Updating firmware n82

Games need a controller, and it needs to be a pretty decent one if we want to be able to perform game-engine computations in the fixed period available to us between frames.

I’ve elected to include the MCU on-board instead of just breaking out the FPGA interface to a pin header because parallel buses and high signal frequencies will not play well with flying interconnect wires. To deal with that I’m going to provide an SD card slot that the controller can use to access graphics and other data authored on a computer.

FPGAs do come with some different types of very fast RAM on board but it’s nowhere near large enough for a frame buffer so we’ll need to add a chunk of our own.

Asynchronous Static RAM (SRAM) offers the simplest interface and the possibility of high sequential throughput so we’ll use it in preference to SDRAM.

The FPGA will not be the only processor on this board.

This effect can be seen in some PC games where an option is provided to ‘disable vsync’ allowing players to achieve a higher display refresh rate at the expense of image consistency.

Luckily the LCD provides a signal that they often call ‘Tearing Effect’ ( goes active during a part of the display known as the ‘vertical blanking period’ which is a few lines at the top and bottom of the panel that you can’t see.

Just like in my previous project, the halogen reflow oven, I’ve selected the 640×360 LCD from the Sony Vivaz U5 cellphone.

You can read all about my initial reverse engineering effort for this display in this article.

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