forked from Hay1tsme/segatools
add almost full vfd implementation #31
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Like requested, here's a port of my VFD implementation for your segatools version.
Given that most of the commands serve no purpose other than actually displaying on that little display, there's not much logic past printing to the console.
Tested with FGO.
Not implemented are drawing images and creating character pixel-maps, but I don't think I've ever seen a game use that.
@ -90,4 +90,6 @@ void vfd_config_load(struct vfd_config *cfg, const wchar_t *filename)
assert(filename != NULL);
cfg->enable = GetPrivateProfileIntW(L"vfd", L"enable", 1, filename);
cfg->port = GetPrivateProfileIntW(L"vfd", L"portNo", 1, filename);
Awesome PR, the only "issue" I have with it is that the
portNo
is set in each segatools.ini config. So my idea would be to set this to 0 by default and only read theportNo
from segatools.ini if theportNo
is not 0.@ -39,1 +59,3 @@
uart_init(&vfd_uart, port_no);
utf_enabled = cfg->utf_conversion;
dprintf("VFD: enabling (port=%d)\n", cfg->port);
So instead of loading it from
cfg->port
everytime only load it from thesegatools.ini
file when its not 0.Oh and please add the two new VFD config entries to doc/config/common.md.
should be everything as requested
Now the question is if the
portNo
in every segatools.ini is even required, Because on the one hand aime reader and led boards don't have that specified in the ini. But on the other hand I can understand that it's nice to have. Let me know what you think about removing theportNo
from the configs.