BuinoPlayer

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BuinoPlayer

Postby Skyrunner65 » Mon Dec 29, 2014 9:12 pm

LogoBig.png
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The basis of this is to play any .RAW Files you have, allowing the Gamebuino to play your favorite songs.
If a Gamebuino Headphone Jack Module is released, support will be added.
A README file will be added to help the user convert their .mp3 files to .RAW files.

To Do
  • Dynamic List (NOT RIGHT NOW)
  • Full control of media (Doing this)
  • Add GIF support
  • Separate GIF/RAW players (Don't worry, I'll try to keep it as one program, this is just for style)
  • MAYBE add video support

I need: A Gamebuino/Testers. Simbuino won't cut it (yet).

Download
Beta
Alternate Logo(maybe)
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Last edited by Skyrunner65 on Fri Jan 02, 2015 6:17 pm, edited 8 times in total.
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Re: BuinoPlayer

Postby quosa » Mon Dec 29, 2014 10:20 pm

I am also impressed about the RAW Player, but tere could be much more!
Imagine a simple select windows for multiple file on the sd.
Also a gamebuino library integration.
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Re: BuinoPlayer

Postby Skyrunner65 » Mon Dec 29, 2014 10:40 pm

That's what I'm trying to do!
As soon as I can find a solution to the SD Card Problem, then I can test it.
But for now, all I have done is LITERALLY add a title screen. THAT'S IT. :lol:
My main focus is something akin to a selection screen.(like an auto-detect function{you'll probably have to make a directory named "Music"})
But right now, I'm getting this:
Code: Select all
Estimated used SRAM memory: 1,791 bytes (of a 2048 byte maximum)
Warning: Large amount of SRAM memory used. Consider using PROGMEM or F("text") macro to reduce ram usage
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Re: BuinoPlayer

Postby erico » Mon Dec 29, 2014 11:15 pm

Just an extra alien thought. What about a gif anim player?
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Re: BuinoPlayer

Postby Skyrunner65 » Mon Dec 29, 2014 11:38 pm

The GIF would have to be sized to the Gamebuino's resolution, and would have to be monochrome.
Still, that would be VERY difficult. I only somewhat understand Arduino, so I'm sorry if that isn't added.
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Re: BuinoPlayer

Postby Skyrunner65 » Mon Dec 29, 2014 11:54 pm

I was bored, so here is a mockup of the GIF player.

GIF Player Mockup.png
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Looks like a Attack on Titan clone, if you ask me.
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Re: BuinoPlayer

Postby Quirby64 » Tue Dec 30, 2014 2:36 am

This seems like a nice idea! Do you think you could try incorporating a PNG/BMP file opener also?

Oh, and a test gif I made in case you do make the GIF player.
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Re: BuinoPlayer

Postby Skyrunner65 » Tue Dec 30, 2014 4:29 am

Anyone know how to add code on the fly?
Something like this:
Code: Select all
casenum = 3

For each child,
child = "FILENAME"
MENULENGTH += 1
insert {"const char str"child"[] PROGMEM =" child};
casenum += 1
case casenum:
      dataFile = SD.open(child".RAW");
      play();
      break;
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Re: BuinoPlayer

Postby Myndale » Tue Dec 30, 2014 6:40 am

Skyrunner65 wrote:Anyone know how to add code on the fly?


Supporting actual source code would be a bit pointless. C source code doesn't run by itelf, it's gets compiled down to assembly instructions which in turn get converted into op codes, and it's these op codes that get saved into the HEX file and uploaded into flash memory. Ordinarily you wouldn't be able to write op codes to memory at runtime but I added a function to the Gamebuino bootloader that allows programs to do this (refer to the section titled "Self-Flashing with the Bootloader" on the bootloader page at http://gamebuino.com/wiki/index.php?title=Bootloader.

Even op codes aren't necessary though for what you're trying to do, all you need to do is declare some big array in your code which is initially empty, as shown in the example above with the "swap_buffer" array, and then fill it with data at runtime.

Unfortunately this doesn't quite work yet with the Simbuino emulator because it doesn't yet support the bootloader, but it will soon. I'm currently adding SD card support and once that's in all the bootloader functions should work fine, at which point you can load files off SD, decode them and then call the relevant bootloader function to write the data into flash memory.
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Re: BuinoPlayer

Postby Skyrunner65 » Tue Dec 30, 2014 8:05 am

I have an idea, not sure how to implement it.
First, the Template.
Code: Select all
Name===Type===Sorting
SAMPLE   MUSIC   1
Rickroll   MUSIC   2
PWNED   GIF   1
Finally   GIF   2


Sorting would be Alphabetical, though for now, I'll make it sort randomly (first come, first served).
Also, how could it know what the file type is?
That can be solved later.
Now, how shall I save it?
Myndale wrote:All you need to do is declare some big array in your code which is initially empty with the "swap_buffer" array, and then fill it with data at runtime.

Yeah, that seems a bit confusing. I somewhat understand, but I'm not sure exactly how to use it.

On the other hand, could Arduino create/read/write .txt files?
I'm going to need a LOT of help, it seems.

EDIT: Just updated to make sure. Added SAMPLE.RAW and BUINOPLY.HEX, so people can test it without compiling (I'll need testers until I get a Gamebuino[I'm not sure if it work as it is :lol: ]).
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