uploaded files

This commit is contained in:
Andrey Danyliuk
2026-05-31 15:51:36 +02:00
commit 08904b4b75
26 changed files with 2766 additions and 0 deletions

75
.gitignore vendored Normal file
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# User-specific uVision files
*.opt
*.uvopt
*.uvoptx
*.uvgui
*.uvgui.*
*.uvguix.*
# Listing files
*.cod
*.htm
*.i
*.lst
*.map
*.m51
*.m66
# define exception below if needed
*.scr
# Object and HEX files
*.axf
*.b[0-3][0-9]
*.hex
*.d
*.crf
*.elf
*.hex
*.h86
*.lib
*.obj
*.o
*.sbr
# Build files
# define exception below if needed
*.bat
*._ia
*.__i
*._ii
# Generated output files
/output/
# Debugger files
# define exception below if needed
*.ini
# Other files
*.build_log.htm
*.cdb
*.dep
*.ic
*.lin
*.lnp
*.orc
# define exception below if needed
*.pack
# define exception below if needed
*.pdsc
*.plg
# define exception below if needed
*.sct
*.sfd
*.sfr
# Miscellaneous
*.tra
*.bin
*.fed
*.l1p
*.l2p
*.iex
# backups
*.bak

440
Gamebox.uvproj Normal file
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Project xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="project_proj.xsd">
<SchemaVersion>1.1</SchemaVersion>
<Header>### uVision Project, (C) Keil Software</Header>
<Targets>
<Target>
<TargetName>Target 1</TargetName>
<ToolsetNumber>0x0</ToolsetNumber>
<ToolsetName>MCS-51</ToolsetName>
<uAC6>8</uAC6>
<TargetOption>
<TargetCommonOption>
<Device>STC15F2K60S2</Device>
<Vendor>STC</Vendor>
<Cpu>IRAM(0-0xFF) XRAM(0-0x6FF) IROM(0-0xEFF8) CLOCK(35000000) MODP2</Cpu>
<FlashUtilSpec></FlashUtilSpec>
<StartupFile>"LIB\STARTUP.A51" ("Standard 8051 Startup Code")</StartupFile>
<FlashDriverDll></FlashDriverDll>
<DeviceId>62472</DeviceId>
<RegisterFile>STC15F2K60S2.H</RegisterFile>
<MemoryEnv></MemoryEnv>
<Cmp></Cmp>
<Asm></Asm>
<Linker></Linker>
<OHString></OHString>
<InfinionOptionDll></InfinionOptionDll>
<SLE66CMisc></SLE66CMisc>
<SLE66AMisc></SLE66AMisc>
<SLE66LinkerMisc></SLE66LinkerMisc>
<SFDFile></SFDFile>
<bCustSvd>0</bCustSvd>
<UseEnv>0</UseEnv>
<BinPath>C:\Program Files\SDCC\BIN\</BinPath>
<IncludePath></IncludePath>
<LibPath></LibPath>
<RegisterFilePath></RegisterFilePath>
<DBRegisterFilePath>STC\</DBRegisterFilePath>
<TargetStatus>
<Error>0</Error>
<ExitCodeStop>0</ExitCodeStop>
<ButtonStop>0</ButtonStop>
<NotGenerated>0</NotGenerated>
<InvalidFlash>1</InvalidFlash>
</TargetStatus>
<OutputDirectory>.\output\</OutputDirectory>
<OutputName>Gamebox</OutputName>
<CreateExecutable>1</CreateExecutable>
<CreateLib>0</CreateLib>
<CreateHexFile>1</CreateHexFile>
<DebugInformation>1</DebugInformation>
<BrowseInformation>1</BrowseInformation>
<ListingPath>.\output\</ListingPath>
<HexFormatSelection>0</HexFormatSelection>
<Merge32K>0</Merge32K>
<CreateBatchFile>0</CreateBatchFile>
<BeforeCompile>
<RunUserProg1>0</RunUserProg1>
<RunUserProg2>0</RunUserProg2>
<UserProg1Name></UserProg1Name>
<UserProg2Name></UserProg2Name>
<UserProg1Dos16Mode>0</UserProg1Dos16Mode>
<UserProg2Dos16Mode>0</UserProg2Dos16Mode>
<nStopU1X>0</nStopU1X>
<nStopU2X>0</nStopU2X>
</BeforeCompile>
<BeforeMake>
<RunUserProg1>0</RunUserProg1>
<RunUserProg2>0</RunUserProg2>
<UserProg1Name></UserProg1Name>
<UserProg2Name></UserProg2Name>
<UserProg1Dos16Mode>0</UserProg1Dos16Mode>
<UserProg2Dos16Mode>0</UserProg2Dos16Mode>
<nStopB1X>0</nStopB1X>
<nStopB2X>0</nStopB2X>
</BeforeMake>
<AfterMake>
<RunUserProg1>0</RunUserProg1>
<RunUserProg2>0</RunUserProg2>
<UserProg1Name></UserProg1Name>
<UserProg2Name></UserProg2Name>
<UserProg1Dos16Mode>0</UserProg1Dos16Mode>
<UserProg2Dos16Mode>0</UserProg2Dos16Mode>
<nStopA1X>0</nStopA1X>
<nStopA2X>0</nStopA2X>
</AfterMake>
<SelectedForBatchBuild>0</SelectedForBatchBuild>
<SVCSIdString></SVCSIdString>
</TargetCommonOption>
<CommonProperty>
<UseCPPCompiler>0</UseCPPCompiler>
<RVCTCodeConst>0</RVCTCodeConst>
<RVCTZI>0</RVCTZI>
<RVCTOtherData>0</RVCTOtherData>
<ModuleSelection>0</ModuleSelection>
<IncludeInBuild>1</IncludeInBuild>
<AlwaysBuild>0</AlwaysBuild>
<GenerateAssemblyFile>0</GenerateAssemblyFile>
<AssembleAssemblyFile>0</AssembleAssemblyFile>
<PublicsOnly>0</PublicsOnly>
<StopOnExitCode>3</StopOnExitCode>
<CustomArgument></CustomArgument>
<IncludeLibraryModules></IncludeLibraryModules>
<ComprImg>1</ComprImg>
<BankNo>65535</BankNo>
</CommonProperty>
<DllOption>
<SimDllName>S8051.DLL</SimDllName>
<SimDllArguments></SimDllArguments>
<SimDlgDll>DP51.DLL</SimDlgDll>
<SimDlgDllArguments>-pDP8051</SimDlgDllArguments>
<TargetDllName>S8051.DLL</TargetDllName>
<TargetDllArguments></TargetDllArguments>
<TargetDlgDll>TP51.DLL</TargetDlgDll>
<TargetDlgDllArguments>-p51</TargetDlgDllArguments>
</DllOption>
<DebugOption>
<OPTHX>
<HexSelection>0</HexSelection>
<HexRangeLowAddress>0</HexRangeLowAddress>
<HexRangeHighAddress>0</HexRangeHighAddress>
<HexOffset>0</HexOffset>
<Oh166RecLen>16</Oh166RecLen>
</OPTHX>
<Simulator>
<UseSimulator>1</UseSimulator>
<LoadApplicationAtStartup>1</LoadApplicationAtStartup>
<RunToMain>1</RunToMain>
<RestoreBreakpoints>1</RestoreBreakpoints>
<RestoreWatchpoints>1</RestoreWatchpoints>
<RestoreMemoryDisplay>1</RestoreMemoryDisplay>
<RestoreFunctions>1</RestoreFunctions>
<RestoreToolbox>1</RestoreToolbox>
<LimitSpeedToRealTime>0</LimitSpeedToRealTime>
<RestoreSysVw>1</RestoreSysVw>
</Simulator>
<Target>
<UseTarget>0</UseTarget>
<LoadApplicationAtStartup>1</LoadApplicationAtStartup>
<RunToMain>0</RunToMain>
<RestoreBreakpoints>1</RestoreBreakpoints>
<RestoreWatchpoints>1</RestoreWatchpoints>
<RestoreMemoryDisplay>1</RestoreMemoryDisplay>
<RestoreFunctions>0</RestoreFunctions>
<RestoreToolbox>1</RestoreToolbox>
<RestoreTracepoints>0</RestoreTracepoints>
<RestoreSysVw>1</RestoreSysVw>
</Target>
<RunDebugAfterBuild>0</RunDebugAfterBuild>
<TargetSelection>-1</TargetSelection>
<SimDlls>
<CpuDll></CpuDll>
<CpuDllArguments></CpuDllArguments>
<PeripheralDll></PeripheralDll>
<PeripheralDllArguments></PeripheralDllArguments>
<InitializationFile></InitializationFile>
</SimDlls>
<TargetDlls>
<CpuDll></CpuDll>
<CpuDllArguments></CpuDllArguments>
<PeripheralDll></PeripheralDll>
<PeripheralDllArguments></PeripheralDllArguments>
<InitializationFile></InitializationFile>
<Driver></Driver>
</TargetDlls>
</DebugOption>
<Utilities>
<Flash1>
<UseTargetDll>0</UseTargetDll>
<UseExternalTool>0</UseExternalTool>
<RunIndependent>0</RunIndependent>
<UpdateFlashBeforeDebugging>0</UpdateFlashBeforeDebugging>
<Capability>0</Capability>
<DriverSelection>-1</DriverSelection>
</Flash1>
<bUseTDR>0</bUseTDR>
<Flash2></Flash2>
<Flash3>"" ()</Flash3>
<Flash4></Flash4>
<pFcarmOut></pFcarmOut>
<pFcarmGrp></pFcarmGrp>
<pFcArmRoot></pFcArmRoot>
<FcArmLst>0</FcArmLst>
</Utilities>
<Target51>
<Target51Misc>
<MemoryModel>2</MemoryModel>
<RTOS>0</RTOS>
<RomSize>2</RomSize>
<DataHold>0</DataHold>
<XDataHold>0</XDataHold>
<UseOnchipRom>0</UseOnchipRom>
<UseOnchipArithmetic>0</UseOnchipArithmetic>
<UseMultipleDPTR>0</UseMultipleDPTR>
<UseOnchipXram>0</UseOnchipXram>
<HadIRAM>1</HadIRAM>
<HadXRAM>1</HadXRAM>
<HadIROM>1</HadIROM>
<Moda2>0</Moda2>
<Moddp2>0</Moddp2>
<Modp2>1</Modp2>
<Mod517dp>0</Mod517dp>
<Mod517au>0</Mod517au>
<Mode2>0</Mode2>
<useCB>0</useCB>
<useXB>0</useXB>
<useL251>0</useL251>
<useA251>0</useA251>
<Mx51>0</Mx51>
<ModC812>0</ModC812>
<ModCont>0</ModCont>
<Lp51>0</Lp51>
<useXBS>0</useXBS>
<ModDA>0</ModDA>
<ModAB2>0</ModAB2>
<Mx51P>0</Mx51P>
<hadXRAM2>0</hadXRAM2>
<uocXram2>0</uocXram2>
<hadXRAM3>0</hadXRAM3>
<ModC2>0</ModC2>
<ModH2>0</ModH2>
<Mdu_R515>0</Mdu_R515>
<Mdu_F120>0</Mdu_F120>
<Psoc>0</Psoc>
<hadIROM2>0</hadIROM2>
<hadIROM3>0</hadIROM3>
<ModSmx2>0</ModSmx2>
<cBanks>0</cBanks>
<xBanks>0</xBanks>
<OnChipMemories>
<RCB>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0xffff</Size>
</RCB>
<RXB>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</RXB>
<Ocm1>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</Ocm1>
<Ocm2>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</Ocm2>
<Ocm3>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</Ocm3>
<Ocr1>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</Ocr1>
<Ocr2>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</Ocr2>
<Ocr3>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</Ocr3>
<IRO>
<Type>1</Type>
<StartAddress>0x0</StartAddress>
<Size>0xeff9</Size>
</IRO>
<IRA>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x100</Size>
</IRA>
<XRA>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x700</Size>
</XRA>
<XRA512>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</XRA512>
<IROM512>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</IROM512>
<XRA513>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</XRA513>
<IROM513>
<Type>0</Type>
<StartAddress>0x0</StartAddress>
<Size>0x0</Size>
</IROM513>
</OnChipMemories>
</Target51Misc>
<C51>
<RegisterColoring>0</RegisterColoring>
<VariablesInOrder>0</VariablesInOrder>
<IntegerPromotion>1</IntegerPromotion>
<uAregs>0</uAregs>
<UseInterruptVector>1</UseInterruptVector>
<Fuzzy>3</Fuzzy>
<Optimize>8</Optimize>
<WarningLevel>2</WarningLevel>
<SizeSpeed>1</SizeSpeed>
<ObjectExtend>1</ObjectExtend>
<ACallAJmp>0</ACallAJmp>
<InterruptVectorAddress>0</InterruptVectorAddress>
<VariousControls>
<MiscControls></MiscControls>
<Define></Define>
<Undefine></Undefine>
<IncludePath></IncludePath>
</VariousControls>
</C51>
<Ax51>
<UseMpl>0</UseMpl>
<UseStandard>1</UseStandard>
<UseCase>0</UseCase>
<UseMod51>0</UseMod51>
<VariousControls>
<MiscControls></MiscControls>
<Define></Define>
<Undefine></Undefine>
<IncludePath></IncludePath>
</VariousControls>
</Ax51>
<Lx51>
<useFile>0</useFile>
<linkonly>0</linkonly>
<UseMemoryFromTarget>1</UseMemoryFromTarget>
<CaseSensitiveSymbols>0</CaseSensitiveSymbols>
<WarningLevel>2</WarningLevel>
<DataOverlaying>1</DataOverlaying>
<OverlayString></OverlayString>
<MiscControls></MiscControls>
<DisableWarningNumbers></DisableWarningNumbers>
<LinkerCmdFile></LinkerCmdFile>
<Assign></Assign>
<ReserveString></ReserveString>
<CClasses></CClasses>
<UserClasses></UserClasses>
<CSection></CSection>
<UserSection></UserSection>
<CodeBaseAddress></CodeBaseAddress>
<XDataBaseAddress></XDataBaseAddress>
<PDataBaseAddress></PDataBaseAddress>
<BitBaseAddress></BitBaseAddress>
<DataBaseAddress></DataBaseAddress>
<IDataBaseAddress></IDataBaseAddress>
<Precede></Precede>
<Stack></Stack>
<CodeSegmentName></CodeSegmentName>
<XDataSegmentName></XDataSegmentName>
<BitSegmentName></BitSegmentName>
<DataSegmentName></DataSegmentName>
<IDataSegmentName></IDataSegmentName>
</Lx51>
</Target51>
</TargetOption>
<Groups>
<Group>
<GroupName>Source Group 1</GroupName>
<Files>
<File>
<FileName>STARTUP.A51</FileName>
<FileType>2</FileType>
<FilePath>.\STARTUP.A51</FilePath>
</File>
<File>
<FileName>Delay.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\Delay.c</FilePath>
</File>
<File>
<FileName>Display_Drives.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\Display_Drives.c</FilePath>
</File>
<File>
<FileName>GUI.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\GUI.c</FilePath>
</File>
<File>
<FileName>Main.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\Main.c</FilePath>
</File>
<File>
<FileName>RAC.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\RAC.c</FilePath>
</File>
<File>
<FileName>Shot.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\Shot.c</FilePath>
</File>
<File>
<FileName>snake.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\snake.c</FilePath>
</File>
<File>
<FileName>Sound_Drives.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\Sound_Drives.c</FilePath>
</File>
<File>
<FileName>Tetris.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\Tetris.c</FilePath>
</File>
<File>
<FileName>Sound_date.c</FileName>
<FileType>1</FileType>
<FilePath>.\src\Sound_date.c</FilePath>
</File>
</Files>
</Group>
</Groups>
</Target>
</Targets>
</Project>

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"Bill of Material for GameBox_PCB.PrjPcb"
"On 2014/10/27 at 13:57:28"
"Comment","Pattern","Quantity","Components"
"104","0805","1","C1",""
"1K","0805","1","R2",""
"330","0805","1","R3",""
"BEEP","BEEP","1","BEEP1",""
"BUTTON","BTN8.5*8.5","1","KP1",""
"Cap2","RB.1/.2","1","C2","Capacitor"
"IAP15F2K60S2_QFP44","LQFP44","1","U1",""
"KEY_M","KEY_M","5","K_DOWN, K_LEFT, K_RIGHT, K_UP, OK",""
"LED-8X8","LED8*8-3.0mm","2","DD1, DD2",""
"RTX1","HDR1X4","1","P1","Header, 4-Pin"
"S8550","SOT-23R","1","Q1","8550/BCW68"
"SMG_3W_0.25","SMG_3W_0.25","1","SEG",""
"USB","Micro_USB","1","USB_1",""
Can't render this file because it contains an unexpected character in line 4 and column 9.

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$NOMOD51
;------------------------------------------------------------------------------
; This file is part of the C51 Compiler package
; Copyright (c) 1988-2005 Keil Elektronik GmbH and Keil Software, Inc.
; Version 8.01
;
; *** <<< Use Configuration Wizard in Context Menu >>> ***
;------------------------------------------------------------------------------
; STARTUP.A51: This code is executed after processor reset.
;
; To translate this file use A51 with the following invocation:
;
; A51 STARTUP.A51
;
; To link the modified STARTUP.OBJ file to your application use the following
; Lx51 invocation:
;
; Lx51 your object file list, STARTUP.OBJ controls
;
;------------------------------------------------------------------------------
;
; User-defined <h> Power-On Initialization of Memory
;
; With the following EQU statements the initialization of memory
; at processor reset can be defined:
;
; <o> IDATALEN: IDATA memory size <0x0-0x100>
; <i> Note: The absolute start-address of IDATA memory is always 0
; <i> The IDATA space overlaps physically the DATA and BIT areas.
IDATALEN EQU 80H
;
; <o> XDATASTART: XDATA memory start address <0x0-0xFFFF>
; <i> The absolute start address of XDATA memory
XDATASTART EQU 0
;
; <o> XDATALEN: XDATA memory size <0x0-0xFFFF>
; <i> The length of XDATA memory in bytes.
XDATALEN EQU 0
;
; <o> PDATASTART: PDATA memory start address <0x0-0xFFFF>
; <i> The absolute start address of PDATA memory
PDATASTART EQU 0H
;
; <o> PDATALEN: PDATA memory size <0x0-0xFF>
; <i> The length of PDATA memory in bytes.
PDATALEN EQU 0H
;
;</h>
;------------------------------------------------------------------------------
;
;<h> Reentrant Stack Initialization
;
; The following EQU statements define the stack pointer for reentrant
; functions and initialized it:
;
; <h> Stack Space for reentrant functions in the SMALL model.
; <q> IBPSTACK: Enable SMALL model reentrant stack
; <i> Stack space for reentrant functions in the SMALL model.
IBPSTACK EQU 0 ; set to 1 if small reentrant is used.
; <o> IBPSTACKTOP: End address of SMALL model stack <0x0-0xFF>
; <i> Set the top of the stack to the highest location.
IBPSTACKTOP EQU 0xFF +1 ; default 0FFH+1
; </h>
;
; <h> Stack Space for reentrant functions in the LARGE model.
; <q> XBPSTACK: Enable LARGE model reentrant stack
; <i> Stack space for reentrant functions in the LARGE model.
XBPSTACK EQU 0 ; set to 1 if large reentrant is used.
; <o> XBPSTACKTOP: End address of LARGE model stack <0x0-0xFFFF>
; <i> Set the top of the stack to the highest location.
XBPSTACKTOP EQU 0xFFFF +1 ; default 0FFFFH+1
; </h>
;
; <h> Stack Space for reentrant functions in the COMPACT model.
; <q> PBPSTACK: Enable COMPACT model reentrant stack
; <i> Stack space for reentrant functions in the COMPACT model.
PBPSTACK EQU 0 ; set to 1 if compact reentrant is used.
;
; <o> PBPSTACKTOP: End address of COMPACT model stack <0x0-0xFFFF>
; <i> Set the top of the stack to the highest location.
PBPSTACKTOP EQU 0xFF +1 ; default 0FFH+1
; </h>
;</h>
;------------------------------------------------------------------------------
;
; Memory Page for Using the Compact Model with 64 KByte xdata RAM
; <e>Compact Model Page Definition
;
; <i>Define the XDATA page used for PDATA variables.
; <i>PPAGE must conform with the PPAGE set in the linker invocation.
;
; Enable pdata memory page initalization
PPAGEENABLE EQU 0 ; set to 1 if pdata object are used.
;
; <o> PPAGE number <0x0-0xFF>
; <i> uppermost 256-byte address of the page used for PDATA variables.
PPAGE EQU 0
;
; <o> SFR address which supplies uppermost address byte <0x0-0xFF>
; <i> most 8051 variants use P2 as uppermost address byte
PPAGE_SFR DATA 0A0H
;
; </e>
;------------------------------------------------------------------------------
; Standard SFR Symbols
ACC DATA 0E0H
B DATA 0F0H
SP DATA 81H
DPL DATA 82H
DPH DATA 83H
NAME ?C_STARTUP
?C_C51STARTUP SEGMENT CODE
?STACK SEGMENT IDATA
RSEG ?STACK
DS 1
EXTRN CODE (?C_START)
PUBLIC ?C_STARTUP
CSEG AT 0
?C_STARTUP: LJMP STARTUP1
RSEG ?C_C51STARTUP
STARTUP1:
IF IDATALEN <> 0
MOV R0,#IDATALEN - 1
CLR A
IDATALOOP: MOV @R0,A
DJNZ R0,IDATALOOP
ENDIF
IF XDATALEN <> 0
MOV DPTR,#XDATASTART
MOV R7,#LOW (XDATALEN)
IF (LOW (XDATALEN)) <> 0
MOV R6,#(HIGH (XDATALEN)) +1
ELSE
MOV R6,#HIGH (XDATALEN)
ENDIF
CLR A
XDATALOOP: MOVX @DPTR,A
INC DPTR
DJNZ R7,XDATALOOP
DJNZ R6,XDATALOOP
ENDIF
IF PPAGEENABLE <> 0
MOV PPAGE_SFR,#PPAGE
ENDIF
IF PDATALEN <> 0
MOV R0,#LOW (PDATASTART)
MOV R7,#LOW (PDATALEN)
CLR A
PDATALOOP: MOVX @R0,A
INC R0
DJNZ R7,PDATALOOP
ENDIF
IF IBPSTACK <> 0
EXTRN DATA (?C_IBP)
MOV ?C_IBP,#LOW IBPSTACKTOP
ENDIF
IF XBPSTACK <> 0
EXTRN DATA (?C_XBP)
MOV ?C_XBP,#HIGH XBPSTACKTOP
MOV ?C_XBP+1,#LOW XBPSTACKTOP
ENDIF
IF PBPSTACK <> 0
EXTRN DATA (?C_PBP)
MOV ?C_PBP,#LOW PBPSTACKTOP
ENDIF
MOV SP,#?STACK-1
; This code is required if you use L51_BANK.A51 with Banking Mode 4
;<h> Code Banking
; <q> Select Bank 0 for L51_BANK.A51 Mode 4
#if 0
; <i> Initialize bank mechanism to code bank 0 when using L51_BANK.A51 with Banking Mode 4.
EXTRN CODE (?B_SWITCH0)
CALL ?B_SWITCH0 ; init bank mechanism to code bank 0
#endif
;</h>
LJMP ?C_START
END

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#include "config.h"
static void Delay1us() //@33.000MHz
{
unsigned char i;
_nop_();
_nop_();
_nop_();
i = 5;
while (--i);
}
static void Delay1ms() //@33.000MHz
{
unsigned char i, j;
i = 33;
j = 22;
do
{
while (--j);
} while (--i);
}
void delayus(unsigned int n)
{
while(n--) Delay1us();
}
void delayms(unsigned int n)
{
while(n--) Delay1ms();
}

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src/Delay.h Normal file
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#ifndef __DELAY_H_
#define __DELAY_H_
extern void delayus(unsigned int n); //@33.000MHz
extern void delayms(unsigned int n); //@33.000MHz
#endif

154
src/Display_Drives.c Normal file
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#include "config.h"
#define A 0
#define B 1
#define ON 1 // common yin
void Data_CLR(bit ab) // Due to hardware limitations, the dot matrix display uses a common anode, while the digital tube uses a common cathode, hence the parameter requirement.
{
LED_D0 = ab;LED_D1 = ab;LED_D2 = ab;LED_D3 = ab;
LED_D4 = ab;LED_D5 = ab;LED_D6 = ab;LED_D7 = ab;
}
void ROW_data(uint8 rdata)// Row selection module
{
switch (rdata)
{
case 0 :LED_R16 = 0; LED_R1 = 1; break;
case 1 :LED_R1 = 0; LED_R2 = 1; break;
case 2 :LED_R2 = 0; LED_R3 = 1; break;
case 3 :LED_R3 = 0; LED_R4 = 1; break;
case 4 :LED_R4 = 0; LED_R5 = 1; break;
case 5 :LED_R5 = 0; LED_R6 = 1; break;
case 6 :LED_R6 = 0; LED_R7 = 1; break;
case 7 :LED_R7 = 0; LED_R8 = 1; break;
case 8 :LED_R8 = 0; LED_R9 = 1; break;
case 9 :LED_R9 = 0; LED_R10= 1; break;
case 10:LED_R10 = 0; LED_R11= 1; break;
case 11:LED_R11 = 0; LED_R12= 1; break;
case 12:LED_R12 = 0; LED_R13= 1; break;
case 13:LED_R13 = 0; LED_R14= 1; break;
case 14:LED_R14 = 0; LED_R15= 1; break;
case 15:LED_R15 = 0; LED_R16= 1; break;
case 0xff: LED_R1 = 1;LED_R2 = 1;LED_R3 = 1;LED_R4 = 1;
LED_R5 = 1;LED_R6 = 1;LED_R7 = 1;LED_R8 = 1;
LED_R9 = 1;LED_R10= 1;LED_R11= 1;LED_R12= 1;
LED_R13= 1;LED_R14= 1;LED_R15= 1;LED_R16= 1;
break; // 0xff Select All Mode
default: LED_R1 = 0;LED_R2 = 0;LED_R3 = 0;LED_R4 = 0;
LED_R5 = 0;LED_R6 = 0;LED_R7 = 0;LED_R8 = 0;
LED_R9 = 0;LED_R10= 0;LED_R11= 0;LED_R12= 0;
LED_R13= 0;LED_R14= 0;LED_R15= 0;LED_R16= 0;
break; // Other options are closed, so select all.
}
}
void DisPoint(uint8 x,uint8 y)
{
#define L_ON 0
ROW_data(88); // Clear
Data_CLR(B);
ROW_data(y); // Row selection
switch (x)
{
case 0: LED_D0 = L_ON; break;
case 1: LED_D1 = L_ON; break;
case 2: LED_D2 = L_ON; break;
case 3: LED_D3 = L_ON; break;
case 4: LED_D4 = L_ON; break;
case 5: LED_D5 = L_ON; break;
case 6: LED_D6 = L_ON; break;
case 7: LED_D7 = L_ON; break;
}
}
void Tns(uint8 n)// Brief delay
{
while(n--);
}
void MatxDisp(uint8 *buf,uint8 duty)
{
uint8 p,i;
bit b;
SMG_S1 = 1; SMG_S2 = 1; SMG_S3 = 1;
Data_CLR(B);
#define LED_OFF 1;
for(p=0;p<16;p++)
{
ROW_data(p);
for(i=0;i<8;i++)
{
b = ~(bit)(buf[p] & bitman[i]);// Common positive reversal
switch (i)
{
case 0: LED_D7 = LED_OFF; Tns(100-duty); LED_D0 = b; break;
case 1: LED_D0 = LED_OFF; Tns(100-duty); LED_D1 = b; break;
case 2: LED_D1 = LED_OFF; Tns(100-duty); LED_D2 = b; break;
case 3: LED_D2 = LED_OFF; Tns(100-duty); LED_D3 = b; break;
case 4: LED_D3 = LED_OFF; Tns(100-duty); LED_D4 = b; break;
case 5: LED_D4 = LED_OFF; Tns(100-duty); LED_D5 = b; break;
case 6: LED_D5 = LED_OFF; Tns(100-duty); LED_D6 = b; break;
case 7: LED_D6 = LED_OFF; Tns(100-duty); LED_D7 = b; break;
default: break;
}
Tns(duty);
}
LED_D7 = 1;
}
}
void SMG_Num(uint8 n) // Digital tube segment code
{
switch (n)
{
case 0: SMG_A = ON; SMG_B = ON; SMG_C = ON; SMG_D = ON; SMG_E = ON; SMG_F = ON;
break;
case 1: SMG_B = ON; SMG_C = ON;
break;
case 2: SMG_A = ON; SMG_B = ON; SMG_D = ON; SMG_E = ON; SMG_G = ON;
break;
case 3: SMG_A = ON; SMG_B = ON; SMG_C = ON; SMG_D = ON; SMG_G = ON;
break;
case 4: SMG_B = ON; SMG_C = ON; SMG_F = ON; SMG_G = ON;
break;
case 5: SMG_A = ON; SMG_C = ON; SMG_D = ON; SMG_F = ON; SMG_G = ON;
break;
case 6: SMG_A = ON; SMG_C = ON; SMG_D = ON; SMG_E = ON; SMG_F = ON; SMG_G = ON;
break;
case 7: SMG_A = ON; SMG_B = ON; SMG_C = ON;
break;
case 8: SMG_A = ON; SMG_B = ON; SMG_C = ON; SMG_D = ON; SMG_E = ON; SMG_F = ON; SMG_G = ON;
break;
case 9: SMG_A = ON; SMG_B = ON; SMG_C = ON; SMG_D = ON; SMG_F = ON; SMG_G = ON;
break;
}
}
void SMG_Display(uint16 goal,uint8 duty)
{
ROW_data(88);// Shielding dot matrix
Data_CLR(A);
Tns(100-duty);
SMG_S1 = 0;
SMG_Num(goal/100);
Tns(duty);
Data_CLR(A);
Tns(100-duty);
SMG_S1 = 1; SMG_S2 = 0;
SMG_Num(goal/10%10);
Tns(duty);
Data_CLR(A);
Tns(100-duty);
SMG_S2 = 1; SMG_S3 = 0;
SMG_Num(goal%10);
Tns(duty);
SMG_S3 = 1;
}

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#ifndef __DISPLAY_DRIVES_H__
#define __DISPLAY_DRIVES_H__
#include "typedef.h"
#define cdata P0 // Line data port
#define IORow_A P1 // Column Selection
#define IORow_B P2
extern void ROW_data(uint8 rdata); // Row selection module
extern void DisPoint(uint8 x,uint8 y); // Display pointer
extern void MatxDisp(uint8 *buf,uint8 duty);// Refresh display
extern void SMG_Display(uint16 goal,uint8 duty);
#endif

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#include "config.h"
/****************Game preview animation, 4 frames in total**************************/
uint8 code tetris_mod[4][8]=
{
{0x08,0x0C,0x08,0x00,0x00,0x91,0xB3,0xB7},
{0x00,0x00,0x00,0x00,0x00,0x99,0xBF,0xBF},
{0x60,0x40,0x40,0x00,0x00,0x99,0xBF,0xBF},
{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xF9},
};
uint8 code snake_mod[4][8]=
{
{0x00,0x00,0x00,0x00,0x00,0x00,0x2E,0x00},
{0x00,0x00,0x00,0x00,0x00,0x00,0x3C,0x00},
{0x20,0x00,0x00,0x20,0x20,0x20,0x30,0x00},
{0x20,0x20,0x20,0x20,0x20,0x20,0x00,0x00},
};
uint8 code RAC_mod[4][8]=
{
{0x8F,0x85,0x0A,0x81,0xA1,0x70,0xA1,0xD1},
{0x00,0x85,0x8F,0x04,0xAB,0xF1,0x20,0xD1},
{0x81,0x00,0x81,0x85,0x2E,0xF5,0xAB,0x50},
{0x00,0x81,0x81,0x00,0xA1,0xF1,0x20,0xD1},
};
uint8 code shot_mod[4][8]=
{
{0xBB,0xFB,0x00,0x00,0x00,0x00,0x04,0x0E},
{0xF6,0xBB,0xFB,0x00,0x10,0x00,0x10,0x38},
{0xF6,0xBB,0xEB,0x00,0x00,0x00,0x10,0x38},
{0xCF,0xF6,0xBB,0xEB,0x00,0x00,0x10,0x38},
};
/***************************************************/
static void GUI_Light_ADJ()
{
uint8 i;
uint8 code light[2]={0x42,0x24};
uint8 code tu[2]={0x3c,0x24};
DispRAM[0]=tu[0];
DispRAM[1]=tu[1];
DispRAM[10]=tu[1];
DispRAM[11]=tu[0];
DispRAM[12]=0x00;
DispRAM[13]=0x00;
DispRAM[14]=light[0];
DispRAM[15]=light[1];
for(i=2;i<10;i++){ // Brightness bar display
DispRAM[i] = ((i+1)>(duty/10) ? 0x00:0x18);
}
}
static void GUI_Sound_SET()
{
code uint8 S_Logo[8]={0x00,0x19,0x2A,0xC8,0x8B,0xC8,0x2A,0x19};
code uint8 S_ON[8]={0x00,0x00,0x42,0x62,0x52,0x4A,0x46,0x42};/*ON*/
code uint8 S_OFF[8]={0x00,0x00,0x3C,0x20,0x20,0x3C,0x20,0x20};/*OFF*/
int8 i;
for(i=15;i>7;i--)
DispRAM[i] = S_Logo[15-i];
if(sound_ON)
{
for(i=7;i>-1;i--)
DispRAM[i] = S_ON[7-i];
}
else
{
for(i=7;i>-1;i--)
DispRAM[i] = S_OFF[7-i];
}
}
void Flash_Screen_Clear()// Screen refresh animation
{
int8 i,p,n;
code uint8 bitman[8]={1,2,4,8,16,32,64,128};
for(p=0;p<8;p++)
for(i=0;i<8;i++)
{
n=2;
DispRAM[p] |= bitman[i];
DispRAM[15-p] |= bitman[7-i];
while(n--) MatxDisp(DispRAM,duty);
}
for(p=7;p>=0;p--)
for(i=7;i>=0;i--)
{
n=2;
DispRAM[p] &= ~bitman[i];
DispRAM[15-p] &= ~bitman[7-i];
while(n--) MatxDisp(DispRAM,duty);
}
}
void GUI_Game_Preview(uint8 s, uint16 fps, uint8 (*mod)[8])
{
uint8 i = 0;
if((tms/fps) > 3) tms=0;// Animation frame rate control
while(i<8)
{
DispRAM[i] = mod[tms/fps][7-i];// Animation loading
i++;
}
for(i=0;i<5;i++)// Game selection screen sequence display processing
{
DispRAM[14-i] = (num[s][i]<<2);
}
DispRAM[15] = 0x00;
DispRAM[9] = 0x00;
DispRAM[8] = 0x00;
}
void GUI_Preview_Load(uint8 n) // Load game preview animation data
{
switch (n)
{
case 1: GUI_Game_Preview(n,VIEW_FPS,tetris_mod);
break;
case 2: GUI_Game_Preview(n,VIEW_FPS,snake_mod);
break;
case 3: GUI_Game_Preview(n,VIEW_FPS,RAC_mod);
break;
case 4: GUI_Game_Preview(n,VIEW_FPS,shot_mod);
break;
case 5: GUI_Light_ADJ();
break;
case 6: GUI_Sound_SET();
break;
}
}
//void Copier(uint8 *cpy,uint8 *dat)// Data copying is used to cache the current data.
//{
// while(*cpy++ = *dat++);//I heard that using pointers like this looks cool.
//}
void GUI_ScreenTransl(uint8 n,uint8 xfps)//Pan
{
static s_ls = 1;// Used for left and right movement judgment
uint8 i,j,b;
uint8 tmpram[16];
for(i=0;i<16;i++)
{
tmpram[i] = DispRAM[i];// Transfer data to prepare for panning the image.
}
GUI_Preview_Load(n);
for(j=0;j<8;j++)
{
for(i=0;i<16;i++)
{
if(n < s_ls)// Shift left
{
if(DispRAM[i]&0x01) b=0x80;
else b=0;
tmpram[i]=(tmpram[i]>>1) | b;
DispRAM[i] = DispRAM[i]>>1;
}
else // Move right
{
if(DispRAM[i]&0x80) b=1;
else b=0;
tmpram[i]=(tmpram[i]<<1) | b;
DispRAM[i]=DispRAM[i]<<1;
}
}
tms=0;
while(tms < xfps) MatxDisp(tmpram,duty);// Screen panning speed
}
s_ls = n;// Remember the current index to determine whether to shift left or right.
keypad = K_NULL;// The translation animation process takes time, which can cause a bug due to the button debounce time, resulting in continuous button triggering. Therefore, the button state needs to be adjusted to eliminate the bug.
}
uint8 GUI_Main()
{
static uint8 s = 1;
uint8 k = K_NULL;
while(1)
{
switch (Get_Kvuale(150))
{
case K_NULL:
break;
case K_UP: if(s==5) if(duty<100) duty+=10;
break;
case K_DOWN:if(s==5) if(duty>=10) duty-=10;
break;
case K_LEFT:if(s>1)
{
s--;
GUI_ScreenTransl(s,SMOVE_SPEED);
}
break;
case K_RIGHT:if(s<6)
{
s++;
GUI_ScreenTransl(s,SMOVE_SPEED);
}
break;
case K_OK: if(s==6)
{
sound_ON = ~sound_ON;
Play_Music(sound_up);
}
else if(s<5) return s;// Return to the game selection number
break;
}
GUI_Preview_Load(s);
MatxDisp(DispRAM,duty);
}//while
}

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#ifndef _GUI_H_
#define _GUI_H_
extern void Flash_Screen_Clear();
//void GUI_Game_Preview(uint8 s, uint16 fps, uint8 (*mod)[8]);
//void GUI_ScreenTransl(uint8 n,uint8 xfps);// Pan
extern uint8 GUI_Main();
#endif

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/*
// Function: Retro Handheld Tetris Game Console source code, including game GUI,
// Tetris, Snake, Classic Racing, and Obstacle Shooting games.
v1.0:
2014-7-26 00:00:00 : Completed the basic model for the Tetris game;
2014-7-28 02:12:03 : Changed the temporary delay-based keyboard scanning to external interrupt status detection;
2014-7-28 20:40:37 : Implemented Tetris scoring and score display functions;
2014-8-1 01:01:54 : Merged and integrated the previously completed Snake game code;
2014-8-2 17:04:25 : Organized temporary source code to standardize project files;
2014-8-3 23:50:49 : Built the basic model for the game selection screen and completed the screen transition effect;
2014-8-5 00:50:04 : Improved LED dot-matrix low-level driver, added software PWM to adjust screen brightness;
2014-8-7 00:53:35 : Completed the racing game; used PWM layered scanning for screen display to create contrast;
2014-8-8 02:16:44 : Completed the racing game preview screen and merged all three games;
2014-8-12 01:47:07 : Changed line-by-line scanning to point-by-point scanning for uniform display brightness; added brightness adjustment;
2014-9-9 00:32:40 : Modified and optimized several details;
v1.1:
2014-9-18 0:57:23 : Re-laid out the circuit, corrected unreasonable design parts, and prepared for PCB production;
2014-9-19 22:02:36 : Added game sound effects with software-controlled mute switch;
2014-9-21 14:59:39 : Added three mini digital tubes to display the game score in real-time, sharing the parallel data port with the dot-matrix;
~~~~~~~~~~~ Note forgotten ~~~~~~~~~~~
2014-10-20 21:30:15 : Added shooting game and modularized the GUI to simplify the workflow.
*/
#include "config.h"
volatile uint8 data keypad = K_NULL; // Keypad status
volatile uint8 data keycont = 0; // Keypad debounce timer
volatile uint16 data tms = 0; // 1ms T0 timer
bit key_state = 0; // Key state
uint16 data speeds = 0; // Game speed
uint16 data scores = 0; // Game score
bit Glife = 1; // Game life status
bit sound_ON = 1; // Sound effect switch
uint8 data duty = 80; // PWM, default brightness
uint8 data DispRAM[16]={0}; // Display RAM
uint8 code bitman[8]={1,2,4,8,16,32,64,128}; // Bitmask for locating bits 0-7
uint8 code num[10][5]= // Yang code
{
{0x7,0x5,0x5,0x5,0x7},
{0x2,0x6,0x2,0x2,0x7},
{0x7,0x1,0x7,0x4,0x7},
{0x7,0x1,0x7,0x1,0x7},
{0x5,0x5,0x7,0x1,0x1},
{0x7,0x4,0x7,0x1,0x7},
{0x7,0x4,0x7,0x5,0x7},
{0x7,0x1,0x1,0x1,0x1},
{0x7,0x5,0x7,0x5,0x7},
{0x7,0x5,0x7,0x1,0x7}
};
/*********************PORT_INIT********************/
void Port_Init()
{
P0M0 = 0Xff;
P0M1 = 0X00;
P1M0 = 0Xff;
P1M1 = 0X00;
P2M0 = 0Xff;
P2M1 = 0X00;
P3M0 = 0X00;
P3M1 = 0X00;
P4M0 = 0Xff;
P4M1 = 0X00;
P5M0 = 0Xff;
P5M1 = 0X00;
}
void Init_Timer()
{
/****************** Timer 0 Interrupt Setup **********************/
AUXR |= 0x80; // Set Timer 0 to 1T mode
TMOD = 0x00; // Set Timer 0 to Mode 0 (16-bit auto-reload)
TL0 = T1MS; // Initialize timer value
TH0 = T1MS >> 8;
TR0 = 1; // Start Timer 0
ET0 = 1; // Enable Timer 0 interrupt
/***************** External Interrupt Setup *************************/
IT0 = 1; // Set INT0 to falling edge trigger
EX0 = 1; // Enable external interrupt INT0
IT1 = 1; // Set INT1 to falling edge trigger
EX1 = 1; // Enable external interrupt INT1
INT_CLKO |= 0x70; // Enable INT2, INT3, INT4 (EX4 = 1, EX3 = 1, EX2 = 1)
EA = 1; // Enable global interrupts
}
void Array_CLR(uint8 *p)
{
uint8 i=0;
while(i!=16)
{
p[i] = 0x00;
i++;
}
}
void ShowScore(uint score)
{
uint8 i;
uint8 qx,bx,sx,gx;
qx = score /1000;
bx = score %1000 /100;
sx = score %100/10;
gx = score %10;
Array_CLR(DispRAM);
for(i=0;i<5;i++)
DispRAM[8-i] = (num[sx][i]<<4) | (num[gx][i]);
for(i=0;i<5;i++)
DispRAM[14-i] = (num[qx][i]<<5) | (num[bx][i]<<1);
// MatxDisp(DispRAM,duty);
}
void main()
{
Port_Init();
Sound_Init();
Init_Timer();
Sound_Tone(1,14,5);// drop
srand(TL0);
delayms(100);
Play_Music(sound_game_start);
Flash_Screen_Clear();
while(1)
{
tms = 0;
keypad = K_NULL;// Clear key status
switch (GUI_Main()) // Enter the user game selection interface and return to the selected game.
{
case 1: Tetris_Game(); break;
case 2: Snake_Game(); break;
case 3: RAC_Game(); break;
case 4: Shot_Game(); break;
}
Play_Music(sound_game_over);
Flash_Screen_Clear();
ShowScore(scores); // Load the score into video memory
delayms(300);
keypad = K_NULL;
while(keypad != K_UP) // Keep the score displayed when the OK button is not pressed.
{
MatxDisp(DispRAM,duty);
SMG_Display(scores,duty);
}
}
}
/* Timer0 interrupt routine */
void T0_Timer_1ms_int() interrupt 1 using 1
{
if(tms<0xfffe) tms++; // Prevent overflow
if(key_state){ if(!--keycont) key_state=0;}
if(PIN_TR2)// If TR2 is enabled, sound effects will begin playing.
{
if(!sound_cnt_time--)
{
TR2_OFF;
beep = 1;
if(music_p[s_p][1])
{
Sound_Tone(sound_ON,music_p[s_p][0],music_p[s_p][1]);
s_p++; // Automatically load the next note to achieve simultaneous sound effects and gameplay.
}
}
}
if(KEY_DOWN==0 & KEY_UP==0) IAP_CONTR=0x60;// Software reset download program
}
void T2_Timer_Sound_freq() interrupt 12 // Interrupt Entry
{
beep = ~beep; // Buzzer frequency vibration
}
uint8 Get_Kvuale(uint8 key_delay)// Key debouncing processing, parameter is sensitivity adjustment
{
uint8 kvuale = K_NULL; // The returned initial value is null.
if(keypad != K_NULL) // When the key value is not NULL, it means that a key has been pressed.
{
if(!key_state) // When the button status bit (state) is 0, it indicates that the first trigger is valid; when it is 1, it indicates a repeated trigger.
{
key_state=1; // Set to 1 to prevent repeated triggering.
kvuale = keypad;// Get Read Key Value
keycont = key_delay;// Loading debouncing time
}
keypad = K_NULL; // Clear key value
}
return kvuale;
}
/********* External interrupt button area **********/
void exint0() interrupt 0 //INT0
{
keypad = 0;
}
void exint1() interrupt 2 //INT1
{
keypad = 1;
}
void exint2() interrupt 10 //INT2
{
keypad = 2;
}
void exint3() interrupt 11 //INT3
{
keypad = 3;
}
void exint4() interrupt 16 //INT4
{
keypad = 4;
}

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#include "config.h"
#define ASPEED 28 // Speed after pressing the acceleration button
uint8 ucar=1; // Your car, 1. Keep to the right, 2. Keep to the left
static void keyscan()
{
static bit r = 0;
int8 k = Get_Kvuale(30);
if(KEY_OK==0) {
speeds = ASPEED;
if(!sound_cnt_time | r) Sound_Tone(sound_ON,6,255);
r=0;
}
else{ // As the score increases, the game speed gradually increases.
speeds = 200 - scores/10;
if(!sound_cnt_time | !r) Sound_Tone(sound_ON,1,255);
r=1;
}
if(k==K_LEFT) ucar=1;
if(k==K_RIGHT) ucar=2;
}
void RAC_Game()
{
int8 xcar[4][2]={0}; // [2] 0: Left/Right/None; 1: Y-axis position of the vehicle
uint8 code carport[3][4]={{0,0,0,0},{0x50,0x20,0x70,0x20},{0x0a,0x04,0x0e,0x04}};
uint8 code track[5]={0x81,0x81,0x81,0x00,0x00};
uint8 carid=0,lastid=0,stp=0;
uint8 p,i;
Glife=1;
speeds = 200;
scores = 0;
for(i=0;i<4;i++){
xcar[i][1]=i*5;// Inter-race spacing between other race cars is a crucial aspect!
xcar[i][0]=0;
}
/******************Initialization complete, start the game.***********************/
while(Glife){
// Layered scanning divides the track and race cars on both sides of the image into two separate scans, creating contrast between the track and the cars.
// uint8 xtmp[16];
// for(p=0;p<16;p++)// Refresh the track
// DispRAM[p]=track[(p+stp)%5];// Dynamic runway algorithm
// for(p=0;p<16;p++){
// xtmp[p]=0x00;
// for(i=0;i<4;i++) // Refresh other racing cars
// if((0<=(p-xcar[i][1])) && (p-xcar[i][1])<4)
// xtmp[p] = carport[xcar[i][0]][p-(xcar[i][1])];
// if(p<4)
// if(xtmp[p] & carport[ucar][p])// Determine if your race car has collided with other race cars.
// Glife=0;
// else
// xtmp[p] |= carport[ucar][p];
// }
// Synchronous scanning
for(p=0;p<16;p++)// Refresh the track
{
DispRAM[p]=0x00;
DispRAM[p]=track[(p+stp)%5];// Dynamic runway algorithm
for(i=0;i<4;i++)// Refresh other racing cars
if((0<=(p-xcar[i][1])) && (p-xcar[i][1])<4)
DispRAM[p] |= carport[xcar[i][0]][p-(xcar[i][1])];
if(p<4)
{
if(DispRAM[p] & carport[ucar][p])// Determine if your race car has collided with other race cars.
Glife=0;
else DispRAM[p] |= carport[ucar][p];
}
}
if(tms > speeds)// Game Speed Beat
{
stp++;
if(stp==5) stp=0;// Runway dynamic algorithm marker bits
for(i=0;i<4;i++)
{
xcar[i][1]--; // Other cars followed the runway down.
if(xcar[i][1]== -4){
xcar[i][1]=15;
if(lastid>0) // The game rules state that if the previous parking space was not empty, then an empty parking space will be generated this time.
carid=0;
else
carid=rand()%3;// Randomly generate a car
lastid = carid;
xcar[i][0]=carid;
scores ++;
}
}
tms=0;
}
keyscan();
MatxDisp(DispRAM,duty);
SMG_Display(scores,duty);
}
TR2_OFF;
}

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#ifndef _RAC_H_
#define _RAC_H_
extern void RAC_Game(void);
#endif

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#ifndef __STC15F2K60S2_H_
#define __STC15F2K60S2_H_
/////////////////////////////////////////////////
// After including this header file, it is not necessary to include "REG51.H" separately
// Core Special Function Registers // Reset Value Description
sfr ACC = 0xE0; // 0000,0000 Accumulator
sfr B = 0xF0; // 0000,0000 B Register
sfr PSW = 0xD0; // 0000,0000 Program Status Word
sbit CY = PSW^7;
sbit AC = PSW^6;
sbit F0 = PSW^5;
sbit RS1 = PSW^4;
sbit RS0 = PSW^3;
sbit OV = PSW^2;
sbit P = PSW^0;
sfr SP = 0x81; // 0000,0111 Stack Pointer
sfr DPL = 0x82; // 0000,0000 Data Pointer Low Byte
sfr DPH = 0x83; // 0000,0000 Data Pointer High Byte
// I/O Port Special Function Registers
sfr P0 = 0x80; // 1111,1111 Port 0
sbit P00 = P0^0;
sbit P01 = P0^1;
sbit P02 = P0^2;
sbit P03 = P0^3;
sbit P04 = P0^4;
sbit P05 = P0^5;
sbit P06 = P0^6;
sbit P07 = P0^7;
sfr P1 = 0x90; // 1111,1111 Port 1
sbit P10 = P1^0;
sbit P11 = P1^1;
sbit P12 = P1^2;
sbit P13 = P1^3;
sbit P14 = P1^4;
sbit P15 = P1^5;
sbit P16 = P1^6;
sbit P17 = P1^7;
sfr P2 = 0xA0; // 1111,1111 Port 2
sbit P20 = P2^0;
sbit P21 = P2^1;
sbit P22 = P2^2;
sbit P23 = P2^3;
sbit P24 = P2^4;
sbit P25 = P2^5;
sbit P26 = P2^6;
sbit P27 = P2^7;
sfr P3 = 0xB0; // 1111,1111 Port 3
sbit P30 = P3^0;
sbit P31 = P3^1;
sbit P32 = P3^2;
sbit P33 = P3^3;
sbit P34 = P3^4;
sbit P35 = P3^5;
sbit P36 = P3^6;
sbit P37 = P3^7;
sfr P4 = 0xC0; // 1111,1111 Port 4
sbit P40 = P4^0;
sbit P41 = P4^1;
sbit P42 = P4^2;
sbit P43 = P4^3;
sbit P44 = P4^4;
sbit P45 = P4^5;
sbit P46 = P4^6;
sbit P47 = P4^7;
sfr P5 = 0xC8; // xxxx,1111 Port 5
sbit P50 = P5^0;
sbit P51 = P5^1;
sbit P52 = P5^2;
sbit P53 = P5^3;
sbit P54 = P5^4;
sbit P55 = P5^5;
sbit P56 = P5^6;
sbit P57 = P5^7;
sfr P6 = 0xE8; // 0000,0000 Port 6
sbit P60 = P6^0;
sbit P61 = P6^1;
sbit P62 = P6^2;
sbit P63 = P6^3;
sbit P64 = P6^4;
sbit P65 = P6^5;
sbit P66 = P6^6;
sbit P67 = P6^7;
sfr P7 = 0xF8; // 0000,0000 Port 7
sbit P70 = P7^0;
sbit P71 = P7^1;
sbit P72 = P7^2;
sbit P73 = P7^3;
sbit P74 = P7^4;
sbit P75 = P7^5;
sbit P76 = P7^6;
sbit P77 = P7^7;
sfr P0M0 = 0x94; // 0000,0000 Port 0 Mode Register 0
sfr P0M1 = 0x93; // 0000,0000 Port 0 Mode Register 1
sfr P1M0 = 0x92; // 0000,0000 Port 1 Mode Register 0
sfr P1M1 = 0x91; // 0000,0000 Port 1 Mode Register 1
sfr P2M0 = 0x96; // 0000,0000 Port 2 Mode Register 0
sfr P2M1 = 0x95; // 0000,0000 Port 2 Mode Register 1
sfr P3M0 = 0xB2; // 0000,0000 Port 3 Mode Register 0
sfr P3M1 = 0xB1; // 0000,0000 Port 3 Mode Register 1
sfr P4M0 = 0xB4; // 0000,0000 Port 4 Mode Register 0
sfr P4M1 = 0xB3; // 0000,0000 Port 4 Mode Register 1
sfr P5M0 = 0xCA; // 0000,0000 Port 5 Mode Register 0
sfr P5M1 = 0xC9; // 0000,0000 Port 5 Mode Register 1
sfr P6M0 = 0xCC; // 0000,0000 Port 6 Mode Register 0
sfr P6M1 = 0xCB; // 0000,0000 Port 6 Mode Register 1
sfr P7M0 = 0xE2; // 0000,0000 Port 7 Mode Register 0
sfr P7M1 = 0xE1; // 0000,0000 Port 7 Mode Register 1
// System Management Special Function Registers
sfr PCON = 0x87; // 0001,0000 Power Control Register
sfr AUXR = 0x8E; // 0000,0000 Auxiliary Register
sfr AUXR1 = 0xA2; // 0000,0000 Auxiliary Register 1
sfr P_SW1 = 0xA2; // 0000,0000 Peripheral Port Switch Register 1
sfr CLK_DIV = 0x97; // 0000,0000 Clock Divider Control Register
sfr BUS_SPEED = 0xA1; // xx10,x011 Bus Speed Control Register
sfr P1ASF = 0x9D; // 0000,0000 Port 1 Analog Function Config Register
sfr P_SW2 = 0xBA; // xxxx,x000 Peripheral Port Switch Register 2
// Interrupt Special Function Registers
sfr IE = 0xA8; // 0000,0000 Interrupt Control Register
sbit EA = IE^7;
sbit ELVD = IE^6;
sbit EADC = IE^5;
sbit ES = IE^4;
sbit ET1 = IE^3;
sbit EX1 = IE^2;
sbit ET0 = IE^1;
sbit EX0 = IE^0;
sfr IP = 0xB8; // 0000,0000 Interrupt Priority Register
sbit PPCA = IP^7;
sbit PLVD = IP^6;
sbit PADC = IP^5;
sbit PS = IP^4;
sbit PT1 = IP^3;
sbit PX1 = IP^2;
sbit PT0 = IP^1;
sbit PX0 = IP^0;
sfr IE2 = 0xAF; // 0000,0000 Interrupt Control Register 2
sfr IP2 = 0xB5; // xxxx,xx00 Interrupt Priority Register 2
sfr INT_CLKO = 0x8F; // 0000,0000 External Interrupt and Clock Output Control Register
// Timer Special Function Registers
sfr TCON = 0x88; // 0000,0000 T0/T1 Control Register
sbit TF1 = TCON^7;
sbit TR1 = TCON^6;
sbit TF0 = TCON^5;
sbit TR0 = TCON^4;
sbit IE1 = TCON^3;
sbit IT1 = TCON^2;
sbit IE0 = TCON^1;
sbit IT0 = TCON^0;
sfr TMOD = 0x89; // 0000,0000 T0/T1 Mode Register
sfr TL0 = 0x8A; // 0000,0000 T0 Low Byte
sfr TL1 = 0x8B; // 0000,0000 T1 Low Byte
sfr TH0 = 0x8C; // 0000,0000 T0 High Byte
sfr TH1 = 0x8D; // 0000,0000 T1 High Byte
sfr T4T3M = 0xD1; // 0000,0000 T3/T4 Mode Register
sfr T3T4M = 0xD1; // 0000,0000 T3/T4 Mode Register
sfr T4H = 0xD2; // 0000,0000 T4 High Byte
sfr T4L = 0xD3; // 0000,0000 T4 Low Byte
sfr T3H = 0xD4; // 0000,0000 T3 High Byte
sfr T3L = 0xD5; // 0000,0000 T3 Low Byte
sfr T2H = 0xD6; // 0000,0000 T2 High Byte
sfr T2L = 0xD7; // 0000,0000 T2 Low Byte
sfr WKTCL = 0xAA; // 0000,0000 Power-down Wake-up Timer Low Byte
sfr WKTCH = 0xAB; // 0000,0000 Power-down Wake-up Timer High Byte
sfr WDT_CONTR = 0xC1; // 0000,0000 Watchdog Timer Control Register
// Serial Port Special Function Registers
sfr SCON = 0x98; // 0000,0000 Serial Port 1 Control Register
sbit SM0 = SCON^7;
sbit SM1 = SCON^6;
sbit SM2 = SCON^5;
sbit REN = SCON^4;
sbit TB8 = SCON^3;
sbit RB8 = SCON^2;
sbit TI = SCON^1;
sbit RI = SCON^0;
sfr SBUF = 0x99; // xxxx,xxxx Serial Port 1 Data Register
sfr S2CON = 0x9A; // 0000,0000 Serial Port 2 Control Register
sfr S2BUF = 0x9B; // xxxx,xxxx Serial Port 2 Data Register
sfr S3CON = 0xAC; // 0000,0000 Serial Port 3 Control Register
sfr S3BUF = 0xAD; // xxxx,xxxx Serial Port 3 Data Register
sfr S4CON = 0x84; // 0000,0000 Serial Port 4 Control Register
sfr S4BUF = 0x85; // xxxx,xxxx Serial Port 4 Data Register
sfr SADDR = 0xA9; // 0000,0000 Slave Address Register
sfr SADEN = 0xB9; // 0000,0000 Slave Address Mask Register
// ADC Special Function Registers
sfr ADC_CONTR = 0xBC; // 0000,0000 A/D Conversion Control Register
sfr ADC_RES = 0xBD; // 0000,0000 A/D Conversion Result High 8 Bits
sfr ADC_RESL = 0xBE; // 0000,0000 A/D Conversion Result Low 2 Bits
// SPI Special Function Registers
sfr SPSTAT = 0xCD; // 00xx,xxxx SPI Status Register
sfr SPCTL = 0xCE; // 0000,0100 SPI Control Register
sfr SPDAT = 0xCF; // 0000,0000 SPI Data Register
// IAP/ISP Special Function Registers
sfr IAP_DATA = 0xC2; // 0000,0000 EEPROM Data Register
sfr IAP_ADDRH = 0xC3; // 0000,0000 EEPROM Address High Byte
sfr IAP_ADDRL = 0xC4; // 0000,0000 EEPROM Address Low Byte
sfr IAP_CMD = 0xC5; // xxxx,xx00 EEPROM Command Register
sfr IAP_TRIG = 0xC6; // 0000,0000 EEPROM Command Trigger Register
sfr IAP_CONTR = 0xC7; // 0000,x000 EEPROM Control Register
// PCA/PWM Special Function Registers
sfr CCON = 0xD8; // 00xx,xx00 PCA Control Register
sbit CF = CCON^7;
sbit CR = CCON^6;
sbit CCF2 = CCON^2;
sbit CCF1 = CCON^1;
sbit CCF0 = CCON^0;
sfr CMOD = 0xD9; // 0xxx,x000 PCA Work Mode Register
sfr CL = 0xE9; // 0000,0000 PCA Counter Low Byte
sfr CH = 0xF9; // 0000,0000 PCA Counter High Byte
sfr CCAPM0 = 0xDA; // 0000,0000 PCA Module 0 PWM Register
sfr CCAPM1 = 0xDB; // 0000,0000 PCA Module 1 PWM Register
sfr CCAPM2 = 0xDC; // 0000,0000 PCA Module 2 PWM Register
sfr CCAP0L = 0xEA; // 0000,0000 PCA Module 0 Capture/Compare Register Low Byte
sfr CCAP1L = 0xEB; // 0000,0000 PCA Module 1 Capture/Compare Register Low Byte
sfr CCAP2L = 0xEC; // 0000,0000 PCA Module 2 Capture/Compare Register Low Byte
sfr PCA_PWM0 = 0xF2; // xxxx,xx00 PCA Module 0 PWM Register
sfr PCA_PWM1 = 0xF3; // xxxx,xx00 PCA Module 1 PWM Register
sfr PCA_PWM2 = 0xF4; // xxxx,xx00 PCA Module 2 PWM Register
sfr CCAP0H = 0xFA; // 0000,0000 PCA Module 0 Capture/Compare Register High Byte
sfr CCAP1H = 0xFB; // 0000,0000 PCA Module 1 Capture/Compare Register High Byte
sfr CCAP2H = 0xFC; // 0000,0000 PCA Module 2 Capture/Compare Register High Byte
/////////////////////////////////////////////////
#endif

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/*********************************************************
STC_12C5A60S2<53><32><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD>
*********************************************************/
#ifndef _STC_ISP_H_
#define _STC_ISP_H_
// sfr IAP_CONTR = 0xC7; //IAP Control Register
sbit IN_OFF=P3^0;//<2F><><EFBFBD>ڽ<EFBFBD><DABD>ն<EFBFBD>
//**************************************************
void STC_ISP()
{
IN_OFF=1; //<2F><><EFBFBD><EFBFBD>2
if(!IN_OFF){IAP_CONTR=0x60;} //<2F>жϴ<D0B6><CFB4><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD>
}
#endif

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#include "config.h"
uint8 site;
uint8 bullet = 0;
uint8 aim_layer = 1;
uint8 plane[2];
uint8 block[16];
static void Shot_One();
static void Shot_One()
{
if(bullet>15){
bullet=1;
return;
}
if(bitman[site] & block[bullet])
{
block[bullet] &= (~bitman[site]);// Eliminate the shot block
bullet=1;
scores++;
// Sound_Tone(1,site+1,5);
}
else
{
++bullet;
Sound_Tone(sound_ON,bullet,1);
DisPoint(site,bullet); // Iterative generation of ballistics
delayus(300);
Shot_One(); // Recursive elimination
}
}
static void Block_Down()
{
uint8 i;
for(i=0;i<15;i++)
{
block[i] = block[i+1];
}
block[15] = rand()%256;
}
static void Key_Control()
{
int8 k = Get_Kvuale(150);
switch (k)
{
case K_LEFT: if(site < 7) site++;
break;
case K_RIGHT:if(site > 0) site--;
break;
case K_OK: Shot_One(); return;
break;
default: break;
}
if(!(tms%20)) if(!KEY_OK) Shot_One();
}
static void Shot_Game_Init()
{
uint8 i;
Glife=1;
site=3;
scores=0;
bullet=0;
speeds = 1000;
plane[1] = bitman[site]; // Draw the shape of an airplane
plane[0] = plane[1]<<1 | plane[1] | plane[1]>>1;
for(i=0;i<16;i++) block[i]=0x00; // Clear data
block[15] = rand()%256; // Let's start with one.
}
static void Shot_GameDisp()
{
// Copier(DispRAM,block);
uint8 i;
for(i=0;i<16;i++)
{
DispRAM[i] = block[i];
}
DispRAM[0] |= plane[0];
DispRAM[1] |= plane[1];
MatxDisp(DispRAM,duty);
}
void Shot_Game()
{
Shot_Game_Init();
while(Glife)
{
Key_Control();
plane[1] = bitman[site];
plane[0] = plane[1]<<1 | plane[1] | plane[1]>>1;
if(tms > (speeds-scores))
{
tms = 0;
Block_Down();
if(block[0] | (block[1]&plane[1])) Glife=0;
}
Shot_GameDisp();
SMG_Display(scores,duty);
}
}

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#ifndef _SHOT_H_
#define _SHOT_H_
extern void Shot_Game(void);
#endif

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#include "config.h"
uint8 freq_load[16][2];
uint16 data sound_cnt_time = 0;
uint8 (*music_p)[2] = 0;
uint8 s_p=0;// Music pointer
void Sound_Freq_Init() // Calculate the timer load value at the current crystal oscillator frequency based on the original frequency data upon power-on.
{
// Raw frequency data
code uint16 prime_freq[16]=
{
0xffff,
/*M*/523,587,659,698,784,880,988,
/*H*/1046,1175,1318,1397,1568,1760,1967,
0
};
uint16 load_vaule = 0;
uint8 i = 0;
do
{
load_vaule = (65536-(FOSC/prime_freq[i]));// Initialize timer value
freq_load[i][0] = load_vaule;
freq_load[i][1] = load_vaule >>8;
}while(prime_freq[++i]);
}
void Sound_Init(void) //@24.000MHz
{
AUXR |= 0x04; // Timer 2 is in 1T mode
// AUXR &= ~0x04; // Timer 2 is in 12T mode
// T2L = T1MS; // Initialize timer value
// T2H = T1MS >> 8;
// AUXR |= 0x10; // Timer 2 starts counting
IE2 |= 0x04; // Enable Timer 2 interrupt
EA = 1;
beep = 1; // Turn off the buzzer.
sound_cnt_time=0;
(*music_p)[2] = 0;
TR2_OFF;
Sound_Freq_Init();
}
void Sound_Tone(bit ON_OFF,uint8 freq,uint8 s_tms) //freqx>367
{
if(ON_OFF)
{
T2L = freq_load[freq][0];
T2H = freq_load[freq][1];
if(s_tms == 0xff) sound_cnt_time = 0xffff;
else sound_cnt_time = (uint16)s_tms*10;
TR2_NO;
}
}
void Play_Music(uint8 (*sound)[2])
{
if(sound_ON){
s_p=0;
sound_cnt_time = 0;
music_p = sound;
TR2_NO;
}
}

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#ifndef _SOUND_DRIVES_H__
#define _SOUND_DRIVES_H__
/*************Tone_Freq_HZ*******************/
#define L_1D0 262
#define L_2RE 294
#define L_3MI 330
#define L_4FA 349
#define L_5SO 392
#define L_6LA 440
#define L_7XI 494
#define M_1DO 523
#define M_2RE 587
#define M_3MI 659
#define M_4FA 698
#define M_5SO 784
#define M_6LA 880
#define M_7XI 988
#define H_1DO 1046
#define H_2RE 1175
#define H_3MI 1318
#define H_4FA 1397
#define H_5SO 1568
#define H_6LA 1760
#define H_7XI 1967
/*********************************************/
#define TR2_NO AUXR |= 0x10 // Timer 2 turned on
#define TR2_OFF AUXR &= 0xEF // closure
#define PIN_TR2 (AUXR & 0x10) // Determine if TR2 is on
extern uint8 code sound_up[][2];
extern uint8 code sound_down[8][2];
extern uint8 code sound_game_start[][2];
extern uint8 code sound_game_over[][2];
extern uint8 code sound_korobelniki[][2];
extern uint8 code sound_canon[][2];
extern uint16 data sound_cnt_time;
extern uint8 (*music_p)[2];
extern uint8 s_p;
void Sound_Init(void);
void Sound_Tone(bit ON_OFF,uint8 freq,uint8 s_tms); //freq>367
void Play_Music(uint8 (*sound)[2]);
#endif

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#include "config.h"
uint8 code sound_up[8][2]=
{
{8,8},{9,8},{10,8},{11,8},{12,8},{13,8},{14,8},{0,0}
};
uint8 code sound_down[8][2]=
{
{7,8},{6,8},{5,8},{4,8},{3,8},{2,8},{1,8},{0,0}
};
uint8 code sound_game_start[][2]=
{
{1,15},
{1,15},
{3,15},
{1,10},
{1,10},
{3,20},
{0,0}
};
uint8 code sound_game_over[5][2]=
{
{6,15},
{4,15},
{3,15},
{1,30},
{0,0}
};
uint8 code sound_korobelniki[][2]=
{
{6,28},
{3,18},
{4,18},
{5,18},
{4,18},
{3,18},
{2,20},
{0,1},
{2,20},
{4,20},
{6,28},
{0,1},
{5,18},
{4,22},
{3,22},
{0,1},
{4,22},
{5,22},
{6,22},
{0,1},
{4,22},
{2,22},
{0,2},
{2,28},
{0,12},
{5,30},
{6,25},
{7+2,22},
{7+1,22},
{6,28},
{4,18},
{6,20},
{5,18},
{4,18},
{3,28},
{4,18},
{5,28},
{6,20},
{4,20},
{2,20},
{0,1},
{2,25},
{0,0},
};
uint8 code sound_canon[][2]=
{
{7+3,35},{7+2,40},{7+1,35},{7,40},
{6,35},{5,40},
{6,35},{7,40},
{7+1,35},{7,40},
{6,35},{5,40},
{4,35},{3,40},
{4,35},{2,40},
{7+1,20},{7,20},{7+1,20},{1,20},
{7,20},{5,20},{2,20},{3,20},
{1,20},{7+1,20},{7,20},{6,20},
{7,20},{7+3,20},{7+5,20},{7+6,20},
{7+4,20},{7+3,20},{7+2,20},{7+4,20},
{7+4,20},{7+3,20},{7+1,20},{7,20},
{6,20},{5,20},{4,20},{3,20},
{2,20},{4,20},{3,20},{2,20},
{1,20},{2,20},{3,20},{4,20},
{5,20},{2,20},{5,20},{4,20},
{3,20},{6,20},{5,20},{4,20},
{5,20},{4,20},{3,20},{2,20},
{1,20},{6,20},{6,20},{7,20},
{7+1,20},{7,20},{6,20},{5,20},
{4,20},{3,20},{2,20},{6,20},
{5,20},{6,20},{5,20},{4,20},
{0,0},
};

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#include "config.h"
#define NORSPEED 500 // Normal game speed
#define MAXSPEED 28 // Press the DOWN button to speed up the game.
#define KEYSET 50 // Button Delay Detection
static char x=0,y=15; // The position marker of the dynamic block
static uint8 boxID; // When the block number is in front
static uint8 showbox[4]; // Dynamic block caching
static uint8 sblock[16]; // Static block cache
uint8 code getscore[5] = {0,1,3,7,15}; // Score for eliminating rows in one go
uint8 code rotlist[19]={0,2,1,4,3,6,5,8,9,10,7,12,13,14,11,16,17,18,15};// Block Rotating Linked List
uint8 code blocks[19][4]=
{
{0x00,0x00,0x18,0x18}, // Square shape 0
{0x10,0x10,0x10,0x10}, // Vertical line 1
{0x00,0x00,0x00,0x3c}, // Horizontal line 2
{0x00,0x08,0x18,0x10}, // Right-leaning 3
{0x00,0x00,0x30,0x18}, // Z-shape 1 4
{0x00,0x10,0x18,0x08}, // Shape 5 5
{0x00,0x00,0x18,0x30}, // Z-shape 2 6
{0x00,0x08,0x08,0x18}, // Corner shape 1 7
{0x00,0x00,0x38,0x08}, // Shape 8 8
{0x00,0x18,0x10,0x10}, // Shape 9 9
{0x00,0x00,0x20,0x38}, // Shape 10 10
{0x00,0x10,0x10,0x18}, // L-shape 11
{0x00,0x00,0x08,0x38}, // Shape 12 12
{0x00,0x18,0x08,0x08}, // Shape 13 13
{0x00,0x00,0x38,0x20}, // Shape 14 14
{0x00,0x00,0x10,0x38}, // T-shape (convex) 15
{0x00,0x08,0x18,0x08}, // Shape 16 16
{0x00,0x00,0x38,0x10}, // Shape 17 17
{0x00,0x10,0x18,0x10}, // Shape 18 18
};
static void RandBox() // Randomly load a block
{
uint8 i;
boxID = rand() % 19;
if(KEY_LEFT == 0 && KEY_RIGHT == 0) boxID = 2; // Game back-door, you know what I mean! ^.^
for(i=0;i<4;i++) // Load the block
{
showbox[i] = blocks[boxID][3-i]; // Due to hardware layout, load in reverse order for easier dot matrix operation
}
}
static char Check_LR(uint8 lr) // 0: left, 1: right; returns 1 if movable, 0 if blocked
{
uint8 i;
if(lr)
{
for(i=0;i<4;i++)
{
// Check boundary and existing static blocks
if ((showbox[i] & 0x01) || (showbox[i] >> 1 & sblock[i+y]))
return 0; // Exit if boundary or obstacle detected
}
return 1;
}
else
{
for(i=0;i<4;i++)
{
// Check boundary and existing static blocks
if((showbox[i] & 0x80) || (showbox[i] << 1 & sblock[i+y]))
return 0; // Exit if boundary or obstacle detected
}
return 1;
}
}
static void moveone(bit lr, uint8 *buf)
{
uint8 i;
if(lr)
{
for(i=0;i<4;i++)
{
buf[i] = buf[i]>>1;
}
}
else
{
for(i=0;i<4;i++)
{
buf[i] = buf[i]<<1;
}
}
}
static char BoxMover(char lr,uint8 *buf)
{
char i,j;
if(lr>0)
{
for(j=0;j<lr;j++)
{
for(i=0;i<4;i++)
{
if(buf[i] & 0x80)
{
return 0;
}
buf[i] = buf[i] <<1;
if(j+1 == lr)
if(buf[i] & sblock[i+y])
return 0;
}
}
return 1;
}
if(lr<0)
{
for(j=0;j<(-lr);j++)
{
for(i=0;i<4;i++)
{
if(buf[i] & 0x01)
{
return 0;
}
buf[i] = buf[i] >>1;
if(j+1 == (-lr))
if(buf[i] & sblock[i+y])
return 0;
}
}
return 1;
}
return 1;
}
static void SpinBox()
{
uint8 i,tmpid,tmpbuf[4]={0};
tmpid = rotlist[boxID];
for(i=0;i<4;i++)
tmpbuf[i] = blocks[tmpid][3-i];// Transform the next image based on the linked list.
if(x > 0)
{
if(BoxMover(x,tmpbuf))
{
boxID = tmpid;
for(i=0;i<4;i++)
showbox[i] = tmpbuf[i];
}
}
else if(x < 0)
{
if(BoxMover(x,tmpbuf))
{
boxID = tmpid;
for(i=0;i<4;i++)
showbox[i] = tmpbuf[i];
}
}
else
{
bit f = 1;
for(i=0;i<4;i++)
{
if(tmpbuf[i] & sblock[i+y])
{
f = 0;
break;
}
}
if( f )
{
for(i=0;i<4;i++)
showbox[i] = tmpbuf[i];
boxID = tmpid;
}
}
}
static char Check_Down() // Detect whether the falling block overlaps with a static block.
{
if((sblock[15] & showbox[0]) | (sblock[15] & showbox[1]))
return -1;
if(y==0) return 1;
if(sblock[y-1] & showbox[0]) return 1;
if(sblock[y] & showbox[1]) return 1;
if(y<15)
if(sblock[y+1] & showbox[2]) return 1;
if(y<14)
if(sblock[y+2] & showbox[3]) return 1;
return 0;
}
static void TetrisDisp() // 0: Scan only static images 1: Scan both static and dynamic images simultaneously
{
uint p;
for(p=0;p<16;p++)
DispRAM[p] = sblock[p];
for(p=y;p<y+4;p++)
if(p<16) DispRAM[p] |= showbox[p-y];
MatxDisp(DispRAM,duty);
}
static void RowFull() // Check if the line is full and handle accordingly.
{
uint8 p,k;
uint8 tmps=0;
for(p=0;p<16;p++)
{
if(sblock[p] == 0xff)
{
char c = 4; // Number of flashes
tmps++;
while(c--)
{
#define BLINKTIME 128 // Full line flashing speed
uint tmpct = tms+BLINKTIME;
Sound_Tone(sound_ON,5,3);
sblock[p] = ~sblock[p];
while(tmpct > tms)
{
MatxDisp(sblock,duty);
SMG_Display(scores,duty);
}
}
for(k=p;k<15;k++)
{
sblock[k] = sblock[k+1];
if(sblock[k] == 0x00)
break;
}
p--;
}
}
scores += getscore[tmps];
}
static void Tetris_Keyscan() //
{
int8 k = Get_Kvuale(150);
switch (k)
{
case K_NULL:break;
case K_LEFT:if(Check_LR(0))
{
moveone(0, showbox);
x++;
}
break;
case K_RIGHT:if(Check_LR(1))
{
moveone(1, showbox);
x--;
}
break;
case K_OK:
Sound_Tone(sound_ON & !(AUXR & 0x10),2,8);
SpinBox();
break;
}
if(KEY_DOWN==0)
speeds = MAXSPEED;// When down is pressed, it switches to the maximum speed block fall.
else speeds = NORSPEED;// The speed did not return to normal on time.
}
static void Tetris_Init()
{
uint i;
for(i=0;i<16;i++) // Clear static memory
sblock[i]=0x00;
scores=0;
keycont=0;
keypad=0;
tms=0;
speeds = NORSPEED;
RandBox(); // Randomly load a block
Glife=1;
}
void Tetris_Game()
{
Tetris_Init();
Play_Music(sound_korobelniki);
while(Glife)
{
Tetris_Keyscan();
if(tms > speeds) // Game Speed Beat
{
tms=0;
if(Check_Down() == 1) // Check if the dynamic block can no longer descend.
{
sblock[y] |= showbox[0]; // Combining dynamic blocks with static images
if(y<15) sblock[y+1] |= showbox[1];
if(y<14) sblock[y+2] |= showbox[2];
if(y<13) sblock[y+3] |= showbox[3];
RowFull(); // Check if there are rows that are full and perform the necessary processing.
RandBox(); // A new block is generated randomly.
x=0;
y=15; // Return the dynamic block coordinates to their original positions to prepare for the next new block.
}
else if(Check_Down() == -1)// The blocks have been detected to have reached their maximum capacity.
{
Glife = 0;// End game
}
else
{
y--; // The block moves down one space.
}
}
TetrisDisp();// Refresh game graphics
SMG_Display(scores,duty);
}
TR2_OFF;
}

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#ifndef _TETRIS_H_
#define _TETRIS_H_
extern void Tetris_Game();
#endif

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#ifndef _CONFIG_H_
#define _CONFIG_H_
#define FOSC 24000000L
#define T1MS (65536-FOSC/1000) // 1T mode
/*******************include*********************/
#include <stdlib.h>
#include "intrins.h"
#include "STC15F2K60S2.H"
#include "typedef.h"
//#include "common.h"
#include "delay.h"
#include "Display_Drives.h"
#include "Sound_Drives.h"
#include "GUI.h"
#include "Tetris.h"
#include "snake.h"
#include "RAC.h"
#include "Shot.h"
/*******************PIN_CONFIG*********************/
// passive buzzer
sbit beep = P3^4;
/*******keyborad******/
sbit KEY_UP =P3^2;
sbit KEY_DOWN =P3^6;
sbit KEY_LEFT =P3^0;
sbit KEY_RIGHT =P3^3;
sbit KEY_OK =P3^7;
//exint, which external interrupt number each button is connected to.
#define K_UP 0
#define K_DOWN 2
#define K_RIGHT 1
#define K_LEFT 4
#define K_OK 3
#define K_NULL 255 //Untriggered value
/*******Digital tube pin configuration********/
sbit SMG_S1 = P2^3; // Digital tube position selection
sbit SMG_S2 = P2^5;
sbit SMG_S3 = P4^2;
sbit SMG_A = P4^1;
sbit SMG_B = P2^4;
sbit SMG_C = P2^1;
sbit SMG_D = P2^0;
sbit SMG_E = P4^4;
sbit SMG_F = P2^2;
sbit SMG_G = P1^4;
/*********Dot matrix pin configuration*********/
// Dot matrix data port
sbit LED_D0 = P1^5;
sbit LED_D1 = P4^1;
sbit LED_D2 = P2^2;
sbit LED_D3 = P1^4;
sbit LED_D4 = P2^1;
sbit LED_D5 = P4^4;
sbit LED_D6 = P2^0;
sbit LED_D7 = P2^4;
// Dot matrix row selection
sbit LED_R16= P2^6;
sbit LED_R15= P4^5;
sbit LED_R14= P0^4;
sbit LED_R13= P2^7;
sbit LED_R12= P0^0;
sbit LED_R11= P0^3;
sbit LED_R10= P0^1;
sbit LED_R9 = P0^2;
sbit LED_R8 = P0^5;
sbit LED_R7 = P0^7;
sbit LED_R6 = P1^3;
sbit LED_R5 = P0^6;
sbit LED_R4 = P1^0;
sbit LED_R3 = P1^2;
sbit LED_R2 = P1^1;
sbit LED_R1 = P1^6;
/******************general global variables*******************/
#define VIEW_FPS 600 // Game selection frame interval time
#define SMOVE_SPEED 28 // Game selection screen panning speed
extern volatile uint8 data keypad; // Keyboard status
extern volatile uint16 data scores; // Game scoring
extern volatile uint8 data keycont; // Keyboard detection debounce timer
extern uint16 data tms; // 1ms T0 timer
extern uint16 data speeds; // Game speed
extern uint8 data duty; // Display duty cycle
extern bit sound_ON; // sound switch
extern bit Glife; // Game Life
extern uint8 data DispRAM[16]; // Show cache area
extern uint8 code bitman[8]; // Used for digital positioning
extern uint8 code num[10][5];
void ShowScore(uint score);
//void Copier(uint8 *dat,uint8 *cpy);
uint8 Get_Kvuale(uint8 key_delay);
#endif

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/*
2014-1-26 00:00:00 :Complete the Snake game model
2014-3-8 23:27:05 :The game speed increases as more food is consumed.
2014-3-15 20:06:15 :Physical hardware testing showed it was running well, but the snake game's structure consumed too much RAM and will be optimized.
*/
#include "config.h"
#define NORSPEED 360
#define ASPEED 100
#define WIDTH 8 // Game screen width
#define LENGTH 16 // Game screen length
static struct Food
{
uint8 x;// x-axis of food
uint8 y;// y-axis of food
}food;
struct Snake snake;
enum direc{up, down, left, right};// snake's direction of movement
static void Snake_Init(); // Initialize the game
static void Snake_Disp(); // Game display
static void Snake_Run(); // The snake took a step forward.
static void Create_Food(); // Randomly generated food
static void Create_Food()
{
uint8 i;
food.x = rand() % WIDTH; // Range 1-16;
food.y = rand() % LENGTH; // Get the random number seed; // Use a counter as a random number generator
for(i=1;i<(snake.node);i++)// Detect whether the generated food overlaps with the snake itself.
{
if((food.x==snake.x[i])&&(food.y==snake.y[i]))
Create_Food(); // Overlapping will lead to regeneration
}
}
static void Snake_Init()
{
uint8 c;
for(c=0;c < MAX_SNAKE;c++)// Clear memory data
{
snake.x[c]=-1;
snake.y[c]=-1;
}
snake.life = 1; // Give life to snakes
snake.node = 3; // Default length 3 sections
snake.direc = up;// Initial direction
snake.x[0]=4;
snake.y[0]=5;
snake.x[1]=4;
snake.y[1]=4;
snake.x[2]=4;
snake.y[2]=3;
speeds = NORSPEED; //Game speed
tms = 0;
scores = 0;
Create_Food(); //Generate the first food
}
static void Snake_Run() //Snake crawling algorithm
{
uint8 i;
for(i=(snake.node-1);i>0;i--) // The snakehead serves as a guide for progress, with the new generation surpassing the old.
{
snake.y[i]=snake.y[i-1];
snake.x[i]=snake.x[i-1];
}
switch (snake.direc) // Follow the direction of the snake.
{
case up: snake.y[0]+=1; break;
case down: snake.y[0]-=1; break;
case left: snake.x[0]-=1; break;
case right: snake.x[0]+=1; break;
}
}
static void Snake_Disp() // Game screen display
{
uint8 p = 16;
// for(p=0;p<snake.node;p++)// Drawing snake images
// {
// delayus(500-duty);
// DisPoint(snake.x[p],snake.y[p]);
// delayus(duty/5);
// cdata = 0xff;
// }
// DisPoint(food.x,food.y);// Drawing food images
// delayus(duty);
// cdata = 0xff;
//
// for(i=0;i<16;i++)
// {
// DispRAM[i] = 0;
// }
while(p--) DispRAM[p]=0; // Clear cache
for(p=0;p<snake.node;p++) // Write to new cache
{
DispRAM[snake.y[p]] |= 0x80 >> (snake.x[p]);
}
// DispRAM[food.y] |= 0x80 >> (food.x);
MatxDisp(DispRAM,duty);
DisPoint(7-food.x,food.y);
delayus(duty);
}
void Snake_Game() // Game Process
{
Snake_Init(); // Initialize the game
Play_Music(sound_canon);
while(snake.life) // If there is life, then there is play.
{
uint8 i;
switch(keypad)// Snake game directly reads key-value pairs; no debouncing is needed.
{
case K_UP: if((snake.direc==left)||(snake.direc==right)) snake.direc=up;
// When the UP button is pressed, the snake can only change direction when it is in a horizontal position.
break;
case K_DOWN:if((snake.direc==left)||(snake.direc==right)) snake.direc=down;
// When the DOWN key is pressed, the snake can only be changed when it is in a horizontal position.
break;
case K_LEFT:if((snake.direc==up)||(snake.direc==down)) snake.direc=left;
// When the left key is pressed, the snake can only be changed when it is in a vertical direction.
break;
case K_RIGHT:if((snake.direc==up)||(snake.direc==down)) snake.direc=right;
// When the right key is pressed, the snake can only be changed when it is in a vertical direction.
break;
default :
break;
}
if(KEY_OK==0) speeds = ASPEED;// Acceleration key
else speeds = NORSPEED;
keypad = K_NULL;
if(tms > speeds) // Advance one square every half second
{
tms=0;
Snake_Run(); // A boring walk
}
if((snake.x[0]==food.x) && (snake.y[0]==food.y))// Did you eat any food?
{
Sound_Tone(sound_ON,4,5);
// getfood=1;// Increasing the snake length directly here will create a copy of the original data in the next scan, so lengthening it is necessary to...
snake.node++;
// game_speed-=10; // Each food item consumed increases speed by 10 points.
Create_Food(); // Producing new foods
}
if((snake.x[0]>WIDTH-1)||(snake.x[0]<0)||(snake.y[0]>LENGTH-1)||(snake.y[0]<0))// Have you hit a wall?
{
snake.life=0; // The snake died after hitting the wall.
}
for(i=3;i<snake.node;i++)// Start judging whether the snake has collided with itself from the fourth segment, because the snake's head cannot collide with the second, third, or fourth segments.
{
if((snake.x[i]==snake.x[0])&&(snake.y[i]==snake.y[0]))//Self-harm
snake.life=0; // The snake died when its head touched its own body.
}
Snake_Disp(); // Display game image
scores = snake.node-3;
SMG_Display(scores,duty);
}
scores = snake.node-3;
TR2_OFF;
}

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#ifndef __SNAKE_H_
#define __SNAKE_H_
#include "typedef.h"
#define MAX_SNAKE 128
struct Snake
{
char x[MAX_SNAKE]; // snake.x[0] represents the snake's head.
char y[MAX_SNAKE];
char node; // The number of segments of a snake
char direc; //unsigned char direction;/*Snake movement direction*/
int life_time; // Snake survival time
uint8 life; // A snake's life: 1 alive, 0 dead
};
extern void Snake_Game(void);
#endif

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#ifndef _TYPEDEF_H_
#define _TYPEDEF_H_
typedef unsigned int U16;
typedef unsigned int uint16;
typedef unsigned int UINT;
typedef unsigned int uint;
typedef unsigned int UINT16;
typedef unsigned int WORD;
typedef unsigned int word;
typedef int int16;
typedef int INT16;
typedef unsigned long uint32;
typedef unsigned long UINT32;
typedef unsigned long DWORD;
typedef unsigned long dword;
typedef long int32;
typedef long INT32;
typedef signed char int8;
typedef signed char INT8;
typedef unsigned char byte;
typedef unsigned char BYTE;
typedef unsigned char uchar;
typedef unsigned char U8;
typedef unsigned char UINT8;
typedef unsigned char uint8;
typedef unsigned char BOOL;
#endif