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Blurn -- amazing underdamped-blur animation #115
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Doesn't work for me. It displays the intro screen with controls and then hangs - I can do nothing aside of restarting the rad1o. |
On Fri, Sep 11, 2015 at 09:52:53AM -0700, Sebastian Krzyszkowiak wrote:
I'm often having similar problems with all of the l0dables sporadically. At first I saw that tetris didn't work, but with another build, it started I'd be glad if anyone found out how this is happening... ~Neels |
Never had such problem earlier, but I'll keep trying then :) |
I'm having the same issue reported by @dos1 |
Decided to debug it for a bit using my mad LED toggling skills! Got it once hanged somewhere here:
However, when I put LED toggling also in between those instructions, it suddenly started to work. Now reverted all my changes and it still works. I'm always doing "make clean" btw. Magic :D |
On Sun, Sep 13, 2015 at 03:17:41PM -0700, Sebastian Krzyszkowiak wrote:
That's exactly the kind of nonsense I'm seeing all the time with The l0dables are correct, but they sometimes just don't work. They persist Sometimes even the camp app hangs. So there must be a tricky bug hidden in f1rmware or campapp, ~Neels |
I just soldered RGB LEDs and noticed interesting thing: right after loading blurn l0dable, some frames of LED animation are corrupted. Seems like it may cause some memory corruption on load which then hangs the campapp completely after "any key to start" is pressed (LED animation stops entirely at this point). |
I found one thing that consistently makes it work for me:
Of course the algorithm doesn't work as intended now, but it doesn't hang anymore. The first change alone fixed the LED corruption, but it was still hanging until I commented out srand(). Now it "works" every time. |
BTW. Adding lcdPrintln and lcdDisplay calls inside rand-filling loop on otherwise unchanged code was enough to nicely see the RGB LED corruption progressing until it totally hanged. It definitely looks like the array is too big and overwrites parts of memory it absolutely shouldn't. After changing typedef and #define H to lower values, srand starts to work as well. (I think your issues with l0dables in general are different thing from what I'm seeing here) |
Add function lcdGetBuffer() to return a pointer to the lcd buffer. With a buffer pointer, efficient loop pixel transfer is possible, avoiding the multiplication in lcd[SG]etPixel().
underdamped blur animation
Hey dos1, thanks for reviewing the blurn l0dable! I'd appreciate if you could send a patch of the changes you've made. To summarize, you've made pixel_t a uint8_t, made H less and removed the I remember that I had similar issues until I halved the array (and It would be great if the build process could somehow verify that a l0dable Blurn is the little sister of https://github.com/neeels/burnscope -- it's What I still don't get: how can it work for me, while you guys seem to see 0xb: rad1o freezes with the empty 0xb playing field, power cycling doesn't Let me re-flash the very same files... sudo -s --> rad1o hangs on empty playing field. [...] No changes. cd f1rmware 0xb still broken. Right now 0xb is always broken for me, no matter what other l0dables I And blurn always works. Confusing. I dunno, I'm stumped right now... ~Neels On Sat, Jan 02, 2016 at 09:20:34PM -0800, Sebastian Krzyszkowiak wrote:
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Add a bit of API to display.h/c, and use it to space out the color screen in new l0dable "blurn".