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January 18, 2007 - I ordered and am waiting to receive several parts to build the display controllers.  I have enough parts to build the main display so I'll try to proceed this weekend.  There seems to be endless obstacles to getting things done these days.  Our Christmas vacation was a complete write-off having been sick for over 2 weeks.  I still feel exhausted.  With little energy, my domain hosting company made changes to their web servers and as such I had to spend several hours re-establishing my websites and solving problems.  I think I have things in order now.  Here are the displays I am now prepared to build;
  • 7 digit score display - software complete - breadboard prototype complete - includes 10s, 100s, 1000s scoring counters plus current and high score display - stores high score in non volatile ram.
  • 4 digit countdown clock - not started - will be based on 7 digit score display software and hardware design - will show minutes, seconds and 1/10th seconds.
  • Single digit Level indicator display that will show game level 1 to 4 - Simple to build.
  • Bomb display - may use single digit display or other type of indication.
  • Ammunition display - likely a bargraph display.
January 22, 2007 - The first batch of my electronics parts arrived late last week and as such I was able to spend several hours this weekend building the displays.  I completed the 7 digit score display and completed the software for the countdown timer.  I thought I would get more done having spent about 12 hours this weekend, however I ran into numerous problems I had to resolve.  The countdown timer is a 4 digit clock that starts at 3 minutes or whatever I set it to and counts down in 1/10 of a second increments.  eg. 2:59.9, 2:59.8, 2:59.7.  It uses the exact same hardware design as the 7 digit score display but only needs to drive 4 digits instead of 7.  Tonight, I'll work toward building the countdown timer.  I am contemplating designing an extended play capability into the countdown timer.  The effect would be that if you completed the mission or most of the mission in a set period of time, the timer would add a minute or so to the clock.  It would flash a few times and maybe an audio clip would say "Extended Play".

I am now trying to land on a concept for the bombs and ammunition display.  I would like the ammunition display  to be a bargraph and the bombs display to be graphical and iconish but essentially another type of bargraph.  I should be able to spend a lot of time throughout this week so I am anticipating I will get a lot done.  Maybe by the end of next weekend, I'll have the game displays done.  The list includes;

  • Score Display - Done
  • Countdown Timer Display - Base Software Done
  • Level Display (1 to 4)  - Not Started
  • Bombs Display - Not Started
  • Ammunition Display - Not Started
  • Game Over Display - Just Thought Of
January 23, 2007 - I nearly completed the countdown timer display last night.  Physically, it is complete accept for the 2 leds that separate the minutes from the seconds and the decimal led.  These displays do not have those built in so I have to install 3mm (T-1) red clear diffused leds between the digits. eg. 3:45.7  where ":" and "." are the leds I need to install.   I amended the software to control those leds but am waiting for another parts order to arrive tomorrow before I install them.  Tonight I plan to complete the software.  Three inputs will control the clock;
  1. Game Mode - Starts the countdown when this input is set high
  2. Reset Clock - Resets the clock to the set start time
  3. Extended Play - Adds additional time to the clock (perhaps 1 minute)

One output from the clock will trigger the end of the game.

I put yet another order for electronic parts in this morning and purchased something from eBay.  From eBay I ordered 10 pc. of 5X7 red matrix leds that I will assemble end to end to make an ammunition bargraph.  In addition, the other matrix leds will also be assembled end to end where I will illuminate 2 columns at a time, skipping every third column to denote bombs.  It is essentially another type of bar graph but will look like icons shaped like bombs whereas as you use them up, the leds extinguish 2 columns at a time.  It should look pretty cool.

I think I spent about $350 on miscellaneous electronic parts in the past week with hundreds more to go.  I'll add some pictures as soon as I have something significant to show.

January 24, 2007 - I completed the 4 digit countdown timer/clock with the exception of the 2 Minute leds and the Decimal led installation.  These parts will arrive today and everything is pre-wired and ready to go.  The software if complete and includes the following functionality;
  1. Start Countdown - Starts the countdown or resets the countdown
  2. Extended Play - Adds 1 minute to the time when this pin is bought high
  3. End Game - Advances the clock to 0 time to end the game.
  4. Game Over - This pin goes high when the clock runs out

I also completed the schematic diagrams for both the Score Counter and the Countdown Timer.  Tonight I hope to make some progress on the Ammunition, Bomb and/or Level Display.  I am not sure exactly what to do to denote the end of a game or extended play.  I have lots of these 16 segment alphanumeric displays, however hand wiring them would be a nightmare.  I may need to settle with a flashing light and vinyl lettering for both.  That is the simple solution.

Below are the schematic diagrams for the Score Counter and the Countdown Timer.  For some reason I cannot include the title blocks when I export these as graphics, so all you see is the schematic.  Note that the actual 7 segment displays are on PC boards as they were from a pinball machine.  That saved me a huge amount of work.  The Minutes leds and the Decimal led have not been mounted yet.  I left lots of ribbon cable to to keep my placement options open.

CounterPLUSClock.jpg (62965 bytes) SevenSegment5 copy.jpg (116191 bytes) FourDigClock copy.jpg (107451 bytes)

January 25, 2007 - I didn't complete what I thought I would last night, that is working on the other displays.  I realized that I needed to to make some changes to the countdown clock.  Instead of using the last 4 digits on the PC board, I needed to use the last 4 out of 5, removing the 8th one and discarding the first 3.  This PC board was deigned with a bit of space between the pairs of digits.  As such, with this change, there is a space for my minute leds between the minute digit and another space for the decimal led between the second last and last digit.  Anyway, it looks like a normal digital clock now.  After installing the leds, I adjusted the software so that the display was the same intensity as the score display.  Between that and correcting a couple of schematic errors, that was it for the evening.  The picture below is poor but suffices to show both displays operating.  Since taking this picture, I have since removed the 1st digit of the score display for 7 digits total.  I actually built my controller for 8 digits but that seems just too large of a number.  The displays are actually crisp and red, not blurry and orange as shown in the pics.

Litdisplays1.jpg (86670 bytes)

January 27, 2007 - I took yesterday off and worked on the last 3 displays;
  • Ammunition Display
  • Bombs Display
  • Level Display

Both the ammunition and bomb display are almost the exact same design.  Each will use five 5x7 red led matrix displays back to back to create large bargraghs measuring 160mm in length and 24mm in with.  (6.25" X 1") Each bargraph will have a resolution of 35 increments.  Full scale, this is approximately what each bargraph will look like below although the actual will be somewhat larger;

 brief48.jpg (23386 bytes)brief48.jpg (23386 bytes)brief48.jpg (23386 bytes)brief48.jpg (23386 bytes)brief48.jpg (23386 bytes) 
Ammunition or Rounds

full44.jpg (33452 bytes) full45.jpg (18061 bytes) brief40.jpg (15571 bytes)

To reduce the pin count and therefore the amount of wiring, just like a 7 segment display circuit, all 5 banks will be multiplexed.  I think the effect will be cool where as when you are firing off the laser, the bargraph slowly decrements.  To depict the bombs, I'll mask every third column of leds with a mask that results in bomb shaped icons.


Bombs

The circuits are about 80% complete including the single digit level 1 to 4 indicator.  Unfortunately I will have to wait a couple of weeks for the 5x7 matrix displays as they are coming in from China.  Once I complete the displays, I'll build a form out of wood (where the displays will be mounted).  I'll have the form vacuum  formed, then I'll cut out holes for the displays to show through.  It should result in a very professional look.  It's just a matter of coming up with a good layout. 

January 29, 2007 - I completed the “Level 1 to 4” single digit led display and have done all that I can on the ammunition and bomb bargraph displays.  Until the 5x7 matrix led modules arrive, there is little more I can do on these displays.  I think I’ll operate the “Game Over” and “Extended Play” indicator lights from the central game controller.  As such, I am about 90% complete with the displays.  I should be able to mock up a layout and build a wooden form to have vacuum formed to mask the displays so that only the led digits are seen.  Any text will be done with vinyl lettering.  After the displays are installed, I’ll need to interface the central game controller to the displays and other things before writing the software for the first game.  I have no idea exactly how I am going to choreograph each level and what would make one harder or different from another.  Here are possible draft games for Levels 1 to 4;

Level 1
Objective – Destroy all 4 targets and lift the bridge in 2minutes. 
Details – All targets are active immediately at the start.  Ammunition and Bombs would be limited so landing in the safe zone may be required to replenish supplies. The 2 ground based targets will each award 50,000 points and the other 2 aerial targets will award 100,000 each.  Consecutive hits to destroyed targets will award 1000 points and 10,000 points accordingly (ground and aerial).  Lifting the bridge will award 200,000 points.  An extended play will occur if all targets are hit within the 90 seconds.  In extended play, all targets will be reset so full additional points can be awarded.  

Level 2
Objective – Destroy all randomly activated targets and lift the bridge in 2 minutes.
Details – Targets become active randomly.  Once activated, destroy the currently active target.  A target will be active for a very short period of time and will reactivate randomly if it has not been hit.  Once destroyed, the target remains disabled.  All else is the same (extended play, additional hits, scoring and bridge)

Level 3
Destroy all randomly activated targets and lift the bridge in 2 minutes, twice.
Details - Once activated, destroy the currently active target.  A target will be active for a very short period of time and will reactivate randomly if it has not been hit.  Once destroyed, the target will reactivate a second time at some point.  All else is the same (extended play after targets are destroyed twice, additional hits, scoring and bridge)

Level 4 – Destroy targets and carry out mission according to intelligence.  Must hit targets and lift bridge based on audio and text instructions.  Targets come back alive over and over again.  
Details - The game play is faster and more intense. 

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