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Team C1: Tetris: a Frame Perfect Game Adventure

Team C1: Tetris: a Frame Perfect Game Adventure

Low-latency Multiplayer Tetris on FPGAs

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  • Introduction and Project Summary
  • Proposal Presentation Slides
  • Design Review and Document
  • Demo Video
  • Final Project Report

Deanyone’s Status Reports

Deanyone’s Status Updates for May 2

This week I continued working on integration and the final report. So far I’m fairly happy with how the final report is. Some input from Alton and Eric to flesh out some of the sections will be helpful and hopefully

deanyons May 2, 2020 Status Reports No Comments Read more

Deanyone’s Status Update for April 25

I spent another week working on metrics and integration. Some time was also spent on building the final presentation that Alton will be giving on Monday. I made some small iterations on the latency counter. I decided to keep the

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Deanyone’s Status Update for April 18

This week I started working on metrics and integration. I started the week building the input latency counter. Currently, it takes any input from the user and measures the latency from the user’s input to the VSYNC pulse that signals

deanyons April 18, 2020 Status Reports No Comments Read more

Deanyone’s Status Update for April 11

This week I went back and got delayed auto-shift working with the FPGA buttons. This mechanic defines how held buttons should behave. When a button is held down it initially has a long pause, then it has a fast repeat

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Deanyone’s Status Update for April 4

This week I spent my time building the various menu screens that our games uses. In particular I implemented the: Start Screen, which welcomes the user to the game Ready Screen, which the user sits at when waiting to start

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Deanyone’s Status Update for March 28

Please see the updated Gantt chart at the bottom of this post. Most notable changes are pushing back the network integration back a couple weeks due to Eric falling behind in implementing the network protocol. Developing the static menu screens

deanyons March 28, 2020March 28, 2020 Status Reports No Comments Read more

Deanyone’s Status Update for March 21

This week I primarily worked on tracking lines between the two players and loading in garbage into the playfield. This mechanism turned out to be complex enough that, much like line clearing, it makes more sense to implement it by

deanyons March 20, 2020 Status Reports No Comments Read more

Deanyone’s Status Update for March 14

This still fits on a DE0-CV! It’s also running on a dinosaur of a CRT. As you can see in the image here, this week I upgraded our implementation from VGA 640×480@60hz to SVGA 800×600@72hz. This provides some benefit to

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Deanyone’s Status Update for March 7

This week I worked on detecting T-spins and combos. I implemented a new module that is responsible for tracking both the lines cleared and lines sent to the opponent. This moves the previously existing functionality for lines cleared out of

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Deanyone’s Status Update for February 29

This past week I presented the design review for our team. Overall the presentation went well and everyone else seems to be doing well in their respective projects. The design review report is longer than expected and is taking some

deanyons February 29, 2020February 29, 2020 Status Reports No Comments Read more
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Recent Posts

  • Public Demo Video
  • Alton’s Status Update For May 2
  • Eric’s Status Update for May 2
  • Team Status Update for May 2
  • Deanyone’s Status Updates for May 2
  • Eric’s Status Update for April 25
  • Team Status Update for April 25
  • Deanyone’s Status Update for April 25
  • Eric’s Status Update for April 18
  • Alton’s Status Update for April 18

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