Hardware Reference
In-Depth Information
To make the Gameduino library compatible, the
include "Wprogram.h"
in the beginning of
GD.cpp
needs to be
changed to include
Arduino.h
; this can be done in any text editor.
The following list is a reference of the most common functions that will be used from the Gameduino's library.
All of the functions can be called with a preceding
GD.
before the function call.
begin()
: Starts a connection to the Gameduino; returns
true
if successful.
•
rd(address)
: Returns a byte read from the Gameduino's memory located at
address
.
•
wr(address, data)
: Writes a byte of data to the Gameduino's memory at specified
address
.
•
rd16(address)
: Same as
rd()
, but reads 16 bits from memory, instead of 8 bits, at
address
and
address
+1.
•
wr16(address, data)
: Writes 16 bits to memory.
•
fill(address, data, amount)
: Copies 1 byte to consecutive memory addresses
up to
amount
.
•
copy(address, data pointer, amount)
: Copies data from the Arduino's memory
to a Gameduino address.
•
setpal(palett
e
, RGB)
: Sets the character color palette.
•
RGB(R, G, B)
: Converts RGB byte values to 15-bit encoding for the Gameduino.
•
sprite(sprite #, position x, position y, image #, palette, rotation, collision)
:
Tells the Gameduino to draw a sprite to the display. Table
11-1
describes the parameters for
drawing sprites to the display.
•
Table 11-1.
Arguments for the sprite() Function
Parameter
Description
sprite #
Onscreen sprite number that addresses the individual
sprite value between 0 and 255
position x
Horizontal sprite position value between 0 and 511; 0 is
the left edge of screen
position y
Vertical sprite position on the screen value between 0
and 511; 0 is the top edge of screen
image #
Selects a background sprite to display from The
Gameduino's RAM value between 0 and 63
palette
Color palette to use when rendering the sprite value
between 0 and15
rotation
Sets the rotation and flip of the sprite
collision
Sets the collision detect flag