Animated Marlin boot screen (#14961)

This commit is contained in:
Ludy 2019-08-18 01:40:01 +02:00 committed by Scott Lahteine
parent 9e49f154d8
commit 6715fd159c
107 changed files with 534 additions and 27 deletions

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -35,7 +35,7 @@
#include "../../../_Bootscreen.h" #include "../../../_Bootscreen.h"
#ifndef CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH #ifndef CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH
#define CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH ((CUSTOM_BOOTSCREEN_BMPWIDTH + 7) / 8) #define CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH CEILING(CUSTOM_BOOTSCREEN_BMPWIDTH, 8)
#endif #endif
#ifndef CUSTOM_BOOTSCREEN_BMPHEIGHT #ifndef CUSTOM_BOOTSCREEN_BMPHEIGHT
#define CUSTOM_BOOTSCREEN_BMPHEIGHT (sizeof(custom_start_bmp) / (CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH)) #define CUSTOM_BOOTSCREEN_BMPHEIGHT (sizeof(custom_start_bmp) / (CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH))
@ -69,6 +69,142 @@
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000 B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
}; };
#if ENABLED(BOOT_MARLIN_LOGO_ANIMATED)
const unsigned char start_bmp1[] PROGMEM = {
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
};
const unsigned char start_bmp2[] PROGMEM = {
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
B10000011,B11001111,B00000000,B00000000,B00000000,B00000000,B00111111,
B10000111,B11111111,B10000000,B00000000,B00000000,B00000000,B00011111,
B10000110,B01111001,B10000000,B00000000,B00000000,B00000000,B00001111,
B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000111,
B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000011,
B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11000000,B00000000,B00000000,B00000000,B00000001,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
};
const unsigned char start_bmp3[] PROGMEM = {
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
B10000011,B11001111,B00000000,B00000000,B00000000,B00000000,B00111111,
B10000111,B11111111,B10000000,B00000000,B00000000,B00000000,B00011111,
B10000110,B01111001,B10000000,B00000000,B00000000,B00000000,B00001111,
B10001100,B00110000,B11000111,B10000000,B00000000,B00000000,B00000111,
B10001100,B00110000,B11001111,B11000000,B00000000,B00000000,B00000011,
B10001100,B00110000,B11011100,B11100000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11011000,B01100000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11010000,B01100000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11011000,B01100000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11011100,B01100000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11001111,B01110000,B00000000,B00000000,B00000001,
B10001100,B00110000,B11000111,B01110000,B00000000,B00000000,B00000001,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
};
const unsigned char start_bmp4[] PROGMEM = {
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
B10000011,B11001111,B00000000,B00000000,B00000000,B00000000,B00111111,
B10000111,B11111111,B10000000,B00000000,B00000000,B00000000,B00011111,
B10000110,B01111001,B10000000,B00000000,B00000000,B00000000,B00001111,
B10001100,B00110000,B11000111,B10000011,B10000000,B00000000,B00000111,
B10001100,B00110000,B11001111,B11000111,B11000000,B00000000,B00000011,
B10001100,B00110000,B11011100,B11101100,B11100000,B00000000,B00000001,
B10001100,B00110000,B11011000,B01101100,B01100000,B00000000,B00000001,
B10001100,B00110000,B11010000,B01101100,B00000000,B00000000,B00000001,
B10001100,B00110000,B11011000,B01101100,B00000000,B00000000,B00000001,
B10001100,B00110000,B11011100,B01101100,B00000000,B00000000,B00000001,
B10001100,B00110000,B11001111,B01111100,B00000000,B00000000,B00000001,
B10001100,B00110000,B11000111,B01111100,B00000000,B00000000,B00000001,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
};
const unsigned char start_bmp5[] PROGMEM = {
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
B10000011,B11001111,B00000000,B00000000,B00001100,B00000000,B00111111,
B10000111,B11111111,B10000000,B00000000,B00001100,B00000000,B00011111,
B10000110,B01111001,B10000000,B00000000,B00001100,B00000000,B00001111,
B10001100,B00110000,B11000111,B10000011,B10001100,B00000000,B00000111,
B10001100,B00110000,B11001111,B11000111,B11001100,B00000000,B00000011,
B10001100,B00110000,B11011100,B11101100,B11101100,B00000000,B00000001,
B10001100,B00110000,B11011000,B01101100,B01101100,B00000000,B00000001,
B10001100,B00110000,B11010000,B01101100,B00001100,B00000000,B00000001,
B10001100,B00110000,B11011000,B01101100,B00001100,B00000000,B00000001,
B10001100,B00110000,B11011100,B01101100,B00001110,B00000000,B00000001,
B10001100,B00110000,B11001111,B01111100,B00000111,B10000000,B00000001,
B10001100,B00110000,B11000111,B01111100,B00000011,B10000000,B00000001,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
};
const unsigned char start_bmp6[] PROGMEM = {
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
B10000011,B11001111,B00000000,B00000000,B00001100,B00110000,B00111111,
B10000111,B11111111,B10000000,B00000000,B00001100,B00110000,B00011111,
B10000110,B01111001,B10000000,B00000000,B00001100,B00000000,B00001111,
B10001100,B00110000,B11000111,B10000011,B10001100,B00110000,B00000111,
B10001100,B00110000,B11001111,B11000111,B11001100,B00110000,B00000011,
B10001100,B00110000,B11011100,B11101100,B11101100,B00110000,B00000001,
B10001100,B00110000,B11011000,B01101100,B01101100,B00110000,B00000001,
B10001100,B00110000,B11010000,B01101100,B00001100,B00110000,B00000001,
B10001100,B00110000,B11011000,B01101100,B00001100,B00110000,B00000001,
B10001100,B00110000,B11011100,B01101100,B00001110,B00111000,B00000001,
B10001100,B00110000,B11001111,B01111100,B00000111,B10011100,B00000001,
B10001100,B00110000,B11000111,B01111100,B00000011,B10001100,B00000001,
B01000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000010,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B00011111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111000
};
#endif
#else #else
#define START_BMPWIDTH 112 #define START_BMPWIDTH 112
@ -114,10 +250,269 @@
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000 B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
}; };
#if ENABLED(BOOT_MARLIN_LOGO_ANIMATED)
const unsigned char start_bmp1[] PROGMEM = {
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
};
const unsigned char start_bmp2[] PROGMEM = {
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,B11111111,
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
};
const unsigned char start_bmp3[] PROGMEM = {
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,B11111111,
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00011111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B11110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,
B11000001,B11100000,B00011110,B00000001,B11100011,B11110011,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100111,B11100000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B01111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B01111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100011,B11100000,B00111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B00111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B00111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B11111111,B00111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B00111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
};
const unsigned char start_bmp4[] PROGMEM = {
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00111111,B11111111,
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00011111,B00000000,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B01111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B11000000,B00001111,B11111000,B00000000,B00000000,B00000000,B00000000,B00111111,
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B11100000,B00011111,B11111100,B00000000,B00000000,B00000000,B00000000,B00011111,
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B11110000,B00111111,B11111110,B00000000,B00000000,B00000000,B00000000,B00001111,
B11000001,B11100000,B00011110,B00000001,B11100011,B11110011,B11111000,B00111111,B00111110,B00000000,B00000000,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100111,B11100000,B11111100,B01111100,B00011111,B00000000,B00000000,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B01111100,B01111100,B00001111,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B01111100,B01111000,B00001111,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100011,B11100000,B00111100,B01111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B00111111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B00111111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B11111111,B00111111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B00111111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
};
const unsigned char start_bmp5[] PROGMEM = {
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00111111,B11111111,
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00011111,B11111111,
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00001111,B11111111,
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000111,B11111111,
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000011,B11111111,
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000001,B11111111,
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000000,B11111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00011111,B00000000,B00000011,B11100000,B01111000,B00000000,B00000000,B00000000,B01111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B11000000,B00001111,B11111000,B01111000,B00000000,B00000000,B00000000,B00111111,
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B11100000,B00011111,B11111100,B01111000,B00000000,B00000000,B00000000,B00011111,
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B11110000,B00111111,B11111110,B01111000,B00000000,B00000000,B00000000,B00001111,
B11000001,B11100000,B00011110,B00000001,B11100011,B11110011,B11111000,B00111111,B00111110,B01111000,B00000000,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100111,B11100000,B11111100,B01111100,B00011111,B01111000,B00000000,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B01111100,B01111100,B00001111,B01111000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B01111100,B01111000,B00001111,B01111000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B00111100,B01111000,B00000000,B01111000,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100011,B11100000,B00111100,B01111000,B00000000,B01111100,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B00111111,B11111000,B00000000,B01111111,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B00111111,B11111000,B00000000,B00111111,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B11111111,B00111111,B11111000,B00000000,B00011111,B00000000,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B00111111,B11111000,B00000000,B00001111,B00000000,B00000000,B00000000,B00000011,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
};
const unsigned char start_bmp6[] PROGMEM = {
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,B11111111,B11111111,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000011,B11111111,B11111111,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000001,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B11111111,B11111111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111111,B11111111,
B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00111111,B11111111,
B11000000,B00001111,B11000000,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00011000,B00000000,B00011111,B11111111,
B11000000,B00111111,B11100001,B11111111,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00111100,B00000000,B00001111,B11111111,
B11000000,B01111111,B11110011,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00111100,B00000000,B00000111,B11111111,
B11000000,B11111111,B11111111,B11111111,B11000000,B00000000,B00000000,B00000000,B00000000,B01111000,B00111100,B00000000,B00000011,B11111111,
B11000001,B11111000,B01111111,B10000111,B11100000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000001,B11111111,
B11000001,B11110000,B00111111,B00000011,B11100000,B00000000,B00000000,B00000000,B00000000,B01111000,B00000000,B00000000,B00000000,B11111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B00011111,B00000000,B00000011,B11100000,B01111000,B00111100,B00000000,B00000000,B01111111,
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B11000000,B00001111,B11111000,B01111000,B00111100,B00000000,B00000000,B00111111,
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B11100000,B00011111,B11111100,B01111000,B00111100,B00000000,B00000000,B00011111,
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B11110000,B00111111,B11111110,B01111000,B00111100,B00000000,B00000000,B00001111,
B11000001,B11100000,B00011110,B00000001,B11100011,B11110011,B11111000,B00111111,B00111110,B01111000,B00111100,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100111,B11100000,B11111100,B01111100,B00011111,B01111000,B00111100,B00000000,B00000000,B00000111,
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B01111100,B01111100,B00001111,B01111000,B00111100,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B01111100,B01111000,B00001111,B01111000,B00111100,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00111100,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00111100,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B10000000,B00111100,B01111000,B00000000,B01111000,B00111100,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100111,B11000000,B00111100,B01111000,B00000000,B01111000,B00111100,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100011,B11100000,B00111100,B01111000,B00000000,B01111100,B00111100,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100011,B11111111,B00111111,B11111000,B00000000,B01111111,B10111100,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100001,B11111111,B00111111,B11111000,B00000000,B00111111,B10111111,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B11111111,B00111111,B11111000,B00000000,B00011111,B10111111,B00000000,B00000000,B00000011,
B11000001,B11100000,B00011110,B00000001,B11100000,B01111111,B00111111,B11111000,B00000000,B00001111,B10111111,B00000000,B00000000,B00000011,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000111,
B01100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000110,
B01110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001110,
B00111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00011100,
B00011110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B01111000,
B00001111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11110000,
B00000001,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B10000000
};
#endif
#endif
#if ENABLED(BOOT_MARLIN_LOGO_ANIMATED)
#ifndef MARLIN_BOOTSCREEN_FRAME_TIME
#define MARLIN_BOOTSCREEN_FRAME_TIME 100 // (ms)
#endif
const unsigned char * const marlin_bootscreen_animation[] PROGMEM = {
start_bmp1, start_bmp2, start_bmp3, start_bmp4, start_bmp5, start_bmp6, start_bmp
};
#endif #endif
#ifndef START_BMP_BYTEWIDTH #ifndef START_BMP_BYTEWIDTH
#define START_BMP_BYTEWIDTH ((START_BMPWIDTH + 7) / 8) #define START_BMP_BYTEWIDTH CEILING(START_BMPWIDTH, 8)
#endif #endif
#ifndef START_BMPHEIGHT #ifndef START_BMPHEIGHT
#define START_BMPHEIGHT (sizeof(start_bmp) / (START_BMP_BYTEWIDTH)) #define START_BMPHEIGHT (sizeof(start_bmp) / (START_BMP_BYTEWIDTH))

View file

@ -1220,10 +1220,10 @@
#define STATUS_HOTEND4_WIDTH STATUS_HOTEND3_WIDTH #define STATUS_HOTEND4_WIDTH STATUS_HOTEND3_WIDTH
#endif #endif
#ifndef STATUS_HOTEND5_WIDTH #ifndef STATUS_HOTEND5_WIDTH
#define STATUS_HOTEND5_WIDTH STATUS_HOTEND5_WIDTH #define STATUS_HOTEND5_WIDTH STATUS_HOTEND4_WIDTH
#endif #endif
#ifndef STATUS_HOTEND6_WIDTH #ifndef STATUS_HOTEND6_WIDTH
#define STATUS_HOTEND6_WIDTH STATUS_HOTEND6_WIDTH #define STATUS_HOTEND6_WIDTH STATUS_HOTEND5_WIDTH
#endif #endif
constexpr uint8_t status_hotend_width[HOTENDS] = ARRAY_N(HOTENDS, STATUS_HOTEND1_WIDTH, STATUS_HOTEND2_WIDTH, STATUS_HOTEND3_WIDTH, STATUS_HOTEND4_WIDTH, STATUS_HOTEND5_WIDTH, STATUS_HOTEND6_WIDTH); constexpr uint8_t status_hotend_width[HOTENDS] = ARRAY_N(HOTENDS, STATUS_HOTEND1_WIDTH, STATUS_HOTEND2_WIDTH, STATUS_HOTEND3_WIDTH, STATUS_HOTEND4_WIDTH, STATUS_HOTEND5_WIDTH, STATUS_HOTEND6_WIDTH);
@ -1264,10 +1264,10 @@
#define STATUS_HOTEND4_X STATUS_HOTEND3_X + STATUS_HEATERS_XSPACE #define STATUS_HOTEND4_X STATUS_HOTEND3_X + STATUS_HEATERS_XSPACE
#endif #endif
#ifndef STATUS_HOTEND5_X #ifndef STATUS_HOTEND5_X
#define STATUS_HOTEND5_X STATUS_HOTEND5_X + STATUS_HEATERS_XSPACE #define STATUS_HOTEND5_X STATUS_HOTEND4_X + STATUS_HEATERS_XSPACE
#endif #endif
#ifndef STATUS_HOTEND6_X #ifndef STATUS_HOTEND6_X
#define STATUS_HOTEND6_X STATUS_HOTEND6_X + STATUS_HEATERS_XSPACE #define STATUS_HOTEND6_X STATUS_HOTEND5_X + STATUS_HEATERS_XSPACE
#endif #endif
#if HOTENDS > 2 #if HOTENDS > 2
@ -1291,10 +1291,10 @@
#define STATUS_HOTEND4_TEXT_X STATUS_HOTEND3_TEXT_X + STATUS_HEATERS_XSPACE #define STATUS_HOTEND4_TEXT_X STATUS_HOTEND3_TEXT_X + STATUS_HEATERS_XSPACE
#endif #endif
#ifndef STATUS_HOTEND5_TEXT_X #ifndef STATUS_HOTEND5_TEXT_X
#define STATUS_HOTEND5_TEXT_X STATUS_HOTEND5_TEXT_X + STATUS_HEATERS_XSPACE #define STATUS_HOTEND5_TEXT_X STATUS_HOTEND4_TEXT_X + STATUS_HEATERS_XSPACE
#endif #endif
#ifndef STATUS_HOTEND6_TEXT_X #ifndef STATUS_HOTEND6_TEXT_X
#define STATUS_HOTEND6_TEXT_X STATUS_HOTEND6_TEXT_X + STATUS_HEATERS_XSPACE #define STATUS_HOTEND6_TEXT_X STATUS_HOTEND5_TEXT_X + STATUS_HEATERS_XSPACE
#endif #endif
constexpr uint8_t status_hotend_text_x[] = ARRAY_N(HOTENDS, STATUS_HOTEND1_TEXT_X, STATUS_HOTEND2_TEXT_X, STATUS_HOTEND3_TEXT_X, STATUS_HOTEND4_TEXT_X, STATUS_HOTEND5_TEXT_X, STATUS_HOTEND6_TEXT_X); constexpr uint8_t status_hotend_text_x[] = ARRAY_N(HOTENDS, STATUS_HOTEND1_TEXT_X, STATUS_HOTEND2_TEXT_X, STATUS_HOTEND3_TEXT_X, STATUS_HOTEND4_TEXT_X, STATUS_HOTEND5_TEXT_X, STATUS_HOTEND6_TEXT_X);
#define STATUS_HOTEND_TEXT_X(N) status_hotend_text_x[N] #define STATUS_HOTEND_TEXT_X(N) status_hotend_text_x[N]

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@ -115,17 +115,14 @@ void MarlinUI::set_font(const MarlinFont font_nr) {
#endif #endif
const u8g_pgm_uint8_t * const bmp = const u8g_pgm_uint8_t * const bmp =
#if ENABLED(ANIMATED_BOOTSCREEN) #if ENABLED(CUSTOM_BOOTSCREEN_ANIMATED)
(u8g_pgm_uint8_t*)pgm_read_ptr(&custom_bootscreen_animation[frame]) (u8g_pgm_uint8_t*)pgm_read_ptr(&custom_bootscreen_animation[frame])
#else #else
custom_start_bmp custom_start_bmp
#endif #endif
; ;
u8g.drawBitmapP( u8g.drawBitmapP(left, top, CUSTOM_BOOTSCREEN_BMP_BYTEWIDTH, CUSTOM_BOOTSCREEN_BMPHEIGHT, bmp);
left, top,
CEILING(CUSTOM_BOOTSCREEN_BMPWIDTH, 8), CUSTOM_BOOTSCREEN_BMPHEIGHT, bmp
);
#if ENABLED(CUSTOM_BOOTSCREEN_INVERTED) #if ENABLED(CUSTOM_BOOTSCREEN_INVERTED)
if (frame == 0) { if (frame == 0) {
@ -140,7 +137,7 @@ void MarlinUI::set_font(const MarlinFont font_nr) {
// Shows the custom bootscreen, with the u8g loop, animations and delays // Shows the custom bootscreen, with the u8g loop, animations and delays
void MarlinUI::show_custom_bootscreen() { void MarlinUI::show_custom_bootscreen() {
#if DISABLED(ANIMATED_BOOTSCREEN) #if DISABLED(CUSTOM_BOOTSCREEN_ANIMATED)
constexpr millis_t d = 0; constexpr millis_t d = 0;
constexpr uint8_t f = 0; constexpr uint8_t f = 0;
#else #else
@ -200,7 +197,8 @@ void MarlinUI::set_font(const MarlinFont font_nr) {
NOLESS(offx, 0); NOLESS(offx, 0);
NOLESS(offy, 0); NOLESS(offy, 0);
u8g.drawBitmapP(offx, offy, (START_BMPWIDTH + 7) / 8, START_BMPHEIGHT, start_bmp); auto draw_bootscreen_bmp = [offx, offy, txt_base, txt_offx_1, txt_offx_2](const uint8_t *bitmap) {
u8g.drawBitmapP(offx, offy, START_BMP_BYTEWIDTH, START_BMPHEIGHT, bitmap);
set_font(FONT_MENU); set_font(FONT_MENU);
#ifndef STRING_SPLASH_LINE2 #ifndef STRING_SPLASH_LINE2
u8g.drawStr(txt_offx_1, txt_base, STRING_SPLASH_LINE1); u8g.drawStr(txt_offx_1, txt_base, STRING_SPLASH_LINE1);
@ -208,6 +206,21 @@ void MarlinUI::set_font(const MarlinFont font_nr) {
u8g.drawStr(txt_offx_1, txt_base - (MENU_FONT_HEIGHT), STRING_SPLASH_LINE1); u8g.drawStr(txt_offx_1, txt_base - (MENU_FONT_HEIGHT), STRING_SPLASH_LINE1);
u8g.drawStr(txt_offx_2, txt_base, STRING_SPLASH_LINE2); u8g.drawStr(txt_offx_2, txt_base, STRING_SPLASH_LINE2);
#endif #endif
};
#if DISABLED(BOOT_MARLIN_LOGO_ANIMATED)
draw_bootscreen_bmp(start_bmp);
#else
constexpr millis_t d = MARLIN_BOOTSCREEN_FRAME_TIME;
LOOP_L_N(f, COUNT(marlin_bootscreen_animation)) {
u8g.firstPage();
do {
const u8g_pgm_uint8_t * const bmp = (u8g_pgm_uint8_t*)pgm_read_ptr(&marlin_bootscreen_animation[f]);
draw_bootscreen_bmp(bmp);
} while (u8g.nextPage());
if (d) safe_delay(d);
}
#endif
} }
// Shows the Marlin bootscreen, with the u8g loop and delays // Shows the Marlin bootscreen, with the u8g loop and delays

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@ -54,7 +54,7 @@ opt_set TEMP_SENSOR_3 20
opt_set TEMP_SENSOR_4 1000 opt_set TEMP_SENSOR_4 1000
opt_set TEMP_SENSOR_BED 1 opt_set TEMP_SENSOR_BED 1
opt_enable AUTO_BED_LEVELING_UBL RESTORE_LEVELING_AFTER_G28 DEBUG_LEVELING_FEATURE G26_MESH_EDITING ENABLE_LEVELING_FADE_HEIGHT SKEW_CORRECTION \ opt_enable AUTO_BED_LEVELING_UBL RESTORE_LEVELING_AFTER_G28 DEBUG_LEVELING_FEATURE G26_MESH_EDITING ENABLE_LEVELING_FADE_HEIGHT SKEW_CORRECTION \
REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER LIGHTWEIGHT_UI STATUS_MESSAGE_SCROLLING \ REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER LIGHTWEIGHT_UI STATUS_MESSAGE_SCROLLING BOOT_MARLIN_LOGO_SMALL BOOT_MARLIN_LOGO_ANIMATED \
SDSUPPORT SDCARD_SORT_ALPHA USB_FLASH_DRIVE_SUPPORT SCROLL_LONG_FILENAMES \ SDSUPPORT SDCARD_SORT_ALPHA USB_FLASH_DRIVE_SUPPORT SCROLL_LONG_FILENAMES \
EEPROM_SETTINGS EEPROM_CHITCHAT GCODE_MACROS CUSTOM_USER_MENUS \ EEPROM_SETTINGS EEPROM_CHITCHAT GCODE_MACROS CUSTOM_USER_MENUS \
MULTI_NOZZLE_DUPLICATION JUNCTION_DEVIATION LIN_ADVANCE QUICK_HOME \ MULTI_NOZZLE_DUPLICATION JUNCTION_DEVIATION LIN_ADVANCE QUICK_HOME \

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1138,6 +1138,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
#define STATUS_HEAT_PERCENT // Show heating in a progress bar #define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) #define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -25,7 +25,7 @@
* Animated boot screen example * Animated boot screen example
*/ */
#define ANIMATED_BOOTSCREEN #define CUSTOM_BOOTSCREEN_ANIMATED
#define CUSTOM_BOOTSCREEN_FRAME_TIME 100 // (ms) #define CUSTOM_BOOTSCREEN_FRAME_TIME 100 // (ms)
#define CUSTOM_BOOTSCREEN_BMPWIDTH 128 #define CUSTOM_BOOTSCREEN_BMPWIDTH 128
@ -90,7 +90,7 @@ const unsigned char custom_start_bmp[] PROGMEM = {
B00000000,B00000000,B00000000,B00000000,B00001110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000 B00000000,B00000000,B00000000,B00000000,B00001110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000
}; };
#if ENABLED(ANIMATED_BOOTSCREEN) #if ENABLED(CUSTOM_BOOTSCREEN_ANIMATED)
const unsigned char custom_start_bmp1[] PROGMEM = { const unsigned char custom_start_bmp1[] PROGMEM = {
B11111001,B11111111,B11111111,B11111111,B11110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000, B11111001,B11111111,B11111111,B11111111,B11110000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1139,6 +1139,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1143,6 +1143,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1134,6 +1134,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1134,6 +1134,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1134,6 +1134,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1134,6 +1134,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1139,6 +1139,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1139,6 +1139,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames #define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
#define STATUS_HEAT_PERCENT // Show heating in a progress bar #define STATUS_HEAT_PERCENT // Show heating in a progress bar
#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) #define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames #define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
#define STATUS_HEAT_PERCENT // Show heating in a progress bar #define STATUS_HEAT_PERCENT // Show heating in a progress bar
#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) #define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1140,6 +1140,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
#define STATUS_HEAT_PERCENT // Show heating in a progress bar #define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1140,6 +1140,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
#define STATUS_HEAT_PERCENT // Show heating in a progress bar #define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1136,6 +1136,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1134,6 +1134,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
#define STATUS_HEAT_PERCENT // Show heating in a progress bar #define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1131,6 +1131,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1134,6 +1134,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
#define STATUS_HEAT_PERCENT // Show heating in a progress bar #define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1134,6 +1134,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
#define STATUS_HEAT_PERCENT // Show heating in a progress bar #define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1148,6 +1148,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1135,6 +1135,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

View file

@ -1137,6 +1137,7 @@
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar
//#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash) //#define BOOT_MARLIN_LOGO_SMALL // Show a smaller Marlin logo on the Boot Screen (saving 399 bytes of flash)
//#define BOOT_MARLIN_LOGO_ANIMATED // Animated Marlin logo. Costs ~3260 (or ~940) bytes of PROGMEM.
// Frivolous Game Options // Frivolous Game Options
//#define MARLIN_BRICKOUT //#define MARLIN_BRICKOUT

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