

Outputs Charizard on VGA with a flamethrower animation!
Colors and animation are inspired by classic retro pixel-art styles.
The animation system combines sprite ROM lookups, palette mapping, and state-based rendering logic to display Charizard, flame effects, and projectile animations in real time.
Originally, this project was planned to include the full evolution line animation. However, that required four large sprite ROMs, and fitting all four would likely have pushed the design close to a 4x4 tile area, so I eventually gave up on that idea to keep the project small enough to route successfully.
With the deadline approaching, I was forced to using 1x2 to complete timing and routing closure.
My first Pokémon from Kanto - Gen 1
Inspired by the scene in Pokémon where Ash/Satoshi first finds Charizard during a rainy scene. The rain adds a dramatic mood to the moment, emphasizing the intensity of the encounter and Charizard’s wild, untamed behavior at that time.
Set clock to 25.175MHz or thereabouts, give reset pulse, and enjoy
All built-in, we are all in-house, no need to outsource, because we are strong enough.
Thanks to the Tiny Tapeout community for help!!!
Special thanks to a1k0n and his nyan cat repo, what a special methodology (I forked from his repo ^^).
And also kohai Pham Van Chien from Vietnam National University for scripts.
| # | Input | Output | Bidirectional |
|---|---|---|---|
| 0 | R1 | ||
| 1 | G1 | ||
| 2 | B1 | ||
| 3 | VSync | ||
| 4 | R0 | ||
| 5 | G0 | ||
| 6 | B0 | ||
| 7 | HSync |