Draw Your Bitmap -- Utility Generates Data for LED Bitmaps (SX/B, Pbasic, SASM)
![Zoot](https://forums.parallax.com/uploads/userpics/559/nW4UO23UEIWZ4.png)
For my own purposes, I wrote up a quick .php page that lets you generate ready to cut-and-paste data statements for pixel bitmaps by using a WYSIWYGish series of checkboxes in the shape of an LED/LCD matrix/display.
The utility lets you choose row order (BIT7 on top or bottom) and which compiler you want to generate data statements for.
Some of you may find this a time-saver; also it's really nice if you want to let the non-technical family/friends create pictures for your display projects.
Visit the page here: 1uffakind.com/robots/povBitMapBuilder.php
![attachment.php?attachmentid=51393](http://forums.parallax.com/attachment.php?attachmentid=51393)
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When the going gets weird, the weird turn pro. -- HST
1uffakind.com/robots/povBitMapBuilder.php
1uffakind.com/robots/resistorLadder.php
Post Edited (Zoot) : 1/14/2008 7:35:23 PM GMT
The utility lets you choose row order (BIT7 on top or bottom) and which compiler you want to generate data statements for.
Some of you may find this a time-saver; also it's really nice if you want to let the non-technical family/friends create pictures for your display projects.
Visit the page here: 1uffakind.com/robots/povBitMapBuilder.php
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When the going gets weird, the weird turn pro. -- HST
1uffakind.com/robots/povBitMapBuilder.php
1uffakind.com/robots/resistorLadder.php
Post Edited (Zoot) : 1/14/2008 7:35:23 PM GMT
Comments
I wrote a Editor program for some l.e.d. lighting grids I made and it works kinda the same way. I have mine setup so you can click and hold the mouse button down and drag to highlighlight the squares it's a little less time consuming. I am able to do frame by frame animation which is stored in a array that grows as the number of frames increase and then is saved in a .dat file. The .dat file is then able to be played in a player program.
To bad the SX won't do arrays(or at least I don"t think it does)!
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Post Edited (DigitalDj) : 1/13/2008 2:04:06 AM GMT
Keep in mind though, that it's not necessarily "plug n play" -- what you do with the generated data is up to you -- just makes it much easier (IMO) to draw pictures and letter forms this way than to turn your head sidways while changing 1s and 0s...
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When the going gets weird, the weird turn pro. -- HST
1uffakind.com/robots/povBitMapBuilder.php
1uffakind.com/robots/resistorLadder.php
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
When the going gets weird, the weird turn pro. -- HST
1uffakind.com/robots/povBitMapBuilder.php
1uffakind.com/robots/resistorLadder.php
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My partner pointed out that the big weakness here is reverse editing -- what if you want to dump your data statements back in and get the drawing up on screen for tweaks... at some point in the next few weeks I'm going to put a reverse-parser in.
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When the going gets weird, the weird turn pro. -- HST
1uffakind.com/robots/povBitMapBuilder.php
1uffakind.com/robots/resistorLadder.php
Post Edited (Zoot) : 1/13/2008 3:51:24 AM GMT
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When the going gets weird, the weird turn pro. -- HST
1uffakind.com/robots/povBitMapBuilder.php
1uffakind.com/robots/resistorLadder.php
I cut and pasted all of the bitmaps in a single swipe from the RoboBadge SX/B code (it's a full 5x7 ascii set with special characters) and converted to drawing and it converted perfectly. On long drawings of characters with few spaces between characters, it can be hard to see your "chunks" so I'm going to add some way of setting markers (i.e. grid lines) on the drawing to make it easier.
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When the going gets weird, the weird turn pro. -- HST
1uffakind.com/robots/povBitMapBuilder.php
1uffakind.com/robots/resistorLadder.php
Al