369 lines
16 KiB
TeX
369 lines
16 KiB
TeX
\section{Textadventure}
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To illustrate how the components work together and can be used in various
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different applications, a small text-adventure with audio effects was written in
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C. The main goal was to show the capabilities of even small systems like the
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one developed.
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\subsection{General Implementation details}
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\subsubsection{General definitions and pinout of the AVR}
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Like the before examples, the textadventure was implemented on an ATMega2560
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and uses 3 different Registers for transmission: PORTF, PORTK and PORTL for
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address bus, data bus and control bus respectively, as can be seen in listing
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\ref{lst:textadv-avr.h}
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\newpage
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-avr.h}, caption={The avr.h header file},
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columns=flexible, style=cstyle]{./code/textadv/include/avr.h}
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The in listing \ref{lst:textadv-avr.h} shown preprocessor macros
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MR_SHIFT, WR_SHIFT,
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RD_SHIFT, CS_UART_SHIFT and CS_DAC_SHIFT are used to indicate the position of
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the corresponding control lines inside the control bus register. All other
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shift values are the same bitordering in input as in output.
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The BUS_HOLD_US is used to tell the avr how many microseconds it takes for the
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data bus to be latched into input register of the devices on write or how long
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it takes for the data bus to become stable on read. A delay of less than 1
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microsecond is not possible due to limitations of the AVR and the bus capacity,
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which increases the BER\footnote{BER...Bit Error Ratio} to a level which effects
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regular operation.
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\subsubsection{Read and Write routines}
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The set_addr function is the same as in the UART example code in listing
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\ref{lst:16550-general} and has therefore been omitted, execept for its definiton
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in the avr.h file in listing \ref{lst:textadv-avr.h}. The read and write
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functions for the UART module and the DAC module are the same as in the example
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code for the modules and have been ommited therefore as well.
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\subsubsection{UART and DAC update polling}
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The AVR constantly polls the DAC and UART modules for updates as can be seen in
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listing \ref{lst:textadv-routine}. The routine\_MODULE functions poll their
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respective modules for updates as can be seen in listings
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\ref{lst:textadv-routine-uart} and \ref{lst:textadv-routine-dac}. When a
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character is received, it is stored inside a bufer array and regular operation
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continues. If the $\lnot EF$ status bit is set in a read from the dac, the
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feed\_dac function is called which stores 256 bytes into the DAC and regular
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operation continues.
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-routine}, caption={The routine function looped by the main},
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columns=flexible, style=cstyle, firstline=105, lastline=110]
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{code/textadv/src/main.c}
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-routine-uart}, caption={The routine function for the UART},
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columns=flexible, style=cstyle, firstline=112, lastline=125]
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{code/textadv/src/16550.c}
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-routine-dac}, caption={The routine function for the DAC},
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columns=flexible, style=cstyle, firstline=200, lastline=207]
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{code/textadv/src/dac.c}
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\subsubsection{Program execution path}
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On microprocessors it is required to not leave a return path for programs, as
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a return path would lead to the microcontroller either resetting, or seicing to
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work until the next power cut. Therefore the program performs all it's tasks in
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an infinte loop. This loop can be seen in listing \ref{lst:textadv-routine} and
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in figure \ref{fig:textadv_pexfl}.
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\begin{figure}[H]
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\centering
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\input{charts/flowchart_textadv.tex}
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\caption{A Flow-Chart of the program execution path}
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\label{fig:textadv_pexfl}
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\end{figure}
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\subsection{DAC sound generation}
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\subsubsection{DAC modes}
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The DAC can produce any waveform described by 8 bit unsigned PCM code. Though
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possible to feed predefined waveforms into the DAC, the AVR doesn't have enough
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onboard memory to store more than a few seconds of these waveforms.
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For example to store one second of 8 bit unsigned PCM Code at 2 times 44.1KHz
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sampling rate of the DAC, the AVR would have to store
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$s = 2 \times 44100\frac{Bytes}{s}*1s = 2\times 44100 Bytes = 88.2KB$, but it
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has only a total of 256KB of onboard flash\cite{atmega2560} which makes for a
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total track lengh of $ t = \frac{256KB}{88.2\frac{KB}{s}} = 2.9s$ with only
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one track.
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Therefore the AVR generates the audio on runtime. To do that it has 6 builtin
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modes in which it can run, as can be seen in listing
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\ref{lst:textadv-dac-modes}:
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\begin{enumerate}
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\item{silent mode:}
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The DAC produces no output at all and is completely silent.
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\item{sine mode:}
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The DAC produces a sine with a specific frequency and an
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amplitude of 255.
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\item{square mode:}
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The DAC produces a square wave with a specific frequency and an
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amplitude of 255.
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\item{saw mode:}
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The DAC produces a saw wave with a specific frequency and an
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amplitude of 255.
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\item{noise mode:}
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The DAC produces a pseudo-random white-noise with a maximum
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amplitude of 255.
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\item{triangle mode:}
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The DAC produces a triangle wave with a specific frequency and
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an amplitude of 255.
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\end{enumerate}
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To perform these tasks the DAC takes two parameters, again seen in listing
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\ref{lst:textadv-dac-modes}:
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\begin{itemize}
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\item{A frequency deviation:}
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Used to tell the dac how much the desired frequency deviates
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from the base frequency of each waveform.
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\item{A mode:}
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Used to tell it which waveform to generate
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\end{itemize}
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-dac-modes}, caption={The DAC operation modes},
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columns=flexible, style=cstyle, firstline=25, lastline=38]
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{code/textadv/include/dac.h}
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-dac-gen}, caption={The DAC waveform generation code},
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columns=flexible, style=cstyle, firstline=61, lastline=198]
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{code/textadv/src/dac.c}
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\subsubsection{Tones and Tracks}
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A sound track inside the textadventure consists of independent tones. A tone is
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a waveform at a specific frequency played for a specific time. To perform the
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specific time functionality independant of DAC speed, an ISR
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\footnote{ISR...Interrupt Service Routine} on the AVR was used to change to
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the next tone every millisecond. A track is an array of tones with an end marker
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tone at the end which is a tone with a length of 0ms. The end marker tone tells
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the ISR to reset to the initial tone. The ISR can be seen in listing
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\ref{lst:textadv-isr} and the sound update function, which actually updates the
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current tone and is responsible for playing a track in listing
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\ref{lst:textadv-upsnd}. The output of an example track can be seen in
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figures \ref{fig:textadv_track_ex1} and \ref{fig:textadv_track_ex2}.
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-isr}, caption={The ISR which fires every millisecond},
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columns=flexible, style=cstyle, firstline=31, lastline=34]
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{code/textadv/src/interrupt.c}
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-upsnd}, caption={The sound update function},
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columns=flexible, style=cstyle, firstline=219, lastline=261]
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{code/textadv/src/sound.c}
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\newpage
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\begin{figure}[H]
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\begin{tikzpicture}
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\begin{axis}[
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ymin=-0.5025374538865546,
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ymax=-.0580652077731092,
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ylabel=Time,
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xlabel=Track output,
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ymajorgrids=true,
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width=\textwidth,
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height=0.98\textheight]
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\addplot table [x=c1, y=t, col sep=comma, mark=none] {meas/20200315audio_multiple_voices.csv};
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\addplot table [x=c2, y=t, col sep=comma, mark=none] {meas/20200315audio_multiple_voices.csv};
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\legend{DACA,DACB}
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\end{axis}
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\end{tikzpicture}
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\caption{The output of an example track part 1}
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\label{fig:textadv_track_ex1}
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\end{figure}
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\newpage
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\begin{figure}[H]
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\begin{tikzpicture}
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\begin{axis}[
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ymin=-.0580652077731092,
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ymax=0.4444722461134454,
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ylabel=Time,
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xlabel=Track output,
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ymajorgrids=true,
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width=\textwidth,
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height=0.98\textheight]
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\addplot table [x=c1, y=t, col sep=comma, mark=none] {meas/20200315audio_multiple_voices.csv};
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\addplot table [x=c2, y=t, col sep=comma, mark=none] {meas/20200315audio_multiple_voices.csv};
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\legend{DACA,DACB}
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\end{axis}
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\end{tikzpicture}
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\caption{The output of an example track part 2}
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\label{fig:textadv_track_ex2}
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\end{figure}
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\subsubsection{Track switching}
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To switch tracks on different actions, there is a map of tracks associated with
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rooms. Every room has an associated track, where the association can change on
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actions performed, which allows for a game atmosphere change. Track changes are
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performed outside the ISR, which could theoretically result in a race condition
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where the ISR would load a faulty track for 1ms if the track change was not
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performed fast enough, but this is prevented by disabling global interrupts
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during a track change.
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\subsection{User command interpretation}
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\subsubsection{Command structure and parsing}
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As in other text adventures \cite{dunnet} a command consits of one line of
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input terminated by a newline or line feed character \textbackslash n.
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The carriage return character which is sometimes transmitted with a line
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feed character is not parsed in this text adventure. Incoming character
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parsing can be seen in listings \ref{lst:textadv-routine-uart} and
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\ref{lst:textadv-ingest}.
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As one command is parsed each part is required to be separated by an empty
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space character which is ascii code 32 \cite{ascii}. The first part of the given
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input is then compared to an array of actions a user can perform, for example
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use or search, as can be seen in listing \ref{lst:textadv-parsecmd}
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In listing \ref{lst:textadv-routine-uart} the comment echo back can be seen. The
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write\_char function before it writes the last received character back to the
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terminal which sent it. This is done to write what the user typed out to the
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terminal as otherwise it would not be seen what has been typed on any VT100
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compatiable terminal\cite{vt100} or terminal emulator.
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-ingest}, caption={The character ingest function},
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columns=flexible, style=cstyle, firstline=73, lastline=81]
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{code/textadv/src/game.c}
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The in listing \ref{lst:textadv-ingest} shown branch overrides the last received
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character with 0x00 which is ascii NUL and decrements the buffer pointer by one
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if the received character was 0x7F. 0x7F is the ADCII DELETE character
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\cite{ascii} which instructs the receiving end that the last received character
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was a mistake and should be purged. This is also what a vt100 compiant terminal
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emulator sends when the backspace or delete key is pressed \cite{vt100}.
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-parsecmd}, caption={The command parsing function},
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columns=flexible, style=cstyle, firstline=33, lastline=71]
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{code/textadv/src/game.c}
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\subsubsection{Command parameters}
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Command paramters are interpreted as the string that follows the action
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and the space behind it. As can be seen in the case for ACTION\_USE in
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listing \ref{lst:textadv-perfact} the use item function is passed the
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command buffer\footnote{which is an address in memory} plus the length of the
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entered command plus one for the space. So the string starting at the passed
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address should match the start address of the parameter. If no parameter is
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supplied, the address should point to a character containing ASCII NUL, which
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marks the end of a string, bcause after comand parsing the string is overwritten
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with zeros as seen in listing \ref{lst:textadv-parsecmd}.
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-perfact}, caption={The command execution routine},
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columns=flexible, style=cstyle, firstline=83, lastline=123]
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{code/textadv/src/game.c}
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\subsection{Gameplay}
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The game itself plays like a regular game with limtations set in direction.
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Playeras can search for items in each room and grab the found items as can be
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seen in figure \ref{fig:tetadv_gameplay}. The general gamplay is perfomred via
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altering the map data and the strings output to the user.
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\begin{figure}[H]
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\centering
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\includegraphics[width=\textwidth, angle=0]{pics/gameplay.png}
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\caption{A regular beginning of the game}
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\label{fig:tetadv_gameplay}
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\end{figure}
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\subsubsection{Memory constraints}
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The AVR has 8kB of internal SRAM which are used for stack and heap
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\cite{atmega2560}. During the build of the program an ELF file can be obtained
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which contains infromation on the programs structure and memory usage on boot.
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Strings and variables are contained within the .data section of the elf file,
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and loaded into memory during boot\cite{elf}. This is done for integer
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variables, as well as for strings, which makes the use of strings limited not
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to the flash size but to the RAM size of the AVR. To save memory, sound tracks
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as well as the sine and noise table have been put into program space with the
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PROGMEM attribute as described by the avr-libc documentation\cite{progmem}.
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In listing \ref{lst:textadv-dac-gen} a read from program memory can be seen in
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the noise and sine modes. Strings have not been put into programmspace as this
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would require each string to be declared independantly and then be put into
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arrays\cite{progmem} as is done now, which would make the code much less
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readable and increase overhead As well as make the usage of buffers nescessary
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in order for the override of the printf function to work.
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\subsubsection{Story}
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The basics of the storyline are that you wake up in the middle of a forest and
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don't remember anything. You have to get through the forest to an old house,
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while having to get rid of a bear which is blocking the way. Inside the house
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you have to get a computer to start. The game then proceeds to get recursive and
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your goal is to break out of the recursion.
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\subsubsection{Recursion}
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The game, when performing the recursion, resets your inventory and internal
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state machines, before putting you back to the starting point. However by
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altering the orientation of rooms, altering the list of items found inside rooms
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and by altering the texts output by the game, the atmosphere can be changed, and
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the outcome changed.
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\subsubsection{Computer State Machine}
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One example of a state machine inside the game is the computer inside the
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old-house. The computer needs three items: a keyboard to type on, something to
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boot from, for example a floppy disk, and a screwdriver to start it. The state
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machine implementation can be seen in listing \ref{lst:textadv-fsm} and the
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state diagram in figure \ref{fig:textadv_compfsm}.
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\lstinputlisting[language=C,frame=trBL,
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breaklines=true, breakautoindent=true, formfeed=\newpage,
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label={lst:textadv-fsm}, caption={The computer FSM},
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columns=flexible, style=cstyle, firstline=288, lastline=327]
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{code/textadv/src/game.c}
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\begin{figure}[H]
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\centering
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\begin{tikzpicture}
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\node[state, initial] (c1) {Nothing};
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\node[state, right of=c1] (c2) {Keyboard};
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\node[state, right of=c2] (c3) {Bootable};
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\draw (c1) edge[loop above] node{else} (c1)
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(c1) edge[above] node {keyboard} (c2)
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(c2) edge[loop above] node{else} (c2)
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(c2) edge[above] node{boot medium} (c3)
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(c3) edge[loop above] node {else} (c3)
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(c3) edge[bend left, below] node {screwdriver} (c1);
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\end{tikzpicture}
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\caption{A state diagram of the computer state machine}
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\label{fig:textadv_compfsm}
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\end{figure}
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