Full hardware swap from Panlee SC01 Plus (480×320 IPS) to Waveshare 2.16" square AMOLED (480×480, CO5300 + CST9220 + AXP2101 + QMI8658). Library stack moves to Arduino_GFX, SensorLib, XPowersLib on the pioarduino platform 55.03.38-1 (Arduino Core 3.x). UI: - 4 screens (splash, usage, controller, bluetooth) with 3-button physical navigation: GPIO 0 = prev, AXP PKEY = cycle, GPIO 18 = next. - IMU-driven 90° auto-rotation. CO5300 can't rotate via MADCTL, so flush callback does CPU strip-rotation in PARTIAL render mode. Rotation transitions use AMOLED brightness flash (instant black → redraw → ramp). - Battery indicator (Lucide icons) in upper-right, RGB565A8 alpha so it blends over the splash animations. - USB plugged/unplugged auto-switches between Usage and Controller screens (suppressed while on splash). - Fonts and icons re-scaled ~1.9× for the higher-DPI panel; 20px margins to clear rounded corners. Splash: - 13 × 20×20 pixel-art creature animations sourced from claudepix.vercel.app via tools/scrape_claudepix.js (scraper handles both PRESET creature-engine and standalone FRAMES+PAL formats). tools/convert_to_c.js emits firmware/src/splash_animations.h. Attribution preserved in README and the generated header. Tooling: - tools/png_to_lvgl.js converts alpha PNGs to LVGL RGB565A8 (planar layout, with --tint to colorize Lucide black-on-transparent sources). - tools/scrape_claudepix.js, tools/convert_to_c.js for the splash pipeline. Docs: - New worktree CLAUDE.md with hardware pin map, file inventory, build commands, and the 8 critical gotchas (CO5300 rotation, OPI PSRAM, pioarduino requirement, LVGL 9 font patching, centralized touch read, even-aligned flush regions, touch swap/mirror values, RGB565A8 layout). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Splash animation tools
Two-step pipeline for getting third-party 20×20 pixel animations onto the device.
1. Scrape
node scrape_claudepix.js
Fetches the manifest from claudepix.vercel.app/app.js, then each animation's
HTML file, evaluates the embedded JS in a Node VM context (loading the same
creature-engine.js the site uses), and writes resolved frame data to
tools/claudepix_data/*.json.
Each output file looks like:
{
"filename": "idle_breathe.html",
"name": "idle breathe",
"category": "Idle",
"description": "...",
"frame_count": 17,
"frames": [{ "hold": 500, "grid": [[0,0,...],[0,1,1,...],...] }, ...]
}
Override URL or output dir with --base and --out.
2. Convert to C
node convert_to_c.js
Reads tools/claudepix_data/*.json and emits a single
firmware/src/splash_animations.h with:
splash_<ident>_frames[N][400]— per-frame cell codes (0 = empty, 1 = body, 2 = eye)splash_<ident>_holds[N]— per-frame hold time in mssplash_anims[]— master table with name, category, frame count, pointersSPLASH_ANIM_COUNT
The firmware (splash.cpp) consumes this header to render and animate.
Re-running
The scraper is idempotent — re-run any time the source library updates. The converter overwrites the header. Rebuild firmware after running both.
License note
The scraper hits a public site without a stated license. Confirm reuse is appropriate for your case before redistributing the output.