Checkoff 2: Datapath (5%)
In this checkoff, you are to submit your draft of electronic game design.
Task
Download and fill up this pre-checkoff 2 template document, then submit it to eDimension. It does not have to be final, but it shouldn’t grossly deviate from what you will present in the actual checkoff day.
Late submission warrants 1% grade penalty. Check out the due date on eDimension.
Consult the rubric for more details.
How to start
Instructor’s Sample
You are strongly recommended to see Instructor sample game datapath and FSM here before beginning this task. This instructor sample warrants 100% of Checkoff 2 marks.
Submission
Submit the following documents at eDimension Week 9 tab:
- Submit pre-checkoff 2 document to facilitate the checkoff
- Due date and details in the course handout
Checkoff Procedure
Find the timeslot for your group’s checkoff in the course handout.
During the checkoff:
- You’re given 10-15 minutes per group
- All group members must be present unless you have valid LOA
We expect to find the draft or relevant info about your game idea, UI & UX, electronic game design datapath and FSM in the pre-checkoff document. We will give it a read BEFORE the checkoff and it will be aiding your checkoff.
- We won’t read any other info elsewhere, not even your Google Doc Report for this checkoff
- No slides needed.
We will give feedback at the end of the session, and after confirmation, you might want to migrate the refined information from the pre-checkoff document to your Google Doc Report for final report submission later on.
Missing your slot will result in zero marks, we will not provide a make-up slot.
Rubric
| Criteria | Weight | Not Present | Minimal (20%) | Basic (40%) | Intermediate (60%) | Advanced (80%) | Exemplary (100%) |
|---|---|---|---|---|---|---|---|
| Electronic Design Datapath | 40% | Diagram not present | No structural design and not modular. No usage of ALU in the functionality | Able to show the rough design of the circuit and utilise the ALU, but datapath is not modular (e.g: ALU is used directly by FSM and treated as a substitute for arithmetic operation) | Datapath is modular: control signals are used to activate parts of the circuit, put a lot of thoughts in utilising the ALU for >80% arithmetic operations | Intermediate and there exist usage of addressable REGFILES, clear path for reset and loading of data from user input. | Proficient and able to show clear datapath to produce output signals to the interface. For instance: have a clear idea which dff (in the REGFILE) or bram used to which value / signals. |
| User Interface | 10% | Description not present | User interface is only verbally explained with no diagram provided, no sense of “how big” or “how small” the prototype is | User interface is functional, but with difficult access to input or output, e.g: it has a big 30x30cm enclosure but uses a small 4-digit 7 segment as main display | User interface is functional and suits the game design | Intermediate and there exist some thoughts of removing impediments (restart button present, buttons are big enough) | Elegant design of the user interface, e.g: simple input and output, very straightforward or suits the game design: consistent, visibility without clutter |
| Game Idea | 20% | No game idea selected | Only have a rough idea on the game with no detailed rules (player number unknown, winning condition unknown, game progression unknown) | Able to discuss one game idea but one of these crucial rule is missing: winning condition, game procedure, number of interactive inputs and outputs | Beginner, but two game ideas or more are present | Able to discuss one game idea with detail, such as number of players, winning condition, game resources, procedure, and other general game rules | Proficient and able to show one unique modification to add originality to the idea. E.g: not plain 3x3 tic tac toe |
| FSM | 30% | No FSM Diagram provided | FSM is too abstracted, with only states and no control signals provided | Only parts of the main game logic FSM is provided, with minimal control signals and some degree of ALU utilisation. | The main game logic is illustrated in the FSM diagram, with complete control signals that theoretically make sense. ALU is utilised for some operation. | >70% FSM control signals for the main game logic are provided. They must theoretically make sense to implement the main game mechanic. However, ALU is NOT utilised efficiently, e.g: some FSM states perform equality comparison directly with == instead of utilising CMPEQ from ALU | >90% FSM control signals are provided for the ENTIRE game (including main game logic, reset, loading of data, output of data, etc). ALU is utilised for ALL arithmetic related operation |
Post-Checkoff
Between Week 10-12, you are to build your hardware and debug.
Consultations available on per-request basis.
- Search edstem for FAQ before making appointment to avoid repeated questions
- We cannot debug your code for you: hardware programming is difficult, we likely are not able (due to constraint of time and manpower) to help you debug your code
- Come prepared with expected case, observed case, and your suspicion (on what might go wrong)
50.002 CS