X-Git-Url: https://fortfriendship.online/gitweb/gnargle.github.io.git/blobdiff_plain/c0cdc98f1f7b5992c05923ed6413d7f53195da96..9cce12bac04dee8b7e4b5bfc44ce30939717faa4:/projects/pipboy.html diff --git a/projects/pipboy.html b/projects/pipboy.html index c26fec2..6301f48 100644 --- a/projects/pipboy.html +++ b/projects/pipboy.html @@ -23,11 +23,11 @@ /> @@ -88,10 +88,10 @@ worst thing sensory-wise for me in cosplay.

And, I made a Pip-Boy! Look at it here, it's pretty great!

- + A photo of the home-made pip-boy in question. It looks pretty accurate but it is very very large. @@ -267,10 +267,10 @@ from the terminal and seeing it display the results in real time.

- + A photo of the prop pip-boy displaying the word 'TEST' on its screen. @@ -279,10 +279,10 @@ the terminal and, instead of being binary and unreadable, it's in regular-ass javascript. Holy shit!

- + A screenshot of some of the pip-boy firmware's built in function names. @@ -302,6 +302,285 @@ Anyway, I think that's where I'm leaving it for tonight. It's 11pm, after all. More tomorrow.

+
+

Let's get some images displayed

+

20/03/2025

+
+

+ OK, it's 6pm, there's 3 hours until the Apprentice is on, let's + get hacking. The first thing I need to do is, uh... take the + thing apart. +

+ + A photo of the pipboy's arse with a ribbon cable hanging out of it. + +

+ That's an micro-sd extender cable stringing out of it, there. + Nearly everything that makes up the pip-boy is stored on an sd + card which is, conveniently, not bolted into the board. +

+

+ You can open up the thing and take it out, you can copy all of + its files over to a folder and, most usefully for us, you can + copy those same files over to another, bigger sd card (the one + installed is only 250MB) and it works, as long as the card is + fat32 formatted. +

+

+ I've put a 32GB one in there, which is overkill, but I had it + lying around. It also means I can put the entirety of the + FO3/4/NV soundtracks on there, if I want. Which, maybe, I do in + future! Who knows. +

+

+ More importantly, however, that SD card has a USER/ folder where + we can drop our own custom javascript files and it'll display + them in a nice 'APPS' menu in the INV menu. +

+

+ We're gonna start with the the helloWorld and graphicsTest files + that are currently in the repo. Some file wiggling and inserting + and removal of SD cards and bang, there they are! +

+ + A photo of the pipboy's arse with a ribbon cable hanging out of it. + +

+ 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. +

+ 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. +

+ + A screenshot of an the graphics context in the pip boy firmware. + +

+ 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! +

+

So, to find out, we're gonna draw three squares.

+ + A photo of the pipboy screen showing 3 16x16 squares. One is slightly dimmer than the other two. + +

+ 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... +

+ + A screenshot of the code to make the three squares. The three are commented 'full byte pp', 'dithered square', and 'fullbright square' + +

+ 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. +

+

+ 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... +

+ + A screenshot of the espruino terminal reading 'New interpreter error: LOW_MEMORY,MEMORY' + +

+ 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. +

+ + A photo of the pipboy screen showing garbage in a square. + +

+ OK, it's displaying, but that's clearly not right. Here's what + it's supposed to look like: +

+ + The Cherchez La Femme perk icon from New Vegas + +

+ 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! +

+ + A photo of the pipboy screen showing the Cherchez La Femme icon. + +

+ 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. +

+
+

Loading from files

+

21/03/2025

+
+

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. + + A screenshot of the pipboys serial connection in vscode showing the file read from disk. + +

+ 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. +

+ Code Updated. Check the github link to keep up. +

+ Hoooo boy I spent a while here huh! So much for 'live' blogging. +

+ + A photo of the pipboy screen showing a decent approximation of the perk menu from FO3/NV. Action Girl is selected and shows its icon and description. + +

+ While I've been gone I basically drew the rest of the fucking + owl. Look! It's the screen from the game! Pretty much + completely! +

+

+ There's some artistic license; in-game the perk description + displays in the same column as the image, but the available area + there is too small to display it readably on screen, so I've + bannered it at the bottom instead. +

+

+ But yeah, we've got the basics of the screen here! The list of + perks, the box around the selected one, the image, the + description. They're all loaded dynamically from the list of + files on the SD card, and I've just gone in and tested the + reselection with a timeout, and hot damn, it works. +

+ + Another photo of the pipboy showing the perk menu. Now Cherchez La femme, second in the list, is selected. + +

+ Additionally, if you're code digging, you'll see I've done a + bunch of reorganisation. While I was hacking before, I've gone + in and refactored and made all of this actually functionally + useful for building up the application proper. +

+

+ Next thing, then, is input. Which hopefully, shouldn't be too + bad? I'll tackle that at some point over the weekend. Then it's + just filling the rest of the perk data (and fixing whatever is + wrong with the action girl image) and presto, that's a screen! +