8-bit Maker

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Sebastian Thorndike

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Aug 5, 2024, 7:51:45 AM8/5/24
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Jsfxris an online 8 bit sound maker and sfx generator. All you need to make retro sound effects with jsfxr is a web browser. It's a JavaScript port of the original sfxr by DrPetter. You can also use it as a JavaScript library for playing and rendering sfxr sound effects in your games.

In the style of games made the 8-bit generation of game consoles & computers, or sometimes authentically created to run on original hardware. Common 8-Bit consoles include the Nintendo Entertainment System, Sega Master System, and the Commodore 64


The Snapmaker Toollibrary says for the single flute flat end 30mm bodylenght. After installing it corresponding to the tutorial (end of the flute flat fitting to the end of the fixing bit) there is only 20 mm length left outside the spindle holder.

Where is my fault? Did i misassemble it? Or is the value for fusion wront?

Thanks for your help

Alex


If you download the tool library from the snapmaker2.0 website it will have the descriptions next to them, and it will have the extra bit accessory pack in the list. You also need to go to the original snapmaker and download the original tool library because it contains the v bit tool.


in the meantime i found out, that it is pretty easy to add new tools in fusion. You just need the measurements of the bits which are usually provided by the manufacturer. So you dont need the tool library from Snapmaker. Some manufacturer provide a finished tool preset to import in fusion


d out, that it is pretty easy to add new tools in fusion. You just need the measurements of the bits which are usually provided by the manufacturer. So you dont need the tool library from Snapmaker. Some manufacturer provide a finished tool preset


photo2pixel is an online image to pixel style(8-bit) tool that can generate beautiful pixel art paintings within seconds. You can try different combinations of style options to achieve the best result.


Pixel art style was first appeared in 8-bit video games. Due to the limitation of computer memory and the display color, only a small number of pixels can be used to present content. With the increase of memory capacity and screen resolution, the limitation of memory and display color is no longer a problem, pixel art style has gradually evolved into a unique creative style.


Hello

I need to creat a litle bmp image for a graphic discplay KS0108.I was looking in the exemples of the glcd v2 library but I cant find a easy way to build the image.h which contains an array with the bitmaps of a bmp.How can I just drow a simple image on paint and then convert that small image to display on display?

Any help

Thanks for your time


The the glcd v3 library comes with a tool to do the bmp to .h conversion for you.

It comes with a java app down in glcd/bitmaps/utils/java.

Unfortunately, there are a few issues with Nautilus

on Ubuntu (which based on your avatar and signature I assume you are running).

Nautilus does not set the current directory to the currently selected/viewing directory.

I as well as many others consider this a bug, the Nautilus maintainers do not consider

this a bug and say that no program should make assumptions as to the current directory

when started. (other tools don't take this view)

That issue can be worked around. But there is also some kind of drag and drop

JAVA issue when used with Nautilus that we have not been able to work around

which prevents the java app from being able to get the bmp file for conversion.


It does work on Windoze, so if you are willing to use Windoze you can fire up the java app and then simply

drag and drop the bmp file into the java app window and it will do the conversion

to a .h header file and update the appropriate header files under glcd/bitmaps


Download BMP bitmap to GLCD bitmap for free. Command line tool to convert BMP images to binary bitmaps and c header files with 8bit page layout instead of line layout (one byte is 8-bit vertical line). Can be used to present data for graphical LCD...


Blast from the past. It had been a long time since I looked at that.

After going back and carefully reviewing the data formats,

it does appear that the pixel ordering and byte ordering is the same. However, (before my time on the glcd library)

the glcd library deviated slightly from the XBM format in order to make it simpler to use bitmaps.

The format of the data was modified to include the size information as well as the bitmap data.

This allows the bitmap API to use a single/simple pointer to a bitmap and not have to pass around the sizing

information.

So it appears that the only difference between the bitmap format that the glcd library wants

and XBM format is that that the first two bytes of the glcd library data array represent width and height.

It wouldn't be that difficult to write a perl or awk script to modify an XBM file header into a glcd library bitmap header.

It has to insert the width and height into the data array and also change the declaration to use PROGMEM.


Ok in actually going and looking even closer at the XBM format along with the library bitmap rendering code,

I realized that the XBM format is not compatible with the existing bitmap rendering.

The existing bitmap format in the bitmap headers is stored in the exact same format as GLCD memory:

Top to bottom and left to right.

XBM format is stored in the bytes the same way a CRT paints pixels. From left to right and top to bottom.

While both formats have their 0,0 origin in the upper left corner, they don't map the pixels in

the data array the same way.


If you would like to be able to draw XBM bitmaps on the glcd,

here is a working example of a rendering routine that can render XBM bitmaps on the glcd display:

While it isn't optimized for speed since I tossed it together in just a few minutes, it does perform

acceptably well.


This routine can be tossed directly into your sketch. It would require changing the declaration of the array

in the .xbm file to have a PROGMEM but that is all.

This routine does not assume the width & height are part of the data like the existing DrawBitmap()

and you call it directly by name DrawXBM() rather than GLCD.DrawXBM()


bperrybap:

Ok in actually going and looking even closer at the XBM format along with the library bitmap rendering code,

I realized that the XBM format is not compatible with the existing bitmap rendering.

The existing bitmap format in the bitmap headers is stored in the exact same format as GLCD memory:

Top to bottom and left to right.

XBM format is stored in the bytes the same way a CRT paints pixels. From left to right and top to bottom.

While both formats have an their 0,0 origin in the upper left corner, they don't map the pixels in

the data array the same way.


I guess my description may have been a bit misleading/wrong. The GLCD format isn't really top to bottom

and then left to right. It is left to right but 8 pixels high at a time.

(The 8 pixels are top to bottom)


So it isn't as easy as flipping the image. Flipping the image does not alter how the image pixel data is stored in the byte array.

flip and flop only transpose the image data but not the format of the stored pixel data bits.

Even if the image is flipped, the pixels will still be stored left to right 1 pixel at a time

from the right edge to the left edge and then top to bottom instead of left to right 8 pixels at a time.


The dilemma is that both formats store pixel data from left to right but not by the same amount in height.

The XBM format moves from left to the right of the image 1 pixel height at a time while

the glcd format moves from left to right with a 8 pixel vertical "page" height at time.

glcd format does not paint top to bottom of the full image 1 pixel wide and then go left to right.

glcd paints an 8 pixel tall path from left to right.

So each byte in XBM is 8 pixels in a 1 pixel tall row until you hit the right edge of the image, while with GLCD

each byte is 8 vertical pixels tall until you hight the right edge.


So what happens if you attempt to interpret the XBM format as glcd format,

is that the second byte of data will draw 8 vertical pixels just the right of the first 8 pixels rather than below

the first 8 pixels. So the image isn't just rotated, it is all scrambled.

The only way to fix this is to interpret the XBM data differently than the glcd format data.


Had glcd format drawn from top to bottom of the image then gone left to right, the image data would

have worked, it would have just been rotated. The reason they went left to right 8 pixels at time

for glcd format is that is the optimum way to write to the display for speed.


The Nintendo Entertainment System was released in 1985, but its Japanese counterpart, the Nintendo Family Computer, or Famicom for short, came out July 15, 1983, meaning it'll turn 30 soon. Masayuki Uemura, head of the small hardware staff that created the machine, still can't quite believe it.


"The thing that strikes me the most is that there's no way I could imagine during development that I'd be sitting down for interviews like this one," he said in this week's issue of Famitsu magazine. "In fact, I had forgotten this was the 30th anniversary until someone reminded me about it."


Nintendo's history in home video games begins in 1977 when they released the TV Game 6, a dedicated console that featured a half-dozen variants on Pong and the like. This brought Uemura and then-president Hiroshi Yamauchi to the Consumer Electronics Show frequently, where they began to notice how companies like Atari and Coleco were causing a sensation with their cartridge-compatible systems.


"I suppose those CES visits were him setting up the project for us, looking back," Uemura said. "One day, Yamauchi called me in and said 'Make me something that lets you play arcade games on your TV at home.' Donkey Kong was a huge hit in the arcades by then, and I suppose he wanted to get our name into homes as well. His reasoning was that, after all, we were a company that started with playing cards and got into toys later on, so unless we did something that no one's done before, it wouldn't have much value as a product."

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