Hi Aaron,

You're right indeed, timing the duration of displaying a segment will
do pretty much the same as counting the number of circles elapsed
while the segment is displayed. I just feel that counting the circles
on interrupt base gives you more freedom in controller speeds and how
you write the code. I don't know, you should compare the two systems
side by side to see if it would actually make a difference or make the
code less time critical. You can still use the 50Hz or 60Hz screen
refresh rate of course, I didn't know that the unshielded CRT would be
that sensitive.

Michel




On Sep 6, 11:32 am, "[email protected]" <[email protected]>
wrote:
> Hi Michel, you almost have it.
>
> The clock already constructs a 'drawlist' and draws it top to bottom as fast 
> as it can, each segment displayed as many times as needed to have proper 
> intensity. Please see the code which is well-commented - draw.asm and 
> drawlist.asm is very helpful for you. There is no need for an interrupt 
> because the next segments are prepared while the previous segment is being 
> displayed (unblanked). The MCU has spare cycles at that instant. In fact, for 
> a screen displaying a small drawlist there are many spare cycles.
>
> There is a throttle in the 'config' setup screen called "Delay", which you 
> can change to control how long the display is left unblanked for each 
> segment. Reducing this delay allows for very high refresh rates already! - 
> EXCEPT:
>
> The display is currently deliberately timed to display one drawlist at 50Hz 
> or 60Hz refresh. This is to ensure stability in the vicinity of magnetic 
> fields. Remember the CRT does not have a shield, so electric wiring in the 
> house will cause the image to sway if the refresh rate is not aligned.
>
> If we ignore this concern,  we can easily have super-high refresh rates with 
> only a code change. But to be honest for basic games this will not be 
> necessary. Look at the main menu, with a myriad of hundreds of segments being 
> displayed successfully at 60Hz.
>
> Also, currently the clock is 20Mhz (okay, 19.xxxx). I may rework for a 40Mhz 
> (39)  clock, not difficult on the same board and same PIC.
>
> But the proof is in the pudding. One day I'll upload something.
>
> But I really like your ideas. It will be good to think about!
>
> Aaron
>
> On 2012/09/06, at 9:38, Michel <[email protected]> wrote:
>
>
>
>
>
>
>
> > OK, I see the difference. David uses a timed system to display the
> > arcs, while I would use a counter system. I would let the amount of
> > displayed objects (arcs) determine the screen refresh rate rather than
> > a pre-defined (timed) rate. For example, the smallest circle I would
> > display exactly 1 time while the largest circle could be 20 times to
> > make it appear with the same brightness. This way I would sequence a
> > list of all the arcs to be displayed, and once at the bottom go
> > immediately to the top. The refresh rate could then well be 200Hz for
> > very few objects or 20Hz for many objects. If you want to make some
> > games for your clock, this method would lead to a larger amount of
> > arcs you can display on the screen, but you would need to hookup Q9 to
> > an external interrupt and re-write the software a bit. You might also
> > have to run the MCU at a higher frequency so that you can still update
> > the D/A converters at the new rate.
>
> > Michel
>
> > On Sep 6, 9:51 am, Oscilloclock <[email protected]> wrote:
> >> You have it, Michel!
>
> >> I have several posts on theory in Draft state so be sure to subscribe or 
> >> check back once in a while. Until then, (and very likely even AFTER 
> >> then!), the best circuit theory explanation is on David's site:
>
> >>  http://cathodecorner.com/sc200theory.html
>
> >> My circuit has not veered greatly from his design.
>
> >> Aaron
>
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