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You are here: Home / Replies / code + need help software to burn .bin or .hex file to 89c51

code + need help software to burn .bin or .hex file to 89c51

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Microcontroller › 8051 › help me with 3*3 led cube with 89c51 ? › code + need help software to burn .bin or .hex file to 89c51

October 21, 2010 at 2:33 pm #5114
Paras Wadher
Participant

/I need code for 3*3*3 led cube running from 89c51 and how to upload bin file to 89c51 m using tx-rx of max232 .Help

/ ############################################
//
// 4x4x4 LED Cube project

// ############################################

#include <avr/io.h>
#include <avr/interrupt.h>
#include <avr/pgmspace.h>

// Define USART stuff
// CPU speed and baud rate:
#define FOSC 14745600
#define BAUD 9600
// Are used to calculate the correct USART timings
#define MYUBRR (((((FOSC * 10) / (16L * BAUD)) + 5) / 10) – 1)

// Define masks used for status LEDs and input buttons.
#define LED_GREEN 0x01
#define LED_RED 0x02
#define BUTTON 0x08
// Define port used for status and input.
#define LED_PORT PORTB
#define BUTTON_PORT PORTB

// Define masks for the layer select.
#define LAYER1 0x80
#define LAYER2 0x40
#define LAYER3 0x20
#define LAYER4 0x10
#define LAYERS 0xf0 // All layers
#define LAYERS_R 0x0f // The inverse of the above.
#define LAYER_PORT PORTD

// Define LED grid ports
// Each of the grid ports are connected to two rows of leds.
// The upper 4 bits is one row, the lower 4 bits are one row.
#define GRID1 PORTC
#define GRID2 PORTA

void ioinit (void); // initiate IO on the AVR
void bootmsg (void); // blink some leds to indicate boot or reboot
void delay_ms (uint16_t x); // delay function used throughout the program
void led_red(unsigned char state); // led on or off
void led_green(unsigned char state);
void launch_effect (int effect); // effect program launcher

// *** Cube buffer ***
// The 3D image displayed on the cube is buffered in a 2d array ‘cube’.
// The 1st dimension in this array is the Z axis of the cube.
// The 2nd dimension of the array is the Y axis.
// Each byte is a stripe of leds running along the X axis at the given
// Z and Y coordinates.
// Only the 4 lower bits are used, since the cube is only 4x4x4.
// This buffer design was chosen to have code compatability with a 8x8x8 cube.
// “volatile” makes the variables reachable from within the interrupt functions
volatile unsigned char cube[4][4];

// We sometimes want to draw into a temporary buffer so we can modify it
// before writing it to the cube buffer.
// e.g. invert, flip, reverse the cube..
volatile unsigned char tmpcube[4][4];

// What layer the interrupt routine is currently showing.
volatile unsigned char current_layer;

// Low level geometric functions
#include “draw.c”

// Static animation data
#include “frames.c”

// Fancy animations to run on the cube
#include “effect.c”

int main (void)
{
    // Initiate IO ports and peripheral devices.
    ioinit();
   
    // Indicate that the device has just booted.
    bootmsg();

    int x;
    int i;
    int z;

    // Set the layer to start drawing at
    current_layer = 0x00;
   
    // Enable interrupts to start drawing the cube buffer.
    // When interrupts are enabled, ISR(TIMER2_COMP_vect)
    // will run on timed intervalls.
    sei();

    // Main program loop.
    while (1)
    {
        for (i=0;i<13;i++)
        {
            launch_effect(i);
        }
        // Comment the loop above and uncomment the line below
        // if you want the effects in random order (produced some bugs.. )
        //launch_effect(rand()%13);
    }

}

// Launches one of those fancy effects.
void launch_effect (int effect)
{
    switch (effect)
    {
        // Lights all the layers one by one
        case 0:
            loadbar(1000);
            break;
           
        // A pixel bouncing randomly around
        case 1:
            // blink
            boingboing(150,500,0×03,0x01);
            break;
       
        // Randomly fill the cube
        // Randomly empty the cube
        case 2:
            fill(0x00);
            random_filler(100,1,500,1);
            random_filler(100,1,500,0);
            break;
       
        // Send voxels randomly back and forth the Z axis
        case 3:
            sendvoxels_rand_z(150,500,2000);
            break;
           
        // Spinning spiral
        case 4:
            effect_spiral(1,75,1000);
            break;
       
        // A coordinate bounces randomly around the cube
        // For every position the status of that voxel is toggled.
        case 5:
            // toggle
            boingboing(150,500,0×03,0x02);
            break;
       
        // Random raindrops
        case 6:
            effect_rain(20,5000,3000,500);
            break;
       
        // A snake randomly bounce around the cube.
        case 7:
            // snake
            boingboing(150,500,0×03,0x03);
            break;
           
        // Spinning plane
        case 8:
            effect_spinning_plane(1,50,1000);
            break;
       
        // set x number of random voxels, delay, unset them.
        // x increases from 1 to 20 and back to 1.
        case 9:
            random_2();
            break;
       
        // Set all 64 voxels in a random order.
        // Unset all 64 voxels in a random order.
        case 10:
            random_filler2(200,1);
            delay_ms(2000);
            random_filler2(200,0);
            delay_ms(1000);
            break;
           
        // bounce a plane up and down all the directions.
        case 11:
            flyplane(“z”,1,1000);
            delay_ms(2000);
            flyplane(“y”,1,1000);
            delay_ms(2000);
            flyplane(“x”,1,1000);
            delay_ms(2000);
            flyplane(“z”,0,1000);
            delay_ms(2000);
            flyplane(“y”,0,1000);
            delay_ms(2000);
            flyplane(“x”,0,1000);
            delay_ms(2000);
            break;
           
        // Fade in and out at low framerate
        case 12:
            blinky2();
            break;
    }
}

// ** Diagnostic led functions **

// Set or unset the red LED
void led_red(unsigned char state)
{
    if (state == 0x00)
    {
        LED_PORT &= ~LED_RED;
    } else
    {
        LED_PORT |= LED_RED;
    }
}

// Set or unset the green LED
void led_green(unsigned char state)
{
    if (state == 0x00)
    {
        LED_PORT &= ~LED_GREEN;
    } else
    {
        LED_PORT |= LED_GREEN;
    }
}

// Cube buffer draw interrupt routine
ISR(TIMER2_COMP_vect)
{

    // AND the reverse bitmask onto the layer port.
    // This disables all the layers. rendering all the leds off.
    // We don’t want to see the cube updating.
    LAYER_PORT &= LAYERS_R;

    // Take the current 2D image at the current layer along the Z axis
    // and place it on the LED grid.
    GRID1 = (0x0f & cube[current_layer][0]) | (0xf0 & (cube[current_layer][1] << 4));
    GRID2 = (0x0f & cube[current_layer][2]) | (0xf0 & (cube[current_layer][3] << 4));

    // Enable the apropriate layer
    LAYER_PORT |= (0x01 << (7 – current_layer));

    // The cube only has 4 layers (0,1,2,3)
    // If we are at layer 3 now, we want to go back to layer 0.
    if (current_layer++ == 3)
        current_layer = 0;
}

void ioinit (void)
{
    // ### Initiate I/O
   
    // Data Direction Registers
    // Bit set to 1 means it works as an output
    // Bit set to 1 means it is an input
    DDRA = 0xff;    // Inner cube byte
    DDRB = 0xf7;    // ISP and 0-1: led. 3: button
    DDRC = 0xff;    // Outer cube byte
    DDRD = 0xff;    // Layer select
   
    // Set all ports OFF, and enable pull up resistors where needed.
    PORTA = 0x00;
    PORTC = 0x00;
    PORTB = 0x08; // Enable pull up button.
    PORTD = 0x00;

    // ### Initiate timers and USART

    // Frame buffer interrupt
    TCNT2 = 0x00;    // initial counter value = 0;
    TIMSK |= (1 << OCIE2); // Enable CTC interrupt
   
    // Every 1024th cpu cycle, a counter is incremented.
    // Every time that counter reaches 15, it is reset to 0,
    // and the interrupt routine is executed.
    // 14745600/1024/15 = 960 times per second
    // There are 4 layers to update..
    // 14745600/1024/15/4 = 240 FPS
    // == flicker free :)
    OCR2 = 15;             // interrupt at counter = 15
    TCCR2 = 0x05;         // prescaler = 1024
    TCCR2 |= (1 << WGM01);    // Clear Timer on Compare Match (CTC) mode

    // Initiate RS232
    // USART Baud rate: 9600
    UBRRH = MYUBRR >> 8;
    UBRRL = MYUBRR;
    // UCSR0C – USART control register
    // bit 7-6      sync/ascyn 00 = async,  01 = sync
    // bit 5-4      parity 00 = disabled
    // bit 3        stop bits 0 = 1 bit  1 = 2 bits
    // bit 2-1      frame length 11 = 8
    // bit 0        clock polarity = 0
    UCSRC  = 0b10000110;
    // Enable RS232, tx and rx
    UCSRB = (1<<RXEN)|(1<<TXEN);
    UDR = 0x00; // send an empty byte to indicate powerup.

}

// Blink the status LEDs a little to indicate that the device has just booted.
// This is usefull to see if an error is making the device reboot when not supposed to.
// And it looks cool.
void bootmsg (void)
{
    int i;
    LED_PORT |= LED_GREEN;
    for (i = 0; i < 2; i++)
    {
        // Blinky
        delay_ms(1000);
        LED_PORT &= ~LED_GREEN;
        LED_PORT |= LED_RED;
        // Blink
        delay_ms(1000);
        LED_PORT &= ~LED_RED;
        LED_PORT |= LED_GREEN;
    }
    delay_ms(1000);
    LED_PORT &= ~LED_GREEN;
}

// Delay function used in graphical effects.
void delay_ms(uint16_t x)
{
  uint8_t y, z;
  for ( ; x > 0 ; x–){
    for ( y = 0 ; y < 90 ; y++){
      for ( z = 0 ; z < 6 ; z++){
        asm volatile (“nop”);
      }
    }
  }
}
 

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