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Ebay HY-MiniSTM32V LCD initialization and Adafruit GFX Library port to STM32F103

October 27, 2017 in ARM, C, C++, Code Snippets, DIY, Hardware, Microcontroller, Programming, STM32, Tutorial by admin

A while ago I’ve bought a HY-MiniSTM32V board from Ebay. There are two boards – a main board with the STM32F103VCT6 microcontroller and a 240×320 pixel LCD board with resistive touch screen. The LCD itself is connected to the FSMC (Flexible Static Memory Controller) and can be mapped as a memory device.

The FSMC is an embedded external memory controller that allows the STM32F10xxx microcontroller to interface with a wide range of memories, including SRAM, NOR Flash, NAND Flash and LCD modules. The suitable connection to LCD is as a NOR Flash / SRAM device.

From AN2790 – TFT LCD interfacing with the high-density STM32F10xxx FSMC:

To control a NOR Flash/SRAM memory, the FSMC provides the following features:

  • Select the bank to be used to map the NOR Flash/SRAM memory: there are four independent banks that can be used to interface with NOR Flash/SRAM/PSRAM memories, and each bank is selected using a separate Chip Select pin.
  • Enable or disable the address/data multiplexing feature.
  • Select the memory type to be used: NOR Flash/SRAM/PSRAM.
  • Define the external memory databus width: 8/16 bits.
  • Enable or disable the burst access mode for NOR Flash synchronous memories.
  • Configure the use of the wait signal: enable/disable, polarity setting and timing configuration.
  • Enable or disable the extended mode: this mode is used to access the memory with different timing configurations for read and write operations.

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CppCon 2015: Scott Wardle “Memory and C++ debugging at Electronic Arts”

October 10, 2015 in C, C++, Programming, Programming Languages, Tips & Tricks by admin

c++Scott Wardle a senior software engineer Electronic Arts will talk about the current memory and C++ debugging setup and tools used in games.

PS4 and Xbox One have virtual memory and 64 bit address spaces, GPU and CPU are getting closer in the ability to work virtual memory. So our tools are getting better and better and closer to PCs. Most of a games memory goes towards art and level data like bitmap textures and polygon meshes. So artist and designer need to understand how much their data takes up. Giving them call stacks of memory allocations does not help. They want to know how big is a group of building is. Why is this group of building bigger than this one? Maybe this one has some animation data or one of the textures is too big. But there are 10,000s of objects built by 100s of people all around the world.

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