[Kits are available](mailto:colin@elechelp.com?Subject=Buying components for Stroop Game&Body=Please e-mail the cost of components for the Stroop Game on prototype PC board by air mail to my country:****___**** and send details of how I can pay for it. My name is:____) for this project from Talking Electronics for $20.00 plus $7.00 postage.
See more projects using micros: Elektor,EPE,Silicon Chip
This is a great game to test your skills.
This project has been adapted from an experiment by John Ridley Stroop, who published his work in 1935. Basically it is a “trick.” It is a trick in that you are required to answer a question at a “second level of thinking.”
In our test we have three tri-coloured LEDs and below each is a push-button.
When a LED illuminates, your immediate response is to push the button below the LED.
But this is not the requirement.
The LED will illuminate as one of three colours. Red, Orange or Green.
You are required to push the first button for red, the middle button for orange and the third button for green.
In other words you have to divorce yourself from the urge to push the closest push-button and work on the colour-requirement.
Obviously you will become more-adept at this over a period of time but the most important results will come from the first few attempts.
That’s why it will be interesting to have your friends take a test.
The “Stroop effect” has been used to investigate the psychological capacities of a person. In fact it introduces capabilities that have never been investigated before. Although I don’t believe in anything to do with psychology, this test is considered to measure selective attention, cognitive flexibility and processing speed. About the only word I understand is “processing speed” and that’s how our game works. It runs for 20 seconds and gives a score on the 7-segment display.
You are required to get as many matches as possible in 20 seconds.
The game comes on by displaying the letters “S-t-r-o-o-P” on the 7-segment display and then sits ready for your first try.
The single digit display can actually display up to 99 as it flashes the tens digit first and then the units. It repeats this three times and turns off, ready for the second game. Push any button to start.
The circuit consists of three push-buttons, three tri-coloured LEDs and a 7-segment display made from individual LEDs. All the “timing,” outputting and switch-detection is done in the PIC16F628 microcontroller.
The board contains 5 pins for In-Circuit Programming so the program can be changed and modified at any time.
The resistor values for the LEDs have been chosen to get the maximum brightness, using the 25mA available from each output.
The 7-segment display is made up of 14 individual LEDs, with two LEDs in series for each segment. This gives a voltage drop of approx 3.4v and a 22R current-limit resistor is needed.
RB7 is used for the switch inputs and this is also used as the data line when programming. To allow the data to enter the chip while programming, a 2k2 resistor has been added as the 100n upsets the data line if it is connected directly to the programming pin.
The resistor values for the switches have been chosen to separate the timing for each switch and make it easy to recognise in the program.
STROOP GAME CIRCUIT
The 7-segment display actually has 2 yellow LEDs in series for each segment.
The unusual output from the chip suits the layout of the board.
You can build the circuit on any type of Proto board or design your own PC board.
Use 4 - AAA cells and not button cells as button cells do not have low enough impedance to keep the voltage high when all the LEDs are illuminated and the chip hic-cups and flashes the display.
The complete STROOP GAME
The surface-mount components are mounted under the board
The surface-mount components are clearly identified
The program has been kept simple to make it easy to understand. Very few Boolean expressions have been used as they take a lot of understanding and “working out” as to the the outcome of the instruction.
We note that a simpler program was written in “C” and it failed to compile into the 1024 memory locations, so I don’t know how the inefficiency of higher-level programming would relate to this project.
In any case, we have used the 35 instructions that come with the chip and this makes fault-finding very easy as you know the fault lies in the code you have generated.
As long as you only introduce a small amount of code at a time, you will be able to gradually get a program up-and-running.
The interesting feature of the program is the overall timing. The micro is counting in the background via timer1 and this consists of two files (registers) capable of counting to 65,536. A prescaler has been added to increase the count to 524,288. This is about half a second.
When the timer overflows, the program-execution is interrupted and the micro goes to location 4 (called the Interrupt location where it finds an instruction to go to a sub-routine called: “isr.” At isr, another file is decremented (_20Secs) thirty-nine times and this produces the 20 seconds duration for each game.
(Point to remember: Timer0 does not produce a long delay, so Timer1 has to be used).
The buttons are detected by charging the 100n and waiting 20mS to see if the capacitor has discharged. We know the cap will discharge in less than 8mS if a button is pushed.
The program now knows if a button is pushed or not.
It makes a second pass, if a button is pushed, to work out which button has been pressed.
The first button will discharge the cap in less than 2mS, the second button will discharge the cap in less than 4mS and the third button will discharge the cap in less than 8mS.
The program now performs a 1mS loop, looking for a LOW on the detecting pin.
It will exit with a value of 1-8.
The program now decrements the count file and and if it is zero after one or two decrements, button 1 has been pressed. It continues with decrements until it finds the button.
The most difficult thing to produce on a computer is a random number.
You can combine and XOR various files or use a table. but nothing generates a truly random result.
We have used the “waiting time” when a player waits to provide an answer and this generates a new random number, while the program is actually using a previously generated number for the play in progress. That’s why the random number has to be generated in a sub-routine called “Create,” and this number is passed to the Random Number file for use in the next try.
The program contains a number of very important subroutines that you will be able to “cut and paste” for projects in the future.
For more details on modifying the program and burning the PIC chip, see Talking Electronics website and click on Elektor,EPE,Silicon Chip in the index.
You can find details of: PICkit-2 and Adapter connected for In-Circuit Programming at this link.
Here is the file you will need for “burning” your chip and/or modifying the program. It comes as .asm, .txt and .hex for using as a file to modify, or to read, or to burn a new chip:
The kit comes with a pre-programmed PIC chip, see parts list below.
;**************************************************************** ;Started 18/6/2009 ;**STROOP** - Press a button according to the colour of the LED ; ;Port A drives 3 tri-coloured LEDs ;Port B drives 7 segment display and keys ;**************************************************************** list P = 16F628 ;microcontroller include ;registers for F628 __Config _cp_off & _lvp_off & _pwrte_on & _wdt_off & _intRC_osc_noclkout & _mclre_off ;code protection - off ;low-voltage programming - off ;power-up timer - on ;watchdog timer - off ;use internal RC for 4MHz - all pins for in-out ;**************************************************************** ; variables - names and files ;**************************************************************** ;Files for F628 start at 20h temp1 equ 20h ;for delay temp2 equ 21h ;for delay count equ 22h ;counts loops for switch Random equ 23h ;random number file units equ 24h ; tens equ 25h ; Sw_Flag equ 26h ; _20Secs equ 27h ;file for counting up to 20 seconds loops equ 28h ;loops for number display Produce equ 29h ;produce random number temp3 equ 2Ah ;for 500mS delay ;**************************************************************** ;Equates ;**************************************************************** status equ 0x03 cmcon equ 0x1F rp1 equ 0x06 rp0 equ 0x05 portA equ 0x05 portB equ 0x06 z equ 0x02 ;**************************************************************** ;Beginning of program ;**************************************************************** Start org 0x00 ;program starts at location 000 goto Stroop ;goto Stroop nop nop ;NOPs to get past reset vector address org 4 goto isr SetUp bsf status,rp0 movlw b'00000000' ;Make RA output movwf 05h ;trisA clrf 06h ;trisB Make all RB output movlw b'10000000' ; movwf OPTION_REG ; x000 0000 x=1 = weak pull-ups disabled bcf status,rp0 ;select programming area - bank0 movlw b'00000000' ;6,7=0 disables all interrupts movwf INTCON ;until we want timing to commence clrf Sw_Flag movlw 07h ;turn comparators off movwf cmcon clrf portA clrf portB clrf units clrf tens clrf Random ;random will be 1-9 clrf Produce movlw .39 movwf _20Secs goto Main ;************************************* ;* Tables * ;************************************* table1 addwf PCL,F ;02h,1 nop ;display random LED colour retlw b'00000001' ; Led A - red retlw b'00000011' ; Led A - orange retlw b'00000010' ; Led A - green retlw b'00000100' ; Led B - red retlw b'00001100' ; Led B - orange retlw b'00001000' ; Led B - green retlw b'01000000' ; Led C - red retlw b'11000000' ; Led C - orange retlw b'10000000' ; Led C - green table2 addwf PCL,F ;02h,1 add W to program counter retlw b'01111110' ; "0" -|F|A|B|E|C|D|G retlw b'00010100' ; "1" retlw b'00111011' ; "2" retlw b'00110111' ; "3" retlw b'01010101' ; "4" retlw b'01100111' ; "5" retlw b'01101111' ; "6" retlw b'00110100' ; "7" retlw b'01111111' ; "8" retlw b'01110111' ; "9" ;Table 3 creates 1 on the left of the display for "10's" table3 addwf PCL,F ;02h,1 add W to program counter retlw b'01111110' ; "0" -|F|A|B|E|C|D|G retlw b'01001000' ; "1" ;************************************ ;* Sub routines * ;************************************ Attract ;flash all red, orange green then random LED movlw b'01000101' ; all red movwf portA call _250mS movlw b'11001111' ; all orange movwf portA call _250mS movlw b'10001010' ; all green movwf portA call _250mS clrf portA call _250mS call _250mS retlw 00 ;create random number from 1 to 9 for table 1 Create incf Produce,f movlw .10 ;put ten into w xorwf Produce,0 ;compare Produce file with ten btfss status,2 ;zero flag in status file. goto $+3 ;Will be set if Produce is ten clrf Produce incf Produce,f retlw 00 ;Delays _1mS nop decfsz temp1,f goto _1mS retlw 00 _10mS movlw 0Ah movwf temp2 _b nop decfsz temp1,f goto _b decfsz temp2,f goto _b retlw 00 _100mS movlw .100 movwf temp2 _c nop decfsz temp1,f goto _c decfsz temp2,f goto _c retlw 00 _250mS movlw .240 movwf temp2 _d nop decfsz temp1,f goto _d decfsz temp2,f goto _d retlw 00 _500mS movlw 02 movwf temp3 call _250mS decfsz temp3,f goto $-2 retlw 00 _3Sec movlw .12 movwf temp3 call _250mS decfsz temp3,f goto $-2 retlw 00 ;interrupt service routine isr nop bsf status,rp0 ;Bank 1 bsf PIE1,0 ;,0 1=enables TMR1 interrupt bcf status,rp0 ;bank 0 bcf PIR1,0 ;clear TMR1 overflow flag bsf INTCON,7 ;This instruction is needed HERE!!! bsf INTCON,6 ;1=enable all peripheral interrupts decfsz _20Secs,f ;creates 20Sec delay for each game. retfie bcf PIE1,0 ;,0 0=disables TMR1 interrupt bcf INTCON,6 ;0=disable all peripheral interrupts decf tens,f incf tens,f movlw .10 subwf units,f btfsc status,0 ;test carry bit for borrow goto $-4 movlw .10 addwf units,f movlw 03 movwf loops movf tens,w btfsc status,z goto $+.18 ;If 0-9, display single digit call table3 movwf portB call _500mS call _250mS clrf portB call _250mS movf units,w call table2 movwf portB call _500mS call _250mS clrf portB call _500mS call _500mS decfsz loops,f goto $-.18 goto SetUp movf units,w call table2 movwf portB call _3Sec goto SetUp ; show Stroop Stroop bsf status,rp0 clrf 06h ;trisB Make all RB output movlw b'10000000' ; movwf OPTION_REG ; x000 0000 x=1= weak pull-ups disabled bcf status,rp0 ;select programming area - bank0 movlw 07h ;turn comparators off movwf cmcon clrf portA movlw b'01101101' ; "S" movwf portB call _500mS clrf portB call _250mS movlw b'01111000' ; "t" movwf portB call _500mS clrf portB call _250mS movlw b'01010000' ; "r" movwf portB call _500mS clrf portB call _250mS movlw b'01011100' ; "o" movwf portB call _500mS clrf portB call _250mS movlw b'01011100' ; "o" movwf portB call _500mS clrf portB call _250mS movlw b'01110011' ; "P" movwf portB call _500mS clrf portB goto SetUp Sw clrf Sw_Flag bsf status,rp0 bcf 06h,7 ;trisB Make bit 7 output bcf status,rp0 bsf portB,7 ;make bit 7 HIGH call _1mS ;create delay to charge 100n bsf status,rp0 bsf 06h,7 ;trisB Make bit 7 input bcf status,rp0 call _10mS call _10mS btfsc 06h,7 ;if HIGH, button not pushed retlw 00 clrf count bsf status,rp0 bcf 06h,7 ;trisB Make bit 7 output bcf status,rp0 bsf portB,7 ;make bit 7 HIGH call _1mS ;create delay to charge 100n bsf status,rp0 bsf 06h,7 ;trisB Make bit 7 input bcf status,rp0 SwA call _1mS call _1mS incf count,f btfsc 06h,7 ;is input HIGH? goto SwA ;count exits with 1-8 bsf Sw_Flag,0 ;button has been pushed decfsz count,f goto $+3 bsf Sw_Flag,1 retlw 00 decfsz count,f goto $+3 bsf Sw_Flag,1 retlw 00 decfsz count,f goto $+3 bsf Sw_Flag,2 retlw 00 decfsz count,f goto $+3 bsf Sw_Flag,2 retlw 00 decfsz count,f goto $+3 bsf Sw_Flag,2 retlw 00 bsf Sw_Flag,3 retlw 00 ;switch released Sw_Rel clrf Sw_Flag bsf status,rp0 bcf 06h,7 ;trisB Make bit 7 output bcf status,rp0 bsf portB,7 ;make bit 7 HIGH call _1mS ;create delay to charge 100n bsf status,rp0 bsf 06h,7 ;trisB Make bit 7 input bcf status,rp0 call _10mS call _10mS btfsc 06h,7 ;if HIGH, button not pushed retlw 00 bsf Sw_Flag,0 retlw 00 ;************************************* ;* Main * ;************************************* ;Stroop comes on "blank" looking for button-push Main call Create call Sw btfss Sw_Flag,0 goto $-3 ;no ;button pressed and Random Number generated ;Stroop goes into ATTRACT mode then stops on Random LED call Attract ;Display Random LED colour, waiting for sw press ;**************************************************************** ;* Start Timer1 to count 20 seconds in the background * ;**************************************************************** bsf status,rp0 ;Bank 1 movlw b'10000000' ; movwf OPTION_REG ;x000 0000 x=1= weak pull-ups disabled bcf status,rp0 ;bank 0 movlw b'11000000' ;b'11000000' movwf INTCON ;,0 1=RB port change interrupt flag ;,1 1=RB0 interrupt occurred ;bcf INTCON,2 ;1=TMR0 overflowed. Clear overflow flag ;bcf INTCON,3 ;1=enable RB port change interrupt ;bcf INTCON,4 ;1=enable RB external interrupt ;bsf INTCON,5 ;1=enable TMR0 overflow (interrupt) ;bcf INTCON,6 ;1=enable all peripheral interrupts ;bsf INTCON,7 ;1=enable all unmasked interrupts movlw b'00110101' ;b'00110001' movwf T1CON ;,7 not used ;,6 0=Timer1 is ON ;,5,4 11=8 prescale (max) 01=1:2 ;,3 bit ignored ;,2 This MUST BE SET!!!!!! ;,1 0=int clock ;,0 1=enable timer1 bsf status,rp0 ;Bank 1 (Must use Bank1) bsf PIE1,0 ;,0 1=enables TMR1 interrupt bcf status,rp0 ;bank 0 bcf PIR1,0 ;clear TMR1 overflow flag clrf TMR1L ;clear the Timer1 low register clrf TMR1H ;clear the Timer1 high register ;Timer0 is not used ; will go to isr when overflow in TMR1 ;0.52 sec when prescaler=1:8 524,288uS bsf status,rp0 ;Bank 1 (Must use Bank1) bsf PIE1,0 ;,0 1=enables TMR1 interrupt bcf status,rp0 ;bank 0 ;game has started with random LED Main2 movf Produce,w movwf Random call table1 movwf portA ;show random number ;program gets to here after 1 press call Create call Sw btfss Sw_Flag,0 ;has button been pressed? goto $-3 ;no ;button pressed movlw 01 xorwf Random,0 ;yes btfss status,z ;test zero bit for compare goto $+5 btfss Sw_Flag,1 ;random=1 Is sw = button1 goto release incf units,f goto release movlw 02 xorwf Random,0 ;yes btfss status,z ;test zero bit for compare goto $+5 btfss Sw_Flag,2 ;random=2 Is sw = button2 goto release incf units,f goto release movlw 03 xorwf Random,0 ;yes btfss status,z ;test zero bit for compare goto $+5 btfss Sw_Flag,3 ;random=3 Is sw = button3 goto release incf units,f goto release movlw 04 xorwf Random,0 ;yes btfss status,z ;test zero bit for compare goto $+5 btfss Sw_Flag,1 ;random=4 Is sw = button1 goto release incf units,f goto release movlw 05 xorwf Random,0 ;yes btfss status,z ;test zero bit for compare goto $+5 btfss Sw_Flag,2 ;random=5 Is sw = button2 goto release incf units,f goto release movlw 06 xorwf Random,0 ;yes btfss status,z ;test zero bit for compare goto $+5 btfss Sw_Flag,3 ;random=6 Is sw = button3 goto release incf units,f goto release movlw 07 xorwf Random,0 ;yes btfss status,z ;test zero bit for compare goto $+5 btfss Sw_Flag,1 ;random=7 Is sw = button1 goto release incf units,f goto release movlw 08 xorwf Random,0 ;yes btfss status,z ;test zero bit for compare goto $+5 btfss Sw_Flag,2 ;random=8 Is sw = button2 goto release incf units,f goto release ;random has to be 9 btfss Sw_Flag,3 ;random=9 Is sw = button3 goto release incf units,f release clrf portA call _500mS goto Main2 End
The game is played by switching the project on and seeing which colour is illuminated.
Press the first button if the colour is RED, the second button if the colour is Orange and the third button if the the colour is GREEN.
The aim is to get as many correct in 20 seconds.
The score appears on the 7-segment display. The display flashes the tens digit and then the units. It then blanks for 2 seconds and repeats the number. It does this 3 times then turns off.
Cost: au$20.00 plus $7 postage
[Kits are available](mailto:colin@elechelp.com?Subject=Buying components for Stroop Game&Body=Please e-mail the cost of components for the Stroop Game on prototype PC board by air mail to my country:****___**** and send details of how I can pay for it. My name is:____)
7 - 22R (220) SM resistor
6 - 150R (151) SM resistor
1 - 2k2 (222) SM resistor
1 - 22k (223) SM resistor
1 - 47k (473) SM resistor
1 - 100k (104) SM resistor
2 - 100n SM capacitors
14 - Orange SM LEDs
1 - 1N4148 diode
3 - tri-coloured LEDs
1 - SPDT mini slide switch
3 - mini tactile push buttons
1 - 20cm - very fine solder
1 - 18 pin IC socket
1 - PIC16F628 chip (with Stroop routine)
4 - AAA cells (do not use button cells - they produce false operation)
1 - 4-cell battery holder
1 - Stroop PC board
Pre-programmed PIC16F628 micro with Stroop routine $10.00 plus $5.00 post**
This project is one of a number of projects using a PIC microcontroller.
The overall concept of Talking Electronics is to show what can be done with a “micro” and it uses surface mount componentry.
Once you go to SM, you will never go back to through-hole components.
Surface mount may be fiddly and slower to solder but the end result is a much smaller project and it looks much simpler.
With the Stroop project, the challenge is to add more features.
You can change the program to decrement the score for a false button-press or cancel the score completely.
You can also increase the time to get a better spread of results.
No matter what you do, the fact that you have modified the program is the important part.
Only by modifying the program will you learn anything.
This project is one of 10 ideas we have designed for greeting cards. Instead of opening a $6.00 card to see the words “Happy Birthday,” you will also get a game using micro-thin electronics.
The only thing that let us down was the cost of the micro. The PIC chip costs 33 cents in a large quantity but the Chinese version MV08 costs 5 cents as a “die” This is a COB (Chip On Board) version but the minimum quantity is 100,000. It’s an 8-pin chip but the circuit will have to be re-designed to use it.
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