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HANDHELD MASTERMIND RIT Department of Computer Engineering Senior Design Projects II Fall 2007 Carl Kelso Michael Ellis Ryan Shon Using Handheld Mastermind:

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Presentation on theme: "HANDHELD MASTERMIND RIT Department of Computer Engineering Senior Design Projects II Fall 2007 Carl Kelso Michael Ellis Ryan Shon Using Handheld Mastermind:"— Presentation transcript:

1 HANDHELD MASTERMIND RIT Department of Computer Engineering Senior Design Projects II Fall 2007 Carl Kelso Michael Ellis Ryan Shon Using Handheld Mastermind: The “pegs” of user’s guesses, as well as game and option menus, are shown on a computer display. A player enters the secret code, guesses, and navigates the menus using the handheld module. Four LED selection buttons choose an LED. Up and down buttons scroll through the colors, as well as though menus. The enter button submits a color code and makes menu selections. Implementation: At the core of the project is the Atmel ATmega 1684p 8-bit microcontroller. All the game logic was programmed using its native AVR assembly language. Game play Modes: Handheld Mastermind includes single player, two player, and tournament modes, with scoring by both number of guesses and time to solve a puzzle. Added Versatility: As a handheld electronic device, Mastermind can be played alone against the computer, as well as with two players. Record scores are recorded in computer memory, and tournaments are automatically organized and scored. The computer display is implemented in Java on a PC. It receives graphical instructions as ASCII text using a serial RS- 232 connection to the microcontroller. This solution was chosen to avoid the prohibitive cost of a color LCD screen. Mastermind is a simple board game that focuses on the ability of a player to deduce from limited information a pattern created hidden by a pattern keeper. The game-play starts when the pattern keeper chooses a pattern of four random colors chosen from a limited set of six or eight. These colors may repeat. The other player then attempts to guess the pattern within a limited number of guesses. The pattern keeper ‘grades’ the resulting pattern by showing black pegs to indicate the number of pieces that match in color and position, and white pegs for any remaining pieces matching in color but not position. Up to four pegs may be used to indicate this state, and goal pegs may only match a single guess peg. To implement the Mastermind code-breaking boardgame as a handheld, electronic device. Project Goal: Mastermind: Part Quantity (Development) Quantity (in Project) Typical Price $$$ (each) Total Cost to Duplicate Project Development CostOur Team Spent Multi-spectrum LED841.646.5613.12 Red LED440.10.4 0 Green LED110.1 0 Tactile Switch1070.221.542.2 Atmega 164 μCU214.82 9.64 Prototype Board211.69 3.38 1k Resistor1860.050.30.90 10k Resistor780.050.40.352.86 2k Resistor12 0.050.6 0 Slide Switch211.32 2.64 Diode (schotky)110.39 0 Transistors (3904)220.110.22 0 Serial Port212.69 5.38 Battery430.672.012.68 Pine Wood116.55 Wood Tacks16 0.11.6 Nuts1680.282.244.482.24 Bolts1240.41.64.8 Washers800.201.6 Fiberglass Resin10.57.993.9957.990 Wood Glue10.13.990.3993.990 Hot Glue10.11.990.1991.990 Paint441.696.76 0 Wooden Dowel10.251.990.49751.99 Corn Starch101.990 Baking Soda101.990 Glycerine202.9905.98 Total 46.880593.7170.64 Response GUI Controller Setup Final Controller Cost Breakdown


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