Mode13 - 110x88x256

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

Do you mean slowdown with PROJ_USE_FPS_COUNTER in HW or on simulator? When you have downloaded your copy of PokittoLib?

I can reproduce the slowness now. I will fix that.

@jonne cool, I’ll do that. That makes sense.

@Hanski yeah, that’s the define I was referring to.

I assume that this mode won’t work in the pokitto_sim? With it having different source files etc.

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

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I just downloaded the latest pikittolib and examples, the one including waveplayer and mode13 seems to not be included.

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Excellent opportunity for a pull request! :slight_smile:

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I might have updated pokittolib directly…

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No problem! I will check if it works.

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 !

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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

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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.

Correction, I found it.

And it is already in the drawBitmap function. Why it was not working I’m not sure

so it’s working now or not?

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

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.

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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.

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Is Mode13 working in the simulator?

My misconfiguration. Works now.