == state) { int i; for (i = 0; i < 12; i += 1) { write(test_pattern[jiffies % (sizeof test_pattern)]); } latch(); pulse(); return; } write_num(score_b, SCORE_DIGITS); write_num(jclk, 2); #ifdef JAM_SPLIT write_pclock(); #endif write_num(jclk / 100, JAM_DIGITS - 2); #ifdef JAM_INDICATOR write(indicator[state]); #endif #ifndef JAM_SPLIT write_pclock(); #endif write_num(score_a, SCORE_DIGITS); // Tell chips to start displaying new values latch(); pulse(); } /* * Probe the NES controller */ uint8_t nesprobe() { int i; uint8_t state = 0; nesltch(true); nesltch(false); for (i = 0; i < 8; i += 1) { state <<= 1; if (nesout()) { // Button not pressed } else { state |= 1; } nesclk(true); nesclk(false); } // Only report button down events. return state; } void update_controller() { static uint8_t last_held = 0; static uint32_t last_change = 0; static uint32_t last_typematic = 0; uint8_t held; uint8_t pressed; int typematic = 0; int inc = 1; held = nesprobe(); pressed = (last_held ^ held) & held; // Set up typematic acceleration if (last_held != held) { // Debounce if (last_change == jiffies) { return; } last_change = jiffies; last_typematic = jiffies; last_held = held; typematic = 1; } else if (jiffies > last_typematic) { last_typematic = jiffies; if (jiffies - last_change < 6) { typematic = 0; } else if (jiffies - last_change < 40) { typematic = 1; } else if (jiffies - last_change < 80) { typematic = 10; } else { typematic = 20; } } if (pressed == konami_code[konami_pos]) { konami_pos += 1; if (konami_code[konami_pos] == 0) { state = KONAMI; konami_pos = 0; return; } else if (konami_pos > 3) { return; } } else if (pressed) { konami_pos = 0; } // Select means subtract if (held & BTN_SELECT) { inc = -1; } if (setup && (held & BTN_START) && (pressed & BTN_SELECT)) { jam_duration += 30 * 10; if (jam_duration > -60 * 10) { jam_duration = -120 * 10; } jam_clock = jam_duration; } if ((pressed & BTN_A) && ((state != JAM) || (jam_clock == 0))) { state = JAM; jam_clock = jam_duration; } if ((pressed & BTN_B) && ((state != LINEUP) || (jam_clock == 0))) { state = LINEUP; jam_clock = lineup_duration; } if ((pressed & BTN_START) && (state != TIMEOUT)) { state = TIMEOUT; jam_clock = 1; } if ((held & BTN_START) && (state == TIMEOUT)) { if (held & BTN_UP) { period_clock -= typematic * 10; } if (held & BTN_DOWN) { period_clock += typematic * 10; } period_clock = min(period_clock, 0); period_clock = max(period_clock, -90 * 30 * 10); } else { // Score adjustment and clock adjustment are mutually exclusive if (held & BTN_LEFT) { score_a += typematic * inc; score_a = max(score_a, 0); } if (held & BTN_RIGHT) { score_b += typematic * inc; score_b = max(score_b, 0); } } if (state != TIMEOUT) { setup = false; } } /* * * Main program * */ void loop() { update_controller(); if (tick) { tick = false; if (jiffies % 5 == 0) { PORTB ^= 0xff; } switch (state) { case JAM: case LINEUP: if (period_clock) { period_clock += 1; } // fall through case TIMEOUT: if (jam_clock && !setup) { jam_clock += 1; } } } draw(); } int main(void) { avr_init(); for (;;) { loop(); } return 0; }