Arduino Pong

I have problem with arduino pong :frowning:
I use atmega8 and arduino009.

Pictures about problem:

Please help me some idea what is the problem with my arduino pong.

Wow. That's extremely impressive!!! :o
GREAT Work!

Very great work !!

May be it is a stupid question, but it is difficult to do the same thing in color or this is not possible with the artuino ? What is missing to do it ??

I gotta try this :3

can you find the parts necessery to make this work in radioshack? becuase i'd love to be able to have a tv screen as a display...

Yeah, just a couple of resistors (the values don't have to be exact) and an RCA jack.

Make sure you have the 75() resistor correct or else you may not see anything on your tv! also check the voltages with a multi meter can save your tv from more current then nesserary or worse! Have fun

Hi everybody,

here a code derivated of arduino pong,

enjoy it,

Ops,

sorry: http://organismo.art.br/interfaces/wikka.php?wakka=ArduinoTvanalogica

Hello, I am working on an interface that converts midi signals into visuals. I based this on the arduino pong code. Now I am on the end of my ideas. the 2 parts: Midi Input Signal and Arduino pong works seperately perfekt but its so hard for me to connect them. I hope there is someone out who can help me
I did the midi input shown here: it works

#include <MIDI.h>
/*
  Basic I/O MIDI tutorial
  by Franky
  28/07/2009
*/

#define LED 13               // LED pin on Arduino board

void setup() {
  pinMode(LED, OUTPUT);
  MIDI.begin(4);                  // Launch MIDI with default options
                        // input channel is set to 4
}

void loop() {
  if (MIDI.read()) {
    digitalWrite(LED,HIGH);     // Blink the LED
    MIDI.sendNoteOn(42,127,1);  // Send a Note (pitch 42, velo 127 on channel 1)
    delay(1000);            // Wait for a second
    MIDI.sendNoteOff(42,0,1);   // Stop the note
    digitalWrite(LED,LOW);          
  }
}

here is now my code that I build :frowning:
The midi request doesn 't work. My goal is to show different pictures with different midi nots from my drumcomputer.
If Midi Note 1 and Velocity 1 arrives show Picture 1
If Midi Note 1 and Velocity 1 arrives show Picture 12
its important that the programm asks the whole time if there is a new Midi note.
....
here is the code mixed with the arduino pong code. Now I can just see 2 does because the programm steps in the following else if part

else if(midi < 40 & midi < 30)
{
digitalWrite(ledPin, HIGH);
grayPixel(5,10);
setPixel(10, 20);
//clearScreen();
}

this is the code

//Arduino Tv framebuffer
//Alastair Parker
//2007
#include <MIDI.h>
// Video out voltage levels
#define _SYNC 0x00
#define _BLACK 0x01
#define _GRAY 0x02
#define _WHITE 0x03
// dimensions of the screen
#define WIDTH 38
#define HEIGHT 14
//number of lines to display
#define DISPLAY_LINES 240
// update speed for the main loop of the game
#define UPDATE_INTERVAL 1
// maximum velocity of the ball
#define MAX_VEL 10
// time to wait while paused
#define DONE_WAITING 30
// input pins for the player pots
#define PLAYER_LEFT_PIN 2
// currently the same pin
#define PLAYER_RIGHT_PIN 3
//video pins
#define DATA_PIN 9
#define SYNC_PIN 8

int ledPin = 13;
int midi = 0;

// the video frameBuffer
byte frameBuffer[WIDTH][HEIGHT];
// loop indices
byte index, index2;
// pal video line loop
byte line;
// current drawing line in framebuffer
byte newLine;
// loop counter to for the main loop delay
int waitingCount = 0;
// if we should be waiting for something to happen
boolean waiting=true;
// value of the counter controlling the freq of updates
byte updateCounter=0;

// positions and velocity of the ball
byte ballXPos = 14;
byte ballYPos = 7;

int readMidi(){
  int midi_type = 0;

  if (MIDI.read()) {
    switch(MIDI.getType()) {            // Get the type of the message we caught
    case PC:
      midi_type = MIDI.getData1();
      return midi;
      //BlinkLed(MIDI.getData1());      // Blink the LED a number of times 
      // correponding to the program number 
      // (0 to 127, it can last a while..)
      break;
      // See the online reference for other types
    default:
      break;
    }
  }
}
void drawVisualisation(){
  int midi = 0;
  midi = readMidi();

  if(midi = 0){
    //digitalWrite(ledPin, HIGH);
    setPixel(10, 2);
  }
  else if(midi < 10 & midi > 0 )
  {
    //digitalWrite(ledPin, HIGH);
    //clearScreen();
    setPixel(10, 3);
  }
  else if(midi < 20 & midi > 10)
  {
    //digitalWrite(ledPin, HIGH);
    //clearScreen();
    setPixel(10, 4);
  }  
  else if(midi < 30 & midi > 20)
  {
    //digitalWrite(ledPin, HIGH);
    //clearScreen();
    setPixel(10, 5);
  }  
  else if(midi < 40 & midi < 30)
  {
    digitalWrite(ledPin, HIGH);
    grayPixel(5,10);
    setPixel(10, 20);
    //clearScreen();
  }
  else if(midi > 100)
  {
    //digitalWrite(ledPin, HIGH);
    //clearScreen();
    setPixel(10, 20);
    grayPixel(30,30);
  }      
}




// draw a pixel to the buffer
void setPixel(byte x,byte y)
{
  frameBuffer[x][y]= _WHITE;
}

void grayPixel(byte x, byte y)
{
  frameBuffer[x][y]= _GRAY;
}

// draw a black pixel to the buffer
void clearPixel(byte x,byte y)
{
  frameBuffer[x][y]= _BLACK;
}

// draw a paddle
void drawPaddle(byte x,byte y,byte col)
{
  frameBuffer[x][y]= col;
  frameBuffer[x][y+1]= col;
}

void drawBall(byte col)
{
  frameBuffer[ballXPos][ballYPos]=col;
}

//draw the title message
void drawArduinoPong()
{
  //arduino
  /* int counter;
   for(counter=1; counter<32;counter++){
   setPixel(counter, 10);
   //clearPixel(counter-1, 10);
   }
   
   for(counter=1; counter<32;counter++){
   setPixel(2, counter);
   //clearPixel(counter-1, 10);
   }
   for(counter=1; counter<32;counter++){
   grayPixel(4, counter);
   //clearPixel(counter-1, 10);
   } 
   for(counter=1; counter<32;counter++){
   setPixel(8, counter);
   //clearPixel(counter-1, 10);
   }
   for(counter=1; counter<32;counter++){
   grayPixel(12, counter);
   //clearPixel(counter-1, 10);
   } */
}

// clear the screen
void clearScreen()
{
  for (index = 0; index < WIDTH; index++)
    for (index2=0;index2<=HEIGHT;++index2)
    {
      frameBuffer[index][index2] = _BLACK;
    }
}



// the setup routine
void setup()
{
  MIDI.begin();                  // Launch MIDI with default options
  cli();
  pinMode (SYNC_PIN, OUTPUT);
  pinMode (DATA_PIN, OUTPUT);
  digitalWrite (SYNC_PIN, HIGH);
  digitalWrite (DATA_PIN, HIGH);
  loop();
  clearScreen();
  //drawArduinoPong();
}

void loop()
{
  // iterate over the lines on the tv
  drawVisualisation();
  for ( line =0;line< DISPLAY_LINES;++line)
  {

    // HSync
    // front porch (1.5 us)
    PORTB = _BLACK;
    delayMicroseconds(1.5);
    //sync (4.7 us)
    PORTB = _SYNC;
    delayMicroseconds(4.7);
    // breezeway (.6us) + burst (2.5us) + colour back borch (1.6 us)
    PORTB = _BLACK;
    delayMicroseconds(0.6+2.5+1.6);


    //calculate which line to draw to
    newLine = line >>4;
    delayMicroseconds(1);

    //display the array for this line
    // a loop would have been smaller, but it messes the timing up
    PORTB = frameBuffer[0][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[1][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[2][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[3][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[4][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[5][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[6][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[7][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[8][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[9][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[10][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[11][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[12][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[13][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[14][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[15][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[16][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[17][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[18][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[19][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[20][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[21][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[22][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[23][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[24][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[25][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[26][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[27][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[28][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[29][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[30][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[31][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[32][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[33][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[34][newLine];
    delayMicroseconds(1);
    PORTB = frameBuffer[35][newLine];
    delayMicroseconds(1);

    // klugdge to correct timings
    PORTB = frameBuffer[36][newLine];
    PORTB=PORTB;
    PORTB=PORTB;
    PORTB=PORTB;
    delayMicroseconds(3);
  }


  //vsync
  PORTB = _SYNC;

  // if delaying for some reason
  if(waiting)
  {
    // increment the waiting counter
    waitingCount++;
    //digitalWrite(ledPin, HIGH);
    // delay(200);
    // digitalWrite(ledPin, HIGH);
    readMidi();
    drawVisualisation();



    // wait for the remainder of the sync period
    delayMicroseconds(610);
  }
  // not waiting
  else
  {
    // increment the update delay counter
    updateCounter++;
    if( updateCounter >= UPDATE_INTERVAL)
    {

      // remainder of sync period
      delayMicroseconds(10);
      updateCounter=0;
    }
    else
      // remainder of sync period
      delayMicroseconds(250);
  }

  drawVisualisation();

}

ok i think i am very near. THX lg munki

i will try this for sure

Hi,
I'm working with an Arduino Mega which has a 16mHz Quartz, do you think it will work well, or do I have to change the code?
(Sorry for my bad English, I'm French ;D)

this is awesome!

Interesting Project...

Thank you ;D

Absolutely amazing!!!

Sorry for kicking the project, but it is worth it.

I have made this project and I have used (TIP!) two variable resistors for pin 8 (synch) and instead of the 75 Ohm. That makes it easier to reach those values.

The game works in part:

  • startup is crystal (clear)
  • playing is very bad, the problem is with the updates (they should fall between scanlines but they don't making the screen flicker)
  • between two rounds (after a 'ball' is missed) the screen is nice again.

putting UPDATE_INTERVAL to 100 helps (although it flickers after that), but the games is unplayable then...

I use CLI so that should be ok. I have a duemilanove with an 328 uC.

[UPDATE:]
It was caused by delayMicroseconds(10); around line 558. removing that made my game work at least ;).

Is the 75 Ohm resistor really needed? The linked page that explains signal generation put this resistor INSIDE the TV. The Other arduino TV-library did not recommend this resistor either!

I don't think it's neccesary for most TVs. The 75ohm resistor is implied as being in the TV.
See this thread at AVRFreaks for probably more information than you wanted (note that the resistor values are slightly different because of the inline diodes).

Hope it`s ok to bump this thread again.
I have a small problem. I get the loading image fine, and every time the game pauses I have a clear image, but when the ball moves, the screen jumps alot. I can see the paddle move, so it works aswell.
Anyone have some thoughts?

This is an awesome project, if I can get it to work I`ll make my own cases and PCB, and give as DIY-kits to my 10-12 year old cousins. "This is what we played in the old days" :slight_smile:

I just saw jopiek`s update "It was caused by delayMicroseconds(10); around line 558. removing that made my game work at least ."

It didn`t work when I removed that line. But when I changed the delay to around 75 almost all flickering was gone.