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CAMPUS FIGHTER
Haosen Wang, Lei Wang, Pan Deng, Hongtao Li, Pengyi Zhang
ARCHITECTURE
DATA PRE-PROCESS
Extract the character from
photo (Photoshop)
Adjust fitness and height of
player (Photoshop)
Adjust the center of gravity
(Photoshop)
Apply the stroke effect
(Photoshop)
Resize the image properly
(Photoshop)
Adjust brightness, hue and
saturation (Photoshop)
Generate/ Apply color table
(Photoshop)
Output the indexed BMP
file (Photoshop)
Write the image data into
array in the header file
(Matlab)
DATA LOAD PROCESS
SDRAM as CPU memory
Data downloaded to
SDRAM
Data written into SRAM
and Record Offset Address
Sprite controller has access
to the SRAM data
Switch to the game design
project
With Power on, the data
remains on SRAM
SPRITE ALLOCATION
SPRITE#
CONTENT
SPRITE#
CONTENT
0
P1 shadow
1
P2 shadow
2
P1 phantom
3
P2 phantom
4
P1 body
5
P2 body
6
P1 hit effect
7
P2 hit effect
8
P1 gun effect
9
P2 gun effect
10
P1 special effect
11
P2 special effect
12
P1 hp
13
P2 hp
14
P1 hp boundary
15
P2 hp boundary
16
Time tens
17
Time ones
18
Winner word
19
Winner
SRAM READ PIPELINE
LINE BUFFER
SOFTWARE