Some old AVR projects
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#include <avr/io.h>
#include <avr/interrupt.h>
#include <avr/pgmspace.h>
#include <util/delay.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include "lib/meta.h"
#include "lib/arduino_pins.h"
#include "lib/calc.h"
#define LCD_PIN_RS D10
#define LCD_PIN_RW D11
#define LCD_PIN_E D12
#define LCD_PIN_D4 D13
#define LCD_PIN_D5 D14
#define LCD_PIN_D6 D15
#define LCD_PIN_D7 D16
// D17 = A3 = source of entropy for random.
#include "lib/hd44780.h"
// Buttons (to ground)
#define BTN_LEFT D2
#define BTN_RIGHT D3
#define BTN_UP D4
#define BTN_DOWN D5
#define BTN_SELECT D6
#define BTN_RESTART D7
// Debouncer channels for buttons
// (Must be added in this order to debouncer)
#define D_LEFT 0
#define D_RIGHT 1
#define D_UP 2
#define D_DOWN 3
#define D_SELECT 4
#define D_RESTART 5
#define DEBO_CHANNELS 6
#define DEBO_TICKS 1 // in 0.01s
#include "lib/debounce.h"
// Board size (!!! rows = 2x number of display lines, max 2*4 = 8 !!!)
#define ROWS 4
#define COLS 20
// proto
void render();
void update();
void SECTION(".init8") init()
{
// Randomize RNG
adc_init();
srand(adc_read_word(3));
// Init LCD
lcd_init();
// gamepad buttons
as_input_pu(BTN_LEFT);
as_input_pu(BTN_RIGHT);
as_input_pu(BTN_UP);
as_input_pu(BTN_DOWN);
as_input_pu(BTN_SELECT);
as_input_pu(BTN_RESTART);
// add buttons to debouncer
debo_add_rev(BTN_LEFT);
debo_add_rev(BTN_RIGHT);
debo_add_rev(BTN_UP);
debo_add_rev(BTN_DOWN);
debo_add_rev(BTN_SELECT);
debo_add_rev(BTN_RESTART);
// setup timer
TCCR0A = _BV(WGM01); // CTC
TCCR0B = _BV(CS02) | _BV(CS00); // prescaler 1024
OCR0A = 156; // interrupt every 10 ms
sbi(TIMSK0, OCIE0A);
sei();
}
/** timer 0 interrupt vector */
ISR(TIMER0_COMPA_vect)
{
debo_tick(); // poll debouncer
update(); // update game state
render();
}
// sub-glyphs
#define _HEAD_ 31, 21, 21, 31
#define _BODY_ 31, 31, 31, 31
#define _FOOD_ 10, 21, 17, 14
#define _NONE_ 0, 0, 0, 0
// complete glyphs for loading into memory
// Only one food & one head glyph have to be loaded at a time.
// Body - Body
const uint8_t BB[] PROGMEM = {_BODY_, _BODY_};
// Body - None
const uint8_t BX[] PROGMEM = {_BODY_, _NONE_};
const uint8_t XB[] PROGMEM = {_NONE_, _BODY_};
// Head - None
const uint8_t HX[] PROGMEM = {_HEAD_, _NONE_};
const uint8_t XH[] PROGMEM = {_NONE_, _HEAD_};
// Body - Head
const uint8_t BH[] PROGMEM = {_BODY_, _HEAD_};
const uint8_t HB[] PROGMEM = {_HEAD_, _BODY_};
// Head - Food
const uint8_t HF[] PROGMEM = {_HEAD_, _FOOD_};
const uint8_t FH[] PROGMEM = {_FOOD_, _HEAD_};
// Food - None
const uint8_t FX[] PROGMEM = {_FOOD_, _NONE_};
const uint8_t XF[] PROGMEM = {_NONE_, _FOOD_};
// Body - Food
const uint8_t BF[] PROGMEM = {_BODY_, _FOOD_};
const uint8_t FB[] PROGMEM = {_FOOD_, _BODY_};
// board block (snake, food...)
typedef enum {
EMPTY = 0x00,
HEAD = 0x01,
FOOD = 0x02,
BODY_LEFT = 0x80;
BODY_RIGHT = 0x81,
BODY_UP = 0x82,
BODY_DOWN = 0x83,
} block_t;
typedef struct {
uint8_t x;
uint8_t y;
} coord_t;
#define is_body(blk) ((blk) & 0x80)
// y, x indexing
block_t board[ROWS][COLS];
coord_t head_pos;
coord_t food_pos;
void main()
{
lcd_define_glyph_pgm(0, BX);
lcd_define_glyph_pgm(1, BB);
lcd_define_glyph_pgm(2, XB);
lcd_define_glyph_pgm(3, XH);
lcd_define_glyph_pgm(4, XF);
// Test
lcd_char_xy(5, 0, 0);
lcd_char_xy(6, 0, 0);
lcd_char_xy(7, 0, 1);
lcd_char_xy(7, 1, 0);
lcd_char_xy(8, 1, 0);
lcd_char_xy(9, 1, 1);
lcd_char_xy(10, 1, 2);
lcd_char_xy(11, 1, 3);
lcd_char_xy(14, 1, 4);
while(1);
}