luca-anastasioGirogFaina96ricdigi30Masaniello
Published © CC BY-NC-SA

LED Matrix Display Badge

Make a simple but challenging badge with an LED matrix display and an ATtiny13!

AdvancedFull instructions provided1,534
LED Matrix Display Badge

Things used in this project

Hardware components

Arduino UNO & Genuino UNO
Arduino UNO & Genuino UNO
If you don't have an AVR programmer
×1
Atmel ATtiny13A-SU
Or other 8-pin ATtinys
×1
Tiny AVR Programmer
SparkFun Tiny AVR Programmer
Any other supported AVR programmer will be fine
×1
LED (generic)
LED (generic)
3mm diameter
×20
Resistor 100 ohm
Resistor 100 ohm
100 ohm or less
×5
CR2032 battery
×1
CR2032 battery holder through hole
×1
Jumper wires (generic)
Jumper wires (generic)
×1
Slide Switch
Slide Switch
×1

Software apps and online services

Arduino IDE
Arduino IDE

Hand tools and fabrication machines

Soldering iron (generic)
Soldering iron (generic)
tweezers
solder wire

Story

Read more

Schematics

Complete sources

schematic, board and firmware

PCB

this is just the proposed PCB

Code

ATtinyLEDbadge.ino

Arduino
/*
    (C)2016 FabLabAQ info@fablaquila.org

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

/*~~~~~~~~~~~~ SCRIVI IL TUO NOME TRA VIRGOLETTE ~~~~~~~~~~~~*/

#define YOUR_NAME "FABLABAQ"

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

#ifndef __AVR_ATtiny13__
	#error Selezionare ATtiny13 da: Strumenti -> Schede
#endif

// Character set
PROGMEM const unsigned long alphabet[] = {
	0b00000000000000000000,	// 32 space
	0b00100010001000000010,	// 33 !
	0b01010101000000000000,	// 34 "
	0b01101111011011110110,	// 35 #
	0b01101000010000101100,	// 36 $
	0b00001001001001001001,	// 37 %
	0b01001000010110100101,	// 38 &
	0b00100010000000000000,	// 39 '
	0b00100100010001000010,	// 40 (
	0b01000010001000100100,	// 41 )
	0b01010010010100000000,	// 42 *
	0b00000000010011100100,	// 43 +
	0b00000000000000100100,	// 44 ,
	0b00000000011000000000,	// 45 -
	0b00000000000000000100,	// 46 .
	0b00010011011011001000,	// 47 /
	0b01101101101110010110,	// 48 0
	0b00100110001000100111,	// 49 1
	0b11100001011010001111,	// 50 2
	0b11100001011000011110,	// 51 3
	0b00100110101011110010,	// 52 4
	0b11111000111000011110,	// 53 5
	0b01101000111010010110,	// 54 6
	0b11110001001001001000,	// 55 7
	0b01101001011010010110,	// 56 8
	0b01101001011100010110,	// 57 9
	0b00000100000001000000,	// 58 :
	0b00000100000001001000,	// 59 ;
	0b00110110110001100011,	// 60 <
	0b00001111000011110000,	// 61 =
	0b11000110001101101100,	// 62 >
	0b01001010001001000100,	// 63 ?
	0b01101011101110000110,	// 64 @
	0b01101001111110011001,	// 65 A
	0b11101001111010011110,	// 66 B
	0b01111000100010000111,	// 67 C
	0b11101001100110011110,	// 68 D
	0b11111000111010001111,	// 69 E
	0b11111000111010001000,	// 70 F
	0b01111000101110010110,	// 71 G
	0b10011001111110011001,	// 72 H
	0b01110010001000100111, // 73 I
	0b01110010001010100100, // 74 J
	0b10011010110010101001, // 75 K
	0b10001000100010001111, // 76 L
	0b10011111111110011001, // 77 M
	0b10011101101110011001, // 78 N
	0b01101001100110010110, // 79 O
	0b11101001111010001000, // 80 P
	0b01101001101101100001, // 81 Q
	0b11101001111010101001, // 82 R
	0b01111000011000011110, // 83 S
	0b01110010001000100010, // 84 T
	0b10011001100110010110, // 85 U
	0b10011001100110100100, // 86 V
	0b10011001111111110110, // 87 W
	0b10011001011010011001, // 88 X
	0b10011001011000101100, // 89 Y
	0b11110001001001001111,	// 90 Z
	0b01100100010001000110,	// 91 [
	0b10001100011000110001,	// 92 \
	0b01100010001000100110,	// 93 ]
	0b01001010000000000000,	// 94 ^
	0b00000000000000001111,	// 95 _
	0b01000010000000000000,	// 96 `
	0b01100001011110010111,	// 97 a
	0b10001000111010011110,	// 98 b
	0b00000110100010000110,	// 99 c
	0b00010001011110010111,	// 100 d
	0b01101001111010000110,	// 101 e
	0b00110100111001000100,	// 102 f
	0b00110101001100010110,	// 103 g
	0b10001000111010011001,	// 104 h
	0b00100000001000100010,	// 105 i
	0b00100010001000100100,	// 106 j
	0b10001010101011001010,	// 107 k
	0b01000100010001000100,	// 108 l
	0b00001001111110011001,	// 109 m
	0b00000000111010011001,	// 110 n
	0b00000110100110010110,	// 111 o
	0b01100101011001000100,	// 112 p
	0b00110101001100010001,	// 113 q
	0b00001010110010001000,	// 114 r
	0b00110100001000010110,	// 115 s
	0b01001110010001000010,	// 116 t
	0b00001001100110010111,	// 117 u
	0b00000101010101010010,	// 118 v
	0b00000000100111110110,	// 119 w
	0b00000000010100100101,	// 120 x
	0b00000101001100010110,	// 121 y
	0b00001111001001001111,	// 122 z
	0b01100100110001000110,	// 123 {
	0b00100010001000100010,	// 124 |
	0b01100010001100100110,	// 125 }
	0b00000101101000000000	// 126 ~
};

const int displayWidth = 4;
const int displayHeight = 5;

// between pixels
const unsigned int timeout = 150;

const char PROGMEM displayString[] = YOUR_NAME;
const byte stringLength = sizeof(displayString);

// The offset of our string in the display
int offset = 0;
unsigned long lastMillis = 0;
unsigned long currentMillis = 0;

// render the string on the given offset
void renderString(int offset) {
  for(byte index=0; index< (stringLength-1); index++){
  	uint8_t pos = pgm_read_byte(&displayString[index]) - 32;
  	unsigned long gfx = pgm_read_dword(&alphabet[pos]);
    renderCharacter(gfx, offset - index * (displayWidth + 1));
  }
}


void renderCharacter(unsigned long graphic, int charOffset) {
  if (charOffset <= -displayWidth || charOffset > displayWidth) {
    // off the 'screen' nothing to do
    return;
  }

  for (byte y = 0; y < displayHeight; y++) {
    for (byte x = 0; x < displayWidth; x++) {
      // 3 - x to reverse order
      setPixel(3 - x - charOffset, y, graphic & 0x1);
      graphic = graphic >> 1;
    }
  }
}

// light a pixel at the given coordinates
void setPixel(byte x, byte y, boolean ledStatus) {
  if (x < displayWidth) {
    if (y <= x) {
      x++;
    }
    setLed(4-x, 4-y, ledStatus);
  }
}

// turn on the pins to light a LED
void setLed(byte vin, byte gnd, boolean ledStatus) {
  delayMicroseconds(500);
  
  if(ledStatus) {
    DDRB = (0x01 << vin) | (0x01 << gnd);
    PORTB = 0x01 << vin;
  }
  else {
    DDRB = 0x00;
  }
}

void setup() {
}

void loop() {
  currentMillis = millis();

  renderString(offset);

  if (currentMillis - lastMillis > timeout) {
    lastMillis = currentMillis;
    // shift string over one "pixel"
    offset++;
    // if it's past the length of the string, start over from the beginning
    if (offset > (stringLength-1) * (displayWidth + 1)) {
      offset = -displayWidth;
    }
  }
}

Full source

Credits

luca-anastasio

luca-anastasio

0 projects • 1 follower
Contact
Girog

Girog

0 projects • 0 followers
Contact
Faina96

Faina96

0 projects • 0 followers
Contact
ricdigi30

ricdigi30

0 projects • 0 followers
Contact
Masaniello

Masaniello

1 project • 0 followers
Contact

Comments