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.
Thanks to everyone for the corrections and updates - keep them coming! I will have a new version of the manual available next week.
posted Jun 13 '11derek
2296 ● 2 ● 4 ● 14
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).
posted Jun 11 '11Kaetemi
31 ● 5
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...
I thought the poster is the documentation! Nice work derek. The 80 pages so far are an excellent reference.
posted Jun 10 '11spudman
1 ● 1
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?
posted Jun 12 '11brainwagon
11 ● 1
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.
posted Jun 10 '11brainwagon
11 ● 1
Thanks, that is an awesome resource! It's very helpful to see advice on how to handle things like double buffering with the Gameduino.
posted Jun 10 '11Kerry
1 ● 2
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Last updated: Jun 13 '11
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