Commit Graph

3 Commits

Author SHA1 Message Date
Adolfo Reyna
b16211f148 Fix SD card integration and Lua game loading
- Fix SD card MISO pin (was using display MISO instead of SD MISO)
- Add FatFS mounting after SD card initialization
- Restore SPI baudrate on all SD init failure paths
- Add case-insensitive .lua file extension check
- Filter out hidden 8.3 filename entries
- Add SPI speed management functions for shared SPI bus
- Wrap all FatFS operations with SPI speed switching
- Restore display SPI speed (32 MHz) after SD operations
- Add debug output to Lua game loader

This fixes slow display refresh when SD card is present and enables
reliable Lua game loading from SD card /games directory.
2026-02-07 19:31:38 -05:00
Adolfo Reyna
2a472fc29f Add frame tick system for continuous animation
- Added INPUT_FRAME_TICK event type to input_event.h
- Added wants_frame_updates() virtual method to Game base class
- Implemented frame tick logic in main loop (basic1.cpp and emulator/main.cpp)
- Added Lua bindings: game.set_frame_updates(bool) and INPUT.FRAME_TICK
- Updated LuaGame to support frame updates via registry flag
- Updated ball.lua to use continuous frame updates for smooth animation
- Both hardware and emulator now support continuous animation for physics/games
2026-02-07 13:20:10 -05:00
Adolfo Reyna
e6e4eca188 Add Lua 5.4 scripting integration for dynamic game loading
- Integrated Lua 5.4 engine (32-bit mode for embedded ARM)
- Created LuaGame wrapper class implementing Game interface
- Added C++ bindings exposing renderer, game state, and input to Lua
- Implemented SD card loader for automatic .lua game discovery
- Updated GameLauncher to support std::function for lambda captures
- Made Game class members public for Lua bindings access
- Added example Lua games: counter, snake, bouncing ball
- Included comprehensive API documentation

Games can now be written as .lua text files on SD card and loaded
without recompilation. Build size: 747KB UF2, Lua VM uses ~50-80KB RAM.
2026-02-07 11:56:03 -05:00