
This design performs a 2D 'voxel' raycasting of a terrain, implementing in actual hardware the 1992 Voxel Space algorithm used in the Comanche game.
The chip is designed in Silice, the source code is in the main repo.

A specific data file containing terrain data has to be uploaded to SPI-ram before this can run. The plan is to do that from the RP2040 of the PCB.
Another way to test is on a IceStick HX1K. Instructions coming soon!
| # | Input | Output | Bidirectional |
|---|---|---|---|
| 0 | Button 0 | QSPI ram, csn (output) | |
| 1 | Button 1 | SPI screen, clock | QSPI ram, io0 (bidir) |
| 2 | Button 2 | SPI screen, csn | QSPI ram, io1 (bidir) |
| 3 | Button 3 | SPI screen, dc | QSPI ram, clock (output) |
| 4 | SPI screen, mosi | QSPI ram, io2 (bidir) | |
| 5 | SPI screen, resn | QSPI ram, io3 (bidir) | |
| 6 | QSPI ram, bank select 0 (output) | ||
| 7 | QSPI ram, bank select 1 (output) |