Development Kits [Rev 1]

Damn left it at the office will have to try on monday. Does it have the progress bar? :smiley:

No magic blue smoke yet.

Is there a script I could run that would stress test the eeprom?

Yes it does :slight_smile:

Good! does the chip get warm?

just loop in a batch-file flashing different files. you can easily create some 8MB random files here

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How much code space would it take to scroll through the images in the bootloader instead of just displaying them? Using hardware scroll would be efficient but it’s too slow from what I remember.

Is there the FMV example available for the flashcart or was that just done over usb?

I can only tell for sure after coding it. It has to be 4 directional. scrolling 8 pixels at a time will be convenient. So does using another 1K buffer for seemless scrolling.

Sorry but I’m not getting the question.

Apparently FMV means [full motion video](Full motion video), so I think @bateske means video streaming from the flash cart.

I’m guessing it’s referring to the bad apple video:

(Though as far as I can tell only chamekan did that.)

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I saw the kickstarter video was playing on one at some time?

Ah right! @bateske

The example sketch can be found here

But it only works atm from within a built flash image. Here’s an example flash image.

atm I’m working on the flash-writer Python script to add the developer write options and also modifying the cart library for develop time use.

When you pick up an arduboy it’s probably just to kill a little bit of time and play whatever game it is on it. I don’t think it’s so bad to just turn it on then press A to play whatever game was previously loaded on it.

Yeah to see the menu when you press reset is nice, but how many times do you have an Arduboy gaming session where you sit and flip through several games? My guess is that most people just play one game in any given setting, and the use case is minimal that just flipping it off and back on again is OK.

The only time I don’t agree with this is when you FIRST get the device OR when you are showing it to someone else. Because you want to be like, hey look what are all these cool games lets flip through them real fast. I don’t like losing that experience, because it is for sure cool. Like @Mr.Blinky said after adding the progress bar it’s fun to just sit there flashing new games.

But beyond the novelty it’s hard to come up with the $10k or more to modify the mold and I don’t really have a good mechanical solution for the new button anyhow.

You can remove the reset switch from your BOM list as it’s not needed as a fail safe anymore with the new bootloader.

But I hope when you’re working on a new PCB you can add a tactile switch footprint so users can ‘hack’ their Arduboy by adding a tactile switch and drill a small hole in the front case for a menu button :slight_smile:

Yes, the reset button on the cart itself is just great. To have that on a future arduboy would make a lot of sense.

It’s not going to happen.

:frowning:   Pity.

I’d need to produce at least 5,000 more units for it to make sense and I just don’t see that happening.

If this new device goes to a Kickstarter campaign, what is a realistic quantity? How many were produced for the first Kickstarter?

So, I have a lot of Arduboy still in stock now from the last production batch. The plan is to do a campaign where I sell a mod chip for users who already have an Arduboy and feel comfortable soldering. Then I’ve arranged where the factory can open up the packages in inventory and do the upgrade so that the campaign will be selling what are factory upgraded Arduboys.

I think it’s probably fair to assume that another campaign on that would be about as successful as the Arduventure campaign. But even then it might not even fully deplete the current Arduboy inventory.

If for some reason it did, and the campaign did between 5 and 10k units, then a reset button redesign could be a stretch goal.

Well I’ve added some scroll left code in 58 bytes now :slight_smile:
Tweaked several parts to free ram for the additional 1K scroll buffer and also removed the breathing RGB LED as it was only active on the title screen.

Still need to add scroll right. But scrolling horizontally at 8 pixels per frame at 60 fps
works quite good. I also tried 4 pixel and 16 pixel but then it’s too low and too fast.

Wondering if I should add vertical scrolling. The lower vertical resolution will make it scroll twice as fast and it’s more difficult for the eyes to read/view vertically

Here’s the test bootloader for anyone to try.

Edit: removed obselete link


YESSSS, yeah vertical scrolling for the lists. Oh man so good.

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It’s weird to think that you actually have hands.
I literally imagine you as a floating red ghost that manipulates computers and machine parts with your mind.

(* Says the technopathic disembodied skull. *)

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HaHa, Thanks!

I can control this one lemming with hands though :wink:

When I read disembodied skull, I have to think about Murray.

Vertical for the lists? and horizontal for the games? wondering if I should change the button controls then.

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