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Viewing 15 posts - 31 through 45 (of 561 total)
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  • in reply to: Arduino code and pinout #4710
    Jeremy Williams
    Keymaster

    Awesome! Congrats!

    in reply to: Arduino code and pinout #4705
    Jeremy Williams
    Keymaster

    You should absolutely make your own! I’m just suggesting Teensy 3.2 if you want to base your build on Game Frame code. Teensy is Arduino-compatible and uses the Arduino IDE, but is much faster and has lots more RAM/Flash.

    That said, I understand if you want to use the microcontrollers you have on hand. Just please understand you’re on your own as far as making the code work. I haven’t compiled the V1 branch in over 5 years.

    in reply to: Arduino code and pinout #4703
    Jeremy Williams
    Keymaster

    Well, yes. I only changed one or two filenames though, as I recall. Nothing you won’t be able to figure out.

    Out of curiosity, why do you want to go Arduino so badly?

    in reply to: Arduino code and pinout #4701
    Jeremy Williams
    Keymaster
    in reply to: Arduino code and pinout #4698
    Jeremy Williams
    Keymaster

    I would encourage you to use the V2 code paired with a Teensy 3.2. That way you can use up to date versions of the IDE and libraries without compile or Flash storage issues. The Arduino code barely fit into the ATMEGA chip at the time.

    Google “ATMEGA328p pinout” for the pinout.

    The SD files are configured for the V2 version. /00system has a bunch of system files and a couple subfolders with additional files.

    V1 does work with INI files, as I recall.

    in reply to: Build Your Own Airfield? #4696
    Jeremy Williams
    Keymaster

    FWIW I wrote a vendor on eBay and asked if they can make 100cm versions of these cables. Will follow up if they respond.

    https://www.ebay.com/itm/373061500550

    5mm, Warm White, 75 QTY.

    in reply to: Build Your Own Airfield? #4695
    Jeremy Williams
    Keymaster

    Excellent. The most expensive part of the hardware production was the handmade light cables. We used RJ11 (telephone) cables with the connector at one end and the 4 conductors split at the other soldered to two LEDs. We used 32 RJ11 jacks on the PCB for a total of 64 control LEDs, in addition to 4 jacks for 8 “General Illumination” lights.

    Does anyone know of a replacement for these cables? They don’t necessarily have to be RJ11 or even in pairs. If we can source LEDs on cables with some kind of modular connector on the end, we could base the revised design around it.

    in reply to: Gameframe showing sd card error #4690
    Jeremy Williams
    Keymaster

    Hey Steve! Sorry to hear it. Send me an email (jeremy at this domain) and we’ll figure it out.

    in reply to: Woah! New firmware! #4685
    Jeremy Williams
    Keymaster

    Thanks for the feedback. It’s unlikely I can offer an alternative, but why is UDP a bummer?

    in reply to: Woah! New firmware! #4682
    Jeremy Williams
    Keymaster

    From the GitHub releases page: “Activate it by pressing the NEXT button while in Clock mode. NEXT also now cycles through all five clock skins, allowing easier access to them.”

    in reply to: Woah! New firmware! #4676
    Jeremy Williams
    Keymaster

    Is this a new problem with this new firmware?

    in reply to: Woah! New firmware! #4674
    Jeremy Williams
    Keymaster

    We’ll see! It will force a much newer Particle system firmware, so that might help. On a side note, this is likely the final firmware because I have hit the Flash storage limit. I actually had to clean up the code and remove the FTP stuff in order to make the Pong clock fit. The FTP stuff was used to download menu graphics for FX and CHARTS if you didn’t have them, but they can still be downloaded and copied to microSD manually as always.

    I’m working on porting the FX and Pong clock stuff over to Teensy 3.2, in case anyone wants to upgrade their Teensy LC and get those features without jumping through the Wi-Fi Adapter hoops.

    in reply to: Gameframe showing sd card error #4651
    Jeremy Williams
    Keymaster

    Hey Chris,

    I’m afraid more than likely you’ve fried the hardware. Send me an email (jeremy at this domain) and we’ll try a few things.

    Jeremy

    in reply to: Animations won’t play for more than 1:30 min #4646
    Jeremy Williams
    Keymaster

    Strange! I assume you’re running the latest firmware version? There is a flag you can include inside the animation CONFIG.INI that will force the animation to always finish before progressing, regardless of the timer setting.

    finish = true

    That’s how it looks. Are you using that? The fact that they don’t come up in sequential or shuffle is odd though. They definitely should. Makes me think there’s an issue with the folder names and they’re not being detected. What are you folder names? Maybe provide a zip of one of the animations.

    in reply to: Should firework folder be within 00system? #4644
    Jeremy Williams
    Keymaster

    It should be there. It’s played if you win the breakout-style game.

Viewing 15 posts - 31 through 45 (of 561 total)