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  • in reply to: Glitching #3486
    bvanasselt
    Participant

    No problem. Thanks for the response. Best of luck with your move. I’ll post back if I get it figured out.

    In case anyone else has ideas, I should mention that I was using the level shifter with the Teensies, but not with the Uno, as it already has 5v data out.

    in reply to: Glitching #3484
    bvanasselt
    Participant

    Quick update: last night I installed the original GameFrame sketch onto an Uno and tested the same hardware and wiring – worked perfectly. Same SD card, card reader, wiring, lights and other components. So I’m now more confident that the problem I’m having is related to running the V2 code with the ws2812 lights (or possibly related to running a teensy 3.2 or 3.6 rather than the LC).

    I don’t understand the differences between FastLED and Adafruit’s neopixel library well enough to troubleshoot the code, but I did notice that the V1 code buffers 1 pixel (3 leds) whereas the v2 code buffers 16.

    Jeremy, do you happen to recall, did you use the smaller buffer with v1 because of a hardware limitation in the Uno or was it related to the ws2812 lights themselves? It’s probably unrelated to my problem, but I’ll mess with this tonight and see if it helps the glitching problem.

    Any other ideas are welcome.

    in reply to: Glitching #3479
    bvanasselt
    Participant

    Just curious if you ever got this worked out. I’m having what appears to be the exact same issue on my custom GameFrame. Looks very similar to your video — happens occasionally on startup screen, consistently when moving through animations, but does not happen during testing (like when you hold down both buttons on bootup).

    I’m using the V2 code modified to work with ws2812b lights.

    Troubleshooting so far:

    I’ve run it on Teensy 3.2 (with breakout SD reader from Adafruit) and Teensy 3.6 (using integrated SD Card reader), and I’ve loaded the images onto two separate SD cards. I’ve also run it on both the pre-assembled 16×16 grid, like the one used in the original GameFrame (i’m using this as a prototype) and on a larger, custom-built one with individual ws2812b lights individually soldered. I can’t say the glitches are identical in each build case, but very similar – they happen every few seconds (on average, timing doesn’t seem to be predictable), and it seems to happen more frequently with higher speed (higher framerate) animations.

    Finally, I’ve used the same physical setups (lights, wiring, controllers) to run other test projects, and never experienced the same issue.

    I’m left thinking that it must be some other compatibility setting in the V2 code with the ws2812b light instead of the lights Jeremy used in the V2 frame.

    Any ideas?

    Thanks in advance!

    in reply to: Custom GameFrame #3355
    bvanasselt
    Participant

    Ahh, I realize already how stupid I am. All that’s in the file is the compiled code. If the Wi-Fi Adapter source code is not available that’s fine – was just hoping to play with it!

    Thanks again, Jeremy.

    in reply to: Custom GameFrame #3353
    bvanasselt
    Participant

    Thanks Jeremy. I see what you mean about photon dev. I’ve been messing with it for an hour and I still haven’t been able to read the .bin – no matter what I select it just appears as gibberish. I worked through a few tutorials and programming seems relatively straightforward. I’d like to try to make photon work before I give up – is there an easy trick to editing the .bin that I’m missing?

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