You should check out elovalo.koodilehto.fi for more casual documentation. If you are interested in building the project and developing effects, read on.
You should have at least gcc, avr-gcc, scons, gperf and preferably jansson and Blender installed in order to use the simulator. If you have Ubuntu 12.04 LTS or 12.10, we have instructions for you.
Something went wrong with GCC leading to this project not to compile. We are going to fix this after release of Ubuntu 15.04. If you happen te fix it, please send a patch!
To build on Ubuntu 12.10, install the following packages:
sudo apt-get install gcc-avr avr-libc gcc scons libjansson-dev gperf avrdude
If you want to generate animations, install the following packages as well:
sudo apt-get install blender libav-tools
With Ubuntu 12.04 LTS you need to install some packages from Quantal (12.10) repositories. Here's how to do it:
Add the following lines to /etc/apt/preferences.d/10-quantal
Package: *
Pin: release a=quantal
Pin-Priority: 100
And add the following line to /etc/apt/sources.list
deb http://archive.ubuntu.com/ubuntu quantal main restricted universe multiverse
Now you can install all the required packages:
sudo apt-get install gcc-avr/quantal avr-libc/quantal gcc scons libjansson-dev gperf avrdude
If you want to generate animations, install the following packages as well:
sudo apt-get install blender libav-tools
The alternative to using quantal-pinning is to fetch the packages from launchpad. This has only been verified on Kubuntu. You can also skip the above steps and download the packages straight from the quantal launchpad:
https://launchpad.net/ubuntu/quantal/amd64/avr-libc/1:1.8.0-2
https://launchpad.net/ubuntu/quantal/amd64/gcc-avr
If you have a 32bit system (tell 2002 we said hi), replace the amd64 from the URL to i386.
Make sure you have at least gcc, avr-gcc and scons installed. Preferably you should have jansson and Blender (2.6x) as well if you wish to use the simulator.
In order to render with Blender, you'll need to define an alias for. Just having it in your path isn't quite enough for some reason. Add something like this to your .bashrc or .bash_profile:
alias blender="path to blender/blender.app/Contents/MacOS/blender"
You may use Eclipse for editing but you need SCons because of the complexity of this build (we are using code generation and multiple targets). It may be possible to use SCons in Eclipse if you feel adventurous: http://stackoverflow.com/questions/1052759/eclipse-cdt-scons
The recommended way to build this project is SCons and we have SCons build file for you. Just run:
scons
Then the AVR output gets into build/elo
and build/zcl
and exporter
stuff to build/exporter
. To run the exporter:
build/exporter/exporter
If you want just to play with effets and you don't have an AVR compiler, you may skip AVR build by running:
scons --no-avr
If you are running Ubuntu 12.04 or newer and want to be able to flash without
root privileges, add the following udev rule to /etc/udev/rules.d/10-usbasp
:
SUBSYSTEM=="usb", ATTR{idVendor}=="16c0", ATTR{idProduct}=="05dc", MODE="0660", GROUP="adm"
Then just reboot your computer (or do some udev magic if you are Linux master).
To program Elocmd variant (the ordinary one), run:
scons --program-elo
To program the variant with Zigbee support, run:
scons --program-zcl
There is enough EEPROM but the SRAM usage is quite high because of front and back buffers uses 0x300 bytes each. This leaves very scarce resources for effect development. To see contents of SRAM, run:
avr-objdump -t -j .data -j .bss build/zcl/release/firmware.elf
Bytes used in SRAM is printed every time scons is run. SRAM size in ATmega328p is 2048 bytes. If SRAM gets too full, there is not enough space for run-time stack. If so, you are in need of optimization.
If there are large arrays of constant data you should place the data in program memory. See code in effects.c and main.c about effects[] access. Also, read the following:
If you study the project further, you'll find more READMEs and more information related to specific parts. Have fun developing effects and whatnot!
- Joni Katajamäki - Embedded programming, hardware design
- Jukka Kinnunen - Hardware design and debugging
- Joel Lehtonen - Embedded programming, effect engine programming
- Lasse Saari - Management, pedestal fabrication
- Marko Silokunnas - Soldering
- Mio Taalas - LED driver interface design, PCB design, embedded programming
- Ilkka Turunen - Management, soldering, pedestal tests and aesthetic design
- Juho Vepsäläinen - 3D simulator, effect programming, pedestal design
We use GPLv3 for software. Create Commons Attribution-ShareAlike is used for hardware and accompanying documentation. See LICENSE files for more details.
If you create a derivative, please let us know. It would be interesting to hear what you are doing.