Anytime. If you need help formatting, editting or translating a post before you submit it, send me a private message. Your post are looking great though. NOTE I only can speak and read english
And, awesome job getting the project on Github. Thanks for adding to the “Official” Game List as well !
Haven’t been able to get this (or Tiny Depth) to upload on my production Arduboy using Windows 7 on a 64-bit PC. Tried two different machines with the same basic setup. Interested to hear when the tool is updated. Thanks!
Only these games? If you could record the error messages or desribe what’s happening in another thread we can for sure try to help you out but don’t wanna hijack this thread
Just to clarify, with the linked changes, the 2048 game now compiles for either Arduboy Devkit or Arduboy 1.0; so feel free to pull from that branch even on Arduboy Devkit.
Just a note for both you and @akkera102. You shouldn’t be defining or using SND_PIN2 (A3), the second speaker pin, on the DevKit (It’s OK to use both on the production Arduboy 1.0).
This is because on the DevKit the two speaker pins are shorted together. If you make them both outputs, and then one goes high while the other is low, it could damage the processor chip. On the DevKit, Pin A3 should be set as an input or just not touched (It will default to input mode).
A discussion of this is here, including some of the preceding and following comments.
I did see your post about doing some damage putting a signal to the wrong pins. @JO3RI might be able to explain more. The music tracker that he did comes with a disclaimer about this. There might be a way to avoid that behavior, but I haven’t looked into it.
The arduboy uses 2 PINS for sound. The DEVKIT uses 2 different PINS for sound. One of Arduboys sound PINS happen to be a button PIN on the DEVKIT.
The type of PINS used on the DEVKIT are NOT capable of doing tracker music (technical limitations ). So for the Arduboy, it was decided to use other PINS.
With the demo I wanted to give people with a DEVKIT a change of hearing the tracker music too. The only option, was to output the music on the capable PINS (the one of the right button on the DEVKIT). So if you connect a speaker on the right button on the DEVKIT you hear the tracker music. BUT if you would press that button you short circuit that PIN to ground. NOT GOOD ! hence my warning.
That said, a DEVKIT will never be able to play tracker music in a game using all buttons without hacking it (which is very hard)
Many thanks comment.
my own thinking… warning dont fear. fear is nothing.
because i and many developer tested tunes.ino(old arduboy library sample).
it can hear 1ch and 2ch. but devkit not destory.
i dont hear the information that was destory in the community.
but! warning is required. one’s own risk.
future, my library will steal arduboy source code.
// fire up audio pins
#ifdef ARDUBOY_10
pinMode(PIN_SPEAKER_1, OUTPUT);
pinMode(PIN_SPEAKER_2, OUTPUT);
#else
pinMode(PIN_SPEAKER_1, OUTPUT);
#endif
The information about the DevKit speaker pins being shorted is not widely reported, but it was given in the DevKit Hardware topic under Piezo Speaker:
Two pins, A2 and A3 directly drive a piezoelectric element inside of a
small black plastic housing. Caution there is no circuit protection
these pins: Theoretically there could be some problems with driving both
pins as outputs, we suggest configuring one pin to input. In practice
this has not caused any issues to date but please comment if you have
any issues!
Unfortunately, the Arduboy library and some of the included examples still have this problem. Fortunately, the ATmega32u4 processor used in the DevKit (and production Arduboy) seems to be robust enough not to be damaged by it. But in any case, it’s not a good idea to do it. Also, it’s good that this isn’t a problem with the production Arduboy.
In the next day or so, I plan to make fixes to the Arduino library V1.2 code to address this problem.