AN Using PSoC in a Gaming Environment. Application Note Abstract. Introduction. Memory Copy Design. Smash PSoC Design.

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1 Using PSoC in a Gaming Environment Application Note Abstract AN44464 Author: Michael Abraham Associated Project: Yes Associated Part Family: CY8C27643, CY8C29666, CY XPI, CY8C200-24PVXI GET FREE SAMPLES HERE Software Version: PSoC Designer 4.4 or PSoC Express 3.0 Associated Application Notes: AN43773 This application note demonstrates the use of CapSense, I 2 C communication, and handshaking protocol in a gaming environment. This example includes two games Smash PSoC and Memory Copy. It also describes how to update generated driver code for a specified behavior. Introduction This application note demonstrates the capability of PSoC Express as a visual development tool to design two simple games that represent real world control tasks. It explores the combination of I 2 C communication, CapSense capability, and handshaking protocol. This is also an introduction to embedded system design using PSoC Express. Smash PSoC Design The idea for this game comes from Whack-A-Mole, a popular arcade redemption game invented in 97. In this game, the LED is the mole and the corresponding CapSense button is the whacker. The player has three chances to score points on one LED (mole) before time runs out. To play the game, the CapSense button is tapped three times. The first two taps are worth one point each and the third tap is worth two points. The final tap sends a signal to the program to activate another LED. Flashing the LED warns the player that time is running out. The game has two timers: the main timer for the whole game and the active LED timer. When the game starts, the main timer is set to two minutes to indicate game length. As the game progresses, the timer counts down every second. When the timer reaches zero, the game is over. The timer also indicates the game level. The first level is for one minute and the system generates only one LED each time. After the main timer counts down to one minute, which is the last level, the system generates two LEDs. When the system does not detect an active LED on the board, it randomly generates one to be active. The new LED is active until the end of the game. Memory Copy Design The second game is designed to test short term memory. On starting, the game generates a sequence of LEDs and each LED turns on for one second. The player then taps each CapSense button corresponding to the LED sequence. If the feedback matches the LED sequence, the player gains one point. To make this game more challenging, an LED is added to the sequence for higher levels. This game consists of eight levels with various LED sequences. Levels and 2 generate a sequence of two LEDs; levels 3, 4, and 5 generate a sequence of three LEDs; and levels 6, 7, and 8 generate a sequence of four LEDs. There is also a timer that counts down to zero after the sequence is generated. Levels and 2 are four seconds in length and levels 3 to 8 are eight seconds. An indicator LED displays if the player has given the correct input. Software The following software is required for the game: PSoC Express 3.0 (Express Pack 4.2 is optional) PSoC Designer 4.4 PSoC Programmer ( ) You can download the software from the Cypress web site. PSoC Express and PSoC Programmer PSoC Designer March 27, 2008 Document No Rev. **

2 Hardware The following hardware is used for the game: CY320-PSoCEVAL Rev A CY320PSoCEVAL Rev A Figure 2. CY320-PSoCEVAL Rev A Development Board with LCD 2 LCDs (LCM-S0602DSR/A) CY323-CapSense Rev A CY3209-ExpressEVK CY8C PXI 2 3K Ohms resistors 6 regular LEDs Wire Development Boards In this project, the CY320-PSoC Eval Rev A is used as the Master. It handles most algorithms including Memory Copy and Smash PSoC. To sense the presence of input signals, it monitors Slave_, the CY323-CapSense Rev A, which identifies the signals from CapSense buttons. The Master sends commands directly to Slave_2 the CY3209- ExpressEVK in the right bottom quadrant. The Slave_3, CY3209-ExpressEVK in the left bottom quadrant, displays messages according to the current process and turns on the indicator LEDs. The location of Master, Slave_, Slave_2, and Slave_3 PSoC files are in Master, Slave_CapButton, Slave_Timer, and Timer folders respectively. All the development boards run at 64 Hz sample rate. Figure. Master and Slave Relationship Send command and monitor slave Slave_ CY323-CapSense Rev-A It contains 6 CapSense button inputs with handshaking protocol. Master CY320-PSoC Eval Rev-A It contains:. GameFlow Algorithm 2. LEDs Number Generator Algorithm 3. Main timer Algorithm 4. CapSense Input Algorithm with handshaking protocol 5. Score Algorithm 6. Memory Copy Algorithm 7. Smash PSoC Algorithm Send command and monitor slave Send command Slave_2 CY3209-ExpressEVK Right Bottom Quadrant It contains Timer Display Algorithm. The legend for Figure 2 is as follows:. Microcontroller CY8C PXI 2. Start button LEDs 3. Game LEDS 4. Start button 5. I 2 C pull up resistors (3K Ohms) 6. Score LCD The development kit contains supporting features, such as a breadboard, buttons, LCD receptacle, four red LEDs, and a programmable target socket. On the breadboard, a simple circuit for I 2 C and power connection is assembled. To build I 2 C communication among the boards, connect the I 2 C SCL and I 2 C SDA to 3K Ohms pull up resistors. Figure 3. I 2 C Serial Communication and Power Connection Slave_3 CY3209-ExpressEVK Left Bottom Quadrant It contains:. Text Algorithm 2. Indicator LEDs Algorithm March 27, 2008 Document No Rev. ** 2

3 Figure 4. LEDs, Start Button, Start Indicator, and CY8C PXI Connection 5. Button 5 6. Button 6 7. Gnd and VDD connection (from left to right) 8. I 2 C connection (SCL and SDA, from left to right) CY3209-ExpressEVK CY3209-ExpressEVK development board is the best selection to support the remaining game features. This includes main timer, game selection, message, and indicator LEDs. The bottom left quadrant contains a potentiometer, four green LEDs, and a single LCD receptacle. Potentiometer is used to select either Smash PSoC or Memory Copy and the selection is shown on the LCD. The four green LEDs are indicators in Memory Copy, which verifies the sequence. If the sequence is right, P2[0] and P2[] LEDs blink; otherwise, P2[2] and P2[3] LEDs blink. The bottom right quadrant has a four digit seven segment LED display that is the best choice to display the timer. Six LEDs, a microcontroller, a start button, and a red LED are wired into the circuit. The red LED serves as a start indicator and the microcontroller is placed into a programmable target socket. To wire the microcontroller, start button, and red LED, use receptacles on J5, J6, J7, and J8, as illustrated in Figure 4. The score LCD is placed on receptacle J9. CY323-CapSense Rev A The CY323-CapSense Rev A with seven CapSense buttons is used to receive the input. The board behaves as a slave. The jumpers on J7, J8, J2, and J3 are removed and there is no I 2 C connection between the top and bottom quadrants. Figure 6. CY3209-ExpressEVK Evaluation Board Figure 5. CY323-CapSense Rev A Development Board The legend for Figure 6 is as follows:. Potentiometer to select the game 2. Indicator LED to show the result in Memory Copy 3. Seven-segment LED to show the timer 4. I 2 C jumpers The legend for Figure 5 is as follows:. Button 5. Message LCD 6. VDD and Gnd (from top to bottom) 2. Button 2 3. Button 3 4. Button 4 March 27, 2008 Document No Rev. ** 3

4 Design Dataflow Figure 7, Figure 8, and Figure 9 illustrate the game s dataflow: Game Selection Smash PSoC Memory Copy Game selection dataflow portrays the state machine to select the game. Smash PSoC dataflow and Memory Copy dataflow describe how both games run according to the design. Game Selection Dataflow On power up, a welcome message automatically appears on the LCD, located on CY3209-ExpressEVK. The menu section is then displayed. In the menu, the player selects the game by rotating the potentiometer on the bottom left quadrant of CY3209-ExpressEVK. If the potentiometer is rotated clockwise, the menu points to Smash PSoC; otherwise, it points to Memory Copy. When rotating the potentiometer, the selections are displayed on the LCD. After selecting, press the Start button. When the game is over, the Game Over text appears on the LCD. It then goes back to the welcome message and repeats the process. Figure 7. Game Selection State Machine Selection == Smash Start Button == ON Smash PSoC Timer <= 0 Welcome Message Menu Game Over Selection == MCopy Start Button == ON Memory Copy The player finishes Level 8 Smash PSoC Dataflow When Smash PSoC begins, the main timer is set to two minutes and the score to zero. Smash PSoC begins to generate one LED on level one. While the LED is active, the player hits the corresponding button before the LED time runs out. Running out of time or hitting the corresponding button three times turns off the LED. The system then generates a new LED number. If the timer indicates level two, the system generates two LEDs. Similar to level one, the player is expected to hit each active LED three times before time runs out. If there is no active LED, it regenerates two new LEDs. When the main timer is equal to zero, the game is over. Figure 8. Smash PSoC State Machine Timer>:00 (Level ) LED = ON LEDTimer is 0 LED Timer is Up Welcome Txt Selection == Smash Smash Menu Start Button == ON Generate LED Number Setup Press right button Hit x Press right button Hit 2x Press right button Hit 3x Timer<= :00 Timer is 0 Set the Timer = 2:00 Set the Score = 0 LED = ON LED2 = ON The process in level 2 is similar to the process in level. Before the LED timer runs out, the player should hit three times on each selected button. The first and second hits are worth point. The last hit is worth 3 points. LEDTimer is 0 LED = OFF LED2 = OFF Hit 3 times LED is OFF Timer is 0 GAME OVER TXT Level Level 2 March 27, 2008 Document No Rev. ** 4

5 Memory Copy Dataflow When Memory Copy begins, the score is set to zero and the level to one. The game generates a sequence of LEDs. The main timer counts down to zero as the player returns the sequence through a CapSense button. When the time is up or the player gives the complete sequence, the LED sequence is turned on to confirm the input. It then evaluates the input and the result is shown on the indicator LEDs. If correct, the indicator LEDs P2[2] and P2[3] blinks and the player gains one point; otherwise, the indicator LEDs P2[0] and P2[] blinks. The last step is to check the level. If the level is below eight, it regenerates new LEDs and repeats the same process. If the level is eight, the game is over. Show LEDs Dataflow The LED sequence is illustrated in Figure 0. Each LED has a schedule and duration to turn on. When the schedule arrives, the LED is on for one second. The remaining selected LEDs wait for their schedules. When all selected LEDs are shown, the main timer is set and run. Figure 0. Show LEDs State Machine LED = ON ( Second) s ticks Figure 9. Memory Copy State Machine Welcome Txt Select MCopy Memory Menu LED2 = ON ( Second) s ticks && Level > 2 LED3 = ON ( Second) Game Over Level == 8 Check Level Level < 8 Start Button == ON Setup Generate LED Numbers Set Score = 0 Set Level = s ticks && Level <= 2 s ticks && Level > 5 LED4 = ON ( Second) s ticks s ticks && Level <= 5 Indicator LED Fail Success Show LEDs Set Timer Get Button Inputs Level,2 : 2 LEDs Level 3,4,5: 3 LEDs Level 6,7,8: 4 LEDs Level <= 2 : 4 sec Level > 2 : 8 sec Get Button Inputs Dataflow Set Timer After the main timer is set, the player should return the sequence through CapSense buttons before the timer counts down to zero. If the main timer is up or the player has sent the input sequence required in the specific level, the system moves to the Show Given Inputs state. Figure. Get Button Inputs State Machine Wrong Right Time is up Sequence button inputs given Check the Inputs Show Given Inputs March 27, 2008 Document No Rev. ** 5

6 Show Given Input Dataflow Figure 2 illustrates the dataflow to echo back to user inputs. The number of selected LEDs depends on the inputs. Similar to Show LEDs dataflow, each selected LED has a schedule and duration to be on. When all selected LEDs are shown, it evaluates the inputs. If there is no input, it directly goes to Checking State. Figure 2. Show Given Input State Machine Score Algorithm Memory Copy Algorithm Smash PSoC Algorithm GameFlow Algorithm GameFlow is responsible for controlling the message and game initiation. When the board is powered on, GameFlow displays the welcome message followed by the game Memory Copy or Smash PSoC. The player selects a game by twisting a potentiometer. Each string has its own value and is monitored by GameFlow through I 2 C communication. If the player selects Memory Copy and presses the start button, GameFlow commands that game to begin. The same method is applied for Smash PSoC. During the game, GameFlow displays the game title on the message LCD. When the game is over, MemCopyFlow or SmashFlow sends the ending message to GameFlow and displays Game Over string on the message LCD. The welcome message is then displayed and the process is repeated. Figure 3. GameFlow Implementation PSoC Express Implementation The games are implemented with visual firmware development tool. PSoC Express provides built in drivers and protocols for I 2 C communication and dataflow among the boards. By using the drivers, there is no need to write any code, thus saving a lot of time. The following algorithms are implemented: GameFlow Algorithm Text Algorithm Number Generator Algorithm Main Timer Algorithm Timer Display Algorithm CapSense Button Algorithm (Slave) Text Algorithm Text algorithm contains all messages that are shown in the game progress. To show messages that correspond to the game action, Text_SMachine uses a state machine to respond to the related process in the game. To connect between the process and the message, GameFlow, which sees the process, controls the state machine through Txt_Command. Even though GameFlow controls the state machine, the message must be displayed on the LCD at a fixed time. TickCnt controls the time; it is a counter that behaves similar to a ticker. Each time Tick_txt is triggered TickCnt increments by one. CapSense Input Algorithm (Master) March 27, 2008 Document No Rev. ** 6

7 When Text_SMachine knows what message should be shown, it commands Message_LCD to display the message. TxtMachine_Val is assigned the value corresponding to the current message, so the state is monitored by GameFlow. Figure 5. Generator Implementation Another element in this algorithm is Select_Game, which is an input voltage connected to potentiometer on the CY3209- ExpressEVK development board on the bottom left quadrant. In this application, Smash PSoC is selected if the value is less than or equal to 300 mv; otherwise, Memory Copy is selected. Figure 4. Text Implementation Number Generator Algorithm The generator, which is located in Master, consists of valuators (Num, Num2, Num3, and Num4_Add) and interval generators (GTick, GTick2, and GTick3). Every time the interval generators tick, the corresponding valuators, which are counters, increment their values. If the values are greater than or equal to seven, they are reset to one. Therefore, these valuators range only from one to six corresponding to the number of LEDs. Unlike Num, Num2, and Num3, which depend on their interval generator to increment their values, Num4_add value is generated from the addition between Num3 and Num2. Its value is also between one and six. Smash PSoC uses the values produced by Num and Num2, and Memory Copy uses the values produced by Num, Num2, Num3, and Num4_Add. Main Timer Algorithm Inside the Timer algorithm there are two valuators, TimerCnt and TimerDisplay, and an output remote device, TimerControl. TimerCnt represents a one second tick and is a counter that increments each sample rate. The TimerCnt mimics the ticker by incrementing its value to 63. If the value is greater than 63, it is reset to zero. Every time the TimerCnt ticks, the value of TimerDisplay, which represents the main timer for the entire game, decrements by one. When the system sends the set timer signal TimerCnt is reset to zero. Another element is TimerControl, which is used to send the value of TimerDisplay into slave through I 2 C communication. Figure 6. Timer Implementation In this project, each interval generator has unique interval time, which can be tweaked from 6 to to create a mixture of numbers. March 27, 2008 Document No Rev. ** 7

8 Timer Display Algorithm When the master sends the main timer value, TimerCommand receives the value and writes it on TimerDisplay or the four digit seven segment LED. The player views the game clock on this LED, located on the CY3209-ExpressEVK evaluation board. Figure 9. Handshaking State Machine on Slave Figure 7. Timer Display Implementation CapSense Button Algorithm (Slave) This button system transmits the input button signal to the Master when the player touches the CapSense button. In this project, the rising edge signal is used because the game is designed to receive the input button in the press and release pattern. To maintain safe communication between the Master and Slave, use a handshaking protocol. To satisfy the protocol, a single state machine is created for each button to manage the communication. In Figure 9, each state machine contains three states: Open (default), Present_Signal, and Delay. Figure 8. Button Input Implementation (Slave) When the player touches the CapSense button, the triggered signal pushes the Open state to Present_Signal state. In this state, the corresponding bit of PresentStatus is enabled. For example, if the player touches button and button 5, B_Signal and B5_Signal move from Open to Present_Signal. When B_Signal and B5_Signal are on Present_Signal, PresentStatus has a value of or 0xh. The first and fifth high logic bits represent Button and Button5 respectively. ButtonMonitor in the Master monitors the value of PresentStatus to inspect the button status presented by Slave. When the Master receives the status, it immediately sends the acknowledge signal to Reset_BSignal. The state machine recognizes the acknowledge signal sent by Master and moves to Delay state. The Delay state delays the motion in state machine before it goes back to Open state. The Delay state is designed to eliminate a series of rising edge signals due to the CapSense button sensitivity. Due to the possibility of broken I 2 C communication between Master and Slave, SendSignal state is designed to stay for a short period. CapSense Input Algorithm (Master) CapSense Input algorithm contains an input monitor (ButtonMonitor), six state machine valuators (BSendAck B6SendAck), a status encoder valuator (MasterButtonStatus), and a control output (SendAckButton). In Figure 20, each state machine with two states, Open (default) and SendAck, responds to the ButtonMonitor bit, which monitors PresentStatus on the slave. March 27, 2008 Document No Rev. ** 8

9 Figure 20. Button Input Implementation (Master) Score Algorithm The score algorithm contains only one LCD driver. This driver receives the signal to update or reset score from Memory Copy or Smash PSoC. Figure 22. Score Implementation Memory Copy Algorithm MemCopyFlow, which is a state machine, controls the event flow of Memory Copy, such as generating and displaying an LED sequence, setting the timer, reading a sequence of input buttons, displaying a sequence of given input buttons, checking a result, and checking the level. Figure 2. Handshaking State Machine on Master The generator in Figure 5 generates an LED sequence, which represents the selected LEDs. The system takes and stores them in Mem_Array and Mem_Array2. Both Mem_Array and Mem_Array2 contain a byte. The first four bits of Mem_Array belong to the first selected LED and the last four bits belong to the second selected LED. The first three bits of Mem_Array stores the number of the first selected LED, which is from one to six, and bit 5, 6, and 7 stores the number of second selected LED. The same logic is applied to third and fourth selected LEDs in Mem_Array2. Figure 23. Memory Copy Implementation As soon as the ButtonMonitor receives the input signal from PresentStatus, it commands the state machine to move from Open to SendAck. The transition from Open to SendAck enables a specific bit in MasterButtonStatus. Six least significant digits on MasterButtonStatus represent all six CapSense buttons. When the state is SendAck, SendAckButton sends the signal to reset the state machine (B_Signal B6_Signal) on the slave through ResetBSignal. Then, the corresponding bit of PresentStatus is reset to zero or a low signal. This signal resets the state machine on Master to Open and it is ready to receive the input signal again. March 27, 2008 Document No Rev. ** 9

10 In Figure 24, XXX represents the bits that contain the number of selected LEDs. Figure 24. Bitwise Representatives on Mem_Array and Mem_Array2 When the LED values are selected, Memory Copy reads out the sequence. Y values in Mem_Array and Mem_Array2 are used for sequencing. The Y value for Mem_Array and Mem_Array2 are placeholders that tell the game which LED to blink. As the sequence is displayed, the display value changes from 0 to. Only one Y value carries at a time. For instance, the generator generates 4, 2, 5, and 3 and these numbers are stored in Mem_Array: and Mem_Array2: Shortly after storing the selected LEDs, Mem_Timer turns on each LED for one second. When Mem_Timer runs from 0 to second, Mem_Array becomes The bit 4 of Mem_Array or the bit Y of the first selected LED is high logic. When Y bit of selected LED is high logic, Mem_LEDCommand turns on the selected LED, LED4. When Mem_Timer runs from to 2, Mem_Array becomes The bit 8 of Mem_Array or the Y bit of selected LED is high logic. Therefore, Mem_LEDCommand turns on LED2. The same method is followed to turn on the third and fourth selected LEDs, LED5 and LED3, if the level is satisfactory. After showing the sequence of LEDs, the main timer is set according to the corresponding level. When the main timer counts down to zero, the player enters the sequence of button inputs before the time runs out. The sequence of button inputs is stored in Mem_Press and Mem_Press2. The method to store the sequence of button inputs is the same as the method to store the sequence of selected LEDs in Mem_Array and Mem_Array2. In Figure 25, XXX bits represent the button selected by the player. Y bits signify the Mem_LEDCommand to turn on the specific LED. Figure 25. Bitwise Representatives on Mem_Press and Mem_Press2 After storing the sequence of button inputs, they are echoed to the user through a sequence of LEDs. The method to show received inputs is the same as that of showing the selected LED sequence. MemCopyFlow compares the sequence of given inputs to the selected LED sequence. If it matches, the player gains one point. MemCopyFlow commands the IndicatorLEDs to turn on the indicator LEDs, P2[2] and P2[3], on CY3209- ExpressEVK development board. If the sequence is wrong, the player gains nothing and the indicator LEDs, P2[0] and P2[], are turned on. Finally, MemCopyFlow checks whether the current level is the last level, level 8. If it is the last level, the game is over; otherwise, the generator regenerates a new sequence of selected LEDs. Indicator LEDs Algorithm Indicator LEDs algorithm consists of four LED drivers and four valuators. The valuators are two priority encoders (Counter and LEDsState_Val), one state machine (LEDsState), and discrete interface (LEDCommand). When LEDCommand receives the order from MemCopyFlow, it commands LEDsState to start turning on the indicator LEDs. IndLED and IndLED2 turn on to indicate Right condition; IndLED3 and IndLED4 turn on to indicate Wrong condition. Figure 26. Indicator LED Implementation The other elements are Counter and LEDsState_Val. Counter controls the duration of state of each indicator LED. LEDsState_Val assigns the unique value of each state in the state machine, so MemCopyFlow monitors the state machine. March 27, 2008 Document No Rev. ** 0

11 Smash PSoC Algorithm SmashFlow is a state machine which manages the whole process in Smash PSoC. When the game starts, SmashFlow sets the main timer to two minutes. In level one, PickstLED puts the selected LED number into StoredLED. In level two, Pick2ndLED stores the LED selected second into StoredLED2 and makes sure that the number is different than PickstLED number. Shortly after that, Sma_LEDTimer runs and manages the timing for on, blink, and off states of LEDs. The counters, CntPressedLED and CntPressedLED2, count how many times the corresponding buttons are pressed. Every time the button is pressed, AddScore updates the score on score LCD. When the system senses there is no active LED on the game, it picks and stores the number and resets the responding counters. 2. In the View menu, click Project. Figure 29. Opening Project Folder in PSoC Designer Figure 27. Smash PSoC Implementation 3. Double click Source Files. Figure 30. Source Files Location in PSoC Designer Synchronizing Blinking LEDs In Smash PSoC, at level two, the system turns on two LEDs at the same time. Sometimes, the two LEDs do not blink together. To fix this issue, the PSoC Express generated code needs to be modified. As part of the build process, the PSoC Express project also creates a PSoC Designer project file (.soc). This project can be opened in PSoC Designer to make changes to the source code. Follow these steps to modify the code: 4. Double click cmx_blinkingled.c. Figure 3. cmx_blinkingled.c Location. Go to the folder location: \Master\Master and open the Master.soc file. Figure 28. Master File Location March 27, 2008 Document No Rev. **

12 5. Scroll down and find CMX_BLINKINGLED_SetValue function. Figure 34. Compiling Modified Code Figure 32. Location of CMX_BLINKINGLED_SetValue 6. Add BlinkingLedState[bInstance] = 0 Figure 33. Modifying Code on Blinking LED Function The source code files for a PSoC Express project are regenerated each time a project is built. Any changes made to source code files are lost if the project is rebuilt in PSoC Express. Therefore, modifying the generated code should be the last step. Summary PSoC Express reveals the current methods and applications broadly used in the world of embedded game systems. These include I 2 C communication, CapSense, and handshaking protocol. PSoC Express offers the easy way to implement these methods into a design without writing a single line of code. PSoC Designer also allows modification of code to extend a design. When the LEDs stop blinking, BlinkingLedState[bInstance] is sometimes equal to zero (off) or one (on). By adding this code every time the LED is off, BlinkingLedState[bInstance] is in the off state or zero. After adding the code, compile the program by clicking Rebuild All in the Build menu. March 27, 2008 Document No Rev. ** 2

13 About the Author Name: Michael Abraham Title: Application Engineer Background: Bachelor of Science in Electrical Engineering (2005), University of Washington. Programmer at Handheld Games (August 2005 April 2007) Games include: Disney Princess 2 Plug and Play TV Game System Mi Digi World Digital Diary Storybook Telestory: Lion King, Winnie The Pooh, and Cinderella Application Engineer at Cypress Semiconductor Contact: mica@cypress.com PSoC is a registered trademark of Cypress Semiconductor Corp. "Programmable System-on-Chip," PSoC Designer, and PSoC Express are trademarks of Cypress Semiconductor Corp. All other trademarks or registered trademarks referenced herein are the property of their respective owners. Cypress Semiconductor 98 Champion Court San Jose, CA Phone: Fax: Cypress Semiconductor Corporation, The information contained herein is subject to change without notice. Cypress Semiconductor Corporation assumes no responsibility for the use of any circuitry other than circuitry embodied in a Cypress product. Nor does it convey or imply any license under patent or other rights. Cypress products are not warranted nor intended to be used for medical, life support, life saving, critical control or safety applications, unless pursuant to an express written agreement with Cypress. Furthermore, Cypress does not authorize its products for use as critical components in life-support systems where a malfunction or failure may reasonably be expected to result in significant injury to the user. The inclusion of Cypress products in life-support systems application implies that the manufacturer assumes all risk of such use and in doing so indemnifies Cypress against all charges. This Source Code (software and/or firmware) is owned by Cypress Semiconductor Corporation (Cypress) and is protected by and subject to worldwide patent protection (United States and foreign), United States copyright laws and international treaty provisions. Cypress hereby grants to licensee a personal, non-exclusive, non-transferable license to copy, use, modify, create derivative works of, and compile the Cypress Source Code and derivative works for the sole purpose of creating custom software and or firmware in support of licensee product to be used only in conjunction with a Cypress integrated circuit as specified in the applicable agreement. Any reproduction, modification, translation, compilation, or representation of this Source Code except as specified above is prohibited without the express written permission of Cypress. Disclaimer: CYPRESS MAKES NO WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, WITH REGARD TO THIS MATERIAL, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. Cypress reserves the right to make changes without further notice to the materials described herein. Cypress does not assume any liability arising out of the application or use of any product or circuit described herein. Cypress does not authorize its products for use as critical components in life-support systems where a malfunction or failure may reasonably be expected to result in significant injury to the user. The inclusion of Cypress product in a life-support systems application implies that the manufacturer assumes all risk of such use and in doing so indemnifies Cypress against all charges. Use may be limited by and subject to the applicable Cypress software license agreement. March 27, 2008 Document No Rev. ** 3

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