Connect 4 - That's right...it has claws

Cornell Project | Expansion Board Interface | Command Encoding
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Two Player Interactive Connect 4 by Neil Zieses & Andrew Cramer

 

Connect 4 has never been more fun!

When we set out designing interactive Connect 4, we wanted to add some strategic aspects that were missing from the original game. We belived that having both players actively participating at the same time would increase the fun factor by at least 8 (following the formula proposed by Milton Bradley):

fun factor = sqrt( (players*time - age*IQ)^2 ) + 1 )

To accomplish this goal, we decided we wanted to give the players the option to use either an N8 or an N64 controller...helping the IQ portion of the formula (many people seem to have difficulty with the N64). We also introduced a time component by only allowing the players to drop their pieces once every five seconds. Lastly, we gave the players the ability to speed up or slow down the movement of the claws, in order to increase teh competative nature of the game. All the necessary information for the players ( time until next move and controller type) were displayed on their respective portions of the LCD display.

 

Project Overview

As mentioned above, our project was to design a two-player interactive Connect 4 game. This involved interfacing with hardware both on and off the MPC823 board. Off the board, we interfaced with the LCD screen as well as Nintendo 8 and Nintendo 64 controllers. When the game begins, the LCD screen displays an empty board in the center with claws holding the game pieces for player 1 and player 2. One each side of the screen, the players' information is displayed, with player 1 being on the left and player 2 on the right. The information includes the controller type being used and the time left until another piece may be dropped. The controller information is generated on the first poll of each controller, and the time counts down from 5 each time a player drops his or her game piece. Dropping is allowed when the time is equal to zero. An additional feature that we added is the ability to reset the game based on a combination of buttons pressed on either player's controller.

The game ends when one player is able to get a sequence of 4 of his or her resepective game pieces in a row, either horizontally, vertically, or diagonally.

Hardware Development Describes how we designed our hardware in order to perform the required functions. We used Xilinx Foundation Series 2.1 software to create hardware interfaces between the processor and the Nintendo controllers as well as between the processor and Optrex graphics display.

Software Development A summary of the functions implemented within our software and how these functions interact with the hardware in order to provide an enjoyable experience for the users. This includes software written in both Power PC assembly as well as C.

Results A discussion of design problems we ran into along the way and how these problems were solved.

ConclusionsPost-design thoughts including things we have learned along the way and some recommendations for those that attempt similar projects.

PicturesA portfolio of our finished project.

Task Distribution A list of tasks each member of the group performed.

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