Sorry couldn't figure out how to post in an existing discussion.

lol once again I got her figured out, maybe i am actually getting good at this :slight_smile:

// SideShield Frame 1
B8_3BIT(01010101),
B8_3BIT(10101010),
B8_3BIT(01010101),

with a HORIZONTAL_ZIGZAG_MATRIX

You are :slight_smile:
The sprite code requires data to be in the left most bits when using less than the full 8. So for a 3 pixel sprite you would put 11100000, the trailing 0’s are needed to put the 111 in the upper bits.

@Aaron_Liddiment
A bit more messing around to do but check this one out. pretty much the same code as the other one, couple of minor additions :slight_smile:

https://plus.google.com/communities/109127054924227823508/stream/f932cd25-77bc-4f5d-ba7a-1917d4b9f9ac

So I received my 2 teensy 3.1’s a couple of days ago, I have to say… I think I am in love :slight_smile: These things are phenomenal. Faster compile and upload times, some how the ram usage is reduced from 6k to 4k (which dosen’t really matter because I have 128k to work with) and it even seems like everything is smoother (consequently sped up a lot of the animations too, lol) The stutter effect I was looking for is now almost perfect. It was so fast at first that it didn’t even look like it was doing anything, if it hadn’t been for the change in brightness I probably would have dismissed it as not working any more. Now if I can only figure out how to cram multiple animation codes for multiple components on it, then we are in business :slight_smile:

Long story… well long, I will be purchasing more of these in the near future :slight_smile:

I have about 6 Teensy’s and a Due, but I never use the Due :slight_smile:
I have been using the Octo output mode on the Teensy. It uses 8 lines for LEDs and sends the data using some clever DMA tricks which means your code can still run while the LED data is streamed in the background. The only delay is when the Show() call is made and the data is converted into bitstream data for the DMA. FastLED also implements an 8 channel parallel mode which doesn’t use the DMA. The only catch is that when you have LED strings of different lengths you have to use the longest as the value for LEDS per pin. So you waste a bit of memory.

So I got a little crazy with one of the animations I wanted to make. I started off with a line that scans from left to right, and I wanted it to speed up until and until it looked like it was starting to spin backwards as if you were looking at a wheel. Problem is that I am up to 308 frames :frowning: and probably only 1/4 the way done and the max seems to be 250 frames? Is there a way around this or am I limited to 250 frames? When I put in 260 frames it is like it only sees the 26 and only displays 26 frames, 250 is that last point where it will play that many frames. Maybe I have to declare it differently??

http://pasted.co/b5b72753
http://pasted.co/d4474ee9
You need to replace the ‘.h’ & ‘.cpp’ files with the pastes in your LEDSprites folder.
Basically I have changed the Frame variables to be uint16_t instead of uint8_t, so the frame limit now is 65536 :slight_smile:
I haven’t updated the github at the moment.

lol, thanks a lot. I hope I don’t get that carried away :wink:

If I am not mistaken do I not also have to change it to
const uint16_t EyesData[] =
as well?

NO! The data itself stays the same.

Ok, Thanks again :slight_smile:

Sorry to keep bugging you Aaron :frowning:
I have another question for you. I am attempting to implement the xy_fireworks code into my brothers helmet and I am coming up with an error pertaining to your hue plasma animation

Leds cannot be used as a function

leds(x, y) = CHSV((h / 256) + 128, 255, 255);

I can only assume that this is because I defined leds somewhere else that this is disagreeing with, so I tried changing all of the leds pertaining to the fireworks program to ledso, I don’t think this worked like I had planned. My IDE isn’t compiling properly so I am attempting to fix the errors over the phone with my brother on my computer at home… needless to say he is not proficient at it. anyway we managed to get it to compile correctly but effectively ruins the entire program.

http://pasted.co/af90a8f6

and in case it helps here is the fireworks code I am attempting to monster mash into place :slight_smile:

http://pasted.co/7b4ab580

Oh also, thank you very much for the increase in frames for your sprite library. Interestingly enough the ram usage decreased dramatically once I updated the .cpp and .h you had provided, it went from 6kb down to 3kb and now it only seems to be adding to the program memory like you had originally stated it should :slight_smile: although I am at 50% program usage with my ludicrous 1000 frame animation of 4bit lol.

Sort of a side note question, how do I go about addressing more than 9 colours? I understand 1-9 plainly enough but from there a 10 would just be recognized as a 1 and 0? Is it then assigned by a letter?

For colours 10-15 use A-F (Hex):slight_smile:
Will look at your code shortly, you don’t need to delcare a new LED array, you just need to mod the fireworks code to use the matrix LED array instead!

Of course you must also use B8_4bit for 8-15 colours.
Try this for fireworks http://pasted.co/c4d40c36
I cannot test at the moment as I am trying to get my new CNC machine running correctly :frowning:

No worries :slight_smile: I am currently on night shift and just woke up, I’ll try and send this off to my brother soon so he can test it out.

Sorry, I would love to let you know if this is working or not but my brother is having troubles and being a bit of a baby about it, he insists it is not working but I am not entirely sure he is doing it right. Apparently it is still just blank, I thought it might have to do with the fact that I down clocked it to 48mhz but I cannot say for sure. This would be much easier if I just had taken his matrix and controller to work with me.

http://pasted.co/f2f1abbc
I have changed it slightly as there were a few more left overs that weren’t needed but I have run up the original one from earlier and it did work. The only difference with my test matrix is that I use the Octo mode and change the type to VERTICAL, all the rest of the code stays the same, though it is difficult to test without having all your switches hooked up :frowning:
I did try it also at 48MHz and it worked.
My CNC is not working right, so have moved it and setup my led test bed :slight_smile:
If you look through this code to find the section beginning and ending with /*********/ you will see the firework code. I have commented out with // the lines I have changed. This may help you in the future;)
My norm offshore is night shift, so much more peaceful and its nice to have the sun up when you finish :slight_smile:

I kind of assumed he was just doing something wrong, lol. Well I will get him to try it out again later after he is done being poopy.

Sorry to hear about your cnc, as with many projects I am sure that a little time away from it will help.

And yes you are right, nights are peaceful. The only problem being I am the only electrician on site for nights and when it hits the fan, it really hits the fan and it is all out :slight_smile:

Thanks again for you expertise in this matter, showtime is almost upon us :slight_smile: going to bust these bad boys out on the 7th or 8th depending on how we feel I suppose. Going to be great.

So I was just going over this code to try and make some sense out of it, and I noticed you commented out

void screenscale
void plot88
void Draw
void Move
void GroundLaunch
void Skyburst

among other what I can only assume are equations for the random fireworks. Are these not actually needed? as I do not see them in the code anywhere else.

My brother still has not gotten back to me if the sketch uploaded and worked… still being poopy I guess

Alright he got back to me finally. It does appear to work, but he said it freezes on the first firework explosion, I posted on the fireworksXY to see if anyone else has encountered this problem. It looks as if I had already taken jason coon’s modifications in to account with changing for a 256+ matrix but I am not sure where the problem is here.