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Snake Game Console MAX

An enlarged and updated version of the previously created Snake Game Console project

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Hey everyone! Presenting the Snake Game Console MAX The updated Snake Game Console incorporates two RGB 64x32 P3 matrix panels into a single ultrawide 128x32 display. It uses the same PICO 2 display driver as the previous project, but I designed a new 3D-printed frame to accommodate both displays adequately, complete with integrated handgrips and a D-pad buttons PCB for snake control.

We developed the original Snake game by reusing and tweaking code from the previous Snake Game project. The game's focus stays on a simple snake object, which you control with four directional buttons to aim for randomly appearing red dots around the LED grid. Every time the snake eats a dot, it grows longer, and your score (shown in the upper-right corner) increases accordingly.

This version includes a visible border around the entire display. If the snake hits the wall, the game stops immediately, adding an additional level of difficulty to the game experience.

We've also added a Speed Up option that allows the snake to move quicker when any button is held down for a second in the direction it's moving.

The console is powered by an inbuilt 3.7V 2600mAh lithium-ion battery, making it completely portable and easy to pick up and play anywhere.

64x32 P4 RGB Matrix

For this project, we are combining two 64x32 P3 RGB Matrix panels to create a larger 128x32 P3 RGB Matrix Panel.

You can click the link below to read my brief introduction to this matrix panel.

https://www.hackster.io/Arnov_Sharma_makes/64x32-matrix-panel-setup-with-pico-2-25a3c3

This panel is powered by the HUB75 interface, which uses a variety of control pins such as RGB, address, clock, data latch, and output enable pins.

The row-column scanning approach is enabled via the HUB75 connection, which shifts a row of pixel data into a shift register. A demultiplexer is then used to select which rows to display. The HUB75 connection features RGB channels, addressing pins A, B, C, and D, a clock signal (CLK), a latch signal (LAT), and an output enable (OE) pin.

We can also connect additional panels in pairs to form a chain using the IN and OUT connections provided.

One of the challenges of connecting numerous panels is ensuring that the control solution (PICO 2) can handle the increased data load of two or more displays.

This matrix was produced by Waveshare, and more thorough details on the Matrix board may be found at the wiki page below:

https://www.waveshare.com/wiki/RGB-Matrix-P3-64x32

As for sourcing this matrix panel, we got it from the PCBWAY GIFTSHOP.

https://www.pcbway.com/project/gifts_detail/RGB_Full_Color_LED_Matrix_Panel_3mm_Pitch_64_32_Pixels_Adjustable_Brightness_58576d03.html

Updated Console Design

The first step in developing the Snake Game Console MAX was to create an updated 3D model of the housing to suit the improved dual-display setup. The new version combines two 64×32 P3 RGB LED matrix panels into a seamless 128×32 display, resulting in an even wider playfield.

We reused the original switch board and PICO driver circuit, securely putting them below the matrix. To structurally unite the two panels, we created and incorporated two customized Frame Holder components that link the panels and keep them aligned.

The left and right handgrips were also rebuilt, not just to handle the larger chassis, but also to improve comfort. The revised grips are more ergonomic, making lengthy gameplay sessions more enjoyable.

As before, the handgrips are fastened to the matrix's back via M2.5 bolts and built-in M2.5 inserts. Four M2 screws hold the side button board in place.

After the 3D model was completed, the mesh files for both grips and the new frame holders were exported and 3D printed in white PLA on our new Creality K10 Max with Hyper PLA @ 0.2mm layer height, 0.4mm nozzle, and 600 mm/s acceleration speed.

Pico Display Driver & Switch board

Let's have a look at the hardware used for this project. We used the PICO Driver and Switch boards from the previous Snake gaming console build.

The PICO Driver board connects a Raspberry Pi PICO 2 to a HUB75 connector. The matrix's HUB75 pins (CON 16) are linked to the PICO's GPIO pins in the following order: A to GPIO19, B to GPIO16, C to GPIO18, D to GPIO20, E to GPIO22, CLK to GPIO11, LAT/STB to GPIO12, OE to GPIO13, R1 to GPIO2, G1 to GPIO3,...

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PI DISPLAY v22.step

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WIRING.pdf

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PICO DRIVER.pdf

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LEFT.3mf

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RIGHT.3mf

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  • 1
    Frame Assembly
    • We began the assembly process by connecting the two matrix panels together using the display frames placed over the M2.5 inserts of the two matrix panels.
    • We then used four M2.5 bolts to secure each display frame to the back side of the matrix panel.
    • Next, on both sides of the matrix panel, we have attached the handgrip, which is placed over M.25 inserts, allowing us to attach bolts to tighten the handgrip part to the matrix.
  • 2
    PICO Driver Assembly
    • Next follows the PICO Driver Assembly, which begins by connecting the two matrix panels in a chain by attaching the included HUB75 Ribbon Cable connector to Dout of the first matrix and the other end to the Din of the second matrix panel. This is comparable to the way RGB LED WS2812 LEDs are connected.
    • We are employing 2 RGB matrix panels, which means we need to provide power to both panels. To do so, we connected two power connectors in parallel with our PICO Driver's 5V and GND. Then connect both female power connectors to both matrix male power connectors.
    • Next, the HUB 75 connector of the PICO Driver is linked with the Din of the first matrix.
    • After all of the connectors are plugged in, we align the PICO Driver with the screw bosses added to the Display Frame and secure it with four M2 self-tapping screws.
  • 3
    Switch Board Assembly

    We install the Switch Board over the four screw bosses on the Left Hand Grip and then use four M2 screws to secure it to the Left Grip part.

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