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`default_nettype none //disable implicit definitions by Verilog
module top( //top module and signals wired to FPGA pins
CLK100MHz,
vga_r,
vga_g,
vga_b,
vga_hs,
vga_vs,
ps2_clk,
ps2_data
);
input CLK100MHz; // Oscillator input 100Mhz
output [2:0] vga_r; // VGA Red 3 bit
output [2:0] vga_g; // VGA Green 3 bit
output [2:0] vga_b; // VGA Blue 3 bit
output vga_hs; // H-sync pulse
output vga_vs; // V-sync pulse
input ps2_clk; // PS2 clock
input ps2_data; // PS2 data
parameter h_pulse = 96; //H-SYNC pulse width 96 * 40 ns (25 Mhz) = 3.84 uS
parameter h_bp = 48; //H-BP back porch pulse width
parameter h_pixels = 640; //H-PIX Number of pixels horisontally
parameter h_fp = 16; //H-FP front porch pulse width
parameter h_pol = 1'b0; //H-SYNC polarity
parameter h_frame = 800; //800 = 96 (H-SYNC) + 48 (H-BP) + 640 (H-PIX) + 16 (H-FP)
parameter v_pulse = 2; //V-SYNC pulse width
parameter v_bp = 33; //V-BP back porch pulse width
parameter v_pixels = 480; //V-PIX Number of pixels vertically
parameter v_fp = 10; //V-FP front porch pulse width
parameter v_pol = 1'b1; //V-SYNC polarity
parameter v_frame = 525; // 525 = 2 (V-SYNC) + 33 (V-BP) + 480 (V-PIX) + 10 (V-FP)
parameter square_size = 10; //size of the square we will move
parameter init_x = 320; //initial square position X
parameter init_y = 240; //initial square position Y
reg [1:0] clk_div; // 2 bit counter
wire vga_clk;
assign vga_clk = clk_div[1]; // 25Mhz clock = 100Mhz divided by 2-bit counter
always @ (posedge CLK100MHz) begin // 2-bt counter ++ on each positive edge of 100Mhz clock
clk_div <= clk_div + 2'b1;
end
reg [2:0] vga_r_r; //VGA color registers R,G,B x 3 bit
reg [2:0] vga_g_r;
reg [2:0] vga_b_r;
reg vga_hs_r; //H-SYNC register
reg vga_vs_r; //V-SYNC register
assign vga_r = vga_r_r; //assign the output signals for VGA to the VGA registers
assign vga_g = vga_g_r;
assign vga_b = vga_b_r;
assign vga_hs = vga_hs_r;
assign vga_vs = vga_vs_r;
reg [7:0] timer_t = 8'b0; // 8 bit timer with 0 initialization
reg reset = 1;
reg [9:0] c_row; //complete frame register row
reg [9:0] c_col; //complete frame register colum
reg [9:0] c_hor; //visible frame register horisontally
reg [9:0] c_ver; //visible frame register vertically
reg disp_en; //display enable flag
reg [9:0] sq_pos_x; //position of square center X, Y
reg [9:0] sq_pos_y;
wire [9:0] l_sq_pos_x; //upper left and down right corners of the square
wire [9:0] r_sq_pos_x;
wire [9:0] u_sq_pos_y;
wire [9:0] d_sq_pos_y;
assign l_sq_pos_x = sq_pos_x - square_size;
assign r_sq_pos_x = sq_pos_x + square_size;
assign u_sq_pos_y = sq_pos_y - square_size;
assign d_sq_pos_y = sq_pos_y + square_size;
reg [3:0] ps2_cntr; // 4-bit PS2 clock counter
reg [7:0] ps2_data_reg; // 8-bit PS2 data register
reg [7:0] ps2_data_reg_prev; // previous 8-bit PS data register
reg [7:0] ps2_data_reg_prev1; // previous previous 8-bit data register
reg [10:0] ps2_dat_r; // 11-bit complete PS2 frame register
reg [1:0] ps2_clk_buf; // PS2 clock buffer
wire ps2_clk_pos; // PS2 positive edge detected signal
reg u_arr = 0; //PS2 arrow keys detect flags
reg l_arr = 0;
reg d_arr = 0;
reg r_arr = 0;
assign ps2_clk_pos = (ps2_clk_buf == 2'b01); // edge detector positive edge is when the buffer is '10'
always @ (posedge vga_clk) begin //25Mhz clock
if(timer_t > 250) begin // generate 10 uS RESET signal
reset <= 0;
end
else begin
reset <= 1; //while in reset display is disabled, suare is set to initial position
timer_t <= timer_t + 1;
disp_en <= 0;
sq_pos_x <= init_x;
sq_pos_y <= init_y;
end
if(reset == 1) begin //while RESET is high init counters
c_hor <= 0;
c_ver <= 0;
vga_hs_r <= 1;
vga_vs_r <= 0;
c_row <= 0;
c_col <= 0;
end
else begin // update current beam position
if(c_hor < h_frame - 1) begin
c_hor <= c_hor + 1;
end
else begin
c_hor <= 0;
if(c_ver < v_frame - 1) begin
c_ver <= c_ver + 1;
end
else begin
c_ver <= 0;
end
end
end
if(c_hor < h_pixels + h_fp + 1 || c_hor > h_pixels + h_fp + h_pulse) begin // H-SYNC generator
vga_hs_r <= ~h_pol;
end
else begin
vga_hs_r <= h_pol;
end
if(c_ver < v_pixels + v_fp || c_ver > v_pixels + v_fp + v_pulse) begin //V-SYNC generator
vga_vs_r <= ~v_pol;
end
else begin
vga_vs_r <= v_pol;
end
if(c_hor < h_pixels) begin //c_col and c_row counters are updated only in the visible time-frame
c_col <= c_hor;
end
if(c_ver < v_pixels) begin
c_row <= c_ver;
end
if(c_hor < h_pixels && c_ver < v_pixels) begin //VGA color signals are enabled only in the visible time frame
disp_en <= 1;
end
else begin
disp_en <= 0;
end
if(disp_en == 1 && reset == 0) begin
if(c_row == 0 || c_col == 0 || c_row == v_pixels-1 || c_col == h_pixels-1) begin //generate red frame with size 640x480
vga_r_r <= 7;
vga_g_r <= 0;
vga_b_r <= 0;
end
else if(c_col > l_sq_pos_x && c_col < r_sq_pos_x && c_row > u_sq_pos_y && c_row < d_sq_pos_y) begin //generate blue square
vga_r_r <= 0;
vga_g_r <= 0;
vga_b_r <= 7;
end
else begin //everything else is black
vga_r_r <= 0;
vga_g_r <= 0;
vga_b_r <= 0;
end
end
else begin //when display is not enabled everything is black
vga_r_r <= 0;
vga_g_r <= 0;
vga_b_r <= 0;
end
if(c_row == 1 && c_col == 1) begin //once per video frame
if(u_arr) begin
if (sq_pos_y > square_size) begin
sq_pos_y <= sq_pos_y - 1;
end
else begin
u_arr <= 0;
d_arr <= 1;
end
end;
if(d_arr) begin
if (sq_pos_y < (v_pixels - 1 - square_size)) begin
sq_pos_y <= sq_pos_y + 1;
end
else begin
d_arr <= 0;
u_arr <= 1;
end
end;
if(l_arr) begin
if (sq_pos_x > square_size) begin
sq_pos_x <= sq_pos_x - 1;
end
else begin
l_arr <= 0;
r_arr <= 1;
end
end;
if(r_arr) begin
if (sq_pos_x < (h_pixels - 1 - square_size)) begin
sq_pos_x <= sq_pos_x + 1;
end
else begin
r_arr <= 0;
l_arr <= 1;
end
end;
end
ps2_clk_buf[1:0] <= {ps2_clk_buf[0], ps2_clk}; // shift old value left and get current value of ps2_clk
if(ps2_clk_pos == 1) begin // on positive edge
ps2_cntr <= ps2_cntr + 1;
if(ps2_cntr == 10) begin // when we got 10 clocks save the PS2 data to ps2_data_reg, ps2_data_reg_prev and ps2_data_reg_prev1
ps2_cntr <= 0; // so we have last 3 data values captured from PS2 keyboard
ps2_data_reg[7] <= ps2_dat_r[0];
ps2_data_reg[6] <= ps2_dat_r[1];
ps2_data_reg[5] <= ps2_dat_r[2];
ps2_data_reg[4] <= ps2_dat_r[3];
ps2_data_reg[3] <= ps2_dat_r[4];
ps2_data_reg[2] <= ps2_dat_r[5];
ps2_data_reg[1] <= ps2_dat_r[6];
ps2_data_reg[0] <= ps2_dat_r[7];
ps2_data_reg_prev <= ps2_data_reg;
ps2_data_reg_prev1 <= ps2_data_reg_prev;
end
ps2_dat_r <= {ps2_dat_r[9:0], ps2_data}; // data shift left
end
/* if(ps2_data_reg_prev1 == 8'he0 && ps2_data_reg_prev == 8'hf0) begin // 0xE0 0xF0 sequaence means key released
if(ps2_data_reg == 8'h75) begin
u_arr <= 0; //0x75 up key
end
else if(ps2_data_reg == 8'h6b) begin
l_arr <= 0; //0x6B left key
end
else if(ps2_data_reg == 8'h72) begin
d_arr <= 0; //0x72 down key
end
else if(ps2_data_reg == 8'h74) begin
r_arr <= 0; //0x74 right key
end
end
*/ if(ps2_data_reg_prev == 8'he0) begin //0xE0 means key pressed
if(ps2_data_reg == 8'h75) begin
u_arr <= 1; //0x75 up key
end
else if(ps2_data_reg == 8'h6b) begin
l_arr <= 1; //0x6B left key
end
else if(ps2_data_reg == 8'h72) begin
d_arr <= 1; //0x72 down key
end
else if(ps2_data_reg == 8'h74) begin
r_arr <= 1; //0x74 right key
end
end
end
endmodule
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