Using Atmega

WhackACapminiature

Whack-A-Cap: miniature representation of a popular amusement game using atmega

Introduction: Our final project code calls for the implementation of an amusement game often bannered as “Test-Your-Strength” or less accurately (but more commonly) known as “Whack-a-Mole.” Our machine is in essence a miniturized version of what can be found in most theme parks across the world. Its construction involves a spring load plastic cap to act as

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Gray scale Graphics

Gray-scale Graphics: Dueling Ships Using Atmega

A 4-bit gray-scale video system demonstrated by a multiplayer game Our project displays a 128-by-96-pixel image in 4-bit gray-scale (16 intensities) by using a memory-map compression scheme. The equivalent uncompressed display would require 6-KB of memory (128  96 pixels  4 bits/pixel = 6,144 bytes), but we manage to achieve this in less than 2-KB of

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