Switched clock source to 40MHz crystal oscillator.

Audio frequencies obviously changed.
SVGA output.

Should display a flurry of colors in fast succesion.
Draw a simple enclosure for the game.

Due to the use of counters with registers, everything is
offset by one pixel in the (1, 1) direction right now.
Actually make the test clock 40MHz instead of 20MHz.
Fixed slightly too long timings.
Fixed line counter wrap point.
Corrected block counter timing, synchonous draw logic.

This finally allows us to correctly draw the walls enclosing
the game area.

The whole thing would have been much easier with the video
timing relationship reversed, i.e. the VGA module *accepting*
the pixel positions, or at least cleaner if the renderer used
the knowledge of the actual image lengths/heights.
Renamed AudioPlayer instance to be clearer in sim.
Display paddle.
Different style of sensitivity list.
Switched to 8 px by 8 px tiles.

The 640x480 compatibility we got with 10 x 10 was just not
worth the complications.

Also reserved the name "block" for the actual destroyable
game blocks.
A moving paddle.
Added (static) ball.
Fixed indentation.
Ball sticking to the paddle, can be released.
Added extra bits for ball position.
Added missing sensitivity list entry.
Moving ball that can be launched.

No collision detection yet.
Generate module-level device usage report during Map.
Corrected device speed grade.

Unlikely to matter for this design anyway.