Difference between revisions of "USB Host Shield for Arduino"

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(Created page with "== Introduction == The Motor Shield is a perfect platform for robotics and mechanical applications. It enables the Arduino to drive two brushed DC motors or one 4-wire two-p...")
 
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== Introduction  ==
 
== Introduction  ==
  
The Motor Shield is a perfect platform for robotics and mechanical applications. It enables the Arduino to drive two brushed DC motors or one 4-wire two-phase stepper motor. Based on the H-bridge driver Chip L298N motor driver integrated circuit, it requires a 6V to 15V power supply to power the motor and also includes an on-board 5V voltage regulator for powering the main Arduino board. Additional plug and play 2.54mm spacing Grove sensors can be connected to the 13 on-board Grove connectors.
+
Gameduino is a game adapter for Arduino (or anything else with an SPI interface) built as a single shield that stacks up on top of the Arduino and has plugs for a VGA monitor and stereo speakers. The sound and graphics are definitely old-school, but thanks to the latest FPGA technology, the sprite capabilities are a step above those in machines from the past. The adapter is controlled via SPI read/write operations, and looks to the CPU like a 32Kbyte RAM. (Unlike many 8-bit machines, there are no restrictions on when you can access this RAM). There is even a handy reference poster (which you can download below) showing how the whole system works.
  
 +
Model:[GAMEDUINO]
  
[[File:LS motor shield 1.jpg | 400px]]
+
[[File:gameduino.jpg]]
  
 
== Features  ==
 
== Features  ==
  
*Standard Arduino compatible
+
*Video output is 400x300 pixels in 512 colors
*Pulse-width modulated speed control mode
 
*4 direction indicator lights
 
*Compatible with Linker Kit 2.54mm spacing Grove plug and play sensors
 
*Extra large heat sink helps handle big loads
 
*Supports up to 14 servos
 
  
== Specifications  ==
+
*All color processed internally at 15-bit precision
  
{| border="1" cellspacing="0" width="100%"
+
*Compatible with any standard VGA monitor (800x600 @ 72Hz)
|-
+
! style="width: 50%" scope="col" align="center" | Item
+
*Background Graphics
! scope="col" align="center" | Min
+
*#512x512 pixel character background
! scope="col" align="center" | Typical
+
*#256 characters, each with independent 4 color palette
! scope="col" align="center" | Max
+
*#pixel-smooth X-Y wraparound scroll
! scope="col" align="center" | Unit
 
|-
 
! scope="row" | Logic Control Voltage
 
| align="center" | 4.5
 
| align="center" | 5
 
| align="center" | 5.5
 
| align="center" | V
 
|-
 
! scope="row" | Motor Supply Voltage
 
| align="center" | 6
 
| align="center" | /
 
| align="center" | 15
 
| align="center" | V
 
|-
 
! scope="row" | Output Voltage
 
| align="center" | 0
 
| align="center" | /
 
| align="center" | Vinput -1
 
| align="center" | V
 
|-
 
! scope="row" | Output Current( For Each Channel)  
 
| align="center" | /
 
| align="center" | /
 
| align="center" | 2000 *  
 
| align="center" | mA
 
|-
 
! scope="row" | Output Duty range
 
| colspan="3" align="center" | 0%~100%
 
| align="center" | /
 
|-
 
! scope="row" | Dimension
 
| colspan="3" align="center" | 68.5x54.5x29.5
 
| align="center" | mm
 
|-
 
! scope="row" | Net Weight
 
| colspan="3" align="center" | 37
 
| align="center" | g
 
|}
 
  
''* Recommend maximum duty <50% at full load''
+
*Foreground Graphics
 +
*#each sprite is 16x16 pixels with per-pixel transparency
 +
*#each sprite can use 256, 16 or 4 colors
 +
*#four-way rotate and flip
 +
*#96 sprites per scan-line, 1536 texels per line
 +
*#pixel-perfect sprite collision detection
  
== Interface Function  ==
+
*Audio output is a stereo 12-bit frequency synthesizer
  
{| border="1" cellspacing="0" width="100%"
+
*64 Independent Voices 10-8000 Hz
|-
+
 
! style="width: 20%" scope="col" align="center" | Pin Name
+
*Per-Voice Sine Wave or White Noise
! scope="col" align="center" | Direction
+
! scope="col" align="center" | Connection to Arduino  
+
*Sample Playback Channel
! scope="col" align="center" | Description
+
 
|-
+
== Application Ideas  ==
! scope="row" | VCC
+
 
| align="center" | /
+
 
| align="center" | VCC
+
 
| align="center" | Power supply selector
+
 
|-
+
 
! scope="row" | VS, GND
+
== Cautions  ==
| align="center" | /  
+
 
| align="center" | /
+
The warnings and wrong operations possible cause dangerous.
| align="center" | Power Supply for Motor, 6V - 15V
+
 
|-
+
== Schematic  ==
! scope="row" | EA
+
 
| align="center" | Input
+
[https://s3.amazonaws.com/linksprite/Shields/Gameduino/gameduino_sch.pdf Schematic of Gameduino for Arduino]
| align="center" | D9
+
 
| align="center" | TTL Compatible Enable Input of Bridge A
+
== Specification  ==
|-
+
 
! scope="row" | EB
+
[https://s3.amazonaws.com/linksprite/Shields/Gameduino/Gameduino_Tutorial.pdf Tutotial of Gameduino]
| align="center" | Input
+
 
| align="center" | D10
+
== Pin definition and Rating  ==
| align="center" | TTL Compatible Enable Input of Bridge B
+
 
|-
+
 
! scope="row" | IN1
+
 
| align="center" | Input
+
 
| align="center" | D8
+
 
| align="center" | TTL Compatible Inputs of the Bridge A
+
== Mechanic Dimensions  ==
|-
+
 
! scope="row" | IN2
+
 
| align="center" | Input
+
 
| align="center" | D11
+
 
| align="center" | TTL Compatible Inputs of the Bridge A
+
 
|-
+
== Usage  ==
! scope="row" | IN3
+
 
| align="center" | Input
+
 
| align="center" | D12
+
=== Hardware Installation  ===
| align="center" | TTL Compatible Inputs of the Bridge B
+
 
|-
+
*Physical Connection:
! scope="row" | IN4
+
Gameduino is the standard Arduino module. Arduino pins which have to be connected to it are as following picture shows:
| align="center" | Input
+
 
| align="center" | D13
+
[[File:Physical Connection.png]]
| align="center" | TTL Compatible Inputs of the Bridge B
+
 
|-
+
[[File:111.png]]
! scope="row" | M1-, M1+
+
 
| align="center" | Output
+
Gameduino is superimposed on top of Arduino directly.
| align="center" | /  
+
 
| align="center" | Outputs of the Bridge A
+
 
|-
+
=== Programming  ===
! M2-, M2+
+
 
| align="center" | Output
+
*How to burn the codes into SPI flash:
| align="center" | /
+
FPGA  Verilog codes:[http://excamera.com/files/gameduino/verilog/ Download]
| align="center" | Outputs of the Bridge B
+
 
|}
+
Composite these codes through the ISE. Program them. Then, the executable bit file can be generated.
 +
 
 +
[[File:3104.jpg]]
 +
 
 +
Open ISE iMPACT
 +
 
 +
[[File:3128.jpg]]
 +
 
 +
Double click PROM File Formatter,
 +
 
 +
[[File:3201.jpg]]
 +
 
 +
Choose Configure Single FPGA in the SPI Flash of the Storage Device Type. Click next
 +
 
 +
[[File:3221.jpg]]
 +
 
 +
Gameduino’s Flash capacity is 4M. Click Add Storage Device and click next
 +
 
 +
[[File:3237.jpg]]
 +
 
 +
Name the file and choose address. Click OK.
 +
 
 +
[[File:3306.jpg]]
 +
 
 +
Click OK. Add .bit file.
 +
 
 +
[[File:3318.jpg]]
 +
 
 +
[[File:3335.jpg]]
 +
 
 +
Click Generate File…,if
 +
 
 +
[[File:3351.jpg]]
 +
 
 +
Comes, means the .mcs file which has to be burnt into SPIflash is generated successfully.
 +
 
 +
[[File:5942.jpg]]
 +
 
 +
Double click Boundary Scan. Choose .bit file and following dialogue comes out:
 +
 +
[[File:0000.jpg]]
 +
 
 +
Click Yes,choose.mcs file and following dialogue comes out.
 +
 
 +
[[File:0015.jpg]]
 +
 
 +
The type of SPI PROM used on Gamedunio is AT45DB041B. Click OK
 +
 
 +
[[File:0054.jpg]]
 +
 
 +
Choose FLASH,program,
 +
 
 +
[[File:0109.jpg]]
 +
 
 +
Burn the codes into SPI FLASH successfully.
 +
 
 +
== FAQ  ==
 +
[http://answers.gameduino.com/questions/ Gameduino FAQ Forum]
 +
 
 +
== Support  ==
 +
 
 +
If you have questions or other better design ideas, you can go to our [http://www.linksprite.com/forum/index.php forum] to discuss or creat a ticket for your issue at [http://www.linksprite.com/support/ linksprite support].
 +
 
 +
== Resources  ==
 +
 
 +
*[http://excamera.com/sphinx/gameduino/ Gameduino web site]
 +
 
 +
*[http://dlnmh9ip6v2uc.cloudfront.net/datasheets/Dev/Arduino/Shields/poster.pdf Reference Poster in PDF]
 +
 
 +
*[http://dlnmh9ip6v2uc.cloudfront.net/datasheets/Dev/Arduino/Shields/Gameduino.zip Example Code and Library]
 +
 
 +
== How to buy  ==
 +
 
 +
Here to buy  Gameduino for Arduino [http://www.cutedigi.com/arduino-shields/gameduino-for-arduino-a-game-adapter-for-microcontrollers.html GAMEDUINO] on LinkSprite [http://www.cutedigi.com/ Cart]
 +
 
 +
== See Also  ==
 +
 
 +
Other related products and resources.
 +
 
 +
== Licensing  ==
 +
 
 +
This documentation is licensed under the Creative Commons [http://creativecommons.org/licenses/by-sa/3.0/ Attribution-ShareAlike License 3.0] Source code and libraries are licensed under [http://www.gnu.org/licenses/gpl.html GPL/LGPL], see source code files for details.

Revision as of 10:51, 27 December 2012

Introduction

Gameduino is a game adapter for Arduino (or anything else with an SPI interface) built as a single shield that stacks up on top of the Arduino and has plugs for a VGA monitor and stereo speakers. The sound and graphics are definitely old-school, but thanks to the latest FPGA technology, the sprite capabilities are a step above those in machines from the past. The adapter is controlled via SPI read/write operations, and looks to the CPU like a 32Kbyte RAM. (Unlike many 8-bit machines, there are no restrictions on when you can access this RAM). There is even a handy reference poster (which you can download below) showing how the whole system works.

Model:[GAMEDUINO]

Gameduino.jpg

Features

  • Video output is 400x300 pixels in 512 colors
  • All color processed internally at 15-bit precision
  • Compatible with any standard VGA monitor (800x600 @ 72Hz)
  • Background Graphics
    1. 512x512 pixel character background
    2. 256 characters, each with independent 4 color palette
    3. pixel-smooth X-Y wraparound scroll
  • Foreground Graphics
    1. each sprite is 16x16 pixels with per-pixel transparency
    2. each sprite can use 256, 16 or 4 colors
    3. four-way rotate and flip
    4. 96 sprites per scan-line, 1536 texels per line
    5. pixel-perfect sprite collision detection
  • Audio output is a stereo 12-bit frequency synthesizer
  • 64 Independent Voices 10-8000 Hz
  • Per-Voice Sine Wave or White Noise
  • Sample Playback Channel

Application Ideas

Cautions

The warnings and wrong operations possible cause dangerous.

Schematic

Schematic of Gameduino for Arduino

Specification

Tutotial of Gameduino

Pin definition and Rating

Mechanic Dimensions

Usage

Hardware Installation

  • Physical Connection:

Gameduino is the standard Arduino module. Arduino pins which have to be connected to it are as following picture shows:

Physical Connection.png

111.png

Gameduino is superimposed on top of Arduino directly.


Programming

  • How to burn the codes into SPI flash:

FPGA Verilog codes:Download

Composite these codes through the ISE. Program them. Then, the executable bit file can be generated.

3104.jpg

Open ISE iMPACT

3128.jpg

Double click PROM File Formatter,

3201.jpg

Choose Configure Single FPGA in the SPI Flash of the Storage Device Type. Click next

3221.jpg

Gameduino’s Flash capacity is 4M. Click Add Storage Device and click next

3237.jpg

Name the file and choose address. Click OK.

3306.jpg

Click OK. Add .bit file.

3318.jpg

3335.jpg

Click Generate File…,if

3351.jpg

Comes, means the .mcs file which has to be burnt into SPIflash is generated successfully.

5942.jpg

Double click Boundary Scan. Choose .bit file and following dialogue comes out:

0000.jpg

Click Yes,choose.mcs file and following dialogue comes out.

0015.jpg

The type of SPI PROM used on Gamedunio is AT45DB041B. Click OK

0054.jpg

Choose FLASH,program,

0109.jpg

Burn the codes into SPI FLASH successfully.

FAQ

Gameduino FAQ Forum

Support

If you have questions or other better design ideas, you can go to our forum to discuss or creat a ticket for your issue at linksprite support.

Resources

How to buy

Here to buy Gameduino for Arduino GAMEDUINO on LinkSprite Cart

See Also

Other related products and resources.

Licensing

This documentation is licensed under the Creative Commons Attribution-ShareAlike License 3.0 Source code and libraries are licensed under GPL/LGPL, see source code files for details.