@Thomas_Runge thank you, it compiles just fine now. I will try this out later tonight 
Hey guys, newbie here, is there a limit to how big the matrix is? what if you have 100x100 or something like that? Thanks.
@Fernando_Poe I’d be bringing a fusion reactor to power up that action.
I am having a problem with the program freezing after the first firework? any suggestions?
P.S. my matrix is 36x8 and I have already taken jason coon’s modifications to a larger matrix into account.
@Aren_Hibbing Yes, there were a few problems with it. Try this one http://pastebin.com/BcDcxmDe
If you don’t mind me asking, what are the changes? I took jason coon’s code he posted earlier and that is what I am using. I couldn’t really see off hand what the differences were. if it is the uint8_t being changed to uint16_t I already have that in here.
I suppose it is also worth mentioning that I have been getting a lot of help from Aaron Liddiment and he has made some changes to it as well, I just thought that if it was something I could easily track down I wouldn’t have to bug him as much 
As I recall, the original didn’t include support for a Serpentine arrangement, which I added. More importantly, I changed a line:
if( x > PIXEL_WIDTH || y > PIXEL_HEIGHT)
with:
if( x >= PIXEL_WIDTH || y >= PIXEL_HEIGHT)
Beyond that, I don’t recall.
I had already made thoes changes around the 4th of July when you guys were originally talking about it
thanks by the way.
As it turns out my problem was hardware related, I had been running a large matrix through the regulated power pins on the teensy, but since I had kept the brightness so low I never had any issues. As soon as I connected it to an external supply the problem went aways.
Thank you for your assistance in flushing out this problem 
how can you flip the image or can you
You could easily modify the function called “XY”, lines 41-49: https://gist.github.com/kriegsman/68929cbd1d6de4535b20#file-fireworksxy-ino-L41-L49
E.g. add this line between likes 42 and 43 to flip the X coordinate, therefore mirroring from left to right:
x = MODEL_WIDTH - x;
That should do it, I think.
You could do similar for y, if you wanted top-to-bottom flipping, but with MODEL_HEIGHT.
Let us know if that works out the way you intended!