
iCE40-IO is Open Source Hardware snap-to module for iCE40HX1K-EVB which adds VGA, PS2 and IrDA transciever.
In this tutorial you will learn how to generate VGA video signals, how to capture PS2 keys and how to move object on the video screen.
Here is my setup:

I have iCE40HX1K-EVB snap to iCE40-IO with PS2 keboard and VGA connected to it and OLIMEXINO-32U4 as programmer
The tutorial project is on GitHub. Let’s first see example_0.v
Yesterday after sharing my experience with Verilog to silently define signals which you could have type by mistake, there was comment by Andrew Zonenberg, who wrote that you can tell Verilog to consider this error by adding “`default_nettype none” as your first line code. I check and it works fine, so I will use it in all my further sources 🙂 Thanks for the tip Andrew!
The code starts with:
`default_nettype none //disable implicit definitions by Verilog
module top( //top module and signals wired to FPGA pins
CLK100MHz,
vga_r,
vga_g,
vga_b,
vga_hs,
vga_vs,
ps2_clk,
ps2_data
);
here we define top module and what physical signals we will use, these are the CLK100Mhz, VGA R,G,B, H-sync, V-sync, ps2 clock and data
then we must define each of them:
input CLK100MHz; // Oscillator input 100Mhz
output [2:0] vga_r; // VGA Red 3 bit
output [2:0] vga_g; // VGA Green 3 bit
output [2:0] vga_b; // VGA Blue 3 bit
output vga_hs; // H-sync pulse
output vga_vs; // V-sync pulse
input ps2_clk; // PS2 clock
input ps2_data; // PS2 data
as you can see VGA R,G,B signals are 3 bit registers, this way we defini VGA to have 9bit color or 512 different colors
the next part use new keyword parameter, this is how the constants are defined in Verilog:
parameter h_pulse = 96; //H-SYNC pulse width 96 * 40 ns (25 Mhz) = 3.84 uS
parameter h_bp = 48; //H-BP back porch pulse width
parameter h_pixels = 640; //H-PIX Number of pixels horisontally
parameter h_fp = 16; //H-FP front porch pulse width
parameter h_pol = 1'b0; //H-SYNC polarity
parameter h_frame = 800; //800 = 96 (H-SYNC) + 48 (H-BP) + 640 (H-PIX) + 16 (H-FP)
parameter v_pulse = 2; //V-SYNC pulse width
parameter v_bp = 33; //V-BP back porch pulse width
parameter v_pixels = 480; //V-PIX Number of pixels vertically
parameter v_fp = 10; //V-FP front porch pulse width
parameter v_pol = 1'b1; //V-SYNC polarity
parameter v_frame = 525; // 525 = 2 (V-SYNC) + 33 (V-BP) + 480 (V-PIX) + 10 (V-FP)
parameter square_size = 10; //size of the square we will move
parameter init_x = 320; //initial square position X
parameter init_y = 240; //initial square position Y
for VGA timing we will use 25Mhz clock which is made by division by 4 of CLK100Mhz:
reg [1:0] clk_div; // 2 bit counter
wire vga_clk;
assign vga_clk = clk_div[1]; // 25Mhz clock = 100Mhz divided by 2-bit counter
always @ (posedge CLK100MHz) begin // 2-bt counter ++ on each positive edge of 100Mhz clock
clk_div <= clk_div + 2'b1;
end
vga_clk is the bit2 of clk_div which is incrementing on each positive edge of 100Mhz clock
then we define the registers which will hold the VGA signals:
reg [2:0] vga_r_r; //VGA color registers R,G,B x 3 bit
reg [2:0] vga_g_r;
reg [2:0] vga_b_r;
reg vga_hs_r; //H-SYNC register
reg vga_vs_r; //V-SYNC register
assign vga_r = vga_r_r; //assign the output signals for VGA to the VGA registers
assign vga_g = vga_g_r;
assign vga_b = vga_b_r;
assign vga_hs = vga_hs_r;
assign vga_vs = vga_vs_r;
we do want the video generation to start after some time not immediately, and for this we will use two signals:
reg [7:0] timer_t = 8'b0; // 8 bit timer with 0 initialization
reg reset = 1;
8 bit timer will make the necessary delay, reset is internal signal and have nothing in common with the reset button on the board
these registers will hold info where the “video beam” is when the video is generated, we need two of them as one will hold the complete frame even with some of “invisible” video frame, the other just the visible part
reg [9:0] c_row; //complete frame register row
reg [9:0] c_col; //complete frame register colum
reg [9:0] c_hor; //visible frame register horisontally
reg [9:0] c_ver; //visible frame register vertically
this signal flags if the display is enabled or disabled
reg disp_en; //display enable flag
these registers will hold the center coordinates of the visible square we draw on the screen:
reg [9:0] sq_pos_x; //position of square center X, Y
reg [9:0] sq_pos_y;
these registers will hold the upper left and down right coordinates of the square we draw:
wire [9:0] l_sq_pos_x; //upper left and down right corners of the square
wire [9:0] r_sq_pos_x;
wire [9:0] u_sq_pos_y;
wire [9:0] d_sq_pos_y;
assign l_sq_pos_x = sq_pos_x - square_size;
assign r_sq_pos_x = sq_pos_x + square_size;
assign u_sq_pos_y = sq_pos_y - square_size;
assign d_sq_pos_y = sq_pos_y + square_size;
the next registers are for reading the PS2 keyboard:
reg [3:0] ps2_cntr; // 4-bit PS2 clock counter
reg [7:0] ps2_data_reg; // 8-bit PS2 data register
reg [7:0] ps2_data_reg_prev; // previous 8-bit PS data register
reg [7:0] ps2_data_reg_prev1; // previous previous 8-bit data register
reg [10:0] ps2_dat_r; // 11-bit complete PS2 frame register
reg [1:0] ps2_clk_buf; // PS2 clock buffer
wire ps2_clk_pos; // PS2 positive edge detected signal
reg u_arr = 0; //PS2 arrow keys detect flags
reg l_arr = 0;
reg d_arr = 0;
reg r_arr = 0;
the 4-bit counter is for PS2 clock, the three data registers hold three sequential key codes as some keys are transmitted as two bytes when press and three when released
ps2_clk_buf is used to detect rising edge of the PS2 clock:
assign ps2_clk_pos = (ps2_clk_buf == 2'b01);
// edge detector positive edge is when the buffer is '10'
25Mhz clock is used to detect PS2 clock and data:
always @ (posedge vga_clk) begin // on each positive edge at 25Mhz clock
ps2_clk_buf[1:0] <= {ps2_clk_buf[0], ps2_clk};
// shift old value left and get current value of ps2_clk
if(ps2_clk_pos == 1) begin // on positive edge
ps2_cntr <= ps2_cntr + 1;
if(ps2_cntr == 10) begin
// when we got 10 clocks save the PS2 data to ps2_data_reg,
// ps2_data_reg_prev and ps2_data_reg_prev1
ps2_cntr <= 0; // so we have last 3 data values captured from PS2 keyboard
ps2_data_reg[7] <= ps2_dat_r[0];
ps2_data_reg[6] <= ps2_dat_r[1];
ps2_data_reg[5] <= ps2_dat_r[2];
ps2_data_reg[4] <= ps2_dat_r[3];
ps2_data_reg[3] <= ps2_dat_r[4];
ps2_data_reg[2] <= ps2_dat_r[5];
ps2_data_reg[1] <= ps2_dat_r[6];
ps2_data_reg[0] <= ps2_dat_r[7];
ps2_data_reg_prev <= ps2_data_reg;
ps2_data_reg_prev1 <= ps2_data_reg_prev;
end
ps2_dat_r <= {ps2_dat_r[9:0], ps2_data}; // data shift left
end
at this point we have detected when the PS2 keyboard start sending data and captured the transmitted data
here is where we detect is left, right, up and down keys are pressed:
if(ps2_data_reg_prev1 == 8'he0 && ps2_data_reg_prev == 8'hf0) begin
// 0xE0 0xF0 sequence means key released
if(ps2_data_reg == 8'h75) begin
u_arr <= 0; //0x75 up key
end
else if(ps2_data_reg == 8'h6b) begin
l_arr <= 0; //0x6B left key
end
else if(ps2_data_reg == 8'h72) begin
d_arr <= 0; //0x72 down key
end
else if(ps2_data_reg == 8'h74) begin
r_arr <= 0; //0x74 right key
end
end
if(ps2_data_reg_prev == 8'he0) begin //0xE0 means key pressed
if(ps2_data_reg == 8'h75) begin
u_arr <= 1; //0x75 up key
end
else if(ps2_data_reg == 8'h6b) begin
l_arr <= 1; //0x6B left key
end
else if(ps2_data_reg == 8'h72) begin
d_arr <= 1; //0x72 down key
end
else if(ps2_data_reg == 8'h74) begin
r_arr <= 1; //0x74 right key
end
end
end
Now let’s generate the video signal:
always @ (posedge vga_clk) begin //25Mhz clock
if(timer_t > 250) begin // generate 10 uS RESET signal
reset <= 0;
end
else begin
reset <= 1; //while in reset display is disabled, suare is set to initial position
timer_t <= timer_t + 1;
disp_en <= 0;
sq_pos_x <= init_x;
sq_pos_y <= init_y;
end
with timer_t we generate initial 10 uS RESET signal where display is not active and we load initial XY coordinates in the middle of the visible area
this code updates current beam position:
if(reset == 1) begin //while RESET is high init counters
c_hor <= 0;
c_ver <= 0;
vga_hs_r <= 1;
vga_vs_r <= 0;
c_row <= 0;
c_col <= 0;
end
else begin // update current beam position
if(c_hor < h_frame - 1) begin
c_hor <= c_hor + 1;
end
else begin
c_hor <= 0;
if(c_ver < v_frame - 1) begin
c_ver <= c_ver + 1;
end
else begin
c_ver <= 0;
end
end
end
H-sync and V-sync generation:
if(c_hor < h_pixels + h_fp + 1 || c_hor > h_pixels + h_fp + h_pulse) begin
// H-SYNC generator
vga_hs_r <= ~h_pol;
end
else begin
vga_hs_r <= h_pol;
end
if(c_ver < v_pixels + v_fp || c_ver > v_pixels + v_fp + v_pulse) begin
//V-SYNC generator
vga_vs_r <= ~v_pol;
end
else begin
vga_vs_r <= v_pol;
end
if(c_hor < h_pixels) begin //c_col and c_row counters are
//updated only in the visible time-frame
c_col <= c_hor;
end
if(c_ver < v_pixels) begin
c_row <= c_ver;
end
if(c_hor < h_pixels && c_ver < v_pixels) begin //VGA color signals are
//enabled only in the visible time frame
disp_en <= 1;
end
else begin
disp_en <= 0;
end
now to draw the read frame, blue square:
if(disp_en == 1 && reset == 0) begin
if(c_row == 0 || c_col == 0 || c_row == v_pixels-1 || c_col == h_pixels-1) begin //generate red frame with size 640x480
vga_r_r <= 7;
vga_g_r <= 0;
vga_b_r <= 0;
end
else if(c_col > l_sq_pos_x && c_col < r_sq_pos_x && c_row > u_sq_pos_y && c_row < d_sq_pos_y) begin //generate blue square
vga_r_r <= 0;
vga_g_r <= 0;
vga_b_r <= 7;
end
else begin //everything else is black
vga_r_r <= 0;
vga_g_r <= 0;
vga_b_r <= 0;
end
end
else begin //when display is not enabled everything is black
vga_r_r <= 0;
vga_g_r <= 0;
vga_b_r <= 0;
end
you can change the colors by editing the RGB values above
once per frame update the square position depend on key pressed:
if(c_row == 1 && c_col == 1) begin //once per video frame
if(u_arr) begin
sq_pos_y <= sq_pos_y - 1;
end;
if(d_arr) begin
sq_pos_y <= sq_pos_y + 1;
end;
if(l_arr) begin
sq_pos_x <= sq_pos_x - 1;
end;
if(r_arr) begin
sq_pos_x <= sq_pos_x + 1;
end;
end
now let’s save the code as example.v, synthesize and program.
Here is what we see:

when we press and hold arrow keys the square is moving across the screen yey!

but there is problem if we reach the end of frame the square go outside it 🙂

How we can fix this?
Let’s go again to the code which describe the position update, obviously we have to add another if with checking if the square is at the frame ends:
if(c_row == 1 && c_col == 1) begin //once per video frame
if(u_arr) begin
if (sq_pos_y > square_size) begin
sq_pos_y <= sq_pos_y - 1;
end
end;
if(d_arr) begin
if (sq_pos_y < (v_pixels - 1 - square_size)) begin
sq_pos_y <= sq_pos_y + 1;
end
end;
if(l_arr) begin
if (sq_pos_x > square_size) begin
sq_pos_x <= sq_pos_x - 1;
end
end;
if(r_arr) begin
if (sq_pos_x < (h_pixels - 1 - square_size)) begin
sq_pos_x <= sq_pos_x + 1;
end
end;
end
now the square will never go outside! let’s save the code (it’s also saved on GitHub as example_1.v) and synthesize and program:

OK, what else we can change? To keep the button pressed all the time to move the square is boring, let’s make it to move once we just press and release the key without need to keep it all the time pressed.
we can do this by commenting this code which clears the key flags:
/* if(ps2_data_reg_prev1 == 8'he0 && ps2_data_reg_prev == 8'hf0) begin // 0xE0 0xF0 sequaence means key released
if(ps2_data_reg == 8'h75) begin
u_arr <= 0; //0x75 up key
end
else if(ps2_data_reg == 8'h6b) begin
l_arr <= 0; //0x6B left key
end
else if(ps2_data_reg == 8'h72) begin
d_arr <= 0; //0x72 down key
end
else if(ps2_data_reg == 8'h74) begin
r_arr <= 0; //0x74 right key
end
end
*/
Now even when you press the key once the square keep moving in this direction until hit the ‘wall’ then stops! This code is saved on GitHub as example_2.v.
Can we make it bounce? Sure we can, we just have to update key status with reverse key when the square hit the wall:
if(c_row == 1 && c_col == 1) begin //once per video frame
if(u_arr) begin
if (sq_pos_y > square_size) begin
sq_pos_y <= sq_pos_y - 1;
end
else begin // change direction when hit wall
u_arr <= 0;
d_arr <= 1;
end
end;
if(d_arr) begin
if (sq_pos_y < (v_pixels - 1 - square_size)) begin
sq_pos_y <= sq_pos_y + 1;
end
else begin
d_arr <= 0;
u_arr <= 1;
end
end;
if(l_arr) begin
if (sq_pos_x > square_size) begin
sq_pos_x <= sq_pos_x - 1;
end
else begin
l_arr <= 0;
r_arr <= 1;
end
end;
if(r_arr) begin
if (sq_pos_x < (h_pixels - 1 - square_size)) begin
sq_pos_x <= sq_pos_x + 1;
end
else begin
r_arr <= 0;
l_arr <= 1;
end
end;
end
Let’s save and compile! What? We got error!
example.blif:1750: fatal error: net `d_arr' has multiple drivers
Makefile:11: recipe for target 'example.asc' failed
make: *** [example.asc] Error 1
What does this means? d_arr register where we store the key direction has multiply drivers! Looking in the code we see that we assign d_arr in two different always blocks.
In FPGA all processes are performed in parallel, so if we assign one signal in two different blocks we will never know which assignment when is performed and this is considered error in the behavior description.
What we see is that both always blocks are executed on positive edge of vga_clk, so we can just merge them by copy:
ps2_clk_buf[1:0] <= {ps2_clk_buf[0], ps2_clk}; // shift old value left and get current value of ps2_clk
if(ps2_clk_pos == 1) begin // on positive edge
ps2_cntr <= ps2_cntr + 1;
if(ps2_cntr == 10) begin // when we got 10 clocks save the PS2 data to ps2_data_reg, ps2_data_reg_prev and ps2_data_reg_prev1
ps2_cntr <= 0; // so we have last 3 data values captured from PS2 keyboard
ps2_data_reg[7] <= ps2_dat_r[0];
ps2_data_reg[6] <= ps2_dat_r[1];
ps2_data_reg[5] <= ps2_dat_r[2];
ps2_data_reg[4] <= ps2_dat_r[3];
ps2_data_reg[3] <= ps2_dat_r[4];
ps2_data_reg[2] <= ps2_dat_r[5];
ps2_data_reg[1] <= ps2_dat_r[6];
ps2_data_reg[0] <= ps2_dat_r[7];
ps2_data_reg_prev <= ps2_data_reg;
ps2_data_reg_prev1 <= ps2_data_reg_prev;
end
ps2_dat_r <= {ps2_dat_r[9:0], ps2_data}; // data shift left
end
if(ps2_data_reg_prev == 8'he0) begin //0xE0 means key pressed
if(ps2_data_reg == 8'h75) begin
u_arr <= 1; //0x75 up key
end
else if(ps2_data_reg == 8'h6b) begin
l_arr <= 1; //0x6B left key
end
else if(ps2_data_reg == 8'h72) begin
d_arr <= 1; //0x72 down key
end
else if(ps2_data_reg == 8'h74) begin
r_arr <= 1; //0x74 right key
end
end
after the video generation and delete of first always block. In GitHub this code is saved as example_3.v
Now code is synthesized and we can program the FPGA. The square is bouncing to the frame every time it hit it!
We will leave up to you to hack further like to change square move speed etc!
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