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Member Since 27 Jan 2013
Offline Last Active Sep 04 2015 01:57 AM

Posts I've Made

In Topic: Gameduino 2 For Netduino

01 August 2015 - 09:36 PM

Were you able to display images?

I stopped my porting because of that...


Yes!  I'm just working on that this weekend and here is a screenshot (again, with my unfortunate phone camera).


Attached File  images.jpg   71.15KB   2 downloads Attached File  logo.jpg   81.99KB   1 downloads Attached File  eve.jpg   46.02KB   1 downloads


This is a bitmap image being loaded into memory and then text being laid on top.  I don't have a micro SD card around (just ordered one off Amazon), so I wrote a quick program on my computer that converts the images to a byte array to store in the actual Netduino program.  I'm holding off on committing that code to GitHub until I can actually do file loading.  However, I don't expect any major stumbling blocks.

            GD2.Load(mono); // this is a byte array for now - make it a file when I have a micro SD

            // clear the screen

            // draw the bitmap itself
            GD2.BitmapSize(GD2.Filter.Nearest, GD2.Wrap.Repeat, GD2.Wrap.Repeat, 480, 272);
            GD2.Vertex2ii(0, 0);

            // now draw some text
            GD2.DisplayText(240, 136, 31, GD2.Options.Center, "Images?  Check!");






Edit:  Just got game Gameduino logo demo going.  Attached screenshot above.

Edit 2:  Just added JPEG decoding.  Got stuck on something *really silly* for a while >.<

In Topic: Gameduino 2 For Netduino

24 July 2015 - 03:08 PM

Yes, it's a resistive TFT touch screen and the 'GPU' is the FT800.  You can read more about the tech specs, etc here:


Gameduino 2 is a shield that adds a bright 4.3 inch touchscreen, an embedded GPU, headphone jack, accelerometer and microSD slot to your Arduino - or anything else with an SPI interface. Everything you need to create compelling games right in your hand.

  • video output is 480x272 pixels in 24-bit color
  • OpenGL-style command set
  • Up to 2000 sprites, any size
  • 256 Kbytes of video RAM
  • smooth sprite rotate and zoom with bilinear filtering
  • smooth circle and line drawing in hardware - 16x antialiased
  • JPEG loading in hardware
  • built-in rendering of gradients, text, dials and buttons





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