Awesome we can do it that way.
Im really starting to get a lil confused and frustrated, I used this example I snatched from the first video tutorial.
Hold on going to have to update
ok im back.
the only thing I changed was the sprite the name and the location but I get expected primary expression before ) token on the drawbitmap line.
I also took the same code and tried to verify that and same problem. I tried this exact example when I first started trying to learn and had no problem with it.
- Code: Select all
#include <SPI.h>
#include <Gamebuino.h>
Gamebuino gb;
const byte PROGMEM room_1[] = {88,48,
0xa6,0x9a,0x69,0xa6,0x9f,0xff,0xa6,0x9a,0x69,0xa6,0x90
,0x59,0x65,0x96,0x59,0x6f,0xff,0x59,0x65,0x96,0x59,0x60
,0xeb,0xae,0xba,0xeb,0xaf,0xff,0xeb,0xae,0xba,0xeb,0xa0
,0x5d,0x75,0xd7,0x5d,0x7f,0xff,0x5d,0x75,0xd7,0x5d,0x70
,0x79,0xe7,0x9e,0x79,0xef,0xff,0x79,0xe7,0x9e,0x79,0xe0
,0xa6,0x9a,0x69,0xa6,0x9f,0xff,0xa6,0x9a,0x69,0xa6,0x90
,0xa6,0x9a,0x7f,0xa7,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x65,0xbf,0x5b,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xae,0xbf,0xeb,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x75,0xff,0x5f,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xe7,0xbf,0x7b,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9a,0x7f,0xa7,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x5b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x7b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x90
,0x59,0x65,0x96,0x59,0x65,0x96,0x59,0x65,0x96,0x59,0x60
,0xeb,0xae,0xba,0xeb,0xae,0xba,0xeb,0xae,0xba,0xeb,0xa0
,0x5d,0x75,0xd7,0x5d,0x75,0xd7,0x5d,0x75,0xd7,0x5d,0x70
,0x79,0xe7,0x9e,0x79,0xe7,0x9e,0x79,0xe7,0x9e,0x79,0xe0
,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x90,};
void setup() {
// put your setup code here, to run once:
gb.begin();
gb.titleScreen(F("Myth of esmerelda"));
}
void loop() {
// put your main code here, to run repeatedly:
if(gb.update()){
gb.display.drawBitmap(0,0,room_1,);
}
}
Im unaware where to put the setcolor commands for the background and sprite. im sure theres a better way but the examples I have are for three colours, white grey and black.
Also confused about where exactly progmem should be placed, before or after ' sprite[]'
I don't expect or want any body to write or do the work for me all I ask is for corrections or suggestions for a better way to write it or correct it.
again thank you for helping me