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layerControl.v
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648 lines (600 loc) · 20.8 KB
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module layerControl #(parameter
VRAM_A_WIDTH=0,
SPRITEBUF_A_WIDTH=15,
SCREEN_WIDTH=320,
SCREEN_HEIGHT=180,
SPRITE_BG_INDEX=0,
SPRITE_FH_INDEX=2,
SPRITE_WH_INDEX=3,
SPRITE_BL_INDEX=1,
SPRITE_HD_INDEX=4,
SPRITE_SEL_INDEX=6,
SPRITE_MODE_INDEX=7,
SPRITE_PAUSE_INDEX=8,
SPRITE_FAIL_INDEX=9,
SPRITE_WIN_INDEX=10,
SPRITE_SIZE=32,
MAX_FAILHOLE_NUM=7
)
(
input CLK,
input rst,
input [9:0]bl_x,
input [9:0]bl_y,
input pix_stb,
input screenend,
input [9:0]i_wh_pos_x,
input [9:0]i_wh_pos_y,
input [10*(MAX_FAILHOLE_NUM)-1:0]i_fh_pos_x,
input [10*(MAX_FAILHOLE_NUM)-1:0]i_fh_pos_y,
input theme_choose,
input is_game_start_menu,
input is_game_pause,
input is_game_win,
input is_game_fail,
input is_game_finish,
input game_mode,
input [2:0]i_select_pos,
output [VRAM_A_WIDTH-1:0] o_address_screen,
output [SPRITEBUF_A_WIDTH-1:0] o_address_s,
output o_is_layer_drawing,
output [10:0]o_led
);
localparam SPRITE_PAUSE_CLASSIC_INDEX=11;
localparam SPRITE_FAIL_CLASSIC_INDEX=12;
localparam SPRITE_WIN_CLASSIC_INDEX=13;
localparam SPRITE_FINISH_INDEX=14;
localparam LAYER_IDLE=4'h3;
localparam LAYER_BACKGROUND=4'h0;
localparam LAYER_FAILHOLE=4'h1;
localparam LAYER_WINHOLE=4'h2;
localparam LAYER_BALL=4'h4;
localparam LAYER_HEADING1=4'h6;
localparam LAYER_HEADING2=4'h9;
localparam LAYER_OPTION=4'h7;
localparam LAYER_SELECT=4'h8;
localparam LAYER_RESETING=4'h5;
localparam LAYER_RST=LAYER_IDLE;
reg [3:0] layer_state=LAYER_RESETING;
wire bg_layer_end,wh_layer_end,bl_layer_end,hd_layer_end_1,hd_layer_end_2,
op_layer_end,sel_layer_end;
reg fh_layer_end=0;
reg [7:0]test_cnt = 0;
reg layer_delay=0;
//layer state machine
always @(posedge CLK) begin
if (rst) begin
layer_state<=LAYER_RST;
layer_delay <=0;
end
else begin
case(layer_state)
LAYER_BACKGROUND: begin
if(bg_layer_end) begin
if(layer_delay)begin
if(is_game_start_menu) begin
layer_state<=LAYER_BALL;
end
else begin
layer_state<=LAYER_FAILHOLE;
end
layer_delay<=0;
end
else begin
layer_delay <=1;
end
end
else layer_state<=LAYER_BACKGROUND;
end
LAYER_FAILHOLE: begin
if (fh_layer_end) begin
if(layer_delay)begin
layer_state<=LAYER_WINHOLE;
layer_delay <=0;
end
else begin
layer_delay <=1;
end
end
else begin
layer_state<=LAYER_FAILHOLE;
end
end
LAYER_WINHOLE: begin
if(wh_layer_end) begin
if(layer_delay)begin
layer_state<=LAYER_BALL;
layer_delay <=0;
end
else layer_delay<=1;
end
else begin
layer_state<=LAYER_WINHOLE;
end
end
LAYER_BALL: begin
if(bl_layer_end) begin
if(layer_delay)begin
if(is_game_start_menu)begin
layer_state<=LAYER_HEADING1;
end
else if(is_game_pause|is_game_fail|is_game_win|is_game_finish)begin
layer_state<=LAYER_OPTION;
end
else begin
layer_state<=LAYER_IDLE;
end
layer_delay <=0;
end
else layer_delay<=1;
end
else
layer_state<=LAYER_BALL;
end
LAYER_HEADING1:begin
// test_cnt<=test_cnt+4'h1;
if(hd_layer_end_1)
if(layer_delay)begin
layer_state<=LAYER_HEADING2;
layer_delay <=0;
end
else layer_delay<=1;
else
layer_state<=LAYER_HEADING1;
end
LAYER_HEADING2:begin
if(hd_layer_end_2)
if(layer_delay)begin
layer_state<=LAYER_OPTION;
layer_delay <=0;
end
else layer_delay<=1;
else
layer_state<=LAYER_HEADING2;
end
LAYER_OPTION: begin
if(op_layer_end)
if(layer_delay)begin
layer_state<=LAYER_SELECT;
layer_delay<=0;
end
else layer_delay<=1;
else
layer_state<=LAYER_OPTION;
end
LAYER_SELECT: begin
if(sel_layer_end)
if(layer_delay)begin
layer_state<=LAYER_IDLE;
layer_delay <=0;
end
else layer_delay<=1;
else
layer_state<=LAYER_SELECT;
end
LAYER_IDLE: begin
if(screenend) begin
layer_state<=LAYER_RESETING;
layer_delay <=0;
end
else
layer_state<=LAYER_IDLE;
end
LAYER_RESETING: begin
if(!bg_layer_end)
layer_state<=LAYER_BACKGROUND;
else
layer_state<=LAYER_RESETING;
end
default begin
layer_state<=LAYER_RST;
end
endcase
end
end
// screen address mux
reg [VRAM_A_WIDTH-1:0]address_screen;
wire [VRAM_A_WIDTH-1:0]bg_address_screen;
wire [VRAM_A_WIDTH-1:0]fh_address_screen;
wire [VRAM_A_WIDTH-1:0]wh_address_screen;
wire [VRAM_A_WIDTH-1:0]bl_address_screen;
wire [VRAM_A_WIDTH-1:0]hd_address_screen_1;
wire [VRAM_A_WIDTH-1:0]hd_address_screen_2;
wire [VRAM_A_WIDTH-1:0]op_address_screen;
wire [VRAM_A_WIDTH-1:0]sel_address_screen;
assign o_address_screen=address_screen;
always @(*) begin
case(layer_state)
LAYER_BACKGROUND: address_screen=bg_address_screen;
LAYER_FAILHOLE: address_screen=fh_address_screen;
LAYER_WINHOLE: address_screen=wh_address_screen;
LAYER_BALL: address_screen=bl_address_screen;
LAYER_HEADING1: address_screen=hd_address_screen_1;
LAYER_HEADING2: address_screen=hd_address_screen_2;
LAYER_OPTION: address_screen=op_address_screen;
LAYER_SELECT: address_screen=sel_address_screen;
default: address_screen=0;
endcase
end
//sprite address mux
reg [SPRITEBUF_A_WIDTH-1:0] address_s;
wire [SPRITEBUF_A_WIDTH-1:0] bg_address_s;
wire [SPRITEBUF_A_WIDTH-1:0] fh_address_s;
wire [SPRITEBUF_A_WIDTH-1:0] wh_address_s;
wire [SPRITEBUF_A_WIDTH-1:0] bl_address_s;
wire [SPRITEBUF_A_WIDTH-1:0] hd_address_s_1;
wire [SPRITEBUF_A_WIDTH-1:0] hd_address_s_2;
wire [SPRITEBUF_A_WIDTH-1:0] op_address_s;
wire [SPRITEBUF_A_WIDTH-1:0] sel_address_s;
assign o_address_s =address_s;
always @(*) begin
case(layer_state)
LAYER_BACKGROUND: address_s=bg_address_s;
LAYER_FAILHOLE: address_s=fh_address_s;
LAYER_WINHOLE: address_s=wh_address_s;
LAYER_BALL: address_s=bl_address_s;
LAYER_HEADING1: address_s=hd_address_s_1;
LAYER_HEADING2: address_s=hd_address_s_2;
LAYER_OPTION: address_s=op_address_s;
LAYER_SELECT: address_s=sel_address_s;
default: address_s=0;
endcase
end
wire is_bg_layer_state;
wire is_fh_layer_state;
wire is_wh_layer_state;
wire is_bl_layer_state;
wire is_hd_layer_state_1;
wire is_hd_layer_state_2;
wire is_op_layer_state;
wire is_sel_layer_state;
assign is_bg_layer_state=(layer_state==LAYER_BACKGROUND);
assign is_fh_layer_state=(layer_state==LAYER_FAILHOLE);
assign is_wh_layer_state=(layer_state==LAYER_WINHOLE);
assign is_bl_layer_state=(layer_state==LAYER_BALL);
assign is_hd_layer_state_1=(layer_state==LAYER_HEADING1);
assign is_hd_layer_state_2=(layer_state==LAYER_HEADING2);
assign is_op_layer_state=(layer_state==LAYER_OPTION);
assign is_sel_layer_state=(layer_state==LAYER_SELECT);
assign o_is_layer_drawing=(layer_state!=LAYER_IDLE)&&(layer_state!=LAYER_RESETING);
/*
assign o_led[9]=is_bg_layer_state;
assign o_led[8]=is_fh_layer_state;
assign o_led[7]=is_wh_layer_state;
assign o_led[6]=is_bl_layer_state;
assign o_led[5:2]=fh_cnt;
assign o_led[1]=new_frame;
assign o_led[0]=new_layer;*/
//assign o_led[8:1]=test_cnt;
assign o_led[3:1]=i_select_pos;
assign o_led[0]=is_game_start_menu;
reg ena=1;
wire new_frame;
assign new_frame=pix_stb&screenend;
reg [9:0]bg_pos_x=10'b0,bg_pos_y=10'b0;
wire [9:0] bg_pix_x,bg_pix_y,bg_pix_y_mod,bg_pix_x_mod;
assign bg_pix_x_mod={{5'b0},bg_pix_x[4:0]};
assign bg_pix_y_mod={{5'b0},bg_pix_y[4:0]};
drawLayer #(
.PIX_WIDTH(SCREEN_WIDTH+1),
.PIX_HEIGHT(SCREEN_HEIGHT),
.SPRITE_SIZE(SPRITE_SIZE),
.SPRITEBUF_A_WIDTH(SPRITEBUF_A_WIDTH),
.SCREEN_WIDTH(SCREEN_WIDTH),
.VRAM_A_WIDTH(VRAM_A_WIDTH)
)
drawBackground(
.CLK(CLK),
.rst(rst),
.ena(ena),
.is_cur_state(is_bg_layer_state),
.i_sprite_pix_x(bg_pix_x_mod),
.i_sprite_pix_y(bg_pix_y_mod),
.i_layer_rst(new_frame),
.theme_choose(theme_choose),
.screen_pos_x(bg_pos_x),
.screen_pos_y(bg_pos_y),
.o_address_s(bg_address_s),
.address_screen(bg_address_screen),
.o_pix_x(bg_pix_x),
.o_pix_y(bg_pix_y),
.o_layerend(bg_layer_end),
.i_sprite_index(SPRITE_BG_INDEX)
);
reg [3:0]fh_cnt=0;
wire [9:0] fh_pix_x,fh_pix_y;
reg [9:0] fh_pos_x,fh_pos_y;
reg new_layer=0;
wire fh_sub_layer_end;
// assign fh_pos_x=array_fh_pos_x[fh_cnt];
// assign fh_pos_y=array_fh_pos_y[fh_cnt];
always @(*) begin
case (fh_cnt)
4'h0: begin
fh_pos_x=i_fh_pos_x[9:0];
fh_pos_y=i_fh_pos_y[9:0];
end
4'h1: begin
fh_pos_x=i_fh_pos_x[19:10];
fh_pos_y=i_fh_pos_y[19:10];
end
4'h2: begin
fh_pos_x=i_fh_pos_x[29:20];
fh_pos_y=i_fh_pos_y[29:20];
end
4'h3: begin
fh_pos_x=i_fh_pos_x[39:30];
fh_pos_y=i_fh_pos_y[39:30];
end
4'h4: begin
fh_pos_x=i_fh_pos_x[49:40];
fh_pos_y=i_fh_pos_y[49:40];
end
4'h5: begin
fh_pos_x=i_fh_pos_x[59:50];
fh_pos_y=i_fh_pos_y[59:50];
end
4'h6: begin
fh_pos_x=i_fh_pos_x[69:60];
fh_pos_y=i_fh_pos_y[69:60];
end
default: begin
fh_pos_x=0;
fh_pos_y=0;
end
endcase
end
always @(posedge CLK) begin
if (rst) begin
fh_cnt<=0;
end
else begin
if (new_frame) begin
new_layer<=1'b1;
fh_cnt<=0;
fh_layer_end<=0;
end
else if(is_fh_layer_state) begin
if(fh_sub_layer_end) begin
//fh_cnt start with 0
if(fh_cnt<MAX_FAILHOLE_NUM) begin
if(!new_layer) begin
fh_cnt<=fh_cnt+4'h1;
new_layer<=1'b1;
end
end
else begin
fh_layer_end<=1'b1;
end
end
else begin
new_layer<=0;
end
end
else begin
new_layer<=0;
end
end
end
drawLayer #(
.PIX_WIDTH(SPRITE_SIZE),
.PIX_HEIGHT(SPRITE_SIZE),
.SPRITE_SIZE(SPRITE_SIZE),
.SPRITEBUF_A_WIDTH(SPRITEBUF_A_WIDTH),
.SCREEN_WIDTH(SCREEN_WIDTH),
.VRAM_A_WIDTH(VRAM_A_WIDTH)
)
drawFailhole(
.CLK(CLK),
.rst(rst),
.ena(ena),
.is_cur_state(is_fh_layer_state),
.i_sprite_pix_x(fh_pix_x),
.i_sprite_pix_y(fh_pix_y),
.i_layer_rst(new_layer),
.theme_choose(theme_choose),
.screen_pos_x(fh_pos_x),
.screen_pos_y(fh_pos_y),
.o_address_s(fh_address_s),
.address_screen(fh_address_screen),
.o_pix_x(fh_pix_x),
.o_pix_y(fh_pix_y),
.o_layerend(fh_sub_layer_end),
.i_sprite_index(SPRITE_FH_INDEX)
);
wire [9:0] wh_pix_x,wh_pix_y;
drawLayer #(
.PIX_WIDTH(SPRITE_SIZE),
.PIX_HEIGHT(SPRITE_SIZE),
.SPRITE_SIZE(SPRITE_SIZE),
.SPRITEBUF_A_WIDTH(SPRITEBUF_A_WIDTH),
.SCREEN_WIDTH(SCREEN_WIDTH),
.VRAM_A_WIDTH(VRAM_A_WIDTH)
)
drawWinhole(
.CLK(CLK),
.rst(rst),
.ena(ena),
.is_cur_state(is_wh_layer_state),
.i_sprite_pix_x(wh_pix_x),
.i_sprite_pix_y(wh_pix_y),
.i_layer_rst(new_frame),
.theme_choose(theme_choose),
.screen_pos_x(i_wh_pos_x),
.screen_pos_y(i_wh_pos_y),
.o_address_s(wh_address_s),
.address_screen(wh_address_screen),
.o_pix_x(wh_pix_x),
.o_pix_y(wh_pix_y),
.o_layerend(wh_layer_end),
.i_sprite_index(SPRITE_WH_INDEX)
);
wire [9:0] bl_pix_x,bl_pix_y;
drawLayer #(
.PIX_WIDTH(SPRITE_SIZE),
.PIX_HEIGHT(SPRITE_SIZE),
.SPRITE_SIZE(SPRITE_SIZE),
.SPRITEBUF_A_WIDTH(SPRITEBUF_A_WIDTH),
.SCREEN_WIDTH(SCREEN_WIDTH),
.VRAM_A_WIDTH(VRAM_A_WIDTH)
)
drawBall(
.CLK(CLK),
.rst(rst),
.ena(ena),
.is_cur_state(is_bl_layer_state),
.i_sprite_pix_x(bl_pix_x),
.i_sprite_pix_y(bl_pix_y),
.i_layer_rst(new_frame),
.theme_choose(theme_choose),
.screen_pos_x(bl_x),
.screen_pos_y(bl_y),
.o_address_s(bl_address_s),
.address_screen(bl_address_screen),
.o_pix_x(bl_pix_x),
.o_pix_y(bl_pix_y),
.o_layerend(bl_layer_end),
.i_sprite_index(SPRITE_BL_INDEX)
);
wire [9:0] hd_pix_x_1,hd_pix_y_1;
localparam HD_POS_X_1=4*SPRITE_SIZE;
localparam HD_POS_Y_1=1*SPRITE_SIZE;
drawLayer #(
.PIX_WIDTH(SPRITE_SIZE),
.PIX_HEIGHT(SPRITE_SIZE),
.SPRITE_SIZE(SPRITE_SIZE),
.SPRITEBUF_A_WIDTH(SPRITEBUF_A_WIDTH),
.SCREEN_WIDTH(SCREEN_WIDTH),
.VRAM_A_WIDTH(VRAM_A_WIDTH)
)
drawHeading1(
.CLK(CLK),
.rst(rst),
.ena(ena),
.is_cur_state(is_hd_layer_state_1),
.i_sprite_pix_x(hd_pix_x_1),
.i_sprite_pix_y(hd_pix_y_1),
.i_layer_rst(new_frame),
.theme_choose(theme_choose),
.screen_pos_x(HD_POS_X_1),
.screen_pos_y(HD_POS_Y_1),
.o_address_s(hd_address_s_1),
.address_screen(hd_address_screen_1),
.o_pix_x(hd_pix_x_1),
.o_pix_y(hd_pix_y_1),
.o_layerend(hd_layer_end_1),
.i_sprite_index(SPRITE_HD_INDEX)
);
wire [9:0] hd_pix_x_2,hd_pix_y_2;
localparam HD_POS_X_2=HD_POS_X_1+SPRITE_SIZE;
localparam HD_POS_Y_2=HD_POS_Y_1;
drawLayer #(
.PIX_WIDTH(SPRITE_SIZE),
.PIX_HEIGHT(SPRITE_SIZE),
.SPRITE_SIZE(SPRITE_SIZE),
.SPRITEBUF_A_WIDTH(SPRITEBUF_A_WIDTH),
.SCREEN_WIDTH(SCREEN_WIDTH),
.VRAM_A_WIDTH(VRAM_A_WIDTH)
)
drawHeading2(
.CLK(CLK),
.rst(rst),
.ena(ena),
.is_cur_state(is_hd_layer_state_2),
.i_sprite_pix_x(hd_pix_x_2),
.i_sprite_pix_y(hd_pix_y_2),
.i_layer_rst(new_frame),
.theme_choose(theme_choose),
.screen_pos_x(HD_POS_X_2),
.screen_pos_y(HD_POS_Y_2),
.o_address_s(hd_address_s_2),
.address_screen(hd_address_screen_2),
.o_pix_x(hd_pix_x_2),
.o_pix_y(hd_pix_y_2),
.o_layerend(hd_layer_end_2),
.i_sprite_index(SPRITE_HD_INDEX+1)
);
reg [3:0]sprite_op_index=0;
wire [3:0]game_mode_offset;
assign game_mode_offset=(game_mode)?4'h0:4'h3;
always @(*) begin
if(is_game_finish)
sprite_op_index=SPRITE_FINISH_INDEX;
else if(is_game_start_menu) begin
sprite_op_index=SPRITE_MODE_INDEX+game_mode_offset;
end
else if(is_game_pause)begin
sprite_op_index=SPRITE_PAUSE_INDEX+game_mode_offset;
end
else if(is_game_fail)begin
sprite_op_index=SPRITE_FAIL_INDEX+game_mode_offset;
end
else if(is_game_win)begin
sprite_op_index=SPRITE_WIN_INDEX+game_mode_offset;
end
else begin
sprite_op_index=0;
end
end
localparam OP_POS_X=HD_POS_X_1+(SPRITE_SIZE>>1);
localparam OP_POS_Y=HD_POS_Y_1+(SPRITE_SIZE);
localparam SEL_POS_X=OP_POS_X;
wire [9:0]select_offset;
assign select_offset={4'h0,i_select_pos,3'h0}-{7'h0,i_select_pos};
wire [9:0]se_y;
assign se_y=OP_POS_Y+select_offset;
wire [9:0] sel_pix_x,sel_pix_y;
drawLayer #(
.PIX_WIDTH(SPRITE_SIZE),
.PIX_HEIGHT(SPRITE_SIZE),
.SPRITE_SIZE(SPRITE_SIZE),
.SPRITEBUF_A_WIDTH(SPRITEBUF_A_WIDTH),
.SCREEN_WIDTH(SCREEN_WIDTH),
.VRAM_A_WIDTH(VRAM_A_WIDTH)
)
drawSelect(
.CLK(CLK),
.rst(rst),
.ena(ena),
.is_cur_state(is_sel_layer_state),
.i_sprite_pix_x(sel_pix_x),
.i_sprite_pix_y(sel_pix_y),
.i_layer_rst(new_frame),
.theme_choose(theme_choose),
.screen_pos_x(SEL_POS_X),
.screen_pos_y(se_y),
.o_address_s(sel_address_s),
.address_screen(sel_address_screen),
.o_pix_x(sel_pix_x),
.o_pix_y(sel_pix_y),
.o_layerend(sel_layer_end),
.i_sprite_index(SPRITE_SEL_INDEX)
);
wire [9:0] op_pix_x,op_pix_y;
drawLayer #(
.PIX_WIDTH(SPRITE_SIZE),
.PIX_HEIGHT(SPRITE_SIZE),
.SPRITE_SIZE(SPRITE_SIZE),
.SPRITEBUF_A_WIDTH(SPRITEBUF_A_WIDTH),
.SCREEN_WIDTH(SCREEN_WIDTH),
.VRAM_A_WIDTH(VRAM_A_WIDTH)
)
drawOption(
.CLK(CLK),
.rst(rst),
.ena(ena),
.is_cur_state(is_op_layer_state),
.i_sprite_pix_x(op_pix_x),
.i_sprite_pix_y(op_pix_y),
.i_layer_rst(new_frame),
.theme_choose(theme_choose),
.screen_pos_x(OP_POS_X),
.screen_pos_y(OP_POS_Y),
.o_address_s(op_address_s),
.address_screen(op_address_screen),
.o_pix_x(op_pix_x),
.o_pix_y(op_pix_y),
.o_layerend(op_layer_end),
.i_sprite_index(sprite_op_index)
);
endmodule