Minor improvements and fixes to this
This commit is contained in:
parent
76747a0992
commit
9e68c71f55
2 changed files with 9 additions and 7 deletions
|
@ -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.
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue