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Tetris game

Implementation of Tetris game on HUB75 LED matrix using LPC2148 microcontroller

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In this project LPC2148 has been used to implement the classic Tetris game with HUB75 32x32 LED Matrix acting as the display unit. Three push buttons are used for controlling the game.

Powering the Display Unit

The LED panel has a max power consumption of 700W/m2 and an average of 300W/m2. After doing all the calculations, the current requirement for a single panel comes out roughly to be 1.92Amps - 3.84Amps. A 5V-10A SMPS was already available with us so we have used it in this project. Although power supply with 4Amps of current can also be used.

How the HUB Works?

• Pinout
1. A,B,C,D
are part of the row decoder circuitry. They are used to select which two rows of the Matrix are enabled. Here D is the most significant bit and A is the least significant bit.
2. Pins R0,G0,B0 are used to provide color data to the upper half of the matrix. i.e. the rows from 0 to 15. Similarly, Pins R1,G1,B1 are used to provide color data to the lower half of the matrix. i.e. the rows from 16 to 32.
3. CLK - Clock to the panel is applied at this pin.
4. OE - Output Enable. Writing a logic HIGH on this pin would turn ON the display on the panel. A logic LOW on this pin would turn OFF the display.
5. STB - Strobe. Also called LATCH, A logic HIGH on this pin puts the data held by the 32bit shift register to the 32bit output register. If at this point the OE pin is made HIGH, the data in the 32bit output register will be displayed on the two rows selected by DCBA inputs.
• Row Selection

• The 32x32 LED panel is divided into halves.

1) Upper Half containing rows 0-15

2) Lower Half containing rows 16-32

The De-multiplexer Inputs DCBA selects one row from each of the two halves as per the table below:

DCBARow selected
in Upper Half
Row Selected
in Lower Half
0000016
0001117
0010218
0011319
0100420
0101521
0110622
0111723
1000824
1001925
10101026
10111127
11001228
11011329
11101430
11111531

The code snippet below performs the row selection operation

```void selectRow(int address_in_decimal) //address decoder function
{
{
case 0: //row 0 and 16 are selected
{
FIO0CLR |= 0xF0000000; //DCBA = 0000
FIO0SET |= 0x00000000; //DCBA = XXXX
break;
}
//case 1 to 14 have been omitted from here to save space
//check the attached files to view complete code
case 15: //row 15 and 31 are selected
{
FIO0CLR |= 0x00000000; //DCBA = XXXX
FIO0SET |= 0xF0000000; //DCBA = 1111
break;
}
//The FIO0CLR is written to clear the previous data
// because we are oring the data.
default:
{
break;
}
}
}

```

The matrix has 1024(32x32) RGB LED's in total. All of the 1024 LED's can't be driven at once as they would require us to have large number of connections as well as the current required to drive all at once will be huge.

So the efficient way to display information is to turn the LED's off and on multiple times at high frequency to create an illusion of a static display

We found a frequency of 3MHZ to be enough for a single display. However, as the the number of displays in cascade are increased the frequency has to be increased. The LPC2148 is capable of delivering frequencies of up-to 60MHZ.

Displaying data on desired pixel

• If we try to turn on a particular pixel say the 31st column on the 0th row we have to send '0' on the first clock '1' on the second clock and then '0's on the subsequent clocks.
• But while doing this we will see the '1' shifting with each clock. To avoid this we will keep the OE disabled and turn it enable it only on the 31st clock while keeping the STB enable during the whole time.
• Doing this will make it seem as if the desired pixel is turning ON directly but actually the has been shifted with the clock to the desired location.
• Repeating the above process at high frequency for desired pixels will make it seem as if desired SHAPES are lighting up at desired locations.

The data to be displayed on Panel is stored in a 32-by-32 array of type _Bool (named MAIN MATRIX) in our program. Each bit in the array represents the state...

circuit3.png

Push button connections. The pullup resistors are already there on the development board and need not be connected separately when using switches other that the ones on the board.

Portable Network Graphics (PNG) - 6.96 kB - 11/26/2018 at 09:33

hub75.c

plain - 68.81 kB - 11/26/2018 at 09:27

main.c

plain - 4.08 kB - 11/26/2018 at 09:27

hub75.h

plain - 1.76 kB - 11/26/2018 at 09:27

PINOUT.jpg

Pin configuration of the HUB75 matrix

JPEG Image - 17.03 kB - 11/26/2018 at 09:25

• 1 × ARM LPC2148 Development Board Microprocessors, Microcontrollers, DSPs / ARM, RISC-Based Microcontrollers
• 1 × HUB75 32x32 LED Matrix
• 1 × 5V 10A SMPS - Power Supply
• 3 × Push Buttons
• 16 × Jumper Wires

• 26th Nov,2018

Vishal Singh Mandloi11/26/2018 at 05:03 0 comments

As of now the game is working fine with 8 color combinations for each LED.

Push button contact debounce is yet to be rectified along with some minor glitches.

• Project Update as on 9th Nov,18

Vishal Singh Mandloi11/08/2018 at 18:53 0 comments

• Designed a fresh library for the Matrix Display.
• Implemented the following functionalities so far:
• Shape rotation.
• Collision detection with shapes on the left, right and down.
• Stacking of shapes.

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