Dan O'Shea
Dan O'Shea
Thanks @RetroNintndo - my goal with the VGA1306 hardware and software was to implement VGA output for the Arduboy, which is monochrome black and white. And so the VGA pins...
@agg23 - the invert screen command is sent when damage is dealt: https://github.com/Press-Play-On-Tape/The-Curse-Of-AstaroK/blob/master/Curse/Curse_PlayGameState_Update.ino#L595 The fact that this is causing a screen shift suggests that the command is being interpreted as...
No problem - totally relatable 😅 This is where the code seems to make a decision to receive SPI as pixel data vs. OLED commands: https://github.com/agg23/openfpga-arduboy/blob/master/src/fpga/core/rtl/video/ssd1306-to-vga.v#L222 Where does DC get...
@agg23 - 101 Starships is a port from the Gamebuino, and uses page commands when updating the display: https://github.com/akkera102/08_gamebuino/blob/master/src/_101starships/lib_Display.cpp#L106 Again, like https://github.com/agg23/openfpga-arduboy/issues/8 it seems that the OLED emulation isn't interpreting...
I've created a pull request - games in the Arduboy library only use a few OLED commands, and use them in predictable ways. The 0x22 command used by the Gamebuino...
Fair enough - a complete by-the-datasheet OLED implementation is an admirable goal, and may be very useful for some other future project(s). But as I said, if the goal is...
I think I see the problem now... 🤦 That **new.cpp** does not include C++14 style _'sized deallocation'_ functions: https://en.cppreference.com/w/cpp/memory/new/operator_delete
Did some research, and I ended up just adding `-fno-sized-deallocation` to the c++ compiler flags in platform.txt and that fixed it... maybe a better solution if the the added delete...