2x16 LCD Graphics :) - Page 2


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  1. #41
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    Default Re: 2x16 LCD Graphics :)

    I have no clue.

    You realize now you have to do a slot machine right?
    My Creality Ender 3 S1 Plus is a giant paperweight that can't even be used as a boat anchor, cause I'd be fined for polluting our waterways with electronic devices.

    Not as dumb as yesterday, but stupider than tomorrow!

  2. #42
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    Default Re: 2x16 LCD Graphics :)

    Sweet ! Interesting use of the custom character RAM!!

  3. #43
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    Default Re: 2x16 LCD Graphics :)

    prity cool art

  4. #44
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    Default Re: 2x16 LCD Graphics :)

    Thanks Guys It took far too long for a frivolous thing
    It can run faster than the video, and looks much better, but then also difficult to see each frame.

    The worst part of it is the whole character map has to be stored in the pic.. unless it can be read from
    the display itself which I have never tried, and am not using the signal line to read back from the LCD.

    It’s not in BASIC, but the transition easily could be. Just a bunch of while and for loops and if statements.
    Something I learned, at least with the module I’m using, it takes three times longer to use the 0x02
    command to return to the first line than addressing the memory space for it with he 0x80 command instead.
    I would not ever use 0x02 to send the cursor to the first line again.
    If the delays are too fast that is the first command to choke the display module.
    I am not using any clear screen command to have tried that.

    A poker machine Robert, I think could be done, but you don’t get multiple pay lines like modern slots.

  5. #45
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    Default Re: 2x16 LCD Graphics :)

    according to my lcd data sheet the 0x02 does more than home the cursor , it says it also returns a shifted display back to original pos (execute time 40uS-1.64mS)
    seems its best to avoid it if timing is an issue

  6. #46
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    Default Re: 2x16 LCD Graphics :)

    That would explain it. I’d expect the clear screen to take more time too, but I’m overwriting everything instead.
    So it seems fastest to jump from 0x80 to 0xC0 in a loop for a two line display.
    This means you can make your delay times the shortest and LCD the fastest.... or most reliable for faster delay times.

  7. #47
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    Default Re: 2x16 LCD Graphics :)

    Pretty cool!

    It must have been a drag to create the character map.
    I assume you used the custom character feature of the controller?
    Regards,
    TABSoft

  8. #48
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    Default Re: 2x16 LCD Graphics :)

    Yes rather a drag I had the character map from a data sheet printed,
    and hand drew them all into an online custom character generator to get the byte values for each line.
    I didn’t bother with any lower case characters, so that saved a bit.

    This makes it easy to do more types of transitions.
    When any custom character is printed, both input/output characters are in a buffer,
    so there exists a good opportunity to make changes to them there, like disintegration, etc.

    One more video coming soon, sped up and in a real program

  9. #49
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    Default Re: 2x16 LCD Graphics :)

    Ok, here is the result in a program.
    I’ve yet to reverse the direction of the existing effects which I would like to do.


  10. #50
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    Default Re: 2x16 LCD Graphics :)

    Amazing what a character LCD can do with creative programming!

    5 *!

    Ioannis

  11. #51
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    Default Re: 2x16 LCD Graphics :)

    Thanks I got another Hackaday feature out of it... kinda by surprise.
    I’d have preferred they waited because it will be easier now to come up with some variety.

  12. #52
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    Default Re: 2x16 LCD Graphics :)

    One more vid with two more text effects. The sideways spinning one I like.
    I’ll try to get these back to PBP, the spinning and mechanical odometer ones.
    Both require some program space for an entire character array,
    but you wouldn’t believe the size of the routines that run the display.


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