My friend (a great coder) start to write a new lib for the pokitto.
We aim to have an full resolution 220x176 with 16 bits (565) and support the other bit mode (8 bits with infinity (well memory) palette, 4 bits ect…).
We just have some good result but for now i’ve some question to Jonne.
why setup the LCD in vertical ?
Did you have an init in horizontal working ?
We notice that actually writing 1 pixel is very consuming cpu (setup registre ect…) we want to make span rasteriser with direct lcd write.
Can you explain us how you map the lcd to the pokitto ?
Actually we just bind ur lib in the pokitto framework and compil with emblitz.
Jonne did you have a basic setup of the pokitto without the pokitto lib.
Just LCD init, Button Acces for some test.
ect… for testing only the raster ???
I’ve lot more question, but just a little last one, how did you link/valid the return to the loader with your projet (i miss something in the setup) ?
Acttuly you lib core star -> pokitto logo -> 3s to go loader -> sound seting -> project
but when i want to go back to pokitto loader i don"t find my loader.
I will be more easy to only test with sd card using the loader rather than allways flash
pixel write can be done in sequence (dram pointer increments automatically)
pixels are mapped in vertical rows. In 4-bit mode byte 0 includes pixels (0,0) and (1,0). Byte 1 is (0,1) (1,1), byte 2 is (0,2) and (1,2). Byte 176 is (2,0) and (3,0), byte 177 is (2,1) and (3,1).
using namespace Pokitto;
Core::begin();
Display::print("Hello ");
Display::println("World !");
(Of course, using namespace should be used with caution, individual using Pokitto::Core;and using Pokitto::Display should be preferred.)
To be really pedantic though, there is one tiny exception.
Any variable, even when the class is empty, must have an address in some circumstances, so in those cases the ‘cde’ approach could use 3 bytes of memory.
Thankfully in most cases the compiler can effectively elide the instance variable because the instance itself technically isn’t used.
TL;DR:
I’ve been using C++ for too long :P
I know too many of the crazy rules.
A new complete raster from Laxer3a my friend, that will let you have 220x176 mode with 16 bits support for the pokitto and that will support other mode (8 bits,ect…)
An nPok (Nano Pokitto Lib) that want to be a simple and slim acces for pokitto. (not specially with cool name or learning feature like the original pokitto lib, just the minimum for coder).
Actually those lib will be design as stb lib design in mind.
Ex :
1 unique file -> nPok.h and that all (.C + .H on a unique file)