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tutorials:knittingmachine:insertpatt.html [2010/11/01 19:09]
ladyada created
tutorials:knittingmachine:insertpatt.html [2016/01/28 18:05] (current)
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-====== ​Creating ​new patterns ======+====== ​Programming in new patterns ======
  
-Having a backup of your patterns+Now we get to the fun part, showing how you can make an image on your computer and then inserting it into the memory file so that we can easily make new patterns ​without the tedious entering-by-hand part. 
  
-{{:​tutorials:​knittingmachine:​screen_shot_2010-10-26_at_9.56.07_pm.png|}} +====== Create the image ======
-{{:​tutorials:​knittingmachine:​screen_shot_2010-10-26_at_9.55.27_pm.png|}} +
-{{:​tutorials:​knittingmachine:​screen_shot_2010-10-26_at_9.55.40_pm.png|}}+
  
-====== ​Putting new patterns on the machine ​====== +The first thing we'll need to do is make the image. The image **must** be 1-bit/​2-color/​monochrome/​black&​white. You need to make sure that whatever image software can save the file in monochrome. A free program on every windows computer that can do this is **MS Paint** - its crummy but it does this stuff kinda well 
-  Start up the disk drive emulator in the command line+ 
-  * When "ready" ​lamp is lit, perform ​memory reset by pressing CE key, then type in 888, then press STEP key. +A nice thing you can do is zoom in and click pixels. Remember that stitches in knitting are not square, so you may want to squish your graphic horizontally just a bit before lowering its resolution. 
-  ​* Clear display ​with CE key, then prepare ​to load new data into memory by typing 551, then STEP+ 
-  ​* Display should go blank, then "​ready"​ and "pattern ​no" lamps should illuminate. Press to indicate ​which "​track" ​to load from the disk drive emulatorthen press STEP+{{  :​tutorials:​knittingmachine:​paintzoom.gif ​ |}} 
-  * Machine will beep when finishedpick pattern ​and knit as normal.+ 
 +{{  :​tutorials:​knittingmachine:​adazoomed.gif ​ |}} 
 + 
 +Again, make sure that its saved as a monochrome 1-bit Bitmap (BMP) file 
 + 
 +{{  :​tutorials:​knittingmachine:​monochromsave.gif ​ |}} 
 + 
 +Next you'll need to figure out the pixel dimensions (width and height). You can count the pixels or, at least under windows and some paint programs, they'​ll report the image size for you 
 + 
 +{{  :​tutorials:​knittingmachine:​properties.gif ​ |}} 
 + 
 +Write down or otherwise keep track of the pixel dimensions for the next step. 
 + 
 +====== ​Creating a container pattern ​====== 
 +Our software can't add new patterns to the memory file (we don't understand enough of the format to do so) but it **can** edit existing patterns. So what we'll do is make a blank '​container'​ pattern on the knitting machine. Then we'll edit the pattern on the computer and re-upload ​the file
 + 
 +In this step, you're going to create the blank "container" ​pattern of the appropriate dimensions using the knitting machine control panel. This pattern ​is going to be 32x32 and will have pattern ID #901 
 + 
 +Press INPUT  
 + 
 +{{  :​tutorials:​knittingmachine:​01_press_input.jpg?​500 ​ |}} 
 + 
 +Note the pattern number that appears. User-input patterns get assigned ​number ​in ascending order starting at 901.  
 + 
 +{{  :​tutorials:​knittingmachine:​02_note_pattern_number.jpg?​500 ​ |}} 
 + 
 +Press STEP  
 + 
 +{{  :​tutorials:​knittingmachine:​03_press_step.jpg?​500 ​ |}} 
 + 
 +Enter your pattern'​s width (number of stitches), then press STEP 
 + 
 +{{  :​tutorials:​knittingmachine:​04_enter_number_of_stitches.jpg?​500 ​ |}} 
 + 
 +The number of available rows in the machine'​s memory will appear on the display. Press CE to clear the display
 + 
 +{{  :​tutorials:​knittingmachine:​04_remaining_available_rows_display.jpg?​500 ​ |}} 
 + 
 +Enter the pattern's height (number of rows) and press STEP. 
 + 
 +{{  :​tutorials:​knittingmachine:​05_enter_number_of_rows.jpg?​500 ​ |}} 
 + 
 +Press INPUT once more to exit input mode. 
 + 
 +Repeat for as many patterns as you'd like to create (and for which you have space). 
 + 
 + 
 +====== Inserting the pattern ====== 
 + 
 +Follow the [[backup.html|backup tutorial]] ​to transfer ​the knitting machine memory to your computer 
 + 
 +Now you'll run **insertpattern.py** by typing in **python insertpattern.py img/​file-01.dat PATTERNNUM BMPFILE myfile.dat** which will insert the **BMPFILE** You made in part 1 into the pattern # location **PATTERNNUM** and when donesave the new data file to **myfile.dat** (so you dont overwrite the old file) 
 + 
 +{{  :​tutorials:​knittingmachine:​insertingqr.gif ​ |}} 
 + 
 +If the pattern size doesn'​t match the image size it wont continue 
 + 
 +{{  :​tutorials:​knittingmachine:​wrongsize.gif ​ |}} 
 + 
 +====== Split the file ====== 
 + 
 +Now that we have the **myfile.dat**, we'll need to split the file into tracks. This lets the emulator load the files back like it was diskette. We've included a simple program to do this, its called **splitfile2trakc.py** ​and you can run it by typing in **splitfile2track.py myfile.dat** it will create two files, **track0.dat** and **track1.dat** 
 + 
 +{{  :​tutorials:​knittingmachine:​screen_shot_2010-10-26_at_9.55.27_pm.png ​ |}} 
 + 
 +Rename the files 00.dat and 01.dat respectively 
 + 
 +{{  :​tutorials:​knittingmachine:​screen_shot_2010-10-26_at_9.55.40_pm.png ​ |}} 
 + 
 +And drag them into your **img** folder 
 + 
 +{{  :​tutorials:​knittingmachine:​screen_shot_2010-10-26_at_9.56.07_pm.png ​ |}} 
 + 
 +Lastly, we'll reupload the files to the knitting machine, see the next tutorial!
  
  
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