jonne
February 6, 2018, 9:00pm
46
Buffer is 110x88 for saving memory. LCD dram is still 220x176.
At 30 fps, 30x220x176=1.16 million pixels need to be sent to the display per second
And, there is no 20 fps limit in the HW. Only in the sim
Just put #define PROJ_FPS 40 in your My_settings.h
Hanski
February 6, 2018, 9:22pm
47
Do you mean slowdown with PROJ_USE_FPS_COUNTER in HW or on simulator? When you have downloaded your copy of PokittoLib?
Hanski
February 6, 2018, 10:10pm
48
I can reproduce the slowness now. I will fix that.
Gaveno
February 7, 2018, 2:18am
49
@jonne cool, I’ll do that. That makes sense.
@Hanski yeah, that’s the define I was referring to.
spinal
February 13, 2018, 5:28pm
50
I assume that this mode won’t work in the pokitto_sim? With it having different source files etc.
jonne
February 13, 2018, 7:27pm
51
Hi @spinal . The Pokitto_sim is built to emulate the working of the LCD perfectly. You can implement any mode you want. Only thing missing is the hardware scroll calls & windowing calls
1 Like
spinal
February 20, 2018, 4:44pm
52
I just downloaded the latest pikittolib and examples, the one including waveplayer and mode13 seems to not be included.
1 Like
jonne
February 20, 2018, 7:15pm
53
Excellent opportunity for a pull request!
1 Like
spinal
February 21, 2018, 3:42pm
54
I might have updated pokittolib directly…
1 Like
jonne
February 21, 2018, 7:28pm
55
No problem! I will check if it works.
jonne
February 21, 2018, 7:54pm
56
Works perfectly on hardware, I added the plasma demo in this thread as an example.
I will also now add it as a PokittoSim target
Thanks for the hard work @spinal !
1 Like
jonne
February 21, 2018, 8:07pm
57
Yay! Mode13 now functional in both hardware and simulator (see Examples/Mode13)
This is the cool plasma demo by @Spinal … runs very nicely on hardware by the way
8 Likes
jonne
April 2, 2018, 11:59am
58
Alert @spinal !
I went throught the entire history of code I had gotten from you. Nowhere was the mode13 version of drawbBitmap present.
It is possible that you never pushed that code anywhere.
Please try to revert back to whatever version you were using with your Solitaire game and send me that code somehow.
jonne
April 2, 2018, 1:32pm
59
Correction, I found it.
And it is already in the drawBitmap function. Why it was not working I’m not sure
spinal
April 2, 2018, 2:32pm
60
so it’s working now or not?
jonne
April 2, 2018, 2:38pm
61
I need some code to test with. Please provide a simple bitmap test
EDIT: I am asking simply because I have so many things to fix and check right now. With ready example, its is much faster for me to test it
spinal
April 2, 2018, 3:27pm
62
I just did a simple bmp display test, it worked fine. Both as a whole image and a tiled image. so there seems to be nothing wrong with mode13 itself. I must have done something stupid in my game, I just can’t think what it might be.
2 Likes
spinal
April 2, 2018, 4:06pm
63
At some point I had saved my new title screen as 4bit instead of 8bit. The game gfx are correct believe it or not, just with the wrong palette loaded.
2 Likes
Hanski
July 8, 2018, 7:29pm
65
Is Mode13 working in the simulator?
Hanski
July 8, 2018, 9:09pm
66
My misconfiguration. Works now.