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Viewing 15 posts - 406 through 420 (of 561 total)
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  • in reply to: Does moveX actually work? #1765
    Jeremy Williams
    Keymaster

    Yeah, the system can’t “wrap” 16×16 images, but the solution above gets you there.

    in reply to: Does moveX actually work? #1763
    Jeremy Williams
    Keymaster

    I just saw your other post with the rainbow image — I get it now. Setting panoff to true won’t look right. Instead what you want to do is duplicate your 16×16 side by side (32×16). Then give it a CONFIG.INI with MOVEX=1 and PANOFF=FALSE.

    A little more explanation about CONFIG.INI is in the FAQ:
    https://www.ledseq.com/faq-category/game-frame/#post-1123

    Let me know if that works for you.

    in reply to: Does moveX actually work? #1762
    Jeremy Williams
    Keymaster

    Maybe share the folder you’re having trouble with. It sounds like you have “panoff” set to false. That needs to be true for a 16×16 to be able to move.

    in reply to: Graphic Conversion Tool (gfx2gf) #1758
    Jeremy Williams
    Keymaster

    Start with 0.bmp, not 1.bmp.

    in reply to: Graphic Conversion Tool (gfx2gf) #1755
    Jeremy Williams
    Keymaster

    jofjof27: Sounds like you don’t need this tool at all! Just name your files you made 0.bmp, 1.bmp, 2.bmp, etc., and drop them into a folder on Game Frame.

    in reply to: Art Gallery compilation #1751
    Jeremy Williams
    Keymaster

    Hi Soren,

    You should be able to drag any of those animated GIFs onto my GFX2GF script and it will spit out a folder ready for Game Frame.

    Graphic Conversion Tool (gfx2gf)

    Jeremy

    in reply to: Art Gallery compilation #1746
    Jeremy Williams
    Keymaster

    Hi Soren,

    I agree, there are a ton of great animations in this forum. I don’t believe anyone has collected all of them into a single archive, but most are indeed ready to be copied to Game Frame. Are there any in particular that you need help with?

    Jeremy

    in reply to: Building my own #1743
    Jeremy Williams
    Keymaster

    Glad to hear you’re taking an interest in Arduino! It’s a great community, and an accessible language. I assume you’ve taken a look at the Game Frame source code. If not, it’s here:

    https://github.com/Jerware/GameFrame

    You can take a look at that and see how the parts fit together. You can certainly use an Arduino Uno, but you’ll need to connect it to an SD reader (which will require a 3.3V supply, which is why my PCB has an additional power regulator). You’ll also need the clock chip + its crystal.

    The schematics for the PCB aren’t published but it’s pretty straight forward once you see what pins are used in the source code. Have fun!

    in reply to: How to convert GIF to Game Frame compatible thing #1741
    Jeremy Williams
    Keymaster

    Are these the only animation you want to run on the Game Frame? If so, easiest thing would be to convert both using the gfx2gf script and then link them using nested folders. I.e.:

    anim/0 (first half)
    anim/1 (second half)

    More info on linking here:
    https://www.ledseq.com/faq-category/game-frame/#post-1130

    in reply to: Doesn't turn on #1738
    Jeremy Williams
    Keymaster

    Sorry to hear it! Can you answer these questions?

    1) Do you see a flash of LEDs for a moment when you turn it on?

    2) Do you see a red LED on the rear circuit board light up when you turn it on, and then begin to dimly blink after a couple seconds?

    If you don’t see either of these, the problem is likely a bad AC cable (the cable that attaches the power supply to the wall). See if you can swap that first, and if there’s still a problem we’ll take it from there.

    in reply to: Playback order of folders on the gameframe #1729
    Jeremy Williams
    Keymaster

    I’m afraid not. Alpha numeric sorting requires vastly more memory than the microcontroller has. Here are three alternatives…

    https://www.ledseq.com/faq-category/game-frame/#post-1130

    in reply to: Mine wasn't tested before shipped out. #1717
    Jeremy Williams
    Keymaster

    As a matter of fact, I take pride in testing every Game Frame thoroughly before shipping. In cases where the display layers need compression I usually insert the nylon screw, to save you the trouble, and test again. Unfortunately it appears the screw was forced through the LED grid in transit, likely due to an impact. I’ve never seen that before, but it would take quite a lot of force to get the screw through that PCB material.

    Send me an email (jeremy at this domain) and we’ll find a solution.

    in reply to: Firmware option: finish before advance #1711
    Jeremy Williams
    Keymaster

    I added this feature to the attached source code. You’ll need to add the following to your CONFIG.INI somewhere in the [animation] section. (An example CONFIG.INI is also enclosed.)

    # wait to finish the animation even if
    # the system timer expires
    finish = true

    Note: this setting applies to normal animations AND translations/pans/filmstrips. I.e. if you’re using MOVEX or MOVEY, the system will not progress to the next animation until 1) the current one reaches its destination, and 2) the timer has expired.

    I tested it but not terribly thoroughly. Let me know if bugs pop up.

    UPDATE: I uploaded the wrong version. Fixed.

    Attachments:
    You must be logged in to view attached files.
    in reply to: CONFIG.INI Documentation #1706
    Jeremy Williams
    Keymaster

    Yep! And FYI this is explained in the FAQ.

    Each of the numerical folders looks just like a standard image folder, and can contain its own CONFIG.INI.

    in reply to: Robotron animation #1698
    Jeremy Williams
    Keymaster

    The minimum viable hold value is approximately 40 (about the equivalent of 24fps). The bottleneck is the ATMEGA328 microcontroller — it can only process so many frames using the current routine in the source code.

Viewing 15 posts - 406 through 420 (of 561 total)