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file_001=hardware.c
file_002=interrupt.c
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PK |e Simon18F\main.c/************************************************************************
main.c
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
// Global includes
#include
// Local includes
#include "hardware.h"
#include "interrupt.h"
#include "sound.h"
#include "delay.h"
#include "lights.h"
#include "game.h"
// PIC 18F2550 fuse configuration:
// Config word 1 (Oscillator configuration)
// 20Mhz crystal input scaled to 48Mhz and configured for USB operation
// from Table 2-3 page 30 of the datasheet
__CONFIG(1, USBPLL & IESODIS & FCMDIS & HSPLL & CPUDIV1 & PLLDIV5);
// Config word 2
__CONFIG(2, VREGEN & PWRTDIS & BORDIS & WDTDIS);
// Config word 3
__CONFIG(3, PBDIGITAL & LPT1DIS & MCLREN);
// Config word 4
__CONFIG(4, XINSTDIS & STVRDIS & LVPDIS & ICPORTDIS & DEBUGDIS);
// Config word 5, 6 and 7 (protection configuration)
__CONFIG(5, UNPROTECT);
__CONFIG(6, UNPROTECT);
__CONFIG(7, UNPROTECT);
// Simon's a computer, Simon has a brain, you either do what Simon says or else go down the drain
void main(void)
{
// Turn off analogue ports
ADCON1 = 0x0F;
// Configure ports as inputs (1) or outputs(0)
TRISA = 0b00001111;
TRISB = 0b00000000;
TRISC = 0b00000000;
// Clear all ports
PORTA = 0b00000000;
PORTB = 0b00000000;
PORTC = 0b00000000;
// Set up SPI
SSPSTAT = 0b11000000; // SPI Master
// Tx occurs on idle to active transition
SSPCON1 = 0b00100000; // Serial port enabled
// Speed is Fosc/4
// Initialise the state model
initialise();
// Enable interrupts with priority
IPEN = 1;
// Timer0 is used to generate an interrupt which reads the
// state of the buttons and writes the state of the lights
// in accordance to the state model. Timer0 causes a low
// priority interrupt so as not to disturb the higher
// priority interrupt which is used to generate sound.
//
// The timer0 interrupt is also used as a delay counter
// by the delay routines.
TMR0IP = 0; // Set timer0 interrupt to low priority
TMR0IF = 0; // Clear the timer0 interrupt flag
TMR0L = TMR0_SPEED; // Reset the timer0 counter
T0CON = 0b11000000; // Timer0 on, 8-bit and 1:2 prescaler
TMR0IE = 1; // Enable the timer0 interrupt
// Timer1 is used to generate a PWM signal for sound
// Here we just initialise it ready for the sound routines to use
// when a sound is requested.
TMR1IP = 1; // Set timer1 interrupt to high priority
TMR1H = 0; // Reset the timer1 counter (high byte)
TMR1L = 0; // Reset the timer1 counter (low byte)
T1CON = 0b10100001; // Timer1 on, 16-bit and 1:4 prescaler
// Enable interrupts
GIEH = 1; // Global enable all high priority interrupts
GIEL = 1; // Global enable all low priority interrupts
// Reset the delay counter for inactivity warning
hardware.delayCounter = 0;
// Enable the LED output
OE_LED = 0;
unsigned char counter, counter1;
unsigned char warningColour;
// Power on greeting (rotates the lights and then plays the
// 5 notes from Close Encounters of the Third Kind :)
for (counter = 0; counter < 12; counter++)
{
lightOn(counter);
delayMilliSeconds(80);
lightOff(counter);
}
for (counter = 0; counter < 12; counter++)
{
lightOn(counter);
delayMilliSeconds(80);
lightOff(counter);
}
delayMilliSeconds(200);
colourOn(RED);
soundOn(294);
delayMilliSeconds(500);
soundOff();
colourOff(RED);
colourOn(GREEN);
soundOn(330);
delayMilliSeconds(500);
soundOff();
colourOff(GREEN);
colourOn(RED);
soundOn(262);
delayMilliSeconds(500);
soundOff();
colourOff(RED);
colourOn(BLUE);
soundOn(131);
delayMilliSeconds(500);
soundOff();
colourOff(BLUE);
colourOn(YELLOW);
soundOn(196);
delayMilliSeconds(1000);
soundOff();
colourOff(YELLOW);
delayMilliSeconds(1000);
// Main game loop
while(1)
{
mainGameLoop();
// Check for inactivity longer than 45 seconds
if (hardware.delayCounter > 720000)
{
// warn that the game is still on by spinning round the colours
for (counter1 = 0; counter1 < 2; counter1++)
{
for (counter = 0; counter < 12; counter++)
{
lightOn(counter);
delayMilliSeconds(80);
lightOff(counter);
}
}
// Reset the delay counter
hardware.delayCounter = 0;
}
}
}PK R;Q Simon18F\hardware.c/************************************************************************
hardware.c
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#include
#include "hardware.h"
#include "spi.h"
// Initialise the hardware and game states
void initialise(void)
{
unsigned char loop;
// Initialise hardware state
hardware.lastButton.state = OFF;
hardware.lastButton.debounceCount = 0;
hardware.longestButton.state = OFF;
hardware.longestButton.debounceCount = 0;
hardware.startButton.state = OFF;
hardware.startButton.debounceCount = 0;
for (loop = 0; loop < 12; loop++)
{
hardware.colourButton[loop].state = OFF;
hardware.colourButton[loop].debounceCount = 0;
hardware.light[loop].state = OFF;
hardware.light[loop].brightness = 0;
hardware.light[loop].dimSpeed = 100;
game.colourActive[loop] = TRUE;
}
hardware.gameSwitch.position = 1;
hardware.skillSwitch.position = 1;
hardware.sound.state = OFF;
hardware.sound.pwmState = OFF;
// This counter is used by the PWM light controls, it runs from
// 0 to 100 and is used as a comparison to the brightness setting
// to determine if the light should be on or off for the current
// interrupt call.
hardware.pwmCounter = 0;
// This counter is used to slow down the dimming (since the
// brightness is only 0 to 100 even dimming 1 unit per
// interrupt would be too fast to see. This counter ensures
// dimming is only performed every few hundred calls to the
// interrupt.
hardware.dimCounter = 0;
// This counter is used to control the speed of the the button polling
hardware.buttonCounter = 0;
// This counter is used to time delays
hardware.delayCounter = 0;
// Set the initial volume level
hardware.volumeLevel = 60;
// Initialise game state
game.gameNumber = 1;
game.skillLevel = 1;
game.gameActive = OFF;
game.currentSequencePointer = -1;
game.playerSequencePointer = -1;
game.longestSequenceLength = -1;
game.randomNumber = 0;
game.restartFlag = FALSE;
// Initialise the buttons ready for the interrupt to read
START_SKILL = ON;
LAST_LONGEST_GAME = OFF;
COLOUR_BUTTONS = OFF;
// Set the initial volume level
setVolumeLevel();
}PK v1z! ! Simon18F\interrupt.c/************************************************************************
interrupt.c
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#include
#include "interrupt.h"
#include "hardware.h"
#include "spi.h"
// Low priority interrupt procedure
void interrupt low_priority lpHandler(void)
{
unsigned char hByte = 0x00;
unsigned char lByte = 0x00;
unsigned char light;
// Is this timer0 interrupting?
if (TMR0IF)
{
// Write the state of the lights **********************************************************
for (light = 0; light < 12; light++)
{
if ((hardware.light[light].brightness == 100) ||
(hardware.light[light].brightness != 0 && hardware.pwmCounter < hardware.light[light].brightness))
{
// This switch translates the LED identifier to the physical LED port
switch(light)
{
case(REDL): hByte |= 0b00000000; lByte |= 0b00000100;
break;
case(REDC): hByte |= 0b00000000; lByte |= 0b00000010;
break;
case(REDR): hByte |= 0b00000000; lByte |= 0b00000001;
break;
case(GREENL): hByte |= 0b00000000; lByte |= 0b00001000;
break;
case(GREENC): hByte |= 0b00000000; lByte |= 0b00010000;
break;
case(GREENR): hByte |= 0b00000000; lByte |= 0b00100000;
break;
case(YELLOWL): hByte |= 0b00000001; lByte |= 0b00000000;
break;
case(YELLOWC): hByte |= 0b00000000; lByte |= 0b10000000;
break;
case(YELLOWR): hByte |= 0b00000000; lByte |= 0b01000000;
break;
case(BLUEL): hByte |= 0b00001000; lByte |= 0b00000000;
break;
case(BLUEC): hByte |= 0b00000100; lByte |= 0b00000000;
break;
case(BLUER): hByte |= 0b00000010; lByte |= 0b00000000;
break;
}
}
// If light is OFF and brightness > 0 then fade the light at dimSpeed
if ((hardware.light[light].state == OFF) && (hardware.light[light].brightness > 0))
{
if (hardware.dimCounter == 0)
{
hardware.light[light].brightness -= hardware.light[light].dimSpeed;
if (hardware.light[light].brightness < 0) hardware.light[light].brightness = 0;
}
}
}
// Write the state of the LEDs to the serial LED controller
SPIwrite(hByte, lByte);
// Increment the PWM counter
hardware.pwmCounter++;
if (hardware.pwmCounter == 100) hardware.pwmCounter = 0;
// Increment the dimming counter
hardware.dimCounter++;
if (hardware.dimCounter == 100) hardware.dimCounter = 0;
// Read the state of the buttons **********************************************************
if (hardware.buttonCounter == 0)
{
// Read the state of the start button and skill level slider
if (IN1 == ON || IN2 == ON || IN3 == ON || IN4 == ON)
{
if (hardware.startButton.state == OFF)
{
// If the debounce tolerance is met change state otherwise
// increment the debounce counter
if (hardware.startButton.debounceCount > DEBOUNCE_TOLERANCE)
{
// Start button is on
hardware.startButton.state = ON;
// Now determine the skill level setting
if(IN1 == ON) hardware.skillSwitch.position = 1;
if(IN3 == ON) hardware.skillSwitch.position = 2;
if(IN2 == ON) hardware.skillSwitch.position = 3;
if(IN4 == ON) hardware.skillSwitch.position = 4;
}
else hardware.startButton.debounceCount++;
}
}
else
{
// Button is off
hardware.startButton.state = OFF;
hardware.startButton.debounceCount = 0;
//hardware.startButton.autoOffCount = 0;
}
// Increment the random number counter
if (game.randomNumber == 3) game.randomNumber = 0;
else game.randomNumber++;
// Set the ports ready for the next read
START_SKILL = OFF;
LAST_LONGEST_GAME = ON;
COLOUR_BUTTONS = OFF;
}
if (hardware.buttonCounter == 30)
{
// Read the state of the last button, longest button and the game slider
// NOTE: This code is not good; since we will want to keep the light on
// whilst the button is pressed we should debounce both the ON transisition
// and the OFF transistion.
// Last
if (IN4 == ON)
{
if (hardware.lastButton.state == OFF)
{
// If the debounce tolerance is met change state otherwise
// increment the debounce counter
if (hardware.lastButton.debounceCount > DEBOUNCE_TOLERANCE)
hardware.lastButton.state = ON;
else hardware.lastButton.debounceCount++;
}
}
else
{
// Button is off
hardware.lastButton.state = OFF;
hardware.lastButton.debounceCount = 0;
}
// Longest
if (IN3 == ON)
{
if (hardware.longestButton.state == OFF)
{
// If the debounce tolerance is met change state otherwise
// increment the debounce counter
if (hardware.longestButton.debounceCount > DEBOUNCE_TOLERANCE)
hardware.longestButton.state = ON;
else hardware.longestButton.debounceCount++;
}
}
else
{
// Button is off
hardware.longestButton.state = OFF;
hardware.longestButton.debounceCount = 0;
}
// Game
if (IN1 == OFF && IN2 == ON ) hardware.gameSwitch.position = 3;
else if (IN1 == ON && IN2 == OFF) hardware.gameSwitch.position = 2;
else hardware.gameSwitch.position = 1;
// Set the ports ready for the next read
START_SKILL = OFF;
LAST_LONGEST_GAME = OFF;
COLOUR_BUTTONS = ON;
}
if (hardware.buttonCounter == 60)
{
// Read the state of the colour buttons
unsigned char button;
unsigned char input;
for (button = 0; button < 4; button++)
{
switch (button)
{
case 0: input = IN1; // Blue
break;
case 1: input = IN2; // Yellow
break;
case 2: input = IN3; // Red
break;
case 3: input = IN4; // Green
break;
}
// Debounce ON
if (input == ON && hardware.colourButton[button].state == OFF)
{
// If the debounce tolerance is met change state otherwise
// increment the debounce counter
if (hardware.colourButton[button].debounceCount > DEBOUNCE_TOLERANCE)
hardware.colourButton[button].state = ON;
else hardware.colourButton[button].debounceCount++;
}
// Debounce off
if (input == OFF && hardware.colourButton[button].state == ON)
{
// If the debounce tolerance is met change state otherwise
// increment the debounce counter
if (hardware.colourButton[button].debounceCount > DEBOUNCE_TOLERANCE)
hardware.colourButton[button].state = OFF;
else hardware.colourButton[button].debounceCount++;
}
// Reset debounce counter
if (input == hardware.colourButton[button].state) hardware.colourButton[button].debounceCount = 0;
}
// Set the ports ready for the next read
START_SKILL = ON;
LAST_LONGEST_GAME = OFF;
COLOUR_BUTTONS = OFF;
}
// Update the button counter
hardware.buttonCounter++;
if (hardware.buttonCounter == 90) hardware.buttonCounter = 0;
// Increment the delay counter
hardware.delayCounter++;
if (hardware.delayCounter > 4000000000) hardware.delayCounter = 0;
// Set the volume level
if (hardware.volumeLevel != hardware.currentVolumeLevel) setVolumeLevel();
TMR0L = TMR0_SPEED; // Reset the timer0 counter
TMR0IF = 0; // Clear the timer0 interrupt flag
}
}
// High priority interrupt procedure
void interrupt hpHandler(void)
{
// Is this timer1 interrupting? (PWM sound generation interrupt)
if (TMR1IF)
{
// Pulse on or pulse off?
if (hardware.sound.pwmState == OFF)
{
SPEAKER = 1;
hardware.sound.pwmState = ON;
}
else
{
SPEAKER = 0;
hardware.sound.pwmState = OFF;
}
// Reset the timer1 counter bytes
TMR1H = hardware.sound.timer1HighByte;
TMR1L = hardware.sound.timer1LowByte;
// Reset the timer1 interrupt flag
TMR1IF = 0;
}
}
PK
Simon18F\sound.c/************************************************************************
sound.c
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#include
#include "hardware.h"
#include "sound.h"
// Note: this routine is accurate to about +-5Hz (it gets less accurate the higher
// the frequency)
void soundOn(int frequency)
{
// Check that we are not already making a sound
if (hardware.sound.state == ON) return;
int timerValue;
// Since the PWM does not allow good low frequency pulse generation
// when the clock speed is much above 4 Mhz
// we will use timer1 to generate the PWM by turning the pulse
// on and off at a 50% duty cycle
// timer1 must be in high priority mode or other interrupts will cause
// the sound to 'warble' as they are processed.
// Timer1 must be called at twice the desired frequency in order to
// turn the pulse on and off (at 50% duty cycle). Since the clock
// is 40Mhz the Fosc/4 is 12,000,000 timer ticks per second, so the required
// timer value is 6,000,000 ticks / frequency
// By using a prescaler of 1:4 we can reduce the figure to
// 1,500,000 ticks / frequency
// Since the timer is 16-bit the maximum timer setting is 65535, meaning that
// the lowest frequency we can generate is around 23 Hz
// however we limit the range to 30-20,000 Hz to be on the safe-side
// Sanity check the frequency
if (frequency < 20) frequency = 30;
if (frequency > 20000) frequency = 200000;
timerValue = 65536 - (1500000 / frequency);
// Set the TMR1L and TMR1H bytes according to timerValue
hardware.sound.timer1HighByte = (char)(timerValue >> 8);
hardware.sound.timer1LowByte = (char)timerValue;
TMR1H = hardware.sound.timer1HighByte;
TMR1L = hardware.sound.timer1LowByte;
// Set the PWM sound state to ON (used by the interrupt to track if the pulse
// should be high or low)
hardware.sound.pwmState = ON;
// Set the sound state to ON
hardware.sound.state = ON;
// Set up the timer
TMR1IF = 0; // Reset the timer1 interrupt flag
T1CON = 0b10100001; // Timer1 on, 16-bit and 1:4 prescaler
TMR1IE = 1; // Turn on the timer1 interrupt
}
void soundOff(void)
{
// This routine stops the sound by disabling the timer1 interrupt
TMR1IE = 0;
T1CON = 0b10100000; // Timer1 off, 16-bit and 1:4 prescaler
// Set the sound state to OFF
hardware.sound.state = OFF;
// Make sure the port is low
SPEAKER = OFF;
}
// Utility routine to make it easy to play common game sounds
void gameSound(unsigned char sound)
{
switch(sound)
{
case GREEN: soundOn(GREEN_SOUND);
break;
case RED: soundOn(RED_SOUND);
break;
case YELLOW: soundOn(YELLOW_SOUND);
break;
case BLUE: soundOn(BLUE_SOUND);
break;
case FAIL: soundOn(FAIL_SOUND);
break;
}
}PK sDu Simon18F\delay.c/************************************************************************
delay.c
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
// Global includes
#include
#include "delay.h"
#include "hardware.h"
void delayMilliSeconds(int milliSeconds)
{
// This delay routine uses a long int (32 bit) counter which is
// incremented on every timer0 interrupt.
//
// The actual delay depends on the speed of the interrupt and the
// execution time. It can be tuned by oscillating a pin and
// measuring the delay using a oscilloscope.
long delayComparison;
hardware.delayCounter = 0;
// Starting with 23 I kept reducing the figure (to allow for the overhead)
// until 10 milliseconds delay was accurate (the delay was measured with
// an oscilloscope)
delayComparison = 6 * milliSeconds;
while (hardware.delayCounter < delayComparison);
}PK ǧD Simon18F\lights.c/************************************************************************
lights.c
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
// Global includes
#include
// Local includes
#include "hardware.h"
#include "lights.h"
// These functions are simple utility routines for turning the
// lights on and off. They are included to make it easier
// to alter the light control in the future, but don't do
// anything clever right now except allowing the light dim
// speed and brightness to be altered globally.
// This routine is for controlling a single LED
void lightOn(unsigned char light)
{
hardware.light[light].dimSpeed = 4;
hardware.light[light].brightness = 100;
hardware.light[light].state = ON;
}
// This routine is for controlling a single LED
void lightOff(unsigned char light)
{
hardware.light[light].state = OFF;
}
void lightOffNoFade(unsigned char light)
{
hardware.light[light].dimSpeed = 100;
hardware.light[light].state = OFF;
}
// The 'colour' routines operate all 3 LEDs for each colour
void colourOn(unsigned char light)
{
if (light == RED)
{
hardware.light[REDL].dimSpeed = 16;
hardware.light[REDL].brightness = 100;
hardware.light[REDL].state = ON;
hardware.light[REDC].dimSpeed = 6;
hardware.light[REDC].brightness = 100;
hardware.light[REDC].state = ON;
hardware.light[REDR].dimSpeed = 16;
hardware.light[REDR].brightness = 100;
hardware.light[REDR].state = ON;
}
if (light == GREEN)
{
hardware.light[GREENL].dimSpeed = 16;
hardware.light[GREENL].brightness = 100;
hardware.light[GREENL].state = ON;
hardware.light[GREENC].dimSpeed = 6;
hardware.light[GREENC].brightness = 100;
hardware.light[GREENC].state = ON;
hardware.light[GREENR].dimSpeed = 16;
hardware.light[GREENR].brightness = 100;
hardware.light[GREENR].state = ON;
}
if (light == YELLOW)
{
hardware.light[YELLOWL].dimSpeed = 16;
hardware.light[YELLOWL].brightness = 100;
hardware.light[YELLOWL].state = ON;
hardware.light[YELLOWC].dimSpeed = 6;
hardware.light[YELLOWC].brightness = 100;
hardware.light[YELLOWC].state = ON;
hardware.light[YELLOWR].dimSpeed = 16;
hardware.light[YELLOWR].brightness = 100;
hardware.light[YELLOWR].state = ON;
}
if (light == BLUE)
{
hardware.light[BLUEL].dimSpeed = 16;
hardware.light[BLUEL].brightness = 100;
hardware.light[BLUEL].state = ON;
hardware.light[BLUEC].dimSpeed = 6;
hardware.light[BLUEC].brightness = 100;
hardware.light[BLUEC].state = ON;
hardware.light[BLUER].dimSpeed = 16;
hardware.light[BLUER].brightness = 100;
hardware.light[BLUER].state = ON;
}
}
void colourOff(unsigned char light)
{
if (light == RED)
{
hardware.light[REDL].state = OFF;
hardware.light[REDC].state = OFF;
hardware.light[REDR].state = OFF;
}
if (light == GREEN)
{
hardware.light[GREENL].state = OFF;
hardware.light[GREENC].state = OFF;
hardware.light[GREENR].state = OFF;
}
if (light == YELLOW)
{
hardware.light[YELLOWL].state = OFF;
hardware.light[YELLOWC].state = OFF;
hardware.light[YELLOWR].state = OFF;
}
if (light == BLUE)
{
hardware.light[BLUEL].state = OFF;
hardware.light[BLUEC].state = OFF;
hardware.light[BLUER].state = OFF;
}
}PK oD oD Simon18F\game.c/************************************************************************
game.c
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
// Global includes
#include
// Local includes
#include "hardware.h"
#include "interrupt.h"
#include "sound.h"
#include "delay.h"
#include "lights.h"
#include "game.h"
// This is the main game loop which is the first procedure called
// when the game is turned on. Here we monitor the start, last
// and longest buttons.
void mainGameLoop(void)
{
int counter;
// Has start been pressed?
if (hardware.startButton.state == ON)
{
// Note: the game.restartFlag is set if the player presses start
// during a game. This causes the game to gameOver and then
// return, we have to pick up the flag or the player would
// have to press start again to restart the game.
do
{
game.restartFlag = FALSE;
// Read the game number slider
game.gameNumber = hardware.gameSwitch.position;
// Read the skill level slider
game.skillLevel = hardware.skillSwitch.position;
// Start the selected game
simonSays(game.gameNumber);
} while (game.restartFlag);
// Reset the inactivity timer
hardware.delayCounter = 0;
}
// Has last been pressed?
if (hardware.lastButton.state == ON)
{
// If there is a last sequence play it back
if (game.currentSequencePointer != -1)
{
// Play back the last sequence
for (counter = 0; counter <= game.currentSequencePointer; counter++)
{
colourOn(game.currentSequence[counter]);
gameSound(game.currentSequence[counter]);
delayMilliSeconds(PLAYBACK_SLOW);
colourOff(game.currentSequence[counter]);
soundOff();
delayMilliSeconds(50);
}
}
delayMilliSeconds(800);
// Reset the inactivity timer
hardware.delayCounter = 0;
}
// Has longest been pressed?
if (hardware.longestButton.state == ON)
{
// If there is a longest sequence play it back
if (game.longestSequenceLength != -1)
{
// Play back the last sequence
for (counter = 0; counter <= game.longestSequenceLength; counter++)
{
colourOn(game.longestSequence[counter]);
gameSound(game.longestSequence[counter]);
delayMilliSeconds(PLAYBACK_SLOW);
colourOff(game.longestSequence[counter]);
soundOff();
delayMilliSeconds(50);
}
}
delayMilliSeconds(800);
// Reset the inactivity timer
hardware.delayCounter = 0;
}
// Has red been pressed? (Volume up)
if (hardware.colourButton[RED].state == ON)
{
hardware.volumeLevel += 10;
if (hardware.volumeLevel > 200) hardware.volumeLevel = 200;
else
{
colourOn(RED);
soundOn(RED_SOUND);
delayMilliSeconds(20);
soundOff();
delayMilliSeconds(250);
colourOff(RED);
}
}
// Has blue been pressed? (Volume down)
if (hardware.colourButton[BLUE].state == ON)
{
hardware.volumeLevel -= 10;
if (hardware.volumeLevel < 40) hardware.volumeLevel = 40;
else
{
colourOn(BLUE);
soundOn(BLUE_SOUND);
delayMilliSeconds(20);
soundOff();
delayMilliSeconds(250);
colourOff(BLUE);
}
}
}
// Game 1: Simon Says
// This is an emulation of the original Simon game 1; Simon plays a sequence
// of colours and the player must repeat the sequence. With every successful
// repetition Simon adds another colour until the sequence length matches
// the skill level's maximum.
// Game 2: Player Says
// This is an emulation of the original Simon game 2; This game is for 2 or more
// players. Simon shows an initial colour and the 1st player must repeat the colour
// and add one more, then the 2nd player repeats both colours and so on until the
// sequence maximum is met.
//
// Game 3: Choose your colour
// This is an emulation of the original Simon game 3; This game is for 2-4 players.
// The game is the same as game 1 except each player owns one or two colours. If the
// colour gets 'razzed' the colour is out and a new sequence begins without the colour.
// Game play continues until 31 colours are sequenced or only one 'winning' colour
// remains in the game.
//
// Note: In the original version of Simon the manual instructed the player to always
// select skill level 4 for games 2 and 3 (otherwise the maximum sequence length will be
// lower than the maximum). This 'feature' is recreated here and the skill level
// setting has the same effect as in game 1.
//
void simonSays(unsigned char gameNumber)
{
unsigned char gameOver = FALSE; // The game over flag
unsigned char waitingForInput = TRUE; // Flag is true when waiting for user input
unsigned char colourCount; // Used to count the number of active colours left
int currentColour; // Use to store the currently pressed colour button
int loop; // General purpose 'for loop' variable
int playBackDelay; // Used to store the playback delay when repeating the sequence
// Reset the active colours
game.colourActive[GREEN] = TRUE;
game.colourActive[RED] = TRUE;
game.colourActive[YELLOW] = TRUE;
game.colourActive[BLUE] = TRUE;
// Reset the sequence and player positions
game.currentSequencePointer = -1;
game.playerSequencePointer = 0;
while (!gameOver)
{
if ((gameNumber == 2 && game.currentSequencePointer == -1) ||
gameNumber == 1 || gameNumber == 3)
{
// Add one to the sequence position
game.currentSequencePointer++;
// Add a colour to the sequence from the active colours
do game.currentSequence[game.currentSequencePointer] = game.randomNumber;
while (game.colourActive[game.currentSequence[game.currentSequencePointer]] != TRUE);
// Replay current sequence
if (game.currentSequencePointer < 5) playBackDelay = PLAYBACK_SLOW;
else if (game.currentSequencePointer < 13) playBackDelay = PLAYBACK_MEDIUM;
else playBackDelay = PLAYBACK_FAST;
for (loop = 0; loop <= game.currentSequencePointer; loop++)
{
colourOn(game.currentSequence[loop]);
gameSound(game.currentSequence[loop]);
delayMilliSeconds(playBackDelay);
colourOff(game.currentSequence[loop]);
soundOff();
delayMilliSeconds(50);
}
}
// Reset the button inactivity timer
hardware.delayCounter = 0;
// Waiting for input = TRUE
waitingForInput = TRUE;
while(waitingForInput)
{
// Start button pressed?
if (hardware.startButton.state == ON)
{
// Current sequence longer than longest?
if (game.currentSequencePointer > game.longestSequenceLength)
{
// Store the current sequence as longest
for (loop = 0; loop <= game.currentSequencePointer; loop++)
game.longestSequence[loop] = game.currentSequence[loop];
game.longestSequenceLength = game.currentSequencePointer;
}
// Game over (due to start button being pressed)
gameOver = TRUE;
waitingForInput = FALSE;
}
else
{
// Colour button pressed?
currentColour = -1;
if (hardware.colourButton[GREEN].state == ON) currentColour = GREEN;
if (hardware.colourButton[RED].state == ON) currentColour = RED;
if (hardware.colourButton[YELLOW].state == ON) currentColour = YELLOW;
if (hardware.colourButton[BLUE].state == ON) currentColour = BLUE;
if (currentColour != -1)
{
waitingForInput = FALSE;
// Is playerPosition > sequence length?
if (game.playerSequencePointer > game.currentSequencePointer)
{
game.currentSequencePointer++;
// Add the colour to the sequence
game.currentSequence[game.currentSequencePointer] = currentColour;
// Light the depressed colour button
colourOn(currentColour);
// Play the colour's tone
gameSound(currentColour);
// Button released?
while (hardware.colourButton[currentColour].state == ON);
// Turn off the colour's light
colourOff(currentColour);
// Turn off the colour's sound
soundOff();
game.playerSequencePointer = 0;
}
else
{
// Does the button match the sequence?
if (currentColour == game.currentSequence[game.playerSequencePointer])
{
// Light the depressed colour button
colourOn(currentColour);
// Play the colour's tone
gameSound(currentColour);
// Button released?
while (hardware.colourButton[currentColour].state == ON);
// Turn off the colour's light
colourOff(currentColour);
// Turn off the colour's sound
soundOff();
// End of sequence?
if (game.playerSequencePointer < game.currentSequencePointer)
{
// Reset the button inactivity timer
hardware.delayCounter = 0;
// Add 1 to player position
game.playerSequencePointer++;
// Waiting for input = TRUE
waitingForInput = TRUE;
}
else
{
// Sequence length maximum for skill level?
if ((game.skillLevel == 1 && game.currentSequencePointer == 7) ||
(game.skillLevel == 2 && game.currentSequencePointer == 13) ||
(game.skillLevel == 3 && game.currentSequencePointer == 19) ||
(game.skillLevel == 4 && game.currentSequencePointer == 30))
{
if (gameNumber == 3 && game.skillLevel == 4)
{
// Play special victory tone
specialVictoryRazz();
}
else
{
// Play victory razz
victoryRazz(currentColour);
}
// Current Sequence longer than longest?
if (game.currentSequencePointer > game.longestSequenceLength)
{
// Store the current sequence as longest
for (loop = 0; loop <= game.currentSequencePointer; loop++)
game.longestSequence[loop] = game.currentSequence[loop];
game.longestSequenceLength = game.currentSequencePointer;
}
gameOver = TRUE;
}
else
{
// Game number?
if (gameNumber == 1 || gameNumber == 3)
{
// Set player position to 0
game.playerSequencePointer = 0;
}
else
{
// Is player position > sequence length?
if (game.playerSequencePointer > game.currentSequencePointer)
{
// Set player position to 0
game.playerSequencePointer = 0;
}
else
{
// Add 1 to player position
game.playerSequencePointer++;
}
}
}
}
}
else
{
// Play looser alert
colourOn(currentColour);
gameSound(FAIL);
delayMilliSeconds(1500);
colourOff(currentColour);
soundOff();
// Current sequence longer than longest?
if (game.currentSequencePointer > game.longestSequenceLength)
{
// Store the current sequence as longest
for (loop = 0; loop <= game.currentSequencePointer; loop++)
game.longestSequence[loop] = game.currentSequence[loop];
game.longestSequenceLength = game.currentSequencePointer;
}
// Game number
if (gameNumber == 1 || gameNumber == 2)
{
gameOver = TRUE;
}
else
{
// Eliminate colour which was depressed
game.colourActive[currentColour] = FALSE;
// More than one colour left?
colourCount = 0;
if (game.colourActive[GREEN] == TRUE) colourCount++;
if (game.colourActive[RED] == TRUE) colourCount++;
if (game.colourActive[YELLOW] == TRUE) colourCount++;
if (game.colourActive[BLUE] == TRUE) colourCount++;
if (colourCount > 1)
{
// Set sequence position to -1
game.currentSequencePointer = -1;
// Set player position to 0
game.playerSequencePointer = 0;
}
else
{
// Play victory tone
if (game.colourActive[GREEN] == TRUE) victoryRazz(GREEN);
if (game.colourActive[RED] == TRUE) victoryRazz(RED);
if (game.colourActive[YELLOW] == TRUE) victoryRazz(YELLOW);
if (game.colourActive[BLUE] == TRUE) victoryRazz(BLUE);
gameOver = TRUE;
}
}
}
}
}
else
{
// > 3 seconds inactivity?
if (hardware.delayCounter > 48000)
{
// Waiting for input = FALSE
waitingForInput = FALSE;
// Play looser alert
colourOn(game.currentSequence[game.playerSequencePointer]);
gameSound(FAIL);
delayMilliSeconds(1500);
colourOff(game.currentSequence[game.playerSequencePointer]);
soundOff();
// Current sequence longer than longest?
if (game.currentSequencePointer > game.longestSequenceLength)
{
// Store the current sequence as longest
for (loop = 0; loop <= game.currentSequencePointer; loop++)
game.longestSequence[loop] = game.currentSequence[loop];
game.longestSequenceLength = game.currentSequencePointer;
}
// Game number
if (gameNumber == 1 || gameNumber == 2)
{
gameOver = TRUE;
}
else
{
// Eliminate colour which was missed
game.colourActive[game.currentSequence[game.playerSequencePointer]] = FALSE;
// More than one colour left?
colourCount = 0;
if (game.colourActive[GREEN] == TRUE) colourCount++;
if (game.colourActive[RED] == TRUE) colourCount++;
if (game.colourActive[YELLOW] == TRUE) colourCount++;
if (game.colourActive[BLUE] == TRUE) colourCount++;
if (colourCount > 1)
{
// Set sequence position to -1
game.currentSequencePointer = -1;
// Set player position = 0;
game.playerSequencePointer = 0;
}
else
{
// Play victory tone
if (game.colourActive[GREEN] == TRUE) victoryRazz(GREEN);
if (game.colourActive[RED] == TRUE) victoryRazz(RED);
if (game.colourActive[YELLOW] == TRUE) victoryRazz(YELLOW);
if (game.colourActive[BLUE] == TRUE) victoryRazz(BLUE);
gameOver = TRUE;
}
}
}
}
}
}
// Delay before sequence replay
if (gameNumber == 1 || gameNumber == 3) delayMilliSeconds(800);
}
}
// This function plays the victory razz
void victoryRazz(unsigned char colour)
{
unsigned char counter;
delayMilliSeconds(800);
for (counter = 0; counter < 12; counter++)
{
lightOn(counter);
delayMilliSeconds(80);
lightOff(counter);
}
colourOn(BLUE);
soundOn(BLUE_SOUND);
delayMilliSeconds(400);
soundOff();
colourOff(BLUE);
colourOn(YELLOW);
soundOn(YELLOW_SOUND);
delayMilliSeconds(400);
soundOff();
colourOff(YELLOW);
colourOn(YELLOW);
soundOn(YELLOW_SOUND);
delayMilliSeconds(200);
soundOff();
colourOff(YELLOW);
colourOn(YELLOW);
soundOn(YELLOW_SOUND);
delayMilliSeconds(100);
soundOff();
colourOff(YELLOW);
colourOn(YELLOW);
soundOn(YELLOW_SOUND);
delayMilliSeconds(200);
soundOff();
colourOff(YELLOW);
colourOn(RED);
soundOn(RED_SOUND);
delayMilliSeconds(200);
soundOff();
colourOff(RED);
colourOn(GREEN);
soundOn(GREEN_SOUND);
delayMilliSeconds(200);
soundOff();
colourOff(GREEN);
colourOn(RED);
soundOn(RED_SOUND);
delayMilliSeconds(200);
soundOff();
colourOff(RED);
colourOn(YELLOW);
soundOn(YELLOW_SOUND);
delayMilliSeconds(400);
soundOff();
colourOff(YELLOW);
colourOn(YELLOW);
soundOn(YELLOW_SOUND);
delayMilliSeconds(200);
soundOff();
colourOff(YELLOW);
colourOn(YELLOW);
soundOn(YELLOW_SOUND);
delayMilliSeconds(100);
soundOff();
colourOff(YELLOW);
colourOn(YELLOW);
soundOn(YELLOW_SOUND);
delayMilliSeconds(400);
soundOff();
colourOff(YELLOW);
for (counter = 0; counter < 12; counter++)
{
lightOn(counter);
delayMilliSeconds(80);
lightOff(counter);
}
}
// This function plays the special victory razz used when the player completes
// game 3 on skill level 4
void specialVictoryRazz(void)
{
unsigned char loop;
delayMilliSeconds(800);
for (loop = 0; loop < 4; loop++)
{
colourOn(RED);
gameSound(RED);
if (loop == 0) delayMilliSeconds(50);
else delayMilliSeconds(100);
colourOff(RED);
soundOff();
colourOn(YELLOW);
gameSound(YELLOW);
delayMilliSeconds(100);
colourOff(YELLOW);
soundOff();
if (loop < 3)
{
colourOn(BLUE);
gameSound(BLUE);
delayMilliSeconds(100);
colourOff(BLUE);
soundOff();
colourOn(GREEN);
gameSound(GREEN);
delayMilliSeconds(100);
colourOff(GREEN);
soundOff();
}
}
// Note: In the original game the FAIL sound would be played until the
// game was turned off. Here we play it for 2 seconds. To make this
// emulate the original game properly replace the delay with an infinite
// loop.
gameSound(FAIL);
delayMilliSeconds(2000); // while(1);
soundOff();
}PK P Simon18F\spi.c/************************************************************************
spi.c
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
// Global includes
#include
// Local includes
#include "hardware.h"
#include "spi.h"
// Write 16 bits to the A6276 controller
void SPIwrite(unsigned char byte1, unsigned char byte2)
{
// Disable latching
CS_LED = 0;
// Write the low byte
SSPIF = 0;
SSPBUF = byte1;
while(!SSPIF); // Wait for transmit to complete
// Write the high byte
SSPIF = 0;
SSPBUF = byte2;
while(!SSPIF); // Wait for transmit to complete
// Enable latching
CS_LED = 1;
}
void setVolumeLevel(void)
{
// Set the volume level
CS_POT = 1;
CS_LED = 0;
CS_POT = 0;
SSPIF = 0;
SSPBUF = 0b00010011;
while(!SSPIF); // Wait for transmit to complete
SSPIF = 0;
SSPBUF = hardware.volumeLevel;
while(!SSPIF); // Wait for transmit to complete
CS_POT = 1;
hardware.currentVolumeLevel = hardware.volumeLevel;
}PK 1xRC C Simon18F\hardware.h/************************************************************************
hardware.h
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#ifndef _HARDWARE_H_
#define _HARDWARE_H_
// Fosc frequency (48 Mhz)
#define _XTAL_FREQ 48000000
// Hardware mapping definitions:
// Serial chip select lines
#define CS_LED RB5
#define CS_POT RC1
#define OE_LED RC2
// Identifiers for the 12 LEDs
#define GREENL 0
#define GREENC 1
#define GREENR 2
#define REDL 3
#define REDC 4
#define REDR 5
#define BLUEL 6
#define BLUEC 7
#define BLUER 8
#define YELLOWL 9
#define YELLOWC 10
#define YELLOWR 11
// Colour identifiers
#define GREEN 0
#define RED 1
#define YELLOW 2
#define BLUE 3
#define FAIL 4
// Speaker
#define SPEAKER RC0
// Outputs to buttons
#define START_SKILL RB2
#define LAST_LONGEST_GAME RB3
#define COLOUR_BUTTONS RB4
// Inputs
#define IN1 RA0
#define IN2 RA1
#define IN3 RA2
#define IN4 RA3
// Other useful definitions
#define OFF 0
#define ON 1
#define FALSE 0
#define TRUE 1
// Tones for the colours (ADF#A - true tones :)
#define GREEN_SOUND 440
#define RED_SOUND 370
#define YELLOW_SOUND 294
#define BLUE_SOUND 220
// Tone for failure
#define FAIL_SOUND 42
// Sequence playback speeds (in milliseconds)
#define PLAYBACK_SLOW 420
#define PLAYBACK_MEDIUM 320
#define PLAYBACK_FAST 220
// The following setting sets the speed of the timer0
// interrupt
#define TMR0_SPEED 0x00
// The debounce tolerance is the amount of readings to take
// of a button's state before changing it's state to either
// on or off. The 'noisier' the buttons, the higher the
// tolerance number should be.
#define DEBOUNCE_TOLERANCE 4
// Structure for game hardware state mapping:
// Push buttons including debounce variables
struct buttonState {
unsigned char state; // On or off
unsigned char debounceCount;
};
// Sliding switches
struct switchState {
unsigned char position;
};
// Sound state
struct soundState {
unsigned char state;
unsigned char pwmState;
unsigned char timer1LowByte;
unsigned char timer1HighByte;
};
struct lightState {
unsigned char state;
int brightness;
int dimSpeed;
};
// Overall hardware state
struct hardwareState {
struct buttonState lastButton;
struct buttonState startButton;
struct buttonState longestButton;
struct buttonState colourButton[4];
struct lightState light[12];
struct switchState gameSwitch;
struct switchState skillSwitch;
struct soundState sound;
// Internal counters
unsigned char pwmCounter;
int dimCounter;
unsigned char buttonCounter;
// Delay counter
unsigned long delayCounter;
// Volume level
int volumeLevel;
int currentVolumeLevel;
} hardware;
// Game state
struct gameState {
unsigned char gameActive;
unsigned char gameNumber;
unsigned char skillLevel;
// For game 3, shows if a colour is active
unsigned char colourActive[4];
unsigned char currentSequence[32];
int currentSequencePointer;
int playerSequencePointer;
unsigned char longestSequence[32];
int longestSequenceLength;
// The random number is generated by constantly changing
// the variable between 0 and 3 using the timer0 interrupt
unsigned char randomNumber;
// The restart flag is used to indicate that the player
// pressed the start key during a game.
unsigned char restartFlag;
} game;
// Function prototypes
void initialise(void);
#endifPK fؐN N Simon18F\interrupt.h/************************************************************************
interrupt.h
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#ifndef _INTERRUPT_H_
#define _INTERRUPT_H_
// Function prototypes
void interrupt low_priority lpHandler(void);
void interrupt hpHandler(void);
#endifPK RhL L Simon18F\sound.h/************************************************************************
sound.h
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#ifndef _SOUND_H_
#define _SOUND_H_
// Function prototypes
void soundOn(int frequency);
void soundOff(void);
void gameSound(unsigned char sound);
#endifPK 1O Simon18F\delay.h/************************************************************************
delay.h
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#ifndef _DELAY_H_
#define _DELAY_H_
// Function prototypes
void delayMilliSeconds(int milliSeconds);
#endifPK év Simon18F\lights.h/************************************************************************
lights.h
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#ifndef _LIGHTS_H_
#define _LIGHTS_H_
// Function prototypes
void lightOn(unsigned char light);
void lightOff(unsigned char light);
void lightOffNoFade(unsigned char light);
void colourOn(unsigned char light);
void colourOff(unsigned char light);
#endifPK ,7; Simon18F\game.h/************************************************************************
game.h
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#ifndef _GAME_H_
#define _GAME_H_
// Function prototypes
void mainGameLoop(void);
void simonSays(unsigned char gameNumber);
void victoryRazz(unsigned char colour);
void specialVictoryRazz(void);
void simonSays2(void);
#endifPK a, , Simon18F\spi.h/************************************************************************
spi.h
Simon18F - An MB Electronics Simon clone based on the PIC18F2550
Copyright (C) 2009 Simon Inns
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Email: simon.inns@gmail.com
************************************************************************/
#ifndef _SPI_H_
#define _SPI_H_
void SPIwrite(unsigned char byte1, unsigned char byte2);
void setVolumeLevel(void);
#endifPK |wfK K Simon18F\COPYING.txt GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
Copyright (C)
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
Copyright (C)
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
.
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