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Thema: wer kann mir dieses porgramm in hex übersetzen mit winavr

  1. #1
    Erfahrener Benutzer Robotik Einstein
    Registriert seit
    20.06.2004
    Beiträge
    1.941

    wer kann mir dieses porgramm in hex übersetzen mit winavr

    Anzeige

    LiFePo4 Akku selber bauen - Video
    hallo, habe ein programm für den atmega32 in c. ich weiss nicht ob es mit winavr geschrieben wurde. man kann damit bilder auf dem fernseher/wintv-karte in fbas darstellen. wer kann einmal versuchen dieses mit winavr zu übersetzen. wenn es möglich ist, werde ich mich evtl auch einmal mit c beschäftigen.
    mfg pebisoft

    teil1:

    Code:
    //video gen and sound
    //D.5 is sync:1000 ohm + diode to 75 ohm resistor
    //D.6 is video:330 ohm + diode to 75 ohm resistor  
    //C.0 is sound
    
    #pragma regalloc-    //I allocate the registers myself
    #pragma optsize-     //optimize for speed
                        
    #include <Mega32.h>   
    #include <stdio.h>
    #include <stdlib.h> 
    #include <math.h> 
    #include <delay.h>   
    
    //cycles = 63.625 * 16 Note NTSC is 63.55 
    //but this line duration makes each frame exactly 1/60 sec
    //which is nice for keeping a realtime clock 
    #define lineTime 1018
     
    #define begin {
    #define end   }
    #define ScreenTop 30
    #define ScreenBot 230
    #define T0reload 256-60
    
    //NOTE that v1 to v8 and i must be in registers!  
    register char v1 @4; 
    register char v2 @5;
    register char v3 @6;
    register char v4 @7;
    register char v5 @8;
    register char v6 @9;
    register char v7 @10;
    register char v8 @11; 
    register int i @12;
    
    #pragma regalloc+ 
    
    char syncON, syncOFF; 
    int LineCount;
    int time; 
    
    //animation
    char x, y, s, vx, vy;
    
    char screen[1600], t, ts[10]; 
    char cu1[]="CORNELL"; 
    char cu2[]="ECE476";    
    			
    //Point plot lookup table
    flash char pos[8]={0x80,0x40,0x20,0x10,0x08,0x04,0x02,0x01};			
    
    //define some character bitmaps
    //5x7 characters
    flash char bitmap[38][7]={ 
    	//0
    	0b01110000,
    	0b10001000,
    	0b10011000,
    	0b10101000,
    	0b11001000,
    	0b10001000,
    	0b01110000,
    	//1
    	0b00100000,
    	0b01100000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	0b01110000,  
    	//2
    	0b01110000,
    	0b10001000,
    	0b00001000,
    	0b00010000,
    	0b00100000,
    	0b01000000,
    	0b11111000,
        //3
    	0b11111000,
    	0b00010000,
    	0b00100000,
    	0b00010000,
    	0b00001000,
    	0b10001000,
    	0b01110000,
    	//4
    	0b00010000,
    	0b00110000,
    	0b01010000,
    	0b10010000,
    	0b11111000,
    	0b00010000,
    	0b00010000,
    	//5
    	0b11111000,
    	0b10000000,
    	0b11110000,
    	0b00001000,
    	0b00001000,
    	0b10001000,
    	0b01110000,
    	//6
    	0b01000000,
    	0b10000000,
    	0b10000000,
    	0b11110000,
    	0b10001000,
    	0b10001000,
    	0b01110000,
    	//7
    	0b11111000,
    	0b00001000,
    	0b00010000,
    	0b00100000,
    	0b01000000,
    	0b10000000,
    	0b10000000,
    	//8
    	0b01110000,
    	0b10001000,
    	0b10001000,
    	0b01110000,
    	0b10001000,
    	0b10001000,
    	0b01110000,
    	//9
    	0b01110000,
    	0b10001000,
    	0b10001000,
    	0b01111000,
    	0b00001000,
    	0b00001000,
    	0b00010000,  
    	//A
    	0b01110000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b11111000,
    	0b10001000,
    	0b10001000,
    	//B
    	0b11110000,
    	0b10001000,
    	0b10001000,
    	0b11110000,
    	0b10001000,
    	0b10001000,
    	0b11110000,
    	//C
    	0b01110000,
    	0b10001000,
    	0b10000000,
    	0b10000000,
    	0b10000000,
    	0b10001000,
    	0b01110000,
    	//D
    	0b11110000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b11110000,
    	//E
    	0b11111000,
    	0b10000000,
    	0b10000000,
    	0b11111000,
    	0b10000000,
    	0b10000000,
    	0b11111000,
    	//F
    	0b11111000,
    	0b10000000,
    	0b10000000,
    	0b11111000,
    	0b10000000,
    	0b10000000,
    	0b10000000,
    	//G
    	0b01110000,
    	0b10001000,
    	0b10000000,
    	0b10011000,
    	0b10001000,
    	0b10001000,
    	0b01110000,
    	//H
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b11111000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	//I
    	0b01110000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	0b01110000,
    	//J
    	0b00111000,
    	0b00010000,
    	0b00010000,
    	0b00010000,
    	0b00010000,
    	0b10010000,
    	0b01100000,
    	//K
    	0b10001000,
    	0b10010000,
    	0b10100000,
    	0b11000000,
    	0b10100000,
    	0b10010000,
    	0b10001000,
    	//L
    	0b10000000,
    	0b10000000,
    	0b10000000,
    	0b10000000,
    	0b10000000,
    	0b10000000,
    	0b11111000,
    	//M
    	0b10001000,
    	0b11011000,
    	0b10101000,
    	0b10101000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	//N
    	0b10001000,
    	0b10001000,
    	0b11001000,
    	0b10101000,
    	0b10011000,
    	0b10001000,
    	0b10001000,
    	//O
    	0b01110000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b01110000,
    	//P
    	0b11110000,
    	0b10001000,
    	0b10001000,
    	0b11110000,
    	0b10000000,
    	0b10000000,
    	0b10000000,
    	//Q
    	0b01110000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10101000,
    	0b10010000,
    	0b01101000,
    	//R
    	0b11110000,
    	0b10001000,
    	0b10001000,
    	0b11110000,
    	0b10100000,
    	0b10010000,
    	0b10001000,
    	//S
    	0b01111000,
    	0b10000000,
    	0b10000000,
    	0b01110000,
    	0b00001000,
    	0b00001000,
    	0b11110000,
    	//T
    	0b11111000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	//U
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b01110000,
    	//V
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b01010000,
    	0b00100000,
    	//W
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10101000,
    	0b10101000,
    	0b10101000,
    	0b01010000,
    	//X
    	0b10001000,
    	0b10001000,
    	0b01010000,
    	0b00100000,
    	0b01010000,
    	0b10001000,
    	0b10001000,
    	//Y
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b01010000,
    	0b00100000,
    	0b00100000,
    	0b00100000,
    	//Z
    	0b11111000,
    	0b00001000,
    	0b00010000,
    	0b00100000,
    	0b01000000,
    	0b10000000,
    	0b11111000,
    	//figure1
    	0b01110000,
    	0b00100000,
    	0b01110000,
    	0b10101000,
    	0b00100000,
    	0b01010000,
    	0b10001000,
    	//figure2
    	0b01110000,
    	0b10101000,
    	0b01110000,
    	0b00100000,
    	0b00100000,
    	0b01010000,
    	0b10001000};
    
    
    //================================ 
    //3x5 font numbers, then letters
    //packed two per definition for fast 
    //copy to the screen at x-position divisible by 4
    flash char smallbitmap[39][5]={ 
    	//0
        0b11101110,
    	0b10101010,
    	0b10101010,
    	0b10101010,
    	0b11101110,
    	//1
    	0b01000100,
    	0b11001100,
    	0b01000100,
    	0b01000100,
    	0b11101110,
    	//2
    	0b11101110,
    	0b00100010,
    	0b11101110,
    	0b10001000,
    	0b11101110,
    	//3
    	0b11101110,
    	0b00100010,
    	0b11101110,
    	0b00100010,
    	0b11101110,
    	//4
    	0b10101010,
    	0b10101010,
    	0b11101110,
    	0b00100010,
    	0b00100010,
    	//5
    	0b11101110,
    	0b10001000,
    	0b11101110,
    	0b00100010,
    	0b11101110,
    	//6
    	0b11001100,
    	0b10001000,
    	0b11101110,
    	0b10101010,
    	0b11101110,
    	//7
    	0b11101110,
    	0b00100010,
    	0b01000100,
    	0b10001000,
    	0b10001000,
    	//8
    	0b11101110,
    	0b10101010,
    	0b11101110,
    	0b10101010,
    	0b11101110,
    	//9
    	0b11101110,
    	0b10101010,
    	0b11101110,
    	0b00100010,
    	0b01100110,
    	//:
    	0b00000000,
    	0b01000100,
    	0b00000000,
    	0b01000100,
    	0b00000000,
    	//=
    	0b00000000,
    	0b11101110,
    	0b00000000,
    	0b11101110,
    	0b00000000,
    	//blank
    	0b00000000,
    	0b00000000,
    	0b00000000,
    	0b00000000,
    	0b00000000,
    	//A
    	0b11101110,
    	0b10101010,
    	0b11101110,
    	0b10101010,
    	0b10101010,
    	//B
    	0b11001100,
    	0b10101010,
    	0b11101110,
    	0b10101010,
    	0b11001100,
    	//C
    	0b11101110,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b11101110,
    	//D
    	0b11001100,
    	0b10101010,
    	0b10101010,
    	0b10101010,
    	0b11001100,
    	//E
    	0b11101110,
    	0b10001000,
    	0b11101110,
    	0b10001000,
    	0b11101110,
    	//F
    	0b11101110,
    	0b10001000,
    	0b11101110,
    	0b10001000,
    	0b10001000,
    	//G
    	0b11101110,
    	0b10001000,
    	0b10001000,
    	0b10101010,
    	0b11101110,
    	//H
    	0b10101010,
    	0b10101010,
    	0b11101110,
    	0b10101010,
    	0b10101010,
    	//I
    	0b11101110,
    	0b01000100,
    	0b01000100,
    	0b01000100,
    	0b11101110,
    	//J
    	0b00100010,
    	0b00100010,
    	0b00100010,
    	0b10101010,
    	0b11101110,
    	//K
    	0b10001000,
    	0b10101010,
    	0b11001100,
    	0b11001100,
    	0b10101010,
    	//L
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b10001000,
    	0b11101110,
    	//M
    	0b10101010,
    	0b11101110,
    	0b11101110,
    	0b10101010,
    	0b10101010,
    	//N
    	0b00000000,
    	0b11001100,
    	0b10101010,
    	0b10101010,
    	0b10101010,
    	//O
    	0b01000100,
    	0b10101010,
    	0b10101010,
    	0b10101010,
    	0b01000100,
    	//P
    	0b11101110,
    	0b10101010,
    	0b11101110,
    	0b10001000,
    	0b10001000,
    	//Q
    	0b01000100,
    	0b10101010,
    	0b10101010,
    	0b11101110,
    	0b01100110,
    	//R
    	0b11101110,
    	0b10101010,
    	0b11001100,
    	0b11101110,
    	0b10101010,
    	//S
    	0b11101110,
    	0b10001000,
    	0b11101110,
    	0b00100010,
    	0b11101110,
    	//T
    	0b11101110,
    	0b01000100,
    	0b01000100,
    	0b01000100,
    	0b01000100, 
    	//U
    	0b10101010,
    	0b10101010,
    	0b10101010,
    	0b10101010,
    	0b11101110, 
    	//V
    	0b10101010,
    	0b10101010,
    	0b10101010,
    	0b10101010,
    	0b01000100,
    	//W
    	0b10101010,
    	0b10101010,
    	0b11101110,
    	0b11101110,
    	0b10101010,
    	//X
    	0b00000000,
    	0b10101010,
    	0b01000100,
    	0b01000100,
    	0b10101010,
    	//Y
    	0b10101010,
    	0b10101010,
    	0b01000100,
    	0b01000100,
    	0b01000100,
    	//Z
    	0b11101110,
    	0b00100010,
    	0b01000100,
    	0b10001000,
    	0b11101110
    	};
    	
    //==================================
    //This is the sync generator and raster generator. It MUST be entered from 
    //sleep mode to get accurate timing of the sync pulses
    
    interrupt [TIM1_COMPA] void t1_cmpA(void)  
    begin 
      //start the Horizontal sync pulse    
      PORTD = syncON;     
      //count timer 0 at 1/usec
      TCNT0=0;
      //update the curent scanline number
      LineCount ++ ;   
      //begin inverted (Vertical) synch after line 247
      if (LineCount==248)
      begin 
        syncON = 0b00100000;
        syncOFF = 0;
      end
      //back to regular sync after line 250
      if (LineCount==251)	
      begin
        syncON = 0;
        syncOFF = 0b00100000;
      end  
      //start new frame after line 262
      if (LineCount==263) 
      begin
         LineCount = 1;
      end  
      
      delay_us(2); //adjust to make 5 us pulses
      //end sync pulse
      PORTD = syncOFF;

  2. #2
    Erfahrener Benutzer Robotik Einstein
    Registriert seit
    20.06.2004
    Beiträge
    1.941
    teil2 der datei, konnte nicht alles in teil 1 reinkopieren:



    Code:
      if (LineCount<ScreenBot && LineCount>=ScreenTop) 
        begin 
           
           //compute byte index for beginning of the next line
           //left-shift 4 would be individual lines
           // <<3 means line-double the pixels 
           //The 0xfff8 truncates the odd line bit
           //i=(LineCount-ScreenTop)<<3 & 0xfff8; //
           
           #asm
           push r16
           lds   r12, _LineCount
           lds   r13, _Linecount+1
           ldi   r16, 30
           sub  r12, r16 
           ldi  r16,0
           sbc  r13, r16 
           lsl  r12
           rol  r13
           lsl  r12
           rol  r13
           lsl  r12    
           rol  r13
           mov  r16,r12
           andi r16,0xf0
           mov  r12,r16
           pop r16 
           #endasm
            
           //load 16 registers with screen info
           #asm
           ;push r12
           ;push r13
           push r14
           push r15
           push r16
           push r17
           push r18 
           push r19 
           push r26
           push r27
           
           ldi  r26,low(_screen)   ;base address of screen
           ldi  r27,high(_screen)   
           add  r26,r12            ;offset into screen (add i)
           adc  r27,r13
           ld   r4,x+   	       ;load 16 registers and inc pointer
           ld   r5,x+
           ld   r6,x+  
           ld   r7,x+
           ld   r8,x+ 
           ld   r9,x+
           ld   r10,x+  
           ld   r11,x+
           ld   r12,x+ 
           ld   r13,x+
           ld   r14,x+  
           ld   r15,x+
           ld   r16,x+   
           ld   r17,x+  
           ld   r18,x+
           ld   r19,x 
           
           ;pop r19
           ;pop r18
           ;pop r17 
           ;pop r16  
           ;pop r15
           ;pop r14
           pop  r26
           pop  r27
           #endasm  
    
           delay_us(7);  //adjust to center image on screen
           
           //blast 16 bytes to the screen  
            PORTD.6=v1 & 0b10000000; 
            PORTD.6=v1 & 0b01000000;
            PORTD.6=v1 & 0b00100000; 
            PORTD.6=v1 & 0b00010000;
            PORTD.6=v1 & 0b00001000; 
            PORTD.6=v1 & 0b00000100;
            PORTD.6=v1 & 0b00000010; 
            PORTD.6=v1 & 0b00000001;
               
            PORTD.6=v2 & 0b10000000; 
            PORTD.6=v2 & 0b01000000;
            PORTD.6=v2 & 0b00100000; 
            PORTD.6=v2 & 0b00010000;
            PORTD.6=v2 & 0b00001000; 
            PORTD.6=v2 & 0b00000100;
            PORTD.6=v2 & 0b00000010; 
            PORTD.6=v2 & 0b00000001; 
            
            PORTD.6=v3 & 0b10000000; 
            PORTD.6=v3 & 0b01000000;
            PORTD.6=v3 & 0b00100000; 
            PORTD.6=v3 & 0b00010000;
            PORTD.6=v3 & 0b00001000; 
            PORTD.6=v3 & 0b00000100;
            PORTD.6=v3 & 0b00000010; 
            PORTD.6=v3 & 0b00000001; 
                
            PORTD.6=v4 & 0b10000000; 
            PORTD.6=v4 & 0b01000000;
            PORTD.6=v4 & 0b00100000; 
            PORTD.6=v4 & 0b00010000;
            PORTD.6=v4 & 0b00001000; 
            PORTD.6=v4 & 0b00000100;
            PORTD.6=v4 & 0b00000010; 
            PORTD.6=v4 & 0b00000001; 
                 
            PORTD.6=v5 & 0b10000000; 
            PORTD.6=v5 & 0b01000000;
            PORTD.6=v5 & 0b00100000; 
            PORTD.6=v5 & 0b00010000;
            PORTD.6=v5 & 0b00001000; 
            PORTD.6=v5 & 0b00000100;
            PORTD.6=v5 & 0b00000010; 
            PORTD.6=v5 & 0b00000001;
                 
            PORTD.6=v6 & 0b10000000; 
            PORTD.6=v6 & 0b01000000;
            PORTD.6=v6 & 0b00100000; 
            PORTD.6=v6 & 0b00010000;
            PORTD.6=v6 & 0b00001000; 
            PORTD.6=v6 & 0b00000100;
            PORTD.6=v6 & 0b00000010; 
            PORTD.6=v6 & 0b00000001; 
                
            PORTD.6=v7 & 0b10000000; 
            PORTD.6=v7 & 0b01000000;
            PORTD.6=v7 & 0b00100000; 
            PORTD.6=v7 & 0b00010000; 
            PORTD.6=v7 & 0b00001000; 
            PORTD.6=v7 & 0b00000100;
            PORTD.6=v7 & 0b00000010; 
            PORTD.6=v7 & 0b00000001;
             
                 
            PORTD.6=v8 & 0b10000000; 
            PORTD.6=v8 & 0b01000000;
            PORTD.6=v8 & 0b00100000; 
            PORTD.6=v8 & 0b00010000;
            PORTD.6=v8 & 0b00001000; 
            PORTD.6=v8 & 0b00000100;   
            PORTD.6=v8 & 0b00000010; 
            PORTD.6=v8 & 0b00000001;
            
            //the rest of the image is blasted in asm
            //becuase the registers don't have C names
           #asm 
           ;byte 9
           	BST  R12,7
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  R12,6
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  R12,5
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  R12,4
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  R12,3
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  R12,2
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  R12,1
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  R12,0
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30  
    	
    	;byte 10
    	BST  r13,7
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r13,6
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r13,5
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r13,4
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r13,3
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r13,2
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r13,1
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r13,0
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    
    	;byte 11
    	BST  r14,7
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r14,6
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r14,5
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r14,4
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r14,3
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r14,2
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r14,1
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r14,0
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30
    	
    	;byte  12
    	BST  r15,7
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r15,6
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r15,5
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r15,4
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r15,3
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r15,2
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r15,1
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r15,0
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30
    	
    	;byte 13
    	BST  r16,7
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r16,6
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r16,5
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r16,4
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r16,3
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r16,2
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r16,1
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r16,0
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30
    
    	;byte 14
    	BST  r17,7
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r17,6
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r17,5
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r17,4
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r17,3
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r17,2
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r17,1
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r17,0
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30
    
    	;byte 15
    	BST  r18,7
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r18,6
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r18,5
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r18,4
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r18,3
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r18,2
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r18,1
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r18,0
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30
    	
    	;byte 16
    	BST  r19,7
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r19,6
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r19,5
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r19,4
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r19,3
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r19,2
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r19,1
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30 
    	BST  r19,0
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30
    	clt   ;clear after the last pixel on the line
    	IN   R30,0x12
    	BLD  R30,6
    	OUT  0x12,R30
    								
           pop r19
           pop r18
           pop r17 
           pop r16  
           pop r15
           pop r14
           ;pop  r30
           #endasm
                  
        end         
    end  
    
    //==================================
    //plot one point 
    //at x,y with color 1=white 0=black 2=invert 
    #pragma warn-
    void video_pt(char x, char y, char c)
    begin   
    	
    	#asm
    	;  i=(x>>3) + ((int)y<<4) ;   the byte with the pixel in it
    
    	push r16
    	ldd r30,y+2 		;get x
    	lsr r30
    	lsr r30
    	lsr r30     		;divide x by 8
    	ldd r12,y+1 		;get y
           	lsl r12     		;mult y by 16
           	clr r13
    	lsl r12
    	rol r13
    	lsl r12
    	rol r13
    	lsl r12
    	rol r13
    	add r12, r30     	;add in x/8
    	
    	;v2 = screen[i];   r5
            ;v3 = pos[x & 7];  r6
    	;v4 = c            r7
    	ldi r30,low(_screen)
    	ldi r31,high(_screen)
    	add r30, r12
    	adc r31, r13
    	ld r5,Z  		;get screen byte
    	ldd r26,y+2 		;get x
    	ldi r27,0
    	andi r26,0x07           ;form x & 7 
    	ldi r30,low(_pos*2)  
    	ldi r31,high(_pos*2)
    	add r30,r26
    	adc r31,r27
    	lpm r6,Z
    	ld r16,y 		;get c 
           
           ;if (v4==1) screen[i] = v2 | v3 ; 
           ;if (v4==0) screen[i] = v2 & ~v3; 
           ;if (v4==2) screen[i] = v2 ^ v3 ; 
           
           cpi r16,1
           brne tst0
           or  r5,r6
           tst0:
           cpi r16,0
           brne tst2 
           com r6
           and r5,r6
           tst2:
           cpi r16,2
           brne writescrn
           eor r5,r6
           writescrn:
           	ldi r30,low(_screen)
    	ldi r31,high(_screen)
    	add r30, r12
    	adc r31, r13
    	st Z, r5        	;write the byte back to the screen
    	
    	pop r16
    	#endasm
           
    end
    #pragma warn+
    
    //==================================
    // put a big character on the screen
    // c is index into bitmap
    void video_putchar(char x, char y, char c)  
    begin 
        v7 = x;
        for (v6=0;v6<7;v6++) 
        begin
            v1 = bitmap[c][v6]; 
            v8 = y+v6;
            video_pt(v7,   v8, (v1 & 0x80)==0x80);  
            video_pt(v7+1, v8, (v1 & 0x40)==0x40); 
            video_pt(v7+2, v8, (v1 & 0x20)==0x20);
            video_pt(v7+3, v8, (v1 & 0x10)==0x10);
            video_pt(v7+4, v8, (v1 & 0x08)==0x08);
        end
    end
    
    //==================================
    // put a string of big characters on the screen
    void video_puts(char x, char y, char *str)
    begin
    	char i ;
    	for (i=0; str[i]!=0; i++)
    	begin  
    		if (str[i]>=0x30 && str[i]<=0x3a) 
    			video_putchar(x,y,str[i]-0x30);
    		else video_putchar(x,y,str[i]-0x40+9);
    		x = x+6;	
    	end
    end
          
    //==================================
    // put a small character on the screen
    // x-cood must be on divisible by 4 
    // c is index into bitmap
    void video_smallchar(char x, char y, char c)  
    begin 
    	char mask;
    	i=((int)x>>3) + ((int)y<<4) ;
    	if (x == (x & 0xf8)) mask = 0x0f;     //f8
    	else mask = 0xf0;
    	
    	screen[i] =    (screen[i] & mask) | (smallbitmap[c][0] & ~mask); 
       	screen[i+16] = (screen[i+16] & mask) | (smallbitmap[c][1] & ~mask);
            screen[i+32] = (screen[i+32] & mask) | (smallbitmap[c][2] & ~mask);
            screen[i+48] = (screen[i+48] & mask) | (smallbitmap[c][3] & ~mask);
       	screen[i+64] = (screen[i+64] & mask) | (smallbitmap[c][4] & ~mask); 
    end  
    
    //==================================
    // put a string of small characters on the screen
    // x-cood must be on divisible by 4 
    void video_putsmalls(char x, char y, char *str)
    begin
    	char i ;
    	for (i=0; str[i]!=0; i++)
    	begin  
    		if (str[i]>=0x30 && str[i]<=0x3a) 
    			video_smallchar(x,y,str[i]-0x30);
    		else video_smallchar(x,y,str[i]-0x40+12);
    		x = x+4;	
    	end
    end
           
    //==================================
    //plot a line 
    //at x1,y1 to x2,y2 with color 1=white 0=black 2=invert 
    //NOTE: this function requires signed chars   
    //Code is from David Rodgers,
    //"Procedural Elements of Computer Graphics",1985
    void video_line(char x1, char y1, char x2, char y2, char c)
    begin   
    	int e;
    	signed char dx,dy,j, temp;
    	signed char s1,s2, xchange;
            signed char x,y;
            
    	x = x1;
    	y = y1;
    	dx = cabs(x2-x1);
    	dy = cabs(y2-y1);
    	s1 = csign(x2-x1);
    	s2 = csign(y2-y1);
    	xchange = 0;   
    	if (dy>dx)
    	begin
    		temp = dx;
    		dx = dy;
    		dy = temp;
    		xchange = 1;
    	end 
    	e = ((int)dy<<1) - dx;   
    	for (j=0; j<=dx; j++)
    	begin
    		video_pt(x,y,c) ; 
    		if (e>=0)
    		begin
    			if (xchange==1) x = x + s1;
    			else y = y + s2;
    			e = e - ((int)dx<<1);
    		end
    		if (xchange==1) y = y + s2;
    		else x = x + s1;
    		e = e + ((int)dy<<1);
    	end
    end
    
    //==================================
    //return the value of one point 
    //at x,y with color 1=white 0=black 2=invert
    char video_set(char x, char y)
    begin
    	//The following construction 
      	//detects exactly one bit at the x,y location
    	i=((int)x>>3) + ((int)y<<4) ;  
        return ( screen[i] & 1<<(7-(x & 0x7)));   	
    end
    
    //==================================
    // set up the ports and timers
    void main(void)
    begin 
      //init timer 1 to generate sync
      OCR1A = lineTime; 	//One NTSC line
      TCCR1B = 9; 		//full speed; clear-on-match
      TCCR1A = 0x00;	//turn off pwm and oc lines
      TIMSK = 0x10;		//enable interrupt T1 cmp 
      
      //init ports
      DDRD = 0xf0;		//video out and switches
      //D.5 is sync:1000 ohm + diode to 75 ohm resistor
      //D.6 is video:330 ohm + diode to 75 ohm resistor
       
      //init timer 0 to 1/uSec  
      TCCR0 = 2;
      
      //initialize synch constants 
      LineCount = 1;
      syncON = 0b00000000;
      syncOFF = 0b00100000;  
      
      //Print "CORNELL" 
      video_puts(13,3,cu1);
      //Print "ECE476" 
      video_puts(65,3,cu2); 
      
      //side lines 
      #define width 126
      video_line(0,0,0,99,1);
      video_line(width,0,width,99,1);
      
      //top line & bottom lines
      video_line(0,0,width,0,1);
      video_line(0,99,width,99,1);
      video_line(0,11,width,11,1);
      video_line(0,89,width,89,1);
        
      //init software timer
      t=0;
      time=0;  
      
      //init animation
      x = 64; 
      y=50;
      vx=1;
      vy=1;
      video_pt(x,y,1);
      
      //enable sleep mode
      MCUCR = 0b10000000;
      #asm ("sei");
      
      //The following loop executes once/video line during lines
      //1-230, then does all of the frame-end processing
      while(1)
      begin
      
        //stall here until next line starts
        //sleep enable; mode=idle  
        //use sleep to make entry into sync ISR uniform time  
         
        #asm ("sleep"); 
        
        //The following code executes during the vertical blanking
        //Code here can be as long as  
        //a total of 60 lines x 63.5 uSec/line x 8 cycles/uSec 
        
        if (LineCount==231)
        begin 
               
           video_line(10,30,90,30,1);
           video_line(10,31,90,31,1);
           video_line(10,60,60,60,1);    
           video_line(10,61,60,61,1); 
            //a  clock
            if (++t>59)
            begin
               t=0; 
               time = time + 1;
               sprintf(ts,"%05d",time);
               video_putsmalls(92,93,ts);
            end
            
            //the animated point
            video_pt(x,y,0) ; //erase old one
            x = x + vx;
            y = y + vy; 
            s = video_set(x,y);
            if (s>0) vy = -vy;    //if true, must be a line there
            if (x==124 || x==1) vx = -vx;
            if (y==88 || y==12) vy = -vy;
            video_pt(x,y,1) ;
                          
         end  //line 231
      end  //while
    end  //main

  3. #3
    Erfahrener Benutzer Roboter Genie
    Registriert seit
    31.01.2004
    Ort
    36399
    Alter
    50
    Beiträge
    1.562
    habs probiert aber ich kann es nicht compilieren auf die schnelle
    mit Winavr ausdem fehlt ein inculde datei delay.h gehört nicht zum winavr.

    warum hst du das teil nicht als anhang gepostet
    P: Meine Tochter (06.11.07) und https://www.carnine.de
    M: Träumen hat nix mit Dummheit zu tun es ist die Möglichkeit neues zu erdenken

  4. #4
    Erfahrener Benutzer Roboter-Spezialist
    Registriert seit
    05.11.2004
    Ort
    Karlsruhe
    Beiträge
    223
    Also Code für den ICC-AVR isses auch nicht.
    Alternative (aber eher schlechter) wäre gewesen das als Code einzufügen.

  5. #5
    Erfahrener Benutzer Roboter Experte
    Registriert seit
    25.09.2004
    Beiträge
    471
    Das is Code für Codevision.
    mfg churchi

  6. #6
    Erfahrener Benutzer Robotik Einstein
    Registriert seit
    20.06.2004
    Beiträge
    1.941
    man kann nicht mehr als 20000 zeichen posten.
    mfg pebisoft

  7. #7
    Erfahrener Benutzer Roboter Genie
    Registriert seit
    31.01.2004
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    1.562
    aber du kannst ein datei als anhang posten
    P: Meine Tochter (06.11.07) und https://www.carnine.de
    M: Träumen hat nix mit Dummheit zu tun es ist die Möglichkeit neues zu erdenken

  8. #8
    Erfahrener Benutzer Robotik Einstein
    Registriert seit
    20.06.2004
    Beiträge
    1.941
    kann man den code in winavr umsetzen ?
    mfg pebisoft

  9. #9
    Erfahrener Benutzer Roboter Genie
    Registriert seit
    31.01.2004
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    also ich kann es nicht aber hier

    http://www.dontronics.com/cvavr_download.html

    kannst du ein demo version runterladen vielleicht reicht die
    max grösse für den code um es zu übersetzen
    P: Meine Tochter (06.11.07) und https://www.carnine.de
    M: Träumen hat nix mit Dummheit zu tun es ist die Möglichkeit neues zu erdenken

  10. #10
    Erfahrener Benutzer Roboter Experte
    Registriert seit
    25.09.2004
    Beiträge
    471
    Zitat Zitat von NumberFive
    vielleicht reicht die
    max grösse für den code um es zu übersetzen
    tut es leider nicht - hab ich probiert
    mfg churchi

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