Animated Marlin boot screen (#14961)
This commit is contained in:
parent
9e49f154d8
commit
6715fd159c
107 changed files with 534 additions and 27 deletions
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@ -1135,6 +1135,7 @@
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//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
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//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
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//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
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//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
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//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
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//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
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//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
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// Frivolous Game Options
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// Frivolous Game Options
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//#define MARLIN_BRICKOUT
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//#define MARLIN_BRICKOUT
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@ -35,7 +35,7 @@
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#include "../../../_Bootscreen.h"
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#include "../../../_Bootscreen.h"
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#ifndef CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH
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#ifndef CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH
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#define CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH ((CUSTOM_BOOTSCREEN_BMPWIDTH + 7) / 8)
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#define CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH CEILING(CUSTOM_BOOTSCREEN_BMPWIDTH, 8)
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#endif
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#endif
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#ifndef CUSTOM_BOOTSCREEN_BMPHEIGHT
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#ifndef CUSTOM_BOOTSCREEN_BMPHEIGHT
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#define CUSTOM_BOOTSCREEN_BMPHEIGHT (sizeof(custom_start_bmp) / (CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH))
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#define CUSTOM_BOOTSCREEN_BMPHEIGHT (sizeof(custom_start_bmp) / (CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH))
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@ -69,6 +69,142 @@
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
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};
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};
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#if ENABLED(BOOT_MARLIN_LOGO_ANIMATED)
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const unsigned char start_bmp1[] PROGMEM = {
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
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};
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const unsigned char start_bmp2[] PROGMEM = {
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
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B10000011,B11001111,B00000000,B00000000,B00000000,B00000000,B00111111,
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B10000111,B11111111,B10000000,B00000000,B00000000,B00000000,B00011111,
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B10000110,B01111001,B10000000,B00000000,B00000000,B00000000,B00001111,
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B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000111,
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B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000011,
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B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
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};
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const unsigned char start_bmp3[] PROGMEM = {
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
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B10000011,B11001111,B00000000,B00000000,B00000000,B00000000,B00111111,
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B10000111,B11111111,B10000000,B00000000,B00000000,B00000000,B00011111,
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B10000110,B01111001,B10000000,B00000000,B00000000,B00000000,B00001111,
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B10001100,B00110000,B11000111,B10000000,B00000000,B00000000,B00000111,
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B10001100,B00110000,B11001111,B11000000,B00000000,B00000000,B00000011,
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B10001100,B00110000,B11011100,B11100000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11011000,B01100000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11010000,B01100000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11011000,B01100000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11011100,B01100000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11001111,B01110000,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11000111,B01110000,B00000000,B00000000,B00000001,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
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};
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const unsigned char start_bmp4[] PROGMEM = {
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
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B10000011,B11001111,B00000000,B00000000,B00000000,B00000000,B00111111,
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B10000111,B11111111,B10000000,B00000000,B00000000,B00000000,B00011111,
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B10000110,B01111001,B10000000,B00000000,B00000000,B00000000,B00001111,
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B10001100,B00110000,B11000111,B10000011,B10000000,B00000000,B00000111,
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B10001100,B00110000,B11001111,B11000111,B11000000,B00000000,B00000011,
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B10001100,B00110000,B11011100,B11101100,B11100000,B00000000,B00000001,
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B10001100,B00110000,B11011000,B01101100,B01100000,B00000000,B00000001,
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B10001100,B00110000,B11010000,B01101100,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11011000,B01101100,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11011100,B01101100,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11001111,B01111100,B00000000,B00000000,B00000001,
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B10001100,B00110000,B11000111,B01111100,B00000000,B00000000,B00000001,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
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};
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const unsigned char start_bmp5[] PROGMEM = {
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
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B10000011,B11001111,B00000000,B00000000,B00001100,B00000000,B00111111,
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B10000111,B11111111,B10000000,B00000000,B00001100,B00000000,B00011111,
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B10000110,B01111001,B10000000,B00000000,B00001100,B00000000,B00001111,
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B10001100,B00110000,B11000111,B10000011,B10001100,B00000000,B00000111,
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B10001100,B00110000,B11001111,B11000111,B11001100,B00000000,B00000011,
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B10001100,B00110000,B11011100,B11101100,B11101100,B00000000,B00000001,
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B10001100,B00110000,B11011000,B01101100,B01101100,B00000000,B00000001,
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B10001100,B00110000,B11010000,B01101100,B00001100,B00000000,B00000001,
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B10001100,B00110000,B11011000,B01101100,B00001100,B00000000,B00000001,
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B10001100,B00110000,B11011100,B01101100,B00001110,B00000000,B00000001,
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B10001100,B00110000,B11001111,B01111100,B00000111,B10000000,B00000001,
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B10001100,B00110000,B11000111,B01111100,B00000011,B10000000,B00000001,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
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};
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const unsigned char start_bmp6[] PROGMEM = {
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
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B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
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B10000011,B11001111,B00000000,B00000000,B00001100,B00110000,B00111111,
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B10000111,B11111111,B10000000,B00000000,B00001100,B00110000,B00011111,
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B10000110,B01111001,B10000000,B00000000,B00001100,B00000000,B00001111,
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B10001100,B00110000,B11000111,B10000011,B10001100,B00110000,B00000111,
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B10001100,B00110000,B11001111,B11000111,B11001100,B00110000,B00000011,
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B10001100,B00110000,B11011100,B11101100,B11101100,B00110000,B00000001,
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B10001100,B00110000,B11011000,B01101100,B01101100,B00110000,B00000001,
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B10001100,B00110000,B11010000,B01101100,B00001100,B00110000,B00000001,
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B10001100,B00110000,B11011000,B01101100,B00001100,B00110000,B00000001,
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B10001100,B00110000,B11011100,B01101100,B00001110,B00111000,B00000001,
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B10001100,B00110000,B11001111,B01111100,B00000111,B10011100,B00000001,
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B10001100,B00110000,B11000111,B01111100,B00000011,B10001100,B00000001,
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B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
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B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
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};
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#endif
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#else
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#else
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#define START_BMPWIDTH 112
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#define START_BMPWIDTH 112
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@ -114,10 +250,269 @@
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B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
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B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
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};
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};
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#if ENABLED(BOOT_MARLIN_LOGO_ANIMATED)
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const unsigned char start_bmp1[] PROGMEM = {
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B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
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B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
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B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
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B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
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B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,B11111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
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B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
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B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
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B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
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B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
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B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
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B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
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};
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const unsigned char start_bmp2[] PROGMEM = {
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B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
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||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
|
||||||
|
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,B11111111,
|
||||||
|
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,
|
||||||
|
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,
|
||||||
|
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,
|
||||||
|
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,
|
||||||
|
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
|
||||||
|
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
|
||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
|
||||||
|
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
|
||||||
|
};
|
||||||
|
|
||||||
|
const unsigned char start_bmp3[] PROGMEM = {
|
||||||
|
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
|
||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
|
||||||
|
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,B11111111,
|
||||||
|
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,
|
||||||
|
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,
|
||||||
|
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,
|
||||||
|
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,
|
||||||
|
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
|
||||||
|
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00011111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B11110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11110011,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11100000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B01111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B01111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11100000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B00111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B00111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B11111111,B00111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B00111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
|
||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
|
||||||
|
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
|
||||||
|
};
|
||||||
|
|
||||||
|
const unsigned char start_bmp4[] PROGMEM = {
|
||||||
|
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
|
||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
|
||||||
|
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,B11111111,
|
||||||
|
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,
|
||||||
|
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,
|
||||||
|
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,
|
||||||
|
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,
|
||||||
|
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
|
||||||
|
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00011111,B00000000,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B01111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B11000000,B00001111,B11111000,B00000000,B00000000,B00000000,B00000000,B00111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B11100000,B00011111,B11111100,B00000000,B00000000,B00000000,B00000000,B00011111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B11110000,B00111111,B11111110,B00000000,B00000000,B00000000,B00000000,B00001111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11110011,B11111000,B00111111,B00111110,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11100000,B11111100,B01111100,B00011111,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B01111100,B01111100,B00001111,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B01111100,B01111000,B00001111,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11100000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B00111111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B00111111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B11111111,B00111111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B00111111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
|
||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
|
||||||
|
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
|
||||||
|
};
|
||||||
|
|
||||||
|
const unsigned char start_bmp5[] PROGMEM = {
|
||||||
|
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
|
||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
|
||||||
|
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00111111,B11111111,
|
||||||
|
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00011111,B11111111,
|
||||||
|
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00001111,B11111111,
|
||||||
|
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000111,B11111111,
|
||||||
|
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000011,B11111111,
|
||||||
|
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000001,B11111111,
|
||||||
|
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000000,B11111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00011111,B00000000,B00000011,B11100000,B01111000,B00000000,B00000000,B00000000,B01111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B11000000,B00001111,B11111000,B01111000,B00000000,B00000000,B00000000,B00111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B11100000,B00011111,B11111100,B01111000,B00000000,B00000000,B00000000,B00011111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B11110000,B00111111,B11111110,B01111000,B00000000,B00000000,B00000000,B00001111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11110011,B11111000,B00111111,B00111110,B01111000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11100000,B11111100,B01111100,B00011111,B01111000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B01111100,B01111100,B00001111,B01111000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B01111100,B01111000,B00001111,B01111000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B00111100,B01111000,B00000000,B01111000,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11100000,B00111100,B01111000,B00000000,B01111100,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B00111111,B11111000,B00000000,B01111111,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B00111111,B11111000,B00000000,B00111111,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B11111111,B00111111,B11111000,B00000000,B00011111,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B00111111,B11111000,B00000000,B00001111,B00000000,B00000000,B00000000,B00000011,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
|
||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
|
||||||
|
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
|
||||||
|
};
|
||||||
|
|
||||||
|
const unsigned char start_bmp6[] PROGMEM = {
|
||||||
|
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
|
||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
|
||||||
|
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00111111,B11111111,
|
||||||
|
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00011000,B00000000,B00011111,B11111111,
|
||||||
|
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00111100,B00000000,B00001111,B11111111,
|
||||||
|
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00111100,B00000000,B00000111,B11111111,
|
||||||
|
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00111100,B00000000,B00000011,B11111111,
|
||||||
|
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000001,B11111111,
|
||||||
|
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000000,B11111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B00011111,B00000000,B00000011,B11100000,B01111000,B00111100,B00000000,B00000000,B01111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B11000000,B00001111,B11111000,B01111000,B00111100,B00000000,B00000000,B00111111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B11100000,B00011111,B11111100,B01111000,B00111100,B00000000,B00000000,B00011111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B11110000,B00111111,B11111110,B01111000,B00111100,B00000000,B00000000,B00001111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11110011,B11111000,B00111111,B00111110,B01111000,B00111100,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11100000,B11111100,B01111100,B00011111,B01111000,B00111100,B00000000,B00000000,B00000111,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B01111100,B01111100,B00001111,B01111000,B00111100,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B01111100,B01111000,B00001111,B01111000,B00111100,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00111100,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00111100,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00111100,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B00111100,B01111000,B00000000,B01111000,B00111100,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11100000,B00111100,B01111000,B00000000,B01111100,B00111100,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B00111111,B11111000,B00000000,B01111111,B10111100,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B00111111,B11111000,B00000000,B00111111,B10111111,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B11111111,B00111111,B11111000,B00000000,B00011111,B10111111,B00000000,B00000000,B00000011,
|
||||||
|
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B00111111,B11111000,B00000000,B00001111,B10111111,B00000000,B00000000,B00000011,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
|
||||||
|
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
|
||||||
|
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
|
||||||
|
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
|
||||||
|
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
|
||||||
|
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
|
||||||
|
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if ENABLED(BOOT_MARLIN_LOGO_ANIMATED)
|
||||||
|
#ifndef MARLIN_BOOTSCREEN_FRAME_TIME
|
||||||
|
#define MARLIN_BOOTSCREEN_FRAME_TIME 100 // (ms)
|
||||||
|
#endif
|
||||||
|
const unsigned char * const marlin_bootscreen_animation[] PROGMEM = {
|
||||||
|
start_bmp1, start_bmp2, start_bmp3, start_bmp4, start_bmp5, start_bmp6, start_bmp
|
||||||
|
};
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef START_BMP_BYTEWIDTH
|
#ifndef START_BMP_BYTEWIDTH
|
||||||
#define START_BMP_BYTEWIDTH ((START_BMPWIDTH + 7) / 8)
|
#define START_BMP_BYTEWIDTH CEILING(START_BMPWIDTH, 8)
|
||||||
#endif
|
#endif
|
||||||
#ifndef START_BMPHEIGHT
|
#ifndef START_BMPHEIGHT
|
||||||
#define START_BMPHEIGHT (sizeof(start_bmp) / (START_BMP_BYTEWIDTH))
|
#define START_BMPHEIGHT (sizeof(start_bmp) / (START_BMP_BYTEWIDTH))
|
||||||
|
|
|
@ -1220,10 +1220,10 @@
|
||||||
#define STATUS_HOTEND4_WIDTH STATUS_HOTEND3_WIDTH
|
#define STATUS_HOTEND4_WIDTH STATUS_HOTEND3_WIDTH
|
||||||
#endif
|
#endif
|
||||||
#ifndef STATUS_HOTEND5_WIDTH
|
#ifndef STATUS_HOTEND5_WIDTH
|
||||||
#define STATUS_HOTEND5_WIDTH STATUS_HOTEND5_WIDTH
|
#define STATUS_HOTEND5_WIDTH STATUS_HOTEND4_WIDTH
|
||||||
#endif
|
#endif
|
||||||
#ifndef STATUS_HOTEND6_WIDTH
|
#ifndef STATUS_HOTEND6_WIDTH
|
||||||
#define STATUS_HOTEND6_WIDTH STATUS_HOTEND6_WIDTH
|
#define STATUS_HOTEND6_WIDTH STATUS_HOTEND5_WIDTH
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
constexpr uint8_t status_hotend_width[HOTENDS] = ARRAY_N(HOTENDS, STATUS_HOTEND1_WIDTH, STATUS_HOTEND2_WIDTH, STATUS_HOTEND3_WIDTH, STATUS_HOTEND4_WIDTH, STATUS_HOTEND5_WIDTH, STATUS_HOTEND6_WIDTH);
|
constexpr uint8_t status_hotend_width[HOTENDS] = ARRAY_N(HOTENDS, STATUS_HOTEND1_WIDTH, STATUS_HOTEND2_WIDTH, STATUS_HOTEND3_WIDTH, STATUS_HOTEND4_WIDTH, STATUS_HOTEND5_WIDTH, STATUS_HOTEND6_WIDTH);
|
||||||
|
@ -1264,10 +1264,10 @@
|
||||||
#define STATUS_HOTEND4_X STATUS_HOTEND3_X + STATUS_HEATERS_XSPACE
|
#define STATUS_HOTEND4_X STATUS_HOTEND3_X + STATUS_HEATERS_XSPACE
|
||||||
#endif
|
#endif
|
||||||
#ifndef STATUS_HOTEND5_X
|
#ifndef STATUS_HOTEND5_X
|
||||||
#define STATUS_HOTEND5_X STATUS_HOTEND5_X + STATUS_HEATERS_XSPACE
|
#define STATUS_HOTEND5_X STATUS_HOTEND4_X + STATUS_HEATERS_XSPACE
|
||||||
#endif
|
#endif
|
||||||
#ifndef STATUS_HOTEND6_X
|
#ifndef STATUS_HOTEND6_X
|
||||||
#define STATUS_HOTEND6_X STATUS_HOTEND6_X + STATUS_HEATERS_XSPACE
|
#define STATUS_HOTEND6_X STATUS_HOTEND5_X + STATUS_HEATERS_XSPACE
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if HOTENDS > 2
|
#if HOTENDS > 2
|
||||||
|
@ -1291,10 +1291,10 @@
|
||||||
#define STATUS_HOTEND4_TEXT_X STATUS_HOTEND3_TEXT_X + STATUS_HEATERS_XSPACE
|
#define STATUS_HOTEND4_TEXT_X STATUS_HOTEND3_TEXT_X + STATUS_HEATERS_XSPACE
|
||||||
#endif
|
#endif
|
||||||
#ifndef STATUS_HOTEND5_TEXT_X
|
#ifndef STATUS_HOTEND5_TEXT_X
|
||||||
#define STATUS_HOTEND5_TEXT_X STATUS_HOTEND5_TEXT_X + STATUS_HEATERS_XSPACE
|
#define STATUS_HOTEND5_TEXT_X STATUS_HOTEND4_TEXT_X + STATUS_HEATERS_XSPACE
|
||||||
#endif
|
#endif
|
||||||
#ifndef STATUS_HOTEND6_TEXT_X
|
#ifndef STATUS_HOTEND6_TEXT_X
|
||||||
#define STATUS_HOTEND6_TEXT_X STATUS_HOTEND6_TEXT_X + STATUS_HEATERS_XSPACE
|
#define STATUS_HOTEND6_TEXT_X STATUS_HOTEND5_TEXT_X + STATUS_HEATERS_XSPACE
|
||||||
#endif
|
#endif
|
||||||
constexpr uint8_t status_hotend_text_x[] = ARRAY_N(HOTENDS, STATUS_HOTEND1_TEXT_X, STATUS_HOTEND2_TEXT_X, STATUS_HOTEND3_TEXT_X, STATUS_HOTEND4_TEXT_X, STATUS_HOTEND5_TEXT_X, STATUS_HOTEND6_TEXT_X);
|
constexpr uint8_t status_hotend_text_x[] = ARRAY_N(HOTENDS, STATUS_HOTEND1_TEXT_X, STATUS_HOTEND2_TEXT_X, STATUS_HOTEND3_TEXT_X, STATUS_HOTEND4_TEXT_X, STATUS_HOTEND5_TEXT_X, STATUS_HOTEND6_TEXT_X);
|
||||||
#define STATUS_HOTEND_TEXT_X(N) status_hotend_text_x[N]
|
#define STATUS_HOTEND_TEXT_X(N) status_hotend_text_x[N]
|
||||||
|
|
|
@ -115,17 +115,14 @@ void MarlinUI::set_font(const MarlinFont font_nr) {
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
const u8g_pgm_uint8_t * const bmp =
|
const u8g_pgm_uint8_t * const bmp =
|
||||||
#if ENABLED(ANIMATED_BOOTSCREEN)
|
#if ENABLED(CUSTOM_BOOTSCREEN_ANIMATED)
|
||||||
(u8g_pgm_uint8_t*)pgm_read_ptr(&custom_bootscreen_animation[frame])
|
(u8g_pgm_uint8_t*)pgm_read_ptr(&custom_bootscreen_animation[frame])
|
||||||
#else
|
#else
|
||||||
custom_start_bmp
|
custom_start_bmp
|
||||||
#endif
|
#endif
|
||||||
;
|
;
|
||||||
|
|
||||||
u8g.drawBitmapP(
|
u8g.drawBitmapP(left, top, CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH, CUSTOM_BOOTSCREEN_BMPHEIGHT, bmp);
|
||||||
left, top,
|
|
||||||
CEILING(CUSTOM_BOOTSCREEN_BMPWIDTH, 8), CUSTOM_BOOTSCREEN_BMPHEIGHT, bmp
|
|
||||||
);
|
|
||||||
|
|
||||||
#if ENABLED(CUSTOM_BOOTSCREEN_INVERTED)
|
#if ENABLED(CUSTOM_BOOTSCREEN_INVERTED)
|
||||||
if (frame == 0) {
|
if (frame == 0) {
|
||||||
|
@ -140,7 +137,7 @@ void MarlinUI::set_font(const MarlinFont font_nr) {
|
||||||
|
|
||||||
// Shows the custom bootscreen, with the u8g loop, animations and delays
|
// Shows the custom bootscreen, with the u8g loop, animations and delays
|
||||||
void MarlinUI::show_custom_bootscreen() {
|
void MarlinUI::show_custom_bootscreen() {
|
||||||
#if DISABLED(ANIMATED_BOOTSCREEN)
|
#if DISABLED(CUSTOM_BOOTSCREEN_ANIMATED)
|
||||||
constexpr millis_t d = 0;
|
constexpr millis_t d = 0;
|
||||||
constexpr uint8_t f = 0;
|
constexpr uint8_t f = 0;
|
||||||
#else
|
#else
|
||||||
|
@ -200,7 +197,8 @@ void MarlinUI::set_font(const MarlinFont font_nr) {
|
||||||
NOLESS(offx, 0);
|
NOLESS(offx, 0);
|
||||||
NOLESS(offy, 0);
|
NOLESS(offy, 0);
|
||||||
|
|
||||||
u8g.drawBitmapP(offx, offy, (START_BMPWIDTH + 7) / 8, START_BMPHEIGHT, start_bmp);
|
auto draw_bootscreen_bmp = [offx, offy, txt_base, txt_offx_1, txt_offx_2](const uint8_t *bitmap) {
|
||||||
|
u8g.drawBitmapP(offx, offy, START_BMP_BYTEWIDTH, START_BMPHEIGHT, bitmap);
|
||||||
set_font(FONT_MENU);
|
set_font(FONT_MENU);
|
||||||
#ifndef STRING_SPLASH_LINE2
|
#ifndef STRING_SPLASH_LINE2
|
||||||
u8g.drawStr(txt_offx_1, txt_base, STRING_SPLASH_LINE1);
|
u8g.drawStr(txt_offx_1, txt_base, STRING_SPLASH_LINE1);
|
||||||
|
@ -208,6 +206,21 @@ void MarlinUI::set_font(const MarlinFont font_nr) {
|
||||||
u8g.drawStr(txt_offx_1, txt_base - (MENU_FONT_HEIGHT), STRING_SPLASH_LINE1);
|
u8g.drawStr(txt_offx_1, txt_base - (MENU_FONT_HEIGHT), STRING_SPLASH_LINE1);
|
||||||
u8g.drawStr(txt_offx_2, txt_base, STRING_SPLASH_LINE2);
|
u8g.drawStr(txt_offx_2, txt_base, STRING_SPLASH_LINE2);
|
||||||
#endif
|
#endif
|
||||||
|
};
|
||||||
|
|
||||||
|
#if DISABLED(BOOT_MARLIN_LOGO_ANIMATED)
|
||||||
|
draw_bootscreen_bmp(start_bmp);
|
||||||
|
#else
|
||||||
|
constexpr millis_t d = MARLIN_BOOTSCREEN_FRAME_TIME;
|
||||||
|
LOOP_L_N(f, COUNT(marlin_bootscreen_animation)) {
|
||||||
|
u8g.firstPage();
|
||||||
|
do {
|
||||||
|
const u8g_pgm_uint8_t * const bmp = (u8g_pgm_uint8_t*)pgm_read_ptr(&marlin_bootscreen_animation[f]);
|
||||||
|
draw_bootscreen_bmp(bmp);
|
||||||
|
} while (u8g.nextPage());
|
||||||
|
if (d) safe_delay(d);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
// Shows the Marlin bootscreen, with the u8g loop and delays
|
// Shows the Marlin bootscreen, with the u8g loop and delays
|
||||||
|
|
|
@ -54,7 +54,7 @@ opt_set TEMP_SENSOR_3 20
|
||||||
opt_set TEMP_SENSOR_4 1000
|
opt_set TEMP_SENSOR_4 1000
|
||||||
opt_set TEMP_SENSOR_BED 1
|
opt_set TEMP_SENSOR_BED 1
|
||||||
opt_enable AUTO_BED_LEVELING_UBL RESTORE_LEVELING_AFTER_G28 DEBUG_LEVELING_FEATURE G26_MESH_EDITING ENABLE_LEVELING_FADE_HEIGHT SKEW_CORRECTION \
|
opt_enable AUTO_BED_LEVELING_UBL RESTORE_LEVELING_AFTER_G28 DEBUG_LEVELING_FEATURE G26_MESH_EDITING ENABLE_LEVELING_FADE_HEIGHT SKEW_CORRECTION \
|
||||||
REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER LIGHTWEIGHT_UI STATUS_MESSAGE_SCROLLING \
|
REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER LIGHTWEIGHT_UI STATUS_MESSAGE_SCROLLING BOOT_MARLIN_LOGO_SMALL BOOT_MARLIN_LOGO_ANIMATED \
|
||||||
SDSUPPORT SDCARD_SORT_ALPHA USB_FLASH_DRIVE_SUPPORT SCROLL_LONG_FILENAMES \
|
SDSUPPORT SDCARD_SORT_ALPHA USB_FLASH_DRIVE_SUPPORT SCROLL_LONG_FILENAMES \
|
||||||
EEPROM_SETTINGS EEPROM_CHITCHAT GCODE_MACROS CUSTOM_USER_MENUS \
|
EEPROM_SETTINGS EEPROM_CHITCHAT GCODE_MACROS CUSTOM_USER_MENUS \
|
||||||
MULTI_NOZZLE_DUPLICATION JUNCTION_DEVIATION LIN_ADVANCE QUICK_HOME \
|
MULTI_NOZZLE_DUPLICATION JUNCTION_DEVIATION LIN_ADVANCE QUICK_HOME \
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1138,6 +1138,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -25,7 +25,7 @@
|
||||||
* Animated boot screen example
|
* Animated boot screen example
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#define ANIMATED_BOOTSCREEN
|
#define CUSTOM_BOOTSCREEN_ANIMATED
|
||||||
#define CUSTOM_BOOTSCREEN_FRAME_TIME 100 // (ms)
|
#define CUSTOM_BOOTSCREEN_FRAME_TIME 100 // (ms)
|
||||||
|
|
||||||
#define CUSTOM_BOOTSCREEN_BMPWIDTH 128
|
#define CUSTOM_BOOTSCREEN_BMPWIDTH 128
|
||||||
|
@ -90,7 +90,7 @@ const unsigned char custom_start_bmp[] PROGMEM = {
|
||||||
B00000000,B00000000,B00000000,B00000000,B00001110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000
|
B00000000,B00000000,B00000000,B00000000,B00001110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000
|
||||||
};
|
};
|
||||||
|
|
||||||
#if ENABLED(ANIMATED_BOOTSCREEN)
|
#if ENABLED(CUSTOM_BOOTSCREEN_ANIMATED)
|
||||||
|
|
||||||
const unsigned char custom_start_bmp1[] PROGMEM = {
|
const unsigned char custom_start_bmp1[] PROGMEM = {
|
||||||
B11111001,B11111111,B11111111,B11111111,B11110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
|
B11111001,B11111111,B11111111,B11111111,B11110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1139,6 +1139,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1143,6 +1143,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1134,6 +1134,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1134,6 +1134,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1134,6 +1134,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1134,6 +1134,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1139,6 +1139,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1139,6 +1139,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1140,6 +1140,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1140,6 +1140,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1136,6 +1136,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1134,6 +1134,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1131,6 +1131,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1134,6 +1134,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1134,6 +1134,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1148,6 +1148,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1137,6 +1137,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1135,6 +1135,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
|
@ -1136,6 +1136,7 @@
|
||||||
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
|
||||||
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar
|
||||||
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
|
||||||
|
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
|
||||||
|
|
||||||
// Frivolous Game Options
|
// Frivolous Game Options
|
||||||
//#define MARLIN_BRICKOUT
|
//#define MARLIN_BRICKOUT
|
||||||
|
|
Reference in a new issue