Hardware 2D graphics engine with real-time HDMI output and sprite pipeline rendering.
A fully hardware-synthesized implementation of Super Mario Bros running on an FPGA. The entire game logic, graphics pipeline, and display output are implemented in SystemVerilog — no CPU, no software, pure hardware logic.
The sprite pipeline processes multiple layers simultaneously, blending backgrounds, tiles, and sprites each frame. TMDS encoding drives a live HDMI signal at 720p60, with pixel data pulled from on-chip BRAM storing sprite sheets and palette maps.
Collision detection is fully synchronous with the rendering pipeline, ensuring the game state updates consistently frame-to-frame without drift.