From 8f60df964abbfda3952b39c24b23372b9f6b54e4 Mon Sep 17 00:00:00 2001 From: Marco Thomas Date: Sat, 14 May 2022 19:25:38 +0200 Subject: [PATCH] Update README --- README.org | 8 +++----- bad-apple-embedded/src/main.rs | 2 +- 2 files changed, 4 insertions(+), 6 deletions(-) diff --git a/README.org b/README.org index 27106fe..4f5c3e9 100644 --- a/README.org +++ b/README.org @@ -17,7 +17,7 @@ Frame timings and length of the video can be adjusted, too high frames per secon Faster render times (lower fps) are being adjusted for. * How to use -1. Convert a video to an ASCII file, using =video-to-ascii.py= +1. Convert a video to an ASCII file, using =video-to-asciiy= 2. Adjust frame timing in the main program (draw time per picture, width, height, total frames) 3. Flash and enjoy! @@ -29,11 +29,9 @@ The screen renders video through ASCII characters. It takes in a long text file, If these parameters don't match up, the end result won't either. * Dependencies -The =video-to-ascii.py= conversion script uses [[https://github.com/ivanl-exe/image-to-ascii/][image-to-ascii]] for the conversion in the background. -It is assumed to be located on the same height as this project and that it is build in release-mode (due to performance). - =video-to-ascii= needs ffmpeg-libraries, which (on rpm-based distros) can be installed via =dnf install ffmpeg-devel=. * TODO - [X] Fix timing in draw (still a tiny bit off, but it's fine) -- [ ] Rewrite ASCII conversion in Rust or Haskell (with an own implementation of =ascii-to-text=) +- [X] Rewrite ASCII conversion in Rust or Haskell (with an own implementation of =ascii-to-text=) +- [ ] Optimize =video-to-ascii= conversion speed diff --git a/bad-apple-embedded/src/main.rs b/bad-apple-embedded/src/main.rs index d517b2d..1c83a34 100644 --- a/bad-apple-embedded/src/main.rs +++ b/bad-apple-embedded/src/main.rs @@ -98,7 +98,7 @@ fn main() -> ! { index = (index + IMAGE_LEN) % IMAGE_END; // adjust for desired framerate - // WARNING: don't do anything after elapsed() has been calculated, + // WARNING: don't do anything after ms_per_draw has been calculated, // otherwise it will delay the frame being drawn, which will // knock it off sync // It's still a tiny, wheensy bit off, but it's fine