X-Git-Url: https://fortfriendship.online/gitweb/gnargle.github.io.git/blobdiff_plain/0059ca824603380cd38733204a0412c4666b9a32..02a1b92c0ff4579aba34312cf6fdef0db78c5c2f:/projects/pipboy.html?ds=sidebyside diff --git a/projects/pipboy.html b/projects/pipboy.html index faf57af..4c9edec 100644 --- a/projects/pipboy.html +++ b/projects/pipboy.html @@ -354,7 +354,7 @@ />
- 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...
Code Updated. Check the github link to keep up. @@ -403,6 +403,130 @@ monochrome, and any dimming is done by dithering. I'm so glad I'm liveblogging this so everyone can see how stupid I am. ++ 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. +
+In fact, maybe that's what we do next. BRB...
+ Code Updated. Check the github link to keep up. ++ Excellent, here's one, first hit on google. + image2cpp + Let's run the Cherchez La Femme image through it and upload it + to the machine aaaand... +
+ +
+
+ + 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. +
++ 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. +
+ +
+
+ + OK, it's displaying, but that's clearly not right. Here's what + it's supposed to look like: +
+ +
+
+ + 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 + Espruino's website + instead. Man I'm really proving myself soooo smart today. +
++ Using the right tool for the job gives us this! And it's even + full resolution! Huzzah! +
+ +
+
+ + 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. +
+Evening! Let's get right back to work.
++ 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. +
++ So, first up: storing and loading the image. This is gonna need + me to look up how the espruino fs library works. BRB... +
+ Code Updated. Check the github link to keep up. + +
+
+ + 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! +
+OK, next up, we swap images on the fly.
+ Code Updated. Check the github link to keep up. + ++ 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. +
++ 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. +