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User Manual for Blackfin Evaluation Board

Blackfin evaluation Board

Introduction and Overview

The evaluation board is designed to be used in conjunction with the Visual DSP++ development environment to test the capabilities of ADSP-BF532 ;Blackfin processors. The Visual DSP++ development environment gives you the ability to perform advanced application code development and debug, such as

 

  • Create, compile, assemble, and link application programs written in C++, C, and ADSP- BF532 assembly
  • Load, run, step, halt, and set breakpoints in application programs
  • Read and write data and program memory
  • Read and write core and peripheral registers
  • Plot memory

Access to the  ADSP-BF532 processor from a personal computer (PC) is achieved through a UART port or an optional JTAG emulator


The board features


  • Analog Devices  ADSP-BF532;Blackfin processor ,Performance up to 400 MHz
  • 27 MHz CLKIN oscillator
  • Synchronous dynamic random access memory (SDRAM) ,MT48LC8M16A2 - 16 MB (8M x 16 bits)
  • Flash memories 1 MB (512K x 16)
  • SPI flash memory(2048 Kilobits) AT25F2048
  • Universal asynchronous receiver/transmitter (UART) ,ADM3202 RS-232 line driver/receiver,DB9 female connector
  • 1 LED
  • Board reset
  • Expansion interface
  • JTAG ICE 14-pin header
  • On-board 3.3V, 1.2V regulators.

Blackfin evaluation Board Block Diagram

Blackfin Evaluation Board Block Diagram

Figure 1-1:  Blackfin evaluation Board Block Diagram




COMPONENT LOCATIONS
blackfin-evaluation-board-components

Figure 2-1:  Blackfin evaluation Board Components placement




INSTALLATION AND SESSION STARTUP

  • Plug the provided power supply into the Evaluation board. Visually verify that the green power LED (D1) is on.
  • Connect one end of the UART cable to an available COM port on your PC and the Other end to the DB9 Connector.

Step 1: Start VisualDSP++


To start VisualDSP++ and creating a session


1.   Click the Windows Start button and select Programs, Analog Devices, VisualDSP++ 4.5, and VisualDSP++ Environment. If you are running VisualDSP++ for the first time, you will not be connected to a debug target. In VisualDSP++ 4.5, it is possible to edit and build your code without being connection to a debug target through a debug session. When you are ready to run and debug your program, you can quickly connect to a target and disconnect when you are finished. Doing so eliminates the overhead associated with the target connection, resulting in a smoother and more responsive experience.

VisualDSP++

2.   When you need to connect to a debug session, click the Connect to Target toolbar button or choose from the available sessions listed under Select Session in the Session menu. To create a debug session, select New Session from the Session menu. This will launch the Session Wizard as shown below

New Session

3.   On the Select Processor page, select the  ADSP-BF532 ;processor from the Blackfin family. Click Next to continue.



ADSP-BF532

4.   On the Select Connection Type page, select Simulator, and click next to continue.

Select Connection Typer

5.   On the Select Platform page, select ADSP-BF5xx Single Processor Simulator. You can either use the default Session name, or give it a more meaningful name of your choosing. Click next to review your choices, and then click Finish

ADSP bf5xx Single processor simulator

6.   Select ADSP BF532 Single processor simulator, Click finish to complete the wizard

Click finish

7.   Go to select session from session menu and select the session created

session created

CREATING A PROJECT IN VISUAL DSP

Step 1: Start VisualDSP++ and Create a Project.

To start VisualDSP++ and open a project Click the Windows Start button and select Programs, Analog Devices, VisualDSP++ 4.5, and VisualDSP++ Environment. If you are running VisualDSP++ for the first time, you will not be connected to a debug target. In VisualDSP++ 4.5, it is possible to edit and build your code without being connection to a debug target through a debug session. When you are ready to run and debug your program, you can quickly connect to a target and disconnect when you are finished. Doing so eliminates the overhead associated with the target connection, resulting in a smoother and more responsive experience. When you need to connect to a debug session, click the Connect to Target toolbar button or choose from the available sessions listed under Select Session in the Session menu. To create a debug session, select New Session from the Session menu. This will launch the Session Wizard, which is covered in previous chapter. If you have already run VisualDSP++ and the Reload last project at start up option is selected on the Project page under Settingsand Preferences, VisualDSP++ opens the last project that you worked on. To close this project, choose Closeand then Project from the File menu, and then click No when prompted to save the project.

Reload last project

From the File menu, choose New and then Project to open the Project Wizard, shown below

Project Wizard

In the Name field, type any name .Click the browse button to the right of the Directory field to open the Browse For Folder dialog box. Click Next to bring up the Output Type page.

Browse for folder

Verify that the Processor type is ADSP-BF532, the Silicon Revision is Automatic,and the Project output file is Executable file. Click Next to display the Add Startup Code/LDF page.

Processor type 2

Read the displayed text, and scroll down to the bottom of the page.Select the Don’t Add an LDF and startup code option. When this project is created, startup code that initializes and configures the processor will be added to the project, as will a Linker Description File that defines the target memory map and the placement of program sections within processor memory. The options available to configure the startup code and LDF are beyond the scope of this tutorial. Make sure the Don’t Add an LDF and startup code option is selected, and click Finish. The new project is created and is shown in the Project window of the IDDE.

Click finish to complete the wizard

Click finish to complete the wizard


New Project is created…….

To add the source files to the new project:


1.   Click the Add File button , or from the Project menu, choose Add to Project, and then choose File(s).

add file button

The Add Files dialog box appears.


In the Look in box, locate the project folder, In the Files of type box, select All Source Files from the drop-down list. Select the file and Then click Add.

Source files

To display the files that you added in step 4, open the Source Files folder in the Project window.

rebuild all button

Save the Project and then build the Project


Build the project by performing one of these actions.


  • Click the Build Project button or
  • From the Project menu, choose Build Project.

 

build-file

At the end of the build, the Output window displays this message in the Build view: “Build completed successfully.”


The project can be rebuilt by choosing rebuild all.

Rebuild file

Press F5 to run the project

run the project

Changing the Project Options:

project-options-dialog-box 

From the Project menu click the Project Options command to display the Project Options dialog box. Or Press Alt+F7

project-options-dialog-box

This dialog box enables you to specify project build information.9. Take a moment to view the various pages in the Project Options dialog box by selecting them from the tree on the left: Project, General, Compile, Assemble, Link, Load, Pre-Build, and Post-Build. On each page, you specify the tool options used to build the project.


On the Project page , verify that the values shown in Table are entered here


Field

Value

Processor

ADSP BF532

Revision

Automatic

Type

Loader File

Name

File.c

Settings For Configuration

Debug

 

These settings specify information for building an executable file for the ADSP-BF532 processor. The executable contains debug information, so you can examine program execution.


Click the LOAD tab to display the General page, shown in Figure

Click the LOAD

choose boot mode as flash/ PROM, Boot Format as Intel ASCII and Output width as 16 bit. Choose a folder for an output file . After changing the options again Rebuild All

Rebuild All

Loader file will be generated in the folder mentioned in the project options


This loader can be loaded in the flash memory by using Blackfin flash programmer which is explained in chapter 5


PROGRAMMING FLASH USING FLASH PROGRAMMER

Booting modes of BLACKFIN

The ADSP-BF531/ ADSP-BF532/ADSP-BF533 processor has two mechanisms (listed in Table ) for automatically loading internal L1 instruction memory after a reset. A third mode is provided to execute from external memory, bypassing the boot sequence.


Jumper settings

 

BootMode

Description

J1-BMODE1

J2-BMODE0

j1-bmode1 j2 bmode0

      

         00

 

Execute from 16 bit external memory

j1 bmode1 j2 bmode0

 

         01

 

Boot from 8bit/16 bit flash

j1 bmode1 j2 bmode0

 

         10

 

Boot from serial master

j1 bmode1 j2 bmode0v

 

         11

Boot from serial slave EEPROM/flash(8/16-or 24 bit address range )

 

The BMODE pins of the reset configuration register, sampled during power-on resets and software-initiated resets, implement the following modes:


Execute from 16-bit external memory – Execution starts from address 0x2000 0000 with 16-bit packing. The boot ROM is bypassed in this mode. All configuration settings are set for the slowest device possible (3-cycle hold time; 15-cycle R/W access times; 4-cycle setup).


Boot from 8-bit or 16-bit external flash memory – The flash boot routine located in boot ROM memory space is set up using asynchronous Memory Bank 0. All configuration settings are set for the slowest device possible (3-cycle hold time; 15-cycle R/W access times; 4-cycle setup).


Boot from SPI serial EEPROM/flash (8-, 16-, or 24-bit addressable, or Atmel AT45DB041, AT45DB081, or AT45DB161) – The SPI uses the PF2 output pin to select a single SPI EEPROM/flash device, submits a read command and successive address bytes (0x00) until a valid 8-, 16-, or 24-bit addressable EEPROM/flash device is detected, and begins clocking data into the processor at the beginning of L1 instruction memory.


Boot from SPI serial master – The Blackfin processor operates in SPI slave mode and is configured to receive the bytes of the LDR file from an SPI host (master) agent. To hold off the host device from transmitting while the boot ROM is busy, the Blackfin processor asserts a GPIO pin, called host wait (HWAIT), to signal the host device not to send any more bytes until the flag is deasserted. The GPIO pin is chosen by the user and this information is transferred to the Blackfin processor via bits[10:5] of the FLAG header in the LDR image. For each of the boot modes, a 10-byte header is first read from an external memory device. The header specifies the number of bytes to be transferred and the memory destination address. Multiple memory blocks may be loaded by any boot sequence. Once all blocks are loaded, program execution commences from the start of L1 instruction SRAM. In addition, Bit 4 of the reset configuration register can be set by application code to bypass the normal boot sequence during a software reset. For this case, the processor jumps directly to the beginning of L1 instruction memory.


Every Board comes along with SPI Boot loader, ensure there is jumper on WP and Jumper in J8


We have two modes


  • Programming Mode
  • General or Normal Mode

Programming Mode

In Programming Mode J1, J2 should be connected on NO CONNECTION side(NC) as shown below .This mode will boot the processor from SPI

j1-j2

J8,WP should have a jumperS as shown below,

j8-wp

SSEL should be configured for BF532 as shown below

 j8-wp
General Mode

In general mode a jumper must be connected to J1 as shown below.

j1 j2.jpg

J8,WP should have a jumper as shown below,

j8.wp

SSEL should be configured for BF532 as shown below

ssel

And Reset the kit


Previously whatever are there in the ”Programming Mode” keep all Additionally just we need to put the JUMPER in J1 or BMODE1 in “C” side Now the Boot Mode is changed to “01 ” where it will Boot from 8-bit/16-bit Flash


Basic setup

Blackfin External Flash programmer is Windows software from the Pantech solutions private limited that allows easy access to the Flash memory. These features include:



External flash programmer provides a clear and simple user interface to these features and more as described in the following sections.


Minimum Requirements


  • Windows 95/98/ME/NT/2000/XP
  • Mouse
  • COM Port
  • 16Mb RAM
  • 3Mb Disk Space

Main Window


The following is a screenshot of the main window.

blackfin532 external flash

The window is divided up into six sections. Work your way from section 1 to section 4 to program a device using the most common functions. Each section is described in detail in the following sections.At the very bottom the window is an area where output messages will be displayed and at the very bottom right is where the progress bar is displayed.


Four Step Programming


For each step there is a corresponding section in the main window as described in the User Interface Tour.


Step 1 – Connection Settings

Before the device can be used the settings required to make a connection must be specified.

settings-required

Select the desired COM port from the drop down list or type the desired COM port directly into the box. If you enter the COM port yourself then you must enter it in one of the following formats


Port name    COM1


Baud Rate    9600


Stop bits    1


Data bits    8

Blackfin532 external flash 2

Port connected successfully will be displayed in output window


If the port is not connected .The following message will display.

Blackfin532 external flash

Ensure the kit is in programming mode and Press the RESET button in the Kit and try again.


Step 2 – Erasing

Press the erase button

erase button

Click ok to continue after erasing the following message will be displayed in output window

erasing the following message
Step 3 – Selecting the Hex File

Select the file by using browse button. The status bar will show you the memory occupied and the file contents, file size and checksum will be displayed in status window. .

Selecting the hex file
Step 4 – Programming the flash



Click program button to program the device

 Programming the flash

 Programming the flash 2

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