diff --git a/blog/marlin-boot-animations.html b/blog/marlin-boot-animations.html index 56e8b48..1468bf0 100755 --- a/blog/marlin-boot-animations.html +++ b/blog/marlin-boot-animations.html @@ -337,8 +337,9 @@
Here's a breakdown of that.
#pragma once
: I don't know what this does, but
- it's in both animated and static boot screens.#pragma once
: Just generic C/C++ stuff to make
+ sure the file is only included once, nothing interesting. (Wikipedia)#define CUSTOM_BOOTSCREEN_ANIMATED
: Sets it to
be an animated, not static, boot screen.define CUSTOM_BOOTSCREEN_TIMEOUT 0
: The extra
@@ -453,7 +454,8 @@
decimal, unlike converter.html
would have generated. It's actually 3 frames (0.6 seconds) of
- Bad Apple (albeit a bit messed up).
+ Bad Apple (albeit a bit messed up for unknown reasons, but not
+ because I'm using convert
instead).
#ifdef CUSTOM_BOOTSCREEN_ANIMATED_FRAME_TIME
@@ -489,7 +491,7 @@
custom_start_bmp1
)
- Add the ending code.
- Automatically
+ Automatically
Note: This only allows for 5 FPS, no more, no less. However,
I may edit animator.py
to have an adjustable
framerate.
diff --git a/blog/marlin-boot-animations.md b/blog/marlin-boot-animations.md
index d382854..9f445ab 100755
--- a/blog/marlin-boot-animations.md
+++ b/blog/marlin-boot-animations.md
@@ -328,7 +328,7 @@ const unsigned char custom_start_bmp1[] PROGMEM = {
### The start
-- `#pragma once`: I don't know what this does, but it's in both animated and static boot screens.
+- `#pragma once`: Just generic C/C++ stuff to make sure the file is only included once, nothing interesting. ([Wikipedia](https://en.wikipedia.org/wiki/Pragma_once))
- `#define CUSTOM_BOOTSCREEN_ANIMATED`: Sets it to be an animated, not static, boot screen.
- `define CUSTOM_BOOTSCREEN_TIMEOUT 0`: The extra time that the last frame is held for.
- `#define CUSTOM_BOOTSCREEN_FRAME_TIME 200`: How many milliseconds each frame shows for. For a standard 128x64 display, 200ms is about as fast as it can go.
@@ -424,7 +424,7 @@ Which ends up looking like this:
Rather than using Marlin's official converter, you can just take the array from the file generated by `convert frame.png frame.xmp`. Very useful for automation.
-Note that the earlier example was generated using `convert`, so it's in hexadecimal format rather than decimal, unlike [`converter.html`](https://marlinfw.org/tools/u8glib/converter.html) would have generated. It's actually 3 frames (0.6 seconds) of Bad Apple (albeit a bit messed up).
+Note that the earlier example was generated using `convert`, so it's in hexadecimal format rather than decimal, unlike [`converter.html`](https://marlinfw.org/tools/u8glib/converter.html) would have generated. It's actually 3 frames (0.6 seconds) of Bad Apple (albeit a bit messed up for unknown reasons, but not because I'm using `convert` instead).
### The end
@@ -457,7 +457,7 @@ If `CUSTOM_BOOTSCREEN_ANIMATED_FRAME_TIME` exists, the time for each frame is se
2. Generate each frame's byte array using [`converter.html`](https://marlinfw.org/tools/u8glib/converter.html), then paste it into the file. Adjust the naming as needed (remember, it goes `custom_start_bmp`, `custom_start_bmp0`, `custom_start_bmp1`)
3. Add the ending code.
-## Automatically
+### Automatically
Note: This only allows for 5 FPS, no more, no less. However, I may edit `animator.py` to have an adjustable framerate.