I built a 4x3 array of 64x64 resolution led panels equaling 256x192 total resolution. This is great for some games which use 32 pixels for a HUD, So cropping it doesn't remove any of the game information. I need to figure out how to drive this with Mr. Fpga because the raspberry pi isn't quite fast enough and the fpga will probably do a much better job without flicker.
LED matrix for SNES core (and possibly others)
LED matrix for SNES core (and possibly others)
- Attachments
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- Screenshot of super Metroid with HUD cropped
- Messenger_creation_679f96c1-be10-4c2b-8c31-766a0dfa613d.jpeg (399.47 KiB) Viewed 2341 times
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- LED controller has same 40-pin connection as the nano
- Messenger_creation_ae9148bd-dc79-4c32-8e6b-ebb60209812d.jpeg (67.35 KiB) Viewed 2341 times
- PistolsAtDawn
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Re: LED matrix for SNES core (and possibly others)
Cool! I highly approve of the game choice you used to demo it.
Which Pi are you using? The 5?
Re: LED matrix for SNES core (and possibly others)
PistolsAtDawn wrote: ↑Tue May 28, 2024 1:06 amCool! I highly approve of the game choice you used to demo it.
Which Pi are you using? The 5?
The 4. The RGB library is still being ported to the 5 but that will be the one when it's ready (I have one of those too), but the main goal is to get it working on the Mr. Fpga. I think that will be even faster than the pi5