TVout

Arduino Code

All the code be downloaded from here.

arduino-tvout

arduino-tvout

Video Game Shield

Video Experimenter Shield

BGA

First I tried a method suggested by Rickard Gunee. It is easy and only 3 resistors are needed:

I stopped using this code base, because the resolution 38 × 14 is really low. But something like Pong (written by Alastair Parker) is possible:

//Arduino Tv framebuffer
//Alastair Parker
//2007

// Video out voltage levels
#define _SYNC 0x00
#define _BLACK 0x01
#define _GRAY 0x02
#define _WHITE 0x03

// dimensions of the screen
#define WIDTH 38
#define HEIGHT 14

//number of lines to display
#define DISPLAY_LINES 240

// update speed for the main loop of the game
#define UPDATE_INTERVAL 1

// positions of the player paddles
#define PLAYER_RIGHT_X 35
#define PLAYER_LEFT_X 2

// maximum velocity of the ball
#define MAX_VEL 10

// locations of the top and bottom virtual bars
#define SCORE_BAR 3
#define BASE_BAR 13

// time to wait while paused
#define DONE_WAITING 30
#define SCORE_WAITING 30

// max player life
#define MAX_LIFE 6

//positions of player life bars
#define PLAYER_LEFT_LIFE 2
#define PLAYER_RIGHT_LIFE 23

// input pins for the player pots
#define PLAYER_LEFT_PIN 2
// currently the same pin
#define PLAYER_RIGHT_PIN 3

//video pins
#define DATA_PIN 9
#define SYNC_PIN 8

// the video frameBuffer
byte frameBuffer[WIDTH][HEIGHT];

// loop indices
byte index, index2;

// pal video line loop
byte line;
// current drawing line in framebuffer
byte newLine;

// flag used in wait loop to indicate that player just scored
boolean justScored=false;

// positions for the left paddle
byte playerLeft;
byte playerLeftOld=-1;
// life for the left player
byte playerLeftLife = MAX_LIFE;

// positions of the right paddle
byte playerRight;
byte playerRightOld=-1;
// life for the right player
byte playerRightLife = MAX_LIFE;

// positions and velocity of the ball
int ballXVel = -1;
int ballYVel = -5;
byte ballXPos = 14;
byte ballYPos = 7;

// loop counters to control the velocity of the ball
byte ballXLoop =MAX_VEL;
byte ballYLoop =MAX_VEL;

// loop counter to for the main loop delay
int waitingCount = 0;

// start postion of the loading bar
byte loadingBar = 2;

// if the left player should be updated or the right
boolean playerLeftTurn=true;

// if we should be waiting for something to happen
boolean waiting=true;
// if displaying the title
boolean showingTitle = true;

// value of the counter controlling the freq of updates
byte updateCounter=0;

// init the variables
void initGame()
{
  playerLeftOld=-1;
  playerLeftLife = MAX_LIFE;
  playerRightOld=-1;
  playerRightLife = MAX_LIFE;
  ballXVel = -1;
  ballYVel = -5;
  ballXPos = 14;
  ballYPos = 7;
  ballXLoop =MAX_VEL;
  ballYLoop =MAX_VEL;
  waitingCount = 0;
  loadingBar = 2;
  playerLeftTurn=true;
  waiting=true;
  showingTitle = true;
  justScored=false;
  updateCounter=0;
}

// draw a pixel to the buffer
void setPixel(byte x,byte y)
{
  frameBuffer[x][y]= _WHITE;
}

void grayPixel(byte x, byte y)
{
  frameBuffer[x][y]= _GRAY;
}

// draw a black pixel to the buffer
void clearPixel(byte x,byte y)
{
  frameBuffer[x][y]= _BLACK;
}

// draw a paddle
void drawPaddle(byte x,byte y,byte col)
{
  frameBuffer[x][y]= col;
  frameBuffer[x][y+1]= col;
}


//draw the title message
void drawArduinoPong()
{
  //arduino
  setPixel(7,3);
  setPixel(8,3);
  setPixel(15,3);
  setPixel(21,3);
  setPixel(6,4);
  setPixel(8,4);
  setPixel(14,4);
  setPixel(15,4);
  setPixel(28,4);
  setPixel(6,5);
  setPixel(7,5);
  setPixel(8,5);
  setPixel(10,5);
  setPixel(11,5);
  setPixel(13,5);
  setPixel(15,5);
  setPixel(17,5);
  setPixel(19,5);
  setPixel(21,5);
  setPixel(23,5);
  setPixel(24,5);
  setPixel(27,5);
  setPixel(29,5);
  setPixel(6,6);
  setPixel(8,6);
  setPixel(10,6);
  setPixel(14,6);
  setPixel(15,6);
  setPixel(18,6);
  setPixel(19,6);
  setPixel(21,6);
  setPixel(23,6);
  setPixel(25,6);
  setPixel(28,6);

  //pong
  setPixel(10,8);
  setPixel(11,8);
  setPixel(15,8);
  setPixel(16,8);
  setPixel(19,8);
  setPixel(22,8);
  setPixel(24,8);
  setPixel(25,8);
  setPixel(26,8);
  setPixel(10,9);
  setPixel(12,9);
  setPixel(14,9);
  setPixel(17,9);
  setPixel(19,9);
  setPixel(20,9);
  setPixel(22,9);
  setPixel(24,9);
  setPixel(10,10);
  setPixel(11,10);
  setPixel(14,10);
  setPixel(17,10);
  setPixel(19,10);
  setPixel(21,10);
  setPixel(22,10);
  setPixel(24,10);
  setPixel(26,10);
  setPixel(10,11);
  setPixel(15,11);
  setPixel(16,11);
  setPixel(19,11);
  setPixel(22,11);
  setPixel(24,11);
  setPixel(25,11);
  setPixel(26,11);
}

// do the main game logic regarding the ball and collisions
void updateBall(boolean xEvent)
{
  // if checking the x coords of the ball
  if(xEvent)
  {
    /*
TODO
     
     have the yvel start 1t 1
     
     */

    //check for collision with left player
    if(ballXPos  PLAYER_RIGHT_X-2 & (playerRight == ballYPos or playerRight+1 == ballYPos))
    {
      ballXVel = -1 * ballXVel;
      ballXPos=PLAYER_RIGHT_X-1;
    }

    //move the ball in the x direction
    if(ballXVel < 1)
    {
      ballXPos--;
    }
    else
    {
      ballXPos++;
    }
  }

  //if checking the y coords
  if(!xEvent)
  {
    //check for top of screen hit
    if( ballYPos <= SCORE_BAR )
    {
      ballYVel = -1 * ballYVel;
      ballYPos = SCORE_BAR;
    }
    //check for bottom of screen hit
    if( ballYPos>BASE_BAR )
    {
      ballYVel = -1 * ballYVel;
      ballYPos = BASE_BAR+1;
    }

    // move the ball in the y direction
    if(ballYVel < 1)
    {
      ballYPos--;
    }
    else
    {
      ballYPos++;
    }
  }

  //always check for scoring of points

  //right player scores
  if(ballXPos==PLAYER_LEFT_X)//0
  {
    //reset the position of the ball
    ballXPos = PLAYER_RIGHT_X - 5;
    ballYPos=7;

    // change the other players life
    clearPixel(PLAYER_LEFT_LIFE+2*playerLeftLife-2,SCORE_BAR-1);
    playerLeftLife--;

    // indicate that someone scored so the wait doesn't start a new game
    justScored=true;
    // indicate that we should wait next loop
    waiting=true;

    // check if game is over
    if(playerLeftLife==0)
      justScored=false;
  }

  //left player scores
  if(ballXPos==PLAYER_RIGHT_X)//38
  {
    //reset position of ball
    ballXPos = PLAYER_LEFT_X + 5;
    ballYPos=7;

    //update other players score
    clearPixel(PLAYER_RIGHT_LIFE+2*(MAX_LIFE-playerRightLife)+2,SCORE_BAR-1);
    playerRightLife--;

    // indicate that someone scored so the wain doesn't start a new game
    justScored=true;
    // indicate that we should wait next loop
    waiting=true;

    // check for game over
    if(playerRightLife==0)
      justScored=false;
  }

}

// draw the player life bars
void initScreen()
{
  for(index=1;index<=MAX_LIFE;++index)
  {
    grayPixel(index*2,SCORE_BAR-1);
    grayPixel(index*2+PLAYER_RIGHT_LIFE,SCORE_BAR-1);
  }
}


// draw the ball
void drawBall(byte col)
{
  frameBuffer[ballXPos][ballYPos]=col;
}

// clear the screen
void clearScreen()
{
  for (index = 0; index < WIDTH; index++)
    for (index2=0;index2<=HEIGHT;++index2)
    {
      frameBuffer[index][index2] = _BLACK;
    }
}

// the setup routine
void setup()
{
  cli();
  pinMode (SYNC_PIN, OUTPUT);
  pinMode (DATA_PIN, OUTPUT);
  digitalWrite (SYNC_PIN, HIGH);
  digitalWrite (DATA_PIN, HIGH);
  clearScreen();
  drawArduinoPong();
}

void loop()
{
  // iterate over the lines on the tv
  for ( line =0;line< DISPLAY_LINES;++line)
  {

    // HSync
    // front porch (1.5 us)
    PORTB = _BLACK;
    delayMicroseconds(1.5);
    //sync (4.7 us)
    PORTB = _SYNC;
    delayMicroseconds(4.7);
    // breezeway (.6us) + burst (2.5us) + colour back borch (1.6 us)
    PORTB = _BLACK;
    delayMicroseconds(0.6+2.5+1.6);


    //calculate which line to draw to
    newLine = line >>4;
    delayMicroseconds(1);

    //display the array for this line
    // a loop would have been smaller, but it messes the timing up
    PORTB = frameBuffer[0][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[1][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[2][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[3][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[4][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[5][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[6][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[7][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[8][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[9][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[10][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[11][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[12][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[13][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[14][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[15][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[16][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[17][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[18][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[19][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[20][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[21][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[22][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[23][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[24][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[25][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[26][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[27][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[28][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[29][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[30][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[31][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[32][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[33][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[34][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[35][newLine];
    delayMicroseconds(1);

    // klugdge to correct timings
    PORTB = frameBuffer[36][newLine];
    PORTB=PORTB;
    PORTB=PORTB;
    PORTB=PORTB;
    delayMicroseconds(3);
  }


  //vsync
  PORTB = _SYNC;

  // if delaying for some reason
  if(waiting)
  {
    // increment the waiting counter
    waitingCount++;

    // if waiting is over for a new game
    if(waitingCount==DONE_WAITING & !justScored)
    {
      waitingCount=0;
      // if on title screen
      if(showingTitle)
      {
        // draw the loading bar
        grayPixel(loadingBar,BASE_BAR);
        loadingBar+=2;

        // done loading
        if (loadingBar > 37)
        {
          showingTitle=false;
          clearScreen();
          initGame();
          initScreen();
          waiting=false;
        }
      }
    }

    // waiting because someone scored
    if(waitingCount==SCORE_WAITING & justScored)
    {
      justScored=false;
      waitingCount=0;
      waiting=false;
    }
    // wait for the remainder of the sync period
    delayMicroseconds(305);
  }
  // not waiting
  else
  {
    // increment the update delay counter
    updateCounter++;
    if( updateCounter >= UPDATE_INTERVAL)
    {
      //player movement
      if(playerLeftTurn)
      {
        drawPaddle(PLAYER_LEFT_X,playerLeftOld,_BLACK);
        playerLeft = analogRead(PLAYER_LEFT_PIN)>>6;
        if(playerLeftBASE_BAR)
          playerLeft=BASE_BAR;
        drawPaddle(PLAYER_LEFT_X,playerLeft,_WHITE);
        playerLeftOld=playerLeft;
        playerLeftTurn=false;
      }
      else
      {
        drawPaddle(PLAYER_RIGHT_X,playerRightOld,_BLACK);
        playerRight = analogRead(PLAYER_RIGHT_PIN)>>6;
        if(playerRightBASE_BAR)
          playerRight=BASE_BAR;
        drawPaddle(PLAYER_RIGHT_X,playerRight,_WHITE);
        playerRightOld=playerRight;
        playerLeftTurn=true;
      }
      // remainder of sync period
      delayMicroseconds(10);
      updateCounter=0;
    }
    else
      // remainder of sync period
      delayMicroseconds(250);

    // perform ball x velocity delay
    ballXLoop--;
    if(ballXLoop <= abs(ballXVel) and ballXVel != 0)
    {
      //ball movement;
      drawBall(_BLACK);
      updateBall(true);
      ballXLoop=MAX_VEL;
    }

    // perform ball y velocity delay
    ballYLoop--;
    if(ballYLoop <= abs(ballYVel) and ballYVel != 0)
    {
      //ball movement;
      drawBall(_BLACK);
      updateBall(false);
      ballYLoop=MAX_VEL;
    }
    // draw new ball
    drawBall(_GRAY);
  }
}