Question: From the given information and the picture provided. Continue with the ASM chart design and create a full ASM chart, follow steps 5 and 6

From the given information and the picture provided. Continue with the ASM chart design and create a full ASM chart, follow steps 5 and 6 for details on what to implement in ASM. The two pre-requistes have already been made but I am unsure how they would be implemented into an ASM chart.
Game of craps: The rules are as follows:
After the 1st roll of the two dice, - If the sum of the two dice is 7 or 11, a player wins, - If the sum =2,3, or 12, the player loses, - Otherwise the sum which the player gets on the 1st roll is referred to as hi(s)/(h)er Point, and h(e)/(s)he must roll the dice again.
On the 2nd or subsequent roll of the dice, - If the sum = the Point, the player wins, - If the sum =7, the player loses, - Otherwise the player should continue until the player loses or wins.
Two pre-requisite circuits are required for this lab assignment.
1. Clock division module that takes a high frequency clock input and outputs a slower clock signal at a fraction of the input frequency. a. Design an ASM chart and write the code according to your chart. b. Simulate the design for input clock frequency =100MHz and output clock frequency =25MHz.
2. A Counter (with an Enable) module that counts 1 to 6. Remember to have an input called Enable. The counter counts only when enabled. a. Simulate your design.
Problem solving step 2: analysis
a. Inputs
b. Outputs
c. registers
5. ASM chart for the craps game: identify registers. Use to indicate RTL operations.
a. When you need to make revisions to your ASM chart, do not erase and write over the existing one. Do it on another sheet of paper.
6. Add bells and whistles: embellish your design to enhance user experience. For example,
a. Show different characters at different state(s)/(s)tages of the game
b. Use colored LED to show winning and losing
c. Blink something
Main Design: use a fixed frequency clock such as a 100 kHz from a
clock division module
Lab \#8
Pre-lab needs to be completed prior to lab session on lab day.
An Electronic Craps Game
Game of craps: The rules are as follows:
1) After the \(1^{1 t}\) roll of the two dice,
- If the sum of the two dice is 7 or 11, a player wins,
- If the sum \(=2,3\), or 12, the player loses,
- Otherwise the sum which the player gets on the \(1^{\text {st }}\) roll is referred to as his/her "Point", and he/she must roll the dice again.
2) On the \(\mathbf{2}^{\text {nd }}\) or subsequent roll of the dice,
- If the sum = the "Point", the player wins,
- If the sum \(=7\), the player loses,
- Otherwise the player should continue until the player loses or wins.
Two pre-requisite circuits are required for this lab assignment.
1. Clock division module that takes a high frequency clock input and outputs a slower clock signal at a fraction of the input frequency.
a. Design an ASM chart and write the code according to your chart.
b. Simulate the design for input clock frequency \(=100\mathrm{MHz}\) and output clock frequency \(=\)25 MHz .
2. A Counter (with an Enable) module that counts 1 to 6. Remember to have an input called Enable. The counter counts only when enabled.
a. Simulate your design.
Prelab:
1. Pseudocode: use words to describe how the game is played
2. Design a flow chart. It does not need to be the ASM chart here. The main purpose is to figure out the logical steps in the craps game.
3. Hierarchical (top-down) design approach: Use a fast clock in this module. When an active high push button is pressed, two counters, representing two dice, are enabled and keep counting at high speed (at different clock frequencies). When the button is released, the counters are disabled. Since the push button can be released at a random time, this simulates a random roll of the dice. These two dice values are inputs to the main module for the craps game.
4. Problem solving step 2 : analysis
a. Inputs
b. Outputs
c. registers
5. ASM chart for the craps game: identify registers. Use \(\leftarrow \) to indicate RTL operations.
a. When you need to make revisions to your ASM chart, do not erase and write over the existing one. Do it on another sheet of paper.
6. Add bells and whistles: embellish your design to enhance user experience. For example,
a. Show different characters at different states/stages of the game
b. Use colored LED to show winning and losing
c. Blink something
From the given information and the picture

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