]> fortfriendship.online Git - gnargle.github.io.git/blobdiff - projects/pipboy.html
pipboy update
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index 391e2acbf99a3f93b5fb1dec69e601583d902097..4c9edec4e4f7ee92f5eee3490b6600eec24099d5 100644 (file)
                 />
               </a>
               <p>
-                So we want tio draw something to screen that isnt just text,
+                So we want tio draw something to screen that isn't just text,
                 next. So I need to dive into some docs. More updates in a bit...
               </p>
+              <b>Code Updated. Check the github link to keep up.</b>
+              <p>
+                OK, first thing I want to do is draw a square. Which means we
+                need to understand how the graphics buffer is working. See,
+                right here, in the dump of the buffer of the main portion of the
+                screen, is some interesting evidence.
+              </p>
+              <a href="../img/projects/pipboy/firmwarebCbuffer.png">
+                <img
+                  class="blog-img"
+                  src="../img/projects/pipboy/firmwarebCbuffer.png"
+                  alt="A screenshot of an the graphics context in the pip boy firmware."
+                />
+              </a>
+              <p>
+                The interesting thing here is 'UInt8.' This is an array of 8bit
+                integers. This could mean the pixels are rendered as 3-byte RGB
+                values, with the r and b just ignored, or it could mean each bit
+                in the byte is a pixel, and the different tones is achieved
+                using dithering. Right now, I'm not sure!
+              </p>
+              <p>So, to find out, we're gonna draw three squares.</p>
+              <a href="../img/projects/pipboy/squares.jpg">
+                <img
+                  class="blog-img-lrg"
+                  src="../img/projects/pipboy/squares.jpg"
+                  alt="A photo of the pipboy screen showing 3 16x16 squares. One is slightly dimmer than the other two."
+                />
+              </a>
+              <p>
+                And there we have it! Three squares. Now if we look at the code
+                I've written, and note that the middle square is the dimmest of
+                the three, we can deduce...
+              </p>
+              <a href="../img/projects/pipboy/squarecode.png">
+                <img
+                  class="blog-img"
+                  src="../img/projects/pipboy/squarecode.png"
+                  alt="A screenshot of the code to make the three squares. The three are commented 'full byte pp', 'dithered square', and 'fullbright square'"
+                />
+              </a>
+              <p>
+                That I was completely wrong and the screen is compeltely
+                monochrome, and any dimming is done by dithering. I'm so glad
+                I'm liveblogging this so everyone can see how stupid I am.
+              </p>
+              <p>
+                That's ok though! We're here to learn, and this actually makes
+                things relatively nice and easy. I'm sure there are monochrome
+                image -> uint arrays somewhere out there one the web already,
+                thisn is a very common format on embedded platforms, so I just
+                need to find one and run the icons for various perks etc through
+                them, and we can get one displaying.
+              </p>
+              <p>In fact, maybe that's what we do next. BRB...</p>
+              <b>Code Updated. Check the github link to keep up.</b>
+              <p>
+                Excellent, here's one, first hit on google.
+                <a href="https://javl.github.io/image2cpp/">image2cpp</a>
+                Let's run the Cherchez La Femme image through it and upload it
+                to the machine aaaand...
+              </p>
+              <a href="../img/projects/pipboy/errorlowmem.png">
+                <img
+                  class="blog-img"
+                  src="../img/projects/pipboy/errorlowmem.png"
+                  alt="A screenshot of the espruino terminal reading 'New interpreter error: LOW_MEMORY,MEMORY'"
+                />
+              </a>
+              <p>
+                So, that's not good. In fairness, I am loading a 167x167 bitmap
+                into memory here, I suppose it makes sense that that wouldn't
+                exactly work. But it is going to make this more difficult.
+              </p>
+              <p>
+                Next question then. What is a reasonable maximum array size we
+                can use here? Time to experiment. We'll start with half the
+                resolution, 83x83.
+              </p>
+              <a href="../img/projects/pipboy/chercheztake1.jpg">
+                <img
+                  class="blog-img-lrg"
+                  src="../img/projects/pipboy/chercheztake1.jpg"
+                  alt="A photo of the pipboy screen showing garbage in a square."
+                />
+              </a>
+              <p>
+                OK, it's displaying, but that's clearly not right. Here's what
+                it's supposed to look like:
+              </p>
+              <a href="../img/projects/pipboy/CherchezLaFemme.png">
+                <img
+                  class="blog-img"
+                  src="../img/projects/pipboy/CherchezLaFemme.png"
+                  alt="The Cherchez La Femme perk icon from New Vegas"
+                />
+              </a>
+              <p>
+                That's ok though, there's options on the converter for just this
+                predicament. This was the default (Horizontal - 1bpp), and
+                Vertical - 1bpp landed similar results, so let's move on from
+                that converter and use the one hosted on
+                <a href="https://www.espruino.com/Image+Converter"
+                  >Espruino's website</a
+                >
+                instead. Man I'm really proving myself soooo smart today.
+              </p>
+              <p>
+                Using the right tool for the job gives us this! And it's even
+                full resolution! Huzzah!
+              </p>
+              <a href="../img/projects/pipboy/cherchezsuccess.jpg">
+                <img
+                  class="blog-img-lrg"
+                  src="../img/projects/pipboy/cherchezsuccess.jpg"
+                  alt="A photo of the pipboy screen showing the Cherchez La Femme icon."
+                />
+              </a>
+              <p>
+                OK, that's real, genuine progress. We can encode images and
+                display them, which we need for the perks screen. They are
+                pretty big though, so I think next order of business is going to
+                be keeping those strings in text files and loading them in when
+                we need to. Back to the docs... Although I might leave it there
+                tonight, my back hurts. No wonder Zuck had to be 19 to do this
+                live.
+              </p>
+              <div class="title-block">
+                <h3 class="blog-title">Loading from files</h3>
+                <h3 class="datestamp">21/03/2025</h3>
+              </div>
+              <p>Evening! Let's get right back to work.</p>
+              <p>
+                Yesterday, we figured out how to correctly convert and display
+                an image on the screen. Today,we're going to figure out storing
+                those images, loading them at runtime, and switching to another
+                image later.
+              </p>
+              <p>
+                So, first up: storing and loading the image. This is gonna need
+                me to look up how the espruino fs library works. BRB...
+              </p>
+              <b>Code Updated. Check the github link to keep up.</b>
+              <a href="../img/projects/pipboy/imgstringdump.png">
+                <img
+                  class="blog-img"
+                  src="../img/projects/pipboy/imgstringdump.png"
+                  alt="A screenshot of the pipboys serial connection in vscode showing the file read from disk."
+                />
+              </a>
+              <p>
+                Well that was tremendously easy. First try baby, finally I'm not
+                completely stupid about something! We're gaming! I would take a
+                photo of the screen but I didn't change the image's position so
+                it looks exactly the same. but rest assured it is there!
+              </p>
+              <p>OK, next up, we swap images on the fly.</p>
+              <b>Code Updated. Check the github link to keep up.</b>
+              <video src="../img/projects/pipboy/pipboyperkswitch.mp4"></video>
+              <p>
+                Done! Again! Wow we're going win after win today. Apart from the
+                weird bit of artifacting in the top left of the image there,
+                but, er... I'm sure that's fine. Let's ignore it for now. We'll
+                see if it continues with other images.
+              </p>
+              <p>
+                OK, so this is actually a fair cut through the work we need to
+                do here. So let's structure the screen a bit, and add the name
+                and descriptions.
+              </p>
             </div>
           </div>
         </div>