void PowerTX434::powerOn (int device) { switch(device) { case 1: for (int i=0; i<20; i++) { cli(); powerDevice1(); powerON(); sei(); delay(7); } delay(1000); break; case 2: for (int i=0; i<20; i++) { cli(); powerDevice2(); powerON(); sei(); delay(7); } delay(1000); break; case 3: for (int i=0; i<20; i++) { cli(); powerDevice3(); powerON(); sei(); delay(7); } delay(1000); break; case 4: for (int i=0; i<20; i++) { cli(); powerDevice4(); powerON(); sei(); delay(7); } delay(1000); break; case 5: for (int i=0; i<20; i++) { cli(); powerDevice5(); powerON(); sei(); delay(7); } delay(1000); break; } }
int main(int argc, char **argv) { REG_IPC_FIFO_CR = IPC_FIFO_ENABLE | IPC_FIFO_SEND_CLEAR ; u32 old_reg = readPowerManagement(PM_CONTROL_REG); writePowerManagement(PM_CONTROL_REG, old_reg |PM_LED_ON); // enable fast // Reset the clock if needed rtcReset(); // Turn on Sound powerON(POWER_SOUND); // Set up sound defaults. SOUND_CR = SOUND_ENABLE | SOUND_VOL(0x7F); IPC->soundData = 0; // Set up the interrupt handler irqInit(); irqSet(IRQ_VBLANK, VblankHandler); irqEnable(IRQ_VBLANK); // Setup FIFO irqSet(IRQ_FIFO_NOT_EMPTY,FifoInterruptHandler); irqEnable(IRQ_FIFO_NOT_EMPTY); REG_IPC_FIFO_CR = IPC_FIFO_ENABLE | IPC_FIFO_SEND_CLEAR | IPC_FIFO_RECV_IRQ ; // Keep the ARM7 out of main RAM while (1) swiWaitForVBlank(); return 0; }
int main(void) { initRobotBase(); setLEDs(0b111111); mSleep(1500); setLEDs(0b000000); // Set Bumpers state changed event handler: BUMPERS_setStateChangedHandler(bumpersStateChanged); powerON(); // Turn Encoders, Motor Current Sensors // ATTENTION: Automatic Motor control will not work without this! /* RP6 SAGAN GENERATED COMMANDS START */ /*{SAGAN1_COMMANDS_HERE}*/ /* RP6 SAGAN GENERATED COMMANDS STOP */ stop(); moveAtSpeed(0, 0); BUMPERS_setStateChangedHandler(BUMPERS_stateChanged_empty); setLEDs(0b000000); while (true) { statusLEDs.LED2 = !statusLEDs.LED2; // Toggle LED bit in LED shadow register... statusLEDs.LED5 = !statusLEDs.LED5; updateStatusLEDs(); mSleep(500); task_RP6System(); } return 0; }
int16_t main(void) { initRobotBase(); powerON(); setLEDs(0b111111); mSleep(1000); setLEDs(0b000000); mSleep(500); uint8_t runningLight = 1; for (uint8_t i = 0; i < 6; i++){ for (uint8_t j = 0; j< 3;j++) destination[j] = destinationarray[i][j]; //mainloopOpen(); mainloopClosed(); fancyled(&runningLight); /*for (uint8_t j = 0; j< 3;j++) source[j] = destination[j];*/ mSleep(2000); } task_RP6System(); while(true) { fancyled(&runningLight); if (motioncomplete == 0) moveAtSpeed(0,0); mSleep(200); task_RP6System(); } return 0; }
//--------------------------------------------------------------------------------- int main(int argc, char ** argv) { //--------------------------------------------------------------------------------- // Reset the clock if needed rtcReset(); //enable sound powerON(POWER_SOUND); SOUND_CR = SOUND_ENABLE | SOUND_VOL(0x7F); IPC->soundData = 0; irqInit(); irqSet(IRQ_VBLANK, VblankHandler); SetYtrigger(80); vcount = 80; irqSet(IRQ_VCOUNT, VcountHandler); irqEnable(IRQ_VBLANK | IRQ_VCOUNT); irqSet(IRQ_TIMER0, playTimerHandler); irqEnable(IRQ_TIMER0); player = new Player(playTimerHandler); player->registerTickCallback(onTick); player->registerPatternChangeCallback(onPatternChange); // Keep the ARM7 idle while (1) swiWaitForVBlank(); }
void arm9_consoleInit() { powerON(/*POWER_ALL*/POWER_LCD); // Use the main screen for output videoSetMode(MODE_0_2D | DISPLAY_BG0_ACTIVE); vramSetBankA(VRAM_A_MAIN_BG); BG0_CR = BG_MAP_BASE(31); // Set the colour of the font to White. BG_PALETTE[255] = RGB15(31,31,31); consoleInitDefault((u16*)SCREEN_BASE_BLOCK(31), (u16*)CHAR_BASE_BLOCK(0), 16); }
void PA_Init(void){ rtcReset(); //enable sound powerON(POWER_SOUND); SOUND_CR = SOUND_ENABLE | SOUND_VOL(0x7F); IPC->soundData = 0; PA_NewSPI = PA_ReadSPI(); IPC->aux = PA_NewSPI; MIC_On(); PM_SetAmp(1); }
//--------------------------------------------------------------------------------- int main(int argc, char ** argv) { //--------------------------------------------------------------------------------- // read User Settings from firmware readUserSettings(); REG_IPC_FIFO_CR = IPC_FIFO_ENABLE | IPC_FIFO_SEND_CLEAR; // enable & prepare fifo asap rtcReset(); //enable sound powerON(POWER_SOUND); writePowerManagement(PM_CONTROL_REG, ( readPowerManagement(PM_CONTROL_REG) & ~PM_SOUND_MUTE ) | PM_SOUND_AMP ); SOUND_CR = SOUND_ENABLE | SOUND_VOL(0x7F); irqInit(); // Start the RTC tracking IRQ initClockIRQ(); SetYtrigger(80); irqSet(IRQ_VCOUNT, VcountHandler); irqSet(IRQ_VBLANK, VblankHandler); irqSet(IRQ_WIFI, Wifi_Interrupt); // set up wifi interrupt irqEnable( IRQ_VBLANK | IRQ_VCOUNT | IRQ_WIFI); { // sync with arm9 and init wifi u32 fifo_temp; while(1) { // wait for magic number while(REG_IPC_FIFO_CR&IPC_FIFO_RECV_EMPTY) swiWaitForVBlank(); fifo_temp=REG_IPC_FIFO_RX; if(fifo_temp==0x12345678) break; } while(REG_IPC_FIFO_CR&IPC_FIFO_RECV_EMPTY) swiWaitForVBlank(); fifo_temp=REG_IPC_FIFO_RX; // give next value to wifi_init Wifi_Init(fifo_temp); irqSet(IRQ_FIFO_NOT_EMPTY,arm7_fifo); // set up fifo irq irqEnable(IRQ_FIFO_NOT_EMPTY); REG_IPC_FIFO_CR = IPC_FIFO_ENABLE | IPC_FIFO_RECV_IRQ; Wifi_SetSyncHandler(arm7_synctoarm9); // allow wifi lib to notify arm9 } // arm7 wifi init complete // Keep the ARM7 mostly idle while (1) swiWaitForVBlank(); }
int main(int argc, char ** argv) { u32 fifo_temp; REG_IPC_FIFO_CR = IPC_FIFO_ENABLE | IPC_FIFO_SEND_CLEAR; // Reset the clock if needed rtcReset(); //enable sound powerON(POWER_SOUND); SOUND_CR = SOUND_ENABLE | SOUND_VOL(0x7F); IPC->soundData = 0; irqInit(); irqSet(IRQ_VBLANK, VblankHandler); SetYtrigger(80); vcount = 80; irqSet(IRQ_VCOUNT, VcountHandler); irqEnable(IRQ_VBLANK | IRQ_VCOUNT); irqSet(IRQ_TIMER0, tob_ProcessMicrophoneTimerIRQ); tob_MIC_On(); irqSet(IRQ_WIFI, Wifi_Interrupt); irqEnable(IRQ_WIFI); // trade some mail, to get a pointer from arm9 while(1) { while(REG_IPC_FIFO_CR&IPC_FIFO_RECV_EMPTY) swiWaitForVBlank(); fifo_temp=REG_IPC_FIFO_RX; if(fifo_temp==0x12345678) break; } while(REG_IPC_FIFO_CR&IPC_FIFO_RECV_EMPTY) swiWaitForVBlank(); fifo_temp=REG_IPC_FIFO_RX; Wifi_Init(fifo_temp); irqSet(IRQ_FIFO_NOT_EMPTY,arm7_fifo); irqEnable(IRQ_FIFO_NOT_EMPTY); REG_IPC_FIFO_CR = IPC_FIFO_ENABLE | IPC_FIFO_RECV_IRQ; Wifi_SetSyncHandler(arm7_synctoarm9); // Keep the ARM7 idle while(1) swiWaitForVBlank(); }
int main(void) { initRobotBase(); setLEDs(0b111111); mSleep(2500); setLEDs(0b100100); BUMPERS_setStateChangedHandler(bumpersStateChanged); powerON(); while(true) { behaviourController(); task_RP6System(); } return 0; }
void PA_Init2D(void){ // Turn on the screens and 2D cores and switch to mode 0 powerON(POWER_ALL); // POWER_CR = POWER_ALL_2D; REG_POWERCNT &= ~SWITCH_SCREENS; // on s'assure que l'écran est bien /* VRAM_A_CR=VRAM_ENABLE|VRAM_A_MAIN_BG; VRAM_B_CR=VRAM_ENABLE|VRAM_B_MAIN_SPRITE; VRAM_C_CR=VRAM_ENABLE|VRAM_C_SUB_BG; VRAM_D_CR=VRAM_ENABLE|VRAM_D_SUB_SPRITE; */ videoSetMode( MODE_0_2D | DISPLAY_SPR_ACTIVE | //turn on sprites DISPLAY_SPR_1D | //this is used when in tile mode DISPLAY_SPR_1D_SIZE_128| DISPLAY_SPR_1D_BMP //and this in bitmap mode ); videoSetModeSub( MODE_0_2D | DISPLAY_SPR_ACTIVE | //turn on sprites DISPLAY_SPR_1D | //this is used when in tile mode DISPLAY_SPR_1D_SIZE_128| DISPLAY_SPR_1D_BMP //and this in bitmap mode ); // DISPLAY_CR = MODE_0_2D | DISPLAY_SPR_1D_LAYOUT | DISPLAY_SPR_ACTIVE|DISPLAY_SPR_1D_SIZE_128|DISPLAY_SPR_1D_BMP; // SUB_DISPLAY_CR = MODE_0_2D | DISPLAY_SPR_1D_LAYOUT | DISPLAY_SPR_ACTIVE|DISPLAY_SPR_1D_SIZE_128|DISPLAY_SPR_1D_BMP; vramSetMainBanks(VRAM_A_MAIN_SPRITE,VRAM_B_MAIN_BG_0x06000000,VRAM_C_SUB_BG,VRAM_D_SUB_SPRITE); // Sprite inits... PA_ResetSpriteSys(); // Init's the sprite system PA_InitSpriteExtPal(); // Init's sprite extended palettes PA_ResetBgSys(); PA_InitBgExtPal(); // Init's bg extended palettes // VBL Inits SpriteVBL = PA_UpdateSpriteVBL; }
int NDS_VideoInit(_THIS, SDL_PixelFormat *vformat) { //printf("WARNING: You are using the SDL NDS video driver!\n"); /* Determine the screen depth (use default 8-bit depth) */ /* we change this during the SDL_SetVideoMode implementation... */ vformat->BitsPerPixel = 16; // mode 3 vformat->BytesPerPixel = 2; vformat->Rmask = 0x0000f800; vformat->Gmask = 0x000007e0; vformat->Bmask = 0x0000001f; powerON(POWER_ALL); irqInit(); irqSet(IRQ_VBLANK, on_irq_vblank); irqEnable(IRQ_VBLANK); //set the mode for 2 text layers and two extended background layers //videoSetMode(MODE_5_2D | DISPLAY_BG3_ACTIVE); videoSetMode(MODE_6_2D | DISPLAY_BG2_ACTIVE); //set the sub background up for text display (we could just print to one //of the main display text backgrounds just as easily videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); //sub bg 0 will be used to print text //set the first two banks as background memory and the third as sub background memory //D is not used..if you need a bigger background then you will need to map //more vram banks consecutivly (VRAM A-D are all 0x20000 bytes in size) //vramSetMainBanks(VRAM_A_MAIN_BG_0x6000000, VRAM_B_MAIN_BG_0x6020000,VRAM_C_SUB_BG , VRAM_D_LCD); vramSetMainBanks(VRAM_A_MAIN_BG,VRAM_B_MAIN_BG,VRAM_C_MAIN_BG,VRAM_D_MAIN_BG); //vramSetBankA(VRAM_A_MAIN_BG); //vramSetBankB(VRAM_B_MAIN_BG); //vramSetBankC(VRAM_C_MAIN_BG); //vramSetBankD(VRAM_D_MAIN_BG); //vramSetBankE(VRAM_E_MAIN_BG); //vramSetBankF(VRAM_F_MAIN_BG); //vramSetBankG(VRAM_G_MAIN_BG); vramSetBankH(VRAM_H_SUB_BG); vramSetBankI(VRAM_I_LCD); ////////////////set up text background for text///////////////////// SUB_BG0_CR = BG_MAP_BASE(8); BG_PALETTE_SUB[255] = RGB15(31,31,31);//by default font will be rendered with color 255 ///////////////set up our bitmap background/////////////////////// //BG3_CR = BG_BMP16_512x512; //these are rotation backgrounds so you must set the rotation attributes: //these are fixed point numbers with the low 8 bits the fractional part //this basicaly gives it a 1:1 translation in x and y so you get a nice flat bitmap /* BG3_XDX = 1<<8; BG3_XDY = 0; BG3_YDX = 0; BG3_YDY = 1<<8; //our bitmap looks a bit better if we center it so scroll down (256 - 192) / 2 BG3_CX = 0; BG3_CY = 0; */ //consoleInit() is a lot more flexible but this gets you up and running quick consoleInitDefault((u16*)SCREEN_BASE_BLOCK_SUB(8), (u16*)CHAR_BASE_BLOCK_SUB(0), 16); frontBuffer =(u16*)(0x06000000); //backBuffer =(u16*)(0x06000000 + 1024 * 512*2); //lcdSwap(); /* We're done! */ return 0; }
int main(void) { float x_angle = 0, y_angle = 0; float x_speed = 0, y_speed = 0; float distance = 1; powerON(POWER_ALL); irqInit(); irqEnable(IRQ_VBLANK); videoSetMode(MODE_0_3D); consoleDemoInit(); /* Set up a timer to count FPS */ TIMER3_DATA = TIMER_FREQ_1024(1); TIMER3_CR = TIMER_DIV_1024 | TIMER_IRQ_REQ; irqSet(IRQ_TIMER3, fps_timer_irq); irqEnable(IRQ_TIMER3); glViewPort(0, 0, SCREEN_WIDTH-1, SCREEN_HEIGHT-1); glClearColor(0, 0, 0); glClearDepth(GL_MAX_DEPTH); iprintf("Hello World!\n\n"); glReset(); gluPerspective(35, SCREEN_WIDTH / (float) SCREEN_HEIGHT, 0.1, 40.0); gluLookAt(0.0, 0.0, 1.0, /* Eye */ 0.0, 0.0, 0.0, /* Look at */ 0.0, 1.0, 0.0); /* Up */ glMaterialf(GL_AMBIENT, RGB15(8,8,8)); glMaterialf(GL_DIFFUSE, RGB15(16,16,16)); glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8,8,8)); glMaterialf(GL_EMISSION, RGB15(5,5,5)); glMaterialShinyness(); glColor(RGB15(31, 31, 31)); glLight(0, RGB15(20, 15, 15), floattov10(-0.9), floattov10( 0.9), floattov10( 0.2)); glLight(1, RGB15(15, 15, 20), floattov10( 0.4), floattov10( 0.9), floattov10( 0.2)); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1); while (1) { scanKeys(); if (keysHeld() & KEY_START) Loader_Exit9(); if (keysHeld() & KEY_UP) x_speed += 0.05; if (keysHeld() & KEY_DOWN) x_speed -= 0.05; if (keysHeld() & KEY_LEFT) y_speed += 0.05; if (keysHeld() & KEY_RIGHT) y_speed -= 0.05; if (keysHeld() & KEY_R) distance += 0.05; if (keysHeld() & KEY_L) distance -= 0.05; glPushMatrix(); glTranslate3f32(floattof32( 0.0), floattof32( 0.0), floattof32(-distance)); glRotateX(x_angle += x_speed); glRotateY(y_angle += y_speed); glCallList(display_list_bin); glPopMatrix(1); glFlush(); frames++; swiWaitForVBlank(); } return 0; }
int main() { struct timeval tv; powerON(POWER_ALL); //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); //Use console videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); //sub bg 0 will be used to print text vramSetBankC(VRAM_C_SUB_BG); SUB_BG0_CR = BG_MAP_BASE(31); BG_PALETTE_SUB[255] = RGB15(31,31,31); //by default font will be rendered with color 255 consoleInitDefault((u16*)SCREEN_BASE_BLOCK_SUB(31), (u16*)CHAR_BASE_BLOCK_SUB(0), 16); //iprintf("Starting up...\n"); // install the default exception handler defaultExceptionHandler(); //irqs are nice irqInit(); irqEnable(IRQ_VBLANK); // set the generic sound parameters setGenericSound( 11025, /* sample rate */ 127, /* volume */ 64, /* panning */ 1 ); /* sound format*/ glInit(); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); //this should work the same as the normal gl call glViewPort(0,0,255,191); glClearColor(0,0,0,0); glClearDepth(0x7FFF); vramSetBankA(VRAM_A_TEXTURE); vramSetBankB(VRAM_B_TEXTURE); logo(); glGenTextures(1, &textureID); glBindTexture(0, textureID); glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_256 , TEXTURE_SIZE_256, 0, TEXGEN_TEXCOORD , (u8*)die_bmp_bin); glGenTextures(1, &textureID2); glBindTexture(0, textureID2); glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, (u8*)mario_bmp_bin); gettimeofday(&tv, NULL); //iprintf("Seeding with %d\n", tv.tv_usec); srand(tv.tv_usec); while(1){ gameLoop(); } return 0; }//end main
void initProgram() { //------------------------ // start initializing crap //------------------------ defaultExceptionHandler(); // set up the exception handler powerON(POWER_ALL_2D); // turn on everything #ifndef DEBUG_MODE fb_init(); // initialize top screen video #else debugInit(); #endif bg_init(); // initialize bottom screen video setNewOrientation(ORIENTATION_0); // set up extra vram banks to be scratch memory vramSetBankE(VRAM_E_LCD); vramSetBankF(VRAM_F_LCD); vramSetBankG(VRAM_G_LCD); vramSetBankH(VRAM_H_LCD); vramSetBankI(VRAM_I_LCD); fb_setBGColor(30653); bg_setBGColor(0); drawStartSplash(); lcdMainOnTop(); // set fb to top screen fb_swapBuffers(); bg_swapBuffers(); // out of order for competition irqInit(); // initialize irqs irqSet(IRQ_VBLANK, startvBlank); irqEnable(IRQ_VBLANK); setMode(INITFAT); setSoundInterrupt(); // initialize fifo irq setGenericSound(11025, 127, 64, 1); waitForInit(); // wait until arm7 has loaded and gone to sleep initComplexSound(); // initialize sound variables initWifi(); fixGautami(); setCursorProperties(0, 2, 0, 0); initCapture(); initClipboard(); // set defaults to english in case we can't load the langauge file for // some reason also takes care of partial translations. initLanguage(); initRandomList(); fixAndTags(); resetKeyboard(); setDate(); if(!DRAGON_InitFiles()) { // oops, no cf card! setMode(DISPLAYCOW); setFont(font_arial_11); setColor(0xFFFF); bg_dispSprite(96, 5, errmsg, 0); bg_setClipping(5,25,250,181); bg_dispString(0,0,l_nofat); bg_swapBuffers(); while(1) { // wee, la la la! // More or less, we aren't going to do nothing here } } //-------------------------------------------------------------------- //finished init, now check to make sure the DSOrganize dir is there... //-------------------------------------------------------------------- findDataDirectory(); makeDirectories(); if(DRAGON_FileExists("DSOrganize") != FE_DIR) { setMode(DISPLAYCOW); // oops, not there, we must create! DRAGON_mkdir("DSOrganize"); DRAGON_chdir("DSOrganize"); DRAGON_mkdir("DAY"); DRAGON_mkdir("HELP"); DRAGON_mkdir("LANG"); DRAGON_mkdir("RESOURCES"); DRAGON_mkdir("REMINDER"); DRAGON_mkdir("SCRIBBLE"); DRAGON_mkdir("TODO"); DRAGON_mkdir("VCARD"); DRAGON_mkdir("ICONS"); DRAGON_mkdir("CACHE"); DRAGON_mkdir("COOKIES"); DRAGON_mkdir("HOME"); DRAGON_chdir("/"); makeDefaultSettings(); setFont(font_arial_11); setColor(0xFFFF); bg_dispSprite(96, 5, errmsg, 0); bg_setClipping(5,25,250,181); bg_dispString(0,0, l_createdir); bg_swapBuffers(); while(!keysDown()) { scanKeys(); } } setMode(INITPLUGIN); //------------------------------------------------------------------- //finished creating dirs, now check to make sure if they extracted it //did their extracting program actually get all the dirs? //------------------------------------------------------------------- DRAGON_chdir(d_base); if(DRAGON_FileExists("Day") != FE_DIR) { DRAGON_mkdir("DAY"); } if(DRAGON_FileExists("Help") != FE_DIR) { DRAGON_mkdir("HELP"); } if(DRAGON_FileExists("Lang") != FE_DIR) { DRAGON_mkdir("LANG"); } if(DRAGON_FileExists("Reminder") != FE_DIR) { DRAGON_mkdir("REMINDER"); } if(DRAGON_FileExists("Scribble") != FE_DIR) { DRAGON_mkdir("SCRIBBLE"); } if(DRAGON_FileExists("Todo") != FE_DIR) { DRAGON_mkdir("TODO"); } if(DRAGON_FileExists("VCard") != FE_DIR) { DRAGON_mkdir("VCARD"); } if(DRAGON_FileExists("Icons") != FE_DIR) { DRAGON_mkdir("ICONS"); } if(DRAGON_FileExists("Cache") != FE_DIR) { DRAGON_mkdir("CACHE"); } if(DRAGON_FileExists("Cookies") != FE_DIR) { DRAGON_mkdir("COOKIES"); } if(DRAGON_FileExists("Home") != FE_DIR) { DRAGON_mkdir("HOME"); } DRAGON_chdir("/"); //------------------------------------------- //how about we load the settings for them eh? //------------------------------------------- loadSettings(); DRAGON_chdir(d_base); if(DRAGON_FileExists("startup.wav") == FE_FILE) { char tStr[256]; sprintf(tStr, "%sstartup.wav", d_base); loadWavToMemory(); loadSound(tStr); } DRAGON_chdir("/"); initStartScreen(); irqSet(IRQ_VBLANK, vBlank); fb_setBGColor(genericFillColor); bg_setBGColor(genericFillColor); }
int main(void) { initRobotBase(); setLEDs(0b111111); mSleep(2500); powerON(); // Turn on Encoders, Current sensing, ACS and Power LED. /* In the following code segment we use the functions void move(uint8_t desired_speed, uint8_t dir, uint16_t distance, uint8_t blocking) and void rotate(uint8_t desired_speed, uint8_t dir, uint16_t angle, uint8_t blocking) The parameters have the following purposes: move: uint8_t desired_speed: The Speed the robot should try to maintain all the time during the movement. (but it will slow down a bit before it reaches the desired distance) uint8_t dir: The Direction the robot should move - this can be FWD for Forwards or BWD for Backwards. You can also use LEFT or RIGHT here, but this function is not optimized for rotation - you should use rotate instead! uint16_t distance: The distance we want to move. The distance needs to be given in encoder counts. You can use the macro DIST_MM() to convert the distance from mm to encoder counts if you have calibrated your Encoder sensors resoultion. Maximum distance is 65000 encoder counts! (not 65535 like you might have thought. There needs to be a bit space to the top value... anyways - who wants to move about 15m? ;) ) uint8_t blocking: This parameter sets if the function shall block the normal program flow during the movement. If the parameter is "true", the function will NOT quit until the robot has moved the given distance! ACS, Bumper, RC5 and other events are still processed and not affected, but the main program will be blocked (s. below). You can use "BLOCKING" instead of "true" and "NON_BLOCKING" instead of false to make the code more readable! rotate: uint8_t desired_speed: Same as above. uint8_t dir: Nearly the same as above, but here you should only use LEFT or RIGHT as parameters even if you can pass BWD or FWD to this function. uint16_t angle The angle to turn. Attention: This rotation function is not optimal for very small angles - it is optimized to turn angles over 25°! If you want smaller angles, you need to write your own function! And even for large angles this function is far away from beeing perfect as the encoder errors for rotation are rather big. You need to do some experiments to optimize this for the surfaces you want to use the Robot on. The encoders are mainly intended for very good speed regulation and don't work too well for tracked vehicles' dead reckoning. Not only for RP6 but for EVERY tracked vehicle out there - even for those with $10.000 price tag. Measuring distances when moving straight forward works OK - but not when rotating as there is a lot of tracks slippery and you always don't move as far as you measured. Solution: Use external sensors for rotation! Like electronic compass, gyroscopes, optical mouse sensor or similar. Also s. comments in next example! To block or not to block: If you set the "blocking" parameter to false, then the function will only set all necessary parameters and quit - it will not wait until the movement has finished. This code: move(60, FWD, DIST_MM(300), false); // <-- non blocking rotate(50, LEFT, 180, false); // <-- blocking mSleep(5000); would NOT work as intended! The Robot would NOT move 300mm and then turn 180°, instead it would only turn 180°! And, if you remove the mSleep(5000) at the end, it would maybe not even do this. You always need to check if the movement has finished and if you can initiate the next movement if you set the blocking parameter to false! This: move(60, FWD, DIST_MM(300), true); // <-- blocking movement rotate(50, LEFT, 180, true); // <-- blocking rotation would work like intended and the robot would move 300mm, turn 180° and stop. This is equivalent to this: move(60, FWD, DIST_MM(300), false); // <-- non-blocking movement while(!isMovementComplete()) // Now we need to wait until the movement task_RP6System(); // is finished before we go on. // If you set blocking to true, the function // does exactly this automatically. rotate(50, LEFT, 180, false); // <-- non-blocking rotation while(!isMovementComplete()) // Again, we need to wait for the task_RP6System(); // movement (rotation) to be finished... Of course, you do not need to wait for the movement to finish in a while-loop - you can also check this in several different ways and you can do other things while the movement is in progress. You will see some other ways in the next examples. You can use the "isMovementComplete()" function for checking if the last movement is complete. There is also a function "stop()" that can be used to abort a movement, e.g. if one of the sensors has detected an obstacle. But you do not need to use stop, you can also initiate the next movement without performing "stop" before. */ // Ok, now back to the example program. If you want this to work accurate, you // need to calibrate the encoders (s. RP6 manual)! // Main loop while(true) { setLEDs(0b100100); /* move(60, FWD, DIST_MM(300), true); // Move 300mm forwards // at Speed 60*5 ~= 300 counts/second // = 7.5cm/s with 0.25mm resolution // (6.9cm/s with 0.23mm resolution...) setLEDs(0b100000); rotate(50, LEFT, 180, true); // rotate 180° left setLEDs(0b100100); move(60, FWD, DIST_MM(300), true); // move 30cm forwards setLEDs(0b000100); rotate(50, RIGHT, 180, true); // rotate 180° right */ moveAtSpeed(0,0); //Bremsen move(70, BWD, DIST_MM(150), BLOCKING); //zurückfahren rotate(40, RIGHT, 30, BLOCKING); //Drehen move(70, FWD, DIST_MM(200), BLOCKING);//Vorwärts (am Hindernis vorbei) fahren rotate(40, LEFT, 30, BLOCKING); //zurückdrehen //dann geradeaus weiter } return 0; }
int main() { struct touchPosition pos; float rotateX = 0.0; float rotateY = 0.0; powerON(POWER_ALL); consoleDemoInit(); //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); //irqs are nice irqInit(); irqEnable(IRQ_VBLANK); // initialize gl glInit(); // enable antialiasing glEnable(GL_ANTIALIAS); // setup the rear plane glClearColor(0,0,0,31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth(0x7FFF); //this should work the same as the normal gl call glViewPort(0,0,255,191); //any floating point gl call is being converted to fixed prior to being implemented glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(35, 256.0 / 192.0, 0.1, 100); gluLookAt( 0.0, 0.0, 1.0, //camera possition 0.0, 0.0, 0.0, //look at 0.0, 1.0, 0.0); //up while(1) { float px, py; pos = touchReadXY(); px = pos.px; py = pos.py; px = (px * 5) / 256; py = (py * 3) / 192; px -= 2.5; py -= 1.5; glPushMatrix(); //move it away from the camera glTranslate3f32(0, 0, floattof32(-1)); glRotateX(rotateX); glRotateY(rotateY); glMatrixMode(GL_MODELVIEW); //not a real gl function and will likely change glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); scanKeys(); u16 keys = keysHeld(); if((keys & KEY_UP)) rotateX += 3; if((keys & KEY_DOWN)) rotateX -= 3; if((keys & KEY_LEFT)) rotateY += 3; if((keys & KEY_RIGHT)) rotateY -= 3; //draw the obj glBegin(GL_TRIANGLE); glColor3b(255,0,0); glVertex3v16(inttov16(-1),inttov16(-1),0); glColor3b(0,255,0); glVertex3v16(inttov16(1), inttov16(-1), 0); glColor3b(0,0,255); glVertex3v16(inttov16(0), inttov16(1), 0); glEnd(); glLoadIdentity(); glTranslatef(px,-py,-3.0); glBegin(GL_TRIANGLE); glVertex3f( 0.0, 1.0, 0.0); glVertex3f(-1.0,-1.0, 0.0); glVertex3f( 1.0,-1.0, 0.0); glEnd(); glPopMatrix(1); glFlush(0); swiWaitForVBlank(); } return 0; }//end main
int main(void) { touchPosition touch; videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); //sub bg 0 will be used to print text vramSetBankC(VRAM_C_SUB_BG); SUB_BG0_CR = BG_MAP_BASE(31); BG_PALETTE_SUB[255] = RGB15(31,31,31); //by default font will be rendered with color 255 //consoleInit() is a lot more fluxible but this gets you up and running quick consoleInitDefault((u16*)SCREEN_BASE_BLOCK_SUB(31), (u16*)CHAR_BASE_BLOCK_SUB(0), 16); ///////////// powerON(POWER_ALL); // set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); vramSetBankA(VRAM_A_TEXTURE); // irqs are nice irqInit(); irqEnable(IRQ_VBLANK); // initialize gl glInit(); // setup the rear plane glClearColor(2, 4, 3, 16); glClearDepth(GL_MAX_DEPTH); // this should work the same as the normal gl call glViewPort(0,0, 255,191); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //~ glOrtho(0, 1, 192.0/256.0, 0, -10, 10); glOrthof32(0, 1<<12, (192<<12)/256, 0, -10<<12, 10<<12); REG_POWERCNT^= POWER_SWAP_LCDS; ///////////// flux_init(); create_frame_groups(); create_button_groups(); create_titleframe(); dmaCopy(fluxcolors, syscol_table, sizeof(fluxcolors)); dword rc1= create_rect(NOPARENT, 20,20, 128,96, 0x808080); dword rc= create_rect(NOPARENT, 10,10, 128,96, 0x404040|TRANSL_3); dword frm= clone_frame("titleframe", rc); clone_frame("titleframe", rc1); //~ clone_group("button", rc, 10,30, 30,14, ALIGN_LEFT|ALIGN_TOP); create_rect(rc, 10,10, 10,10, 0xFFFFFF|TRANSL_1); create_rect(rc, 20,10, 10,10, 0xFFFFFF|TRANSL_2); create_rect(rc, 30,10, 10,10, 0xFFFFFF|TRANSL_3); create_rect(rc, 10,15, 30,10, 0xFFFFFF|TRANSL_1); create_text(rc, 10,30, 40,40, "Text! Space!\nNewline!", 0xFFFFFF, FONT_DEFAULT); bool redraw_all= true; bool touch_wasdown= false; int lasttouch_x, lasttouch_y; while(1) { scanKeys(); u32 keysheld= keysHeld(); u32 keysdown= keysDown(); touch= touchReadXY(); if(keysdown&KEY_A) { redraw_all^= 1; iprintf("redraw each frame: %s\n", redraw_all? "on": "off"); } if(keysdown&KEY_B) { do_texalpha^= 1; iprintf("texture alpha: %s\n", do_texalpha? "on": "off"); } if(touch.x || touch.y) { flux_mouse_event(touch.px, touch.py, 1); lasttouch_x= touch.px, lasttouch_y= touch.py; touch_wasdown= true; } else { if(touch_wasdown) flux_mouse_event(lasttouch_x, lasttouch_y, 0); touch_wasdown= false; } flux_tick(); if(redraw_all) { redraw_rect(&viewport); update_rect(&viewport); } swiWaitForVBlank(); } return 0; }