Gameduino Reference Manual v0!

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I have been compiling a Gameduino reference manual. The initial draft can be downloaded from http://files.me.com/djwildstar/kp5b9s (PDF format, 1.7Mb). It is still very incomplete, but should have useful information for everyone using the Gameduino. Please don't hesitate to send suggestions, updates, additions, and corrections to to me as you work with the Gameduino. You can also use this answer thread to post your updates, corrections, and additions.

asked Jun 09 '11

derek gravatar image derek flag of United States
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updated Jun 09 '11

Looks great on a Kindle too, just got through it all. Nice work. - PaulECoyote (Jun 16 '11)

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Thanks to everyone for the corrections and updates - keep them coming! I will have a new version of the manual available next week.

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posted Jun 13 '11

derek gravatar image derek flag of United States
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On page 13, there's a ; missing in Sketch 3.

Also on page 13, might want to note that if you access the SPI within an interrupt, when you're also accessing SPI in your main loop, and the interrupt occurs in the middle of an ongoing SPI transaction, things will start failing (have not tested this on actual hardware yet, but I assume this to be the case, because it makes sense).

On page 18, ATmaga168 should be ATmega168 in the text, and in the table under Processor there's an ATmaga2560 that should be ATmega2560.

On page 28, it says SCROLL_R instead of SAMPLE_R in the table.

On page 43, there's an 'are' missing in 'They the most complex part'.

On page 51, it should be voices '33-63' instead of '33-64'.

On page 52, it says SCROLL_R instead of SAMPLE_R in the table (again).

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posted Jun 11 '11

Kaetemi gravatar image Kaetemi
31 7
Yes, SPI inside an interrupt is risky unless you are sure that no other SPI is ongoing - jamesbowman (Jun 11 '11)
Got 'em - thanks! There is a reason why I posed this as version zero - there are too many errors, omissions, and things I haven't gotten to. I will post an update (v1) likely next week. - derek (Jun 13 '11)
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Thanks for starting this--esp. for the J1 section. I'm a Forth n00b and this was very helpful.

Here is some feedback after my first pass through...

  • p 5 Sketch 2 has delay(2500), but mentions a delay of 250ms. Shouldn't it be delay(250)?

  • p 51 Audio: how are all the Sound Synth volumes added up to produce the final output volume? As in, do we have to scale/clamp ourselves or does the gameduino do that for us?

  • p 51 Audio: "RING_MOD" is not the name used in GD.h It defines "MODULATOR"

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posted Jun 12 '11

RogerAllen gravatar image RogerAllen flag of United States
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updated Jun 12 '11

A delay(250) is now built into the GD library. This is enough time for the Gameduino to initialize. If you want to see the power-on splash screen, you need a longer delay, thus the delay(2500) in Sketch 2. I've edited the text to make this more clear. - derek (Jun 13 '11)
Sound volumes are simply added - the programmer must make sure that the total of all volumes for a given channel (left or right) add to 255 or less to avoid clipping. I've updated the page appropriately and also fixed RING_MOD versus MODULATOR - thanks! - derek (Jun 13 '11)
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Thanks, that is an awesome resource! It's very helpful to see advice on how to handle things like double buffering with the Gameduino.

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posted Jun 10 '11

Kerry gravatar image Kerry
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Awesome start! I'm printing a copy which I'll be reading at the airport this evening, and hopefully I'll have some additions and comments soon. Documentation and examples are what made the Arduino successful, hopefully the same will be true of the Gameduino.

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posted Jun 10 '11

brainwagon gravatar image brainwagon
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Hi,

The link for the manual just goes straight to apple icloud log in screen

? :/

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posted Feb 15

sleekjazz gravatar image sleekjazz
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I thought the poster is the documentation! Nice work derek. The 80 pages so far are an excellent reference.

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posted Jun 10 '11

spudman gravatar image spudman
1 1
Yes, poster is for quick reference to the graphics. The actual HW docs are here http://excamera.com/sphinx/gameduino/hardware.html - but are quite terse. Derek's book does a great job of explaining the Gameduino, in much more detail. - jamesbowman (Jun 10 '11)
James's documentation is the definitive source. Since his information is spread across many sometimes non-obvious places, I decided to try to compile it all together. Any correct information ultimately comes from James; everything else is a guess that I've made. - derek (Jun 13 '11)
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A suggestion: I was trying to design my first character set background for a test I was doing, and it wasn't entirely obvious to me how the characters should be designed. My intuition tells me that the lowest 2 bits of the least significant byte would be the left most pixel, but that doesn't seem to be the case. I turned to the table on page 31 for the RAM_CHR organization, and the notation actually obscured what the answer was more than it revealed. Perhaps we could figure out a better way to explain the rule... James? Any suggestions?

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posted Jun 12 '11

brainwagon gravatar image brainwagon
11 1
Yes, Gameduino pixels follow the "most significant is left" convention. Closest I have come to explaining this is the top-right box on the reference poster: http://gameduino.com/reference/_downloads/poster.pdf - jamesbowman (Jun 12 '11)
I will attempt to make this more clear in the manual, probably by adopting a graphic similar to the one in the poster. - derek (Jun 13 '11)

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Asked: Jun 09 '11

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