34
Command Summary
7.2
Display
Animation
Dec
Hex
ASCII
254 193
FE C1
■
┴
ID File ID
*
X Y
ID File ID
*
X Y
ID File ID
*
X Y
v8.3
Load the first frame of the specified animation in its stopped state at the specified location. If an animation is
already in use at that index it will be overwritten. Use the start animation command to play the displayed file.
ID
Byte
Unique animation identification number, value between 0 and 15.
File ID
Short
Unique animation file identification number, value between 0 and 1023.
X
Byte
Leftmost coordinate of animation.
Y
Byte
Topmost coordinate of animation.
*Note:
File ID short length variable was removed from this command at v8.4, and reintroduced at v8.5.
7.3
Delete
Animation
Dec
Hex
ASCII
254 199
FE C7
■
╟
ID
ID
ID
v8.3
Stop and delete the displayed animation specified.
ID
Byte
Animation number to delete, value between 0 and 15.
7.4
Start/Stop
Animation
Dec
Hex
ASCII
254 194
FE C2
■
┬
ID Start
ID Start
ID Start
v8.3
Start or stop an animation that has been displayed.
ID
Byte
Animation number to start/stop, value between 0 and 15.
Start
Byte
Any non-zero value will start the specified animation, 0 will stop it.
7.5
Set
Animation
Frame
Dec
Hex
ASCII
254 197
FE C5
■
┼
ID Frame
ID Frame
ID Frame
v8.3
Set the current frame of a displayed animation. If the frame exceeds the total number present, the animation will
be set to the first frame.
ID
Byte
Animation number to control, value between 0 and 15.
Frame
Byte
Number of the frame to be displayed, value between 0 and 31.
7.6
Get
Animation
Frame
Dec
Hex
ASCII
254 196
FE C4
■
─
ID
ID
ID
v8.3
Get the current frame of a displayed animation.
ID
Byte
Animation number to request frame number, value between 0 and 15.
Response
Byte
Current frame number of the animation specified, value between 0 and 31.
Animation File Creation
An animation file is a series of bitmaps, each displayed for a specified length of time within a continuous
rotation. The file begins by specifying the number of frames, the offset of each block of bitmap
information, and the time to display each frame. After which bitmap headers and data are transmitted
for each frame, in the same manner as the Bitmap File Creation example.