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Creality CR-6 SE #19958
base: bugfix-2.1.x
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Creality CR-6 SE #19958
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I want to be clear, because I don't think I had been: we're still doing stability testing on this - but I'd like to get early feedback, so when we act on that feedback we catch any resulting bugs early :) |
(Besides, I don't want you to waste your time cleaning up any mess I made 😀 ) |
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This has been updated to the latest codebase for maximum relevance and to accelerate integration. Today I'll continue to refine this PR, first to get it compiling, and then to merge the |
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I've some additional input on the use of the COM_PIN:
So, based on the above, the strain gauge reset needs to happen:
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Is there a timeframe when this is planned to be merged? |
There is still an incomplete PR for CR-6 SE that I haven't had time to work on. The documentation contains some things that are not in a release, as I'm just adding things as they come along. We are very short on help, so things are pretty scattershot. |
@thinkyhead So that means that it is possible to use it, but it is not complete yet? Seems like the Community Edition is far behind, so would really like to try the "New" Version out... I can't help you at the programming side, but am willing to test it on an CR-6 SE. |
I have a CR-6 SE also. My initial PR was adapted from the community fork in some older state. It wouldn't even boot up at that time, then I got distracted by other things. I wanted to incorporate the screen code in a way that was consistent with other similar screens, so that was also a sticking point. If a newer community fork can be merged with |
I have a screen file set that will work with the existing code for the CR10S Pro display, my issues list is down to about four items before I can actually get that locked down I just haven't had time to work on it the past few weeks... Then it will be one common code set to drive quite a few different displays on different machines around these touch screens. |
@InsanityAutomation So as soon you have the CR10S Pro Display done it will be possible to use your screen file set for the CR-6 SE also is that correct understood? Also do you have an ETA for that? :-D Would be great to get it merged into "Official Marlin" so you can always keep the firmware up to date. |
@thinkyhead Hope that you soon find some time to look at it, cause seems like there is a little if none activity over at the community fork :-( |
10sPro has been done a long time. Currently using the same codebase across 3 resolution displays in both portrait and landscape. Did have some discussion with Scott on how I'd look to get things upstream. My code has strict adherence to the API and can be dropped in as a library with no special handling elsewhere in code, and no external includes. |
Sounds great, so there is light at the end of the tunnel for us with CR-6 SE 😀 |
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Hi, Will I be able to compile the bf2_creality_CR-6_SE_PR branch and use the https://github.com/coldtobi/Marlin_DGUS_Resources and get a CR 6 SE up and running? /regards. |
Rebase of #19955 by @Sebazz
With this pull request I'm looking for some early feedback on the Creality CR-6 SE changes. I don't expect this to be merged at all, but I hope that we can get some feedback how to improve this so it might be merged upstream some day.
Requirements
The famous Kickstarter Creality CR-6 has a firmware based on an early version of Marlin 2.0 (I traced it back to commit 25a7ceab where the fork was made). About a month ago the source code was released, and after tracing the origin I've started re-implementing the changes on top of Marlin 2.0.x-bugfix - so essentially making Marlin 2.7.1 available to the users.
The main pain point was the "spaghetti" that is the touch screen interfacing code. We have been re-implementing this on top of ExtUI, which allowed some large switch statements and opaque code, including a home-baked filament runout detection, to be cleaned up.
We've made the following extensions to the base functionality of the CR-6 SE:
Description
The Creality CR-6 SE has two distinct features that require new support in Marlin:
Auto bed leveling using the nozzle - the entire hot-end is attached to a strain gauge you can also find in your average kitchen scale. The hot-end is lowered to the bed, and using a threshold determine by a small potmeter, a signal is send that is interpreted as a Z-endstop trigger. This is done for homing and leveling the entire bed. Although the strain gauge / hot-end daughter board is powered by a 32-bit STM processor, there is no real communication between the mainboard and the daughter board. Because the strain gauge can trigger at any time, an optical sensor is used for determining when to "listen" to the strain gauge. Only when the optical sensor is triggered (which is determined by a metal piece - in hardware), then the strain gauge is activated. It is a bit of a double edged sword though, if the strain gauge is set too sensitive it will trigger too early and cause bad bed leveling or homing to fail, if the strain gauge is set with a too low sensitivity, the entire hotend is driven into the bed with force. But that is not something firmware can fix 😀
DWIN DGUS touch screen - The Creality CR-6 SE features a touch screen from DWIN, similar to the Ender 3 V2 except a somewhat more advanced model it appears. We've been developing a separate firmware for that.
The following is thanks to the Ender 3 V2 already implemented:
Configurations
For now I've included them inside the pull request.
Related Issues
None - as far as I'm aware.
Additional notes / questions
Watchdog - Creality configured a watchdog timer but it appears that the watchdog is not used (enabled) at all?
Optical switch triggering of strain gauge - I was not sure where to place this code.
G29 leveling heats the bed - Added a new configuration option
AUTOLEVEL_NEEDS_PREHEATING
. The Creality implementation of the leveling preheats to at least 120 degrees C, possibly to account for metal expansion of the nozzle or hot-end. So, leveling requires a certain temperature.Extensible UI extensions
Disable/enable steppers - Allow disabling of steppers to be communicated to the touch screen
More callbacks to ExtUI regarding the leveling process - It was quite hard to get leveling reliable without explicit callbacks when leveling starts or when a point was probed. This is shown live on the display.
Callback when a print is completed
Callbacks when homing is being done
Implementation of touch screen interfacing code - The existing touch screen interfacing code that was already present for DWIN did many assumptions which don't hold true for the Creality implementation. Among others, in the Creality firmware the VP (virtual pointers) are reused across pages or even within the pages. What is a cooldown button on one page, is a "save preheat settings for PLA" on another page. The callback structure does an assumption that a single VP is a single button, in addition to what the values of those buttons are. It doesn't hold true for the Creality touch screen, nor is it easy to change/refactor that touch screen - not in the least due to the buggy DWIN editor. Also, I've encountered some weird issues with the particular piece of hardware of the CR-6 that required me to add some duct tape to the communication code. I don't like that I had to copy code, but I think that plastering more preprocessor code on top of that would not have benefit the code either.