2–20 Development Kit Version 1.1.0 Altera Corporation
MAX II Development Kit Getting Started User Guide July 2005
Reference Designs
Note that LED8 remains lit. If this LED is off while the PC
application is idle, an error has occurred. Close the port,
reset the board by pressing S1, and re-open the port. If the
PC application stops responding, disconnect the USB cable
from the board. If that doesn’t solve the problem, you will
have to use the Task Manager in Windows to end the PC
application manually.
7. Using the demo:
Perform the following tests on the USB Reference Design user
interface (see Figure 2–6).
a. Check the LEDs—Click on the LEDs and note that they turn on
and off on the board as they do in the GUI.
b. Write to the LCD—Type some text into the Liquid Crystal
Display text box and click Write to LCD. The same text appears
in the LCD display on the board.
c. Write to the SRAM—First use Notepad to create a text file and
Save the file on your hard drive. In the USB_Utility GUI, click
the Browse button near the SRAM Interface. Browse to the file
you just created. Make sure the default encoding list box says
“ASCII” and click Write to SRAM.
d. Read from the SRAM—First check that the Default Encoding list
box says “ASCII” and then click Read SRAM. Make sure the
SRAM contents text box shows the data that you typed into
your Notepad file. Note that when you read from the SRAM, a
file called SRAMDataBack.txt is created in the same directory
where the USB_Utility.exe file resides. This file is re-created
each time you read from the SRAM. It contains the addresses
and the data read from those addresses.
1 SRAMDataBack.txt must not be open when you try to read
from the SRAM.
Altera Corporation Development Kit Version 1.1.0 2–21
July 2005 MAX II Development Kit Getting Started User Guide
Getting Started
e. Read the UFM—The UFM is arranged as 256 locations, each
containing 32 bits of data. Currently residing in the UFM is the
inverse of each address. Set the default encoding to
Hexadecimal and click Read UFM. The data displayed should
be FFFF FFFE FFFD FFFC FFFB and so forth. You can recompile
this design with a different memory initialization file (MIF) to
change the data in the UFM. Note that when you read from the
UFM, a file called UFMDataBack.txt is created in the same
directory where the USB_Utility.exe file resides. This file is
re-created each time you read the UFM. It contains the
addresses and the data read from those addresses.
1 UFMDataBack.txt must not be open when you read from
the UFM.
f. Display the board temperature and push button counts—Press the
S2, S3, and S4 buttons on the board. Note that each time a
button is pressed, the corresponding text box on the GUI
increments. Also note that the board temperature is updated
each time a switch is pressed.
1 The SRAM and UFM read/write options only read or write
384 bytes at a time. This data is always written to or read from
the 384 lowest address locations.
Understanding the Functionality of the USB Reference Design
The USB Reference Design has two pieces:
Verilog code written to dictate the functionality of the MAX II device
Visual Basic code to control the PC application
The MAX II design consists entirely of state machines. Each individual
design file contains a state machine to control the reading/writing of each
component. These files contain extensive comments and designers are
encouraged to look through the Verilog code to gain a complete
understanding of how the MAXII design functions. The Director.v code
constantly awaits for one of two things to happen: either a button is
pressed or data arrives from the PC. If a button is pressed, the Director
enables the PassivesInterface.v, which takes over control of the output to
the USB MAC FIFO and writes the values of the Switch Counters and
Temperature blocks. If data is received from the PC, then the Director
passes control to the UFMInterface.v, the SRAMInterface.v, or the
LCDInterface.v, depending on the value of the data received. Refer to the
Verilog code itself for more details on the operation of this MAX II design.
2–22 Development Kit Version 1.1.0 Altera Corporation
MAX II Development Kit Getting Started User Guide July 2005
Reference Designs
The Visual Basic project consists of the GUI and various pieces of code
that control the transmission and reception of data and control characters
to and from the MAX II board. All data is interpreted based on which
command buttons are pressed. After a command button is pressed, it is
disabled until the PC receives data for the corresponding component.
When this data is received, the PC interprets it based on which command
button is disabled and then processes it appropriately. After all data has
been processed, the command button is enabled again.
The Visual Basic project relies heavily on drivers provided by Future
Technology Devices International (FTDI), the company that
manufactures the USB MAC. FTDI has several drivers available on their
web site along with bits of Visual Basic code, C code, and documentation.
Designers looking to interface to a PC in the same manner as this
application are advised to investigate the driver solutions provided by
FTDI. This application is formed around FTDI’s Virtual COM Port
drivers. These drivers essentially mimic a COM port on the PC, making
the sending and receiving of data relatively easy.
The board is set up so that users can implement designs based on the
other drivers provided by FTDI, but this does require a hardware
modification—the footprint labeled J10 is for an EEPROM socket that can
be added to the board and then populated with the designer’s choice of
EEPROMs. This EEPROM then allows designers to set the USB Product
ID and Vendor ID, as well as allowing for USB 1.1 or USB 2.0 (High Speed)
interfaces to be developed.
Reference Design 2: The Slot Game Reference Design
The MAX II Slot Game Reference Design highlights the high density of
the MAX II device. The reference design uses approximately 1050 logic
elements during implementation This total logic cell usage is equivalent
to roughly 800 macrocells in the legacy MAX architecture. Legacy MAX
devices contained a maximum of 512 macrocells, making designs such as
this impossible to implement without purchasing multiple devices.
Using the Slot Machine Reference Design
The MAX II Slot Game Reference Design is based on standard
casino-style slot machine behavior. It uses a linear feedback shift register
to determine the values of three simulated slot reels on the MAX II
board’s LCD. A player controls the progress of the game using three
buttons on the MAX II board.
The object of the game is to build a total bankroll of $1000 or more by
using three levels of wagering. The game is initiated by hitting the Bet
button (S2), at which time the player is given a default total of $199. By

DK-MAXII-1270N

Mfr. #:
Manufacturer:
Intel / Altera
Description:
Programmable Logic IC Development Tools CPLD Development Kit For EPM1270F256
Lifecycle:
New from this manufacturer.
Delivery:
DHL FedEx Ups TNT EMS
Payment:
T/T Paypal Visa MoneyGram Western Union

Products related to this Datasheet