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MSPDice for the 21st century geek


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Hi everyone! Haven't posted here in a long time, so I thought I'd share something I'm working on.

 

Picture this: you and your friends have gotten together for some sweet pen-and-paper roleplaying action. It's the first round of combat, and everyone's getting ready to roll initiative. But then disaster strikes! The family dog has eaten the d20, and you were all sharing the same set of dice because YOUR FRIENDS ARE ALL TOO CHEAP TO BUY THEIR OWN!

 

The obvious solution is to buy sets for them and give it to them for Christmas or something, but there's no fun in that. :D

 

Cue MSPDice, a fully fledged dice set in a compact 2"x2" frame.

The MCU used will be the MSP430G2231 (DIP and TSSOP footprints both on board), which will push out the results of a d4, d6, d8, d10, d12, d20, or d% roll to a 4-digit common anode 7-segment display through a 74HC595 shift register.

I have tried to break out the pins of the MSP430 so that it fits the launchpad's spacing (4.5cm, is it?), but haven't really checked it. at 1.8". Thanks Rob!

 

I'm using mspgcc and mspdebug for programming, KiCAD for board design, and GerbV to look at the gerbers on a linux box. You know, the whoooole open-source enchilada.

 

#include 
#include 

//#define DOUT BIT6
//#define SCLK BIT5

// Data Output and System clock are still P1.6 and 1.5, though. That's the hardware USI
#define LATP BIT0 // the Latch Pin on the 595, 								pin 0 (port 1)
#define EN	 BIT7 // the pin connected to the 595's Output ENable 7 (port 1)

// the pins the P-FETS are hooked up to															(port 1)
const unsigned char digit[4] = {BIT1, BIT2, BIT3, BIT4};
volatile unsigned char a = 0;
/*#define DIGIT1 BIT1
#define DIGIT2 BIT2
#define DIGIT3 BIT3
#define DIGIT4 BIT4*/
#define DIGITS BIT1+BIT2+BIT3+BIT4 // for convenience of addressing

#define NEXT BIT6 // the pin hooked up to the NEXT button, 		pin 6 (port 2)
#define PREV BIT7 // "																					" 7 (port 2)

// 595 hooked up Q0-a, Q1-b,... Q7-DP. Inverted because 595 is sinking current, and bit order is DP, g, f,... a.
const unsigned char digitMask[11] = {0xC0, 0xF9, 0xA4, 0xB0, 0x99, 0x92, 0x82, 0xF8, 0x80, 0x90, 0xA1}; // last digit is d, as in d20.

//volatile unsigned char show = 0; // brotip: short is NOT a short. It's 16 bits.
volatile unsigned char i = 0;
volatile unsigned char dieType = 6; // remember the kind of dice we last used!

int main(void)
{  
 WDTCTL = WDTPW + WDTHOLD; // stop WD timer

BCSCTL3 |= LFXT1S_2;                      // LFXT1 = VLO
 IFG1 &= ~OFIFG;                           // Clear OSCFault flag
 __bis_SR_register(SCG1 + SCG0);           // Stop DCO

 BCSCTL2 = SELM_2 + SELS;									// MCLK = VLO, SMCLK = VLO

// initialize all the pins and their resistors
 P1DIR |= 0xFF; // I was going to add all the pin values, but they're all outputs.
P1SEL =  0x00; // All pins on Port 1 are either GPIO or the modules they're connected to don't care.

P2SEL =  0x00;  // select GPIO functions
P2DIR =  0x00;	// make the XIN/XOUT pins GPIO Inputs rather than CLK inputs

 P2REN =  NEXT + PREV; // enable internal pull resistors on button inputs
P2IES =  0x00;	// trigger an interrupt for the button pins on a low-to-high transition. Change this to 0xFF in the interrupt routine because we need to see when they stop pressing the button.

P1OUT |= LATP + DIGITS + EN; // make LATP, DIGITx, EN high
P2OUT =  0x00;	// make the button input resistors pull down

P2IE	=  0xFF;	// enable the interrupts, but hey, TODO: code the interrupt HANDLERS...
P1OUT &= ~EN; // enable 595 output (by making the EN pin low)

 USICTL0 |= USIPE6 + USIPE5 + USIMST + USIOE; // enable SPI out, SPI SCLK, SPI Master, and data output
 USICTL1 |= USICKPH + USIIE;               // Counter interrupt, flag remains set
 USICKCTL = USIDIV_1 + USISSEL_1; // divide clock source by 2 to get the clock for USI and select SMCLK as the source for USI clock
// USI will offset the byte we're shifting out by 3 bits if you don't divide ACLK by 2, so 1 -> 3 and 6 -> 11? Strange. Probably a startup problem.

USISRL = 0xFF; // start up cleared
 USICTL0 &= ~USISWRST; // allow the USI to function

 CCTL0 = CCIE;                             // CCR0 interrupt enabled
 CCR0 = 3000; // timer is on ACLK/2 (7kHz, 2000/(7000 cycles/s * 1s) ~= a period of .286 s.)

 TACTL = TASSEL_1 + MC_1 + ID_1;                  // ACLK, Up mode, div ACLK by 2, ~= 7kHz
 // TimerA doesn't like to have TASSEL_2 (SMCLK) set, so we just stuck it into ACLK, which comes from the same source (ACLK)

 __bis_SR_register(LPM3_bits + GIE);        // Enter LPM0 w/ interrupt
}

// Timer A0 interrupt service routine
//#pragma vector=TIMERA0_VECTOR
//__interrupt void Timer_A (void) // so much for that, thanks a lot mspgcc
interrupt(TIMERA0_VECTOR) Timer_A(void)
{    
 P1OUT &= ~LATP; // latch goes low
 USISRL = digitMask[i]; // write the byte to the USI

i++;
i %= 11;

P1OUT |= DIGITS;	

 USICNT = 8; // USI shifts out 8 bits (that byte we just entered)

P1OUT &= ~digit[a];

a++;
a %= 4;	

 P1OUT |= LATP; // latch goes high and previous instructions give time for USI to shift out
}

 

Typical usage should go like this:


  1. [*:erp26ks3]Type of die to roll (dX)
    [*:erp26ks3]Number of dice to roll (YdX)
    [*:erp26ks3]Randomization display (Raw random output is pushed to the display)
    [*:erp26ks3]Result display

 

I've put up this post mainly because it forces me to have a clear picture of how everything will fit together, but if anyone has any suggestions, say something before I send this design off to Seeed at the end of the week! This needs to be as awesome as possible so my friends stop borrowing my dice!

 

Most recent edit: R4r3. Added a DIP footprint for the 74HC595. Every major component but the buttons can now be a through-hole part.

 

(Oh, and I did finish that robot arm from earlier. One of these days I'm going to clean it up and put up the board design on github, along with the dice board, but Right now the code's disgraceful.)

mspDice.pdf

post-1654-135135569523_thumb.png

mspDice.zip

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