We recently noticed an open source design for TinyFPGA A-Series boards from [Luke Valenty]. The tiny boards measure 18 mm by 30.5 mm and are breadboard friendly. You can choose a board that holds a Lattice Mach XO2-256 or an XO2-1200, if you need the additional capacity.
The boards have the JTAG interface on the side pins and also on a top header that would be handy to plug in a JTAG dongle for programming. The tiny chips are much easier to work with when they are entombed in a breakout board like this. Bigger boards with LEDs and other I/O devices are good for learning, but they aren’t always good for integrating into a larger project. The TinyFPGA boards would easily work in a device you were prototyping or doing a small production run.
With its backlit color screen and Master System compatibility, the Game Gear was years ahead of its main competition. The major downside was that it tore through alkaline batteries quickly, and for that reason the cheaper but less equipped Game Boy was still able to compete. Since we live in the future, however, the Game Gear has received new life with many modifications that address its shortcomings, including this latest one that adds an HDMI output.
The core of the build is an FPGA which is used to handle pixel decoding and also handles the HDMI output. The FPGA allows for a speed high enough to handle all the data that is required, although [Stephen] still has to iron out some screen-filling issues, add sound over HDMI, and take care of a few various pixel glitches. To turn this hack into a complete hodgepodge of adapters, though, [Stephen] has also added an SNES controller adapter to the Game Gear as well. Nintendo has featured Sonic in many of its games, so although we may have disagreed back in the early 90s we think that this Sega/Nintendo pairing is not crossing any boundaries anymore.
Since an FPGA is just a sea of digital logic components on a chip, it isn’t uncommon to build a CPU using at least part of the FPGA’s circuitry. VexRiscv is an implementation of the RISC-V CPU architecture using a language called SpinalHDL.
SpinalHDL is a high-level language conceptually similar to Verilog or VHDL and can compile to Verilog or VHDL, so it should be compatible with most tool chains. VexRiscv shows off well in this project since it is very modular. You can add instructions, an MMU, JTAG debugging, caches and more.
Reconfigure.io is accepting beta applications for its environment to configure FPGAs using Go. Yes, Go is a programming language, but the software converts code into FPGA constructs, so you don’t need Verilog or VHDL. Since Go supports concurrent routines and channels for synchronization and communications, the parallel nature of the FPGA should fit well.
According to the project’s website, the tool also allows you to reconfigure the FPGA on the fly using a cloud-based build and deploy system. There isn’t much detail yet, unless you get accepted for the alpha. They claim they’ll give priority to the most interesting use cases, so pitching your blinking LED project probably isn’t going to cut it. There is a bit more detail, however, on their GitHub site.
I’m always on the lookout for a quality addition to my lab that would respect my strict budget. Recently, I’ve found myself pushing the Hertz barrier with every other project I do and hence desperately wanted a high bandwidth scope. Unfortunately, only recently have 70 MHz to 100 MHz become really affordable, whilst a new quad channel oscilloscope in the 500 MHz to 1 GHz range still costs a fortune to acquire. My only option was to find an absolute miracle in the form of an old high bandwidth scope.
It seemed the Gods of Hand Me Down electronics were smiling upon me when I found this dumpster destined HP 54542C. It appeared to be in fairy good shape and was the Top Dog in its day. But something had to be broken right? Sure enough, the screen was clearly faulty and illegible. Want to know how I fixed it? Four letters: FPGA.
The Gameboy line of handheld systems from Nintendo have been wildly popular, but lack one major thing – a video output. This can be troublesome if you’d like to view the games on a bigger screen, for more comfortable gaming sessions or detail work like producing chiptunes. One option is to use the Gameboy Player for the Gamecube, however that system’s age means you’re out of luck if you want a crisp, clear picture on a modern digital display. Wouldn’t it be great if you could get HDMI output from a Gameboy Advance Instead?
When it comes to working with video signals, FPGAs can’t be beat. [Stephen] leverages an FPGA in this project to read the GBA’s video signals and convert them to the modern digital format. Unfortunately, it’s not a seamless install – limited space means the GBA’s screen must be entirely removed, replaced with the adapter in a manner resembling the terrifying Facehugger.
Packaging aside, the output from the device is nothing short of stunning – the graphics are absolutely crystal clear when displayed on a modern HDMI television. This is because the FPGA is capturing the exact digital output from the GBA, and piping it out as HDMI – there’s no analog fuzziness, conversions or noise to spoil the image. Output is a tasty 1280×720, upscaled from the GBA’s original resolution. For more details, check out the forum thread where [Stephen] runs through the build.
The only thing missing is details – we’d love to know more about the exact hardware used, and any trials and tribulations during the build! As far as we can tell, the build doesn’t stop at just video – a SNES controller is used instead of the original buttons, and we have a feeling sound is being passed over the HDMI channel as well sound is piped to the TV from the GBA’s headphone port.
It’s great to see these projects for old hardware come out – modern hardware has the muscle to achieve things previously unthinkable on retro consoles. We’ve seen similar projects before – like adding VGA to an original Game Boy.
The human auditory system is a complex and wonderful thing. One of its most useful features is the ability to estimate the range and direction of sound sources – think of the way people instinctively turn when hearing a sudden loud noise. A team of students have leveraged this innate ability to produce a game of tag based around nothing but sound.
The game runs on two FPGAs, which handle the processing and communication required. The chaser is given a screen upon which they can see their own location and that of their prey. The target has no vision at all, and must rely on the sounds in their stereo headphones to detect the location of the chaser and evade them as long as possible.
The project documentation goes into great detail about the specifics of the implementation. The game relies on the use of the Head Related Transfer Function – a function related to how the ear picks up sounds relative to their position. This allows the FPGA to simulate the chaser’s footsteps, and feed the audio to the target who perceives the chaser’s position purely by sound.
It’s a great example of a gameplay mechanic that we’d love to see developed further. The concept of trying to find one’s way around by hearing alone is one which we think holds a lot of promise.
With plenty of processing power under the hood, FPGAs are a great choice for complex audio projects. A great project to try might be decoding MP3s.