Commit Graph

2 Commits

Author SHA1 Message Date
David Montero Crespo 844083657c fix(examples/pico-doom): wire ILI9341 power + MISO
The Pico Doom example loaded with the ILI9341 dangling on three
critical pins:

  - VCC  — unconnected (no 3V3 from the Pico)
  - GND  — unconnected (no return path)
  - MISO — unconnected

On real hardware the TFT wouldn't power on at all without VCC/GND.
Inside the velxio simulator the missing power isn't strictly fatal
(the simulator drives pixels off the SPI bus, not the rail), but it
makes the schematic incorrect and misleading for users who copy it
to a breadboard. MISO is electrically idle for write-only drivers,
but Adafruit_ILI9341 with the 3-arg constructor binds to hardware
SPI0, so MISO physically maps to GP16 — leaving it floating leaves
the SPI bus topology incomplete.

Wires added:

  Pico 3V3   → tft1.VCC   (red)
  Pico GND.5 → tft1.GND   (black) — closest GND pad to GP17/18/19
  Pico GP16  → tft1.MISO  (amber) — hardware SPI0 MISO

Updated the data-integrity test (examples-pico-doom.test.ts) to
include the three new pairs in the SPI/control/power expectation
map. 10/10 tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 23:22:31 -03:00
davidmonterocrespo24 5742ed0146 feat(examples): Pico Doom — Wolf3D-style raycaster on RP2040 + ILI9341
A new entry in the games category for the Raspberry Pi Pico. Renders
a first-person 3D corridor à la Wolfenstein / early Doom using a
column-wise DDA raycaster — 160 rays per frame drawn straight to a
320×240 ILI9341 TFT via drawFastVLine, no framebuffer. 16×16 tile map
with 5 wall palettes (slate, blood, brown, toxic green, bronze door),
darkened on NS faces so corners read in 3D. Forward / back move,
two more buttons turn the player. 40-px HUD bar.

Why a demo, not the canonical id Software Doom: Graham Sanderson's
rp2040-doom port shoehorns DOOM1.WAD into 2 MB of flash with custom
compression and pushes video out over PIO-driven DVI / VGA — none of
that survives the rp2040js emulator (no PIO accuracy, no flash
mapping for huge assets). A raycaster reproduces the *visual* of
early Doom using only ~67 KB of flash and 9 KB of RAM, which the
emulator runs perfectly.

Pre-flight: arduino-cli compile against rp2040:rp2040:rpipico
already verified inside the Velxio backend container — 3 % flash,
3 % RAM. The Adafruit_GFX + Adafruit_ILI9341 libs the example
declares are already in the gallery's auto-install list.

Bundled:
  test/pico_doom_demo/arduino_sketch.ino — source of truth sketch
  test/pico_doom_demo/README.md          — what + why + pin map
  test/pico_doom_demo/compile_check.sh   — operator script that
    runs arduino-cli against the same FQBN the prod backend uses
  frontend/src/data/examples.ts          — gallery entry (boardType
    raspberry-pi-pico, category games, difficulty advanced, 5
    components, 14 wires)
  frontend/src/__tests__/examples-pico-doom.test.ts — 10 vitest
    assertions: example is registered exactly once, target board /
    category / difficulty match, libraries declared, all four
    pushbuttons present, every wire endpoint references a real
    component id, SPI pin mapping matches the sketch's #define
    block, every button has a GND wire, the renderFrame loop is
    still present in the embedded code.
2026-05-13 22:54:35 +02:00