I'm making a driver for an 8x8 LED matrix that I'm driving from a computer's parallel port. It's meant to be a clock, inspired by a design I saw on Tokyoflash.
Part of the driver is an array of 3*5 number "sprites" that are drawn to the matrix. A coordinate of the matrix is assigned to a coordinate of the sprite and so forth, until the entire sprite is drawn on it. This process is repeated for the other digit with an offset. I have verified I have drawn the sprites correctly, and that the matrix is blank when it is written to. However, when I draw a number on the matrix I get errant 1s at Numpad6 for the left digit, Numpad1 for the right (Example with the left digit not drawn.)
I have a week of experience in C and this is baffling me.
Here is the driver in full if you want to compile it yourself. It is nowhere near finished.
//8x8 LED MATRIX DRIVER VER 0.1 APR062009
//CLOCK
//
// 01234567
// 0 BXXXXXXH B: Binary Mode Indicator
// 1 DXXXXXXM D: Decimal Mode Indicator
// 2 NNNNNNNN H: Hour Centric Display
// 3 LLLNNRRR M: Minute Centric Display
// 4 LNLNNRNR X: Secondary Information
// 5 LLLNNRRR L: Left Digit
// 6 LNLNNRNR R: Right digit
// 7 LLLNNRRR N: Not Used
#include <stdio.h>
#include <unistd.h>
//#include <math.h>
#include <time.h>
#include </usr/include/sys/io.h>
#define BASEPORT 0x378
int main()
{
//Increasing array parameters to seems to reduce glitching [best 10 5 3]
int Dig[10][5][3] = {0}; //ALPHANUMERIC ARRAY [NUMBER (0..9)][Y(0..4)][X(0..2)]
int Mat[7][7] = {0}; //[ROW][COL], Top L corner = [0][0]
int Aux1[7] = {0}; //Topmost Row
int Aux2[7] = {0}; //Second to Topmost Row
int Clk; //Clock
int Wait; //Delay; meant to eventually replace clock in its current state
int C1; //Counters
int C2;
int C3;
int L; //Left Digit
int R; //Right Digit
//break string left undefined atm
//ioperm (BASEPORT, 3, 1);
//outb(0, BASEPORT);
printf("Now running.\n");
//Set Variables
//3D DIGIT ARRAY [Num][Row][Col] (INITIALIZED BY INSTRUCTIONS)
//Dig array is meant to be read only once initialized
//3D arrays are unintuitive to declare so the numbers are
//"drawn" instead.
//Horizontals
//Some entries in the loop may have the variable in the middle
//coordinate instead of the 3rd and/or with a +2. This is to
//incorporate the incomplete columns some numbers have (eg "2") and
//saves coding additional loops.
for(C1=0; C1<=2; C1++){
Dig[0][0][C1]=1; Dig[0][4][C1]=1;
Dig[2][0][C1]=1; Dig[2][2][C1]=1; Dig[2][4][C1]=1; Dig[2][C1][2]=1; Dig[2][C1+2][0]=1;
Dig[3][0][C1]=1; Dig[3][2][C1]=1; Dig[3][4][C1]=1;
Dig[4][2][C1]=1; Dig[4][C1][0]=1;
Dig[5][0][C1]=1; Dig[5][2][C1]=1; Dig[5][4][C1]=1; Dig[5][C1][0]=1; Dig[5][C1+2][2]=1;
Dig[6][0][C1]=1; Dig[6][2][C1]=1; Dig[6][4][C1]=1; Dig[6][C1+2][2]=1;
Dig[7][0][C1]=1;
Dig[8][0][C1]=1; Dig[8][2][C1]=1; Dig[8][4][C1]=1;
Dig[9][0][C1]=1; Dig[9][2][C1]=1; Dig[9][4][C1]=1; Dig[9][C1][0]=1;
}
//Verticals
for(C1=0; C1<=4; C1++){
Dig[0][C1][0]=1; Dig[0][C1][2]=1;
Dig[1][C1][2]=1;
Dig[3][C1][2]=1;
Dig[4][C1][2]=1;
Dig[6][C1][0]=1;
Dig[7][C1][2]=1;
Dig[8][C1][0]=1; Dig[8][C1][2]=1;
Dig[9][C1][2]=1;
}
Clk=10000;
L=2; //Think about incorporating overflow protection for L,R
R=4;
//Print Left Digit to Matrix @ (3, 0)
for(C1=0; C1<=4; C1++){ //For some reason produces column of 1s at numpad 6
for(C2=0; C2<=2; C2++){
Mat[C1+3][C2]=Dig[L][C1][C2];
printf("%d", Dig[L][C1][C2]); //Debug
}
printf(" %d %d %d\n", L, C1, C2); //Debug
}
//Print Right Digit to Matrix @ (3, 5)
for(C1=0; C1<=4; C1++){ //For some reason produces column of 1s at numpad 1
for(C2=0; C2<=2; C2++){
Mat[C1+3][C2+5]=Dig[R][C1][C2];
}
}
//X Test Pattern
//for(C1=0; C1<=7; C1++){
// Mat[C1][C1]=5;
// Mat[7-C1][C1]=5;
//}
usleep(Clk);
//while(1){
//Breakfree [NOT FUNCTIONAL]
//Break_String=getch(); (Getch is not ANSI, need ncurses)
//if(Break_String != -1){
// if(Break_String = 27){
// break;
// }
//}
//Terminal Display
//for(C3=0; C3<=9; C3++){ //Debug Digit array [Successful, numbers draw correctly]
// for(C2=0; C2<=4; C2++){
// for(C1=0; C1<=2; C1++){
// printf("%d", Dig[C3][C2][C1]);
// }
// printf("\n");
// }
//printf("\n");
//usleep(1000000); //Debug
//}
usleep(3000000); //Debug
for(C1=0; C1<=7; C1++){ //Prints to terminal every second, when looping
for(C2=0; C2<=7; C2++){
printf("%d", Mat[C1][C2]);
}
printf("\n");
}
printf("\n");
//Hardware Display
for(C1=0; C1<=29; C1++){ //30 Hz
for(C3=0; C3<=7; C3++){ //COLUMN
//printf("%d %d \n", C3, C1); //Loop Debug
usleep(1000);
//CLOCK GROUND TO GO HERE, OUT STATUS
//for(C2=0; C2<=7; C2++){ //PX
//outb(Mat[C3][C2], BASEPORT);
//}
}
usleep(4*Clk);
}
//}
//ioperm(BASEPORT, 3, 0);
exit(0);
}
Also, I had to make my Sprite array bounds each one bigger than they should have been to make it work. I figure this is all some some memory snafu but I'm nowhere near that proficient in C to know what to do.
I would greatly appreciate any help.