Saving and writing to eeprom

Duhjoker
Posts: 85
Joined: Mon Mar 20, 2017 8:09 am

Saving and writing to eeprom

Postby Duhjoker » Fri Feb 09, 2018 10:32 pm

hi guys

I'm trying to save a player structure for a game I'm building to eeprom so I can retrieve it later. the esp32/Arduino library is different from the Arduino library so I'm having some problems.

ive got the address part down I think but its giving me a problem with the value which should be the player structure. but when I put player as the value it gives me errors. Can someone please help me?

Code: Select all

void setup() {
  while (!Serial && (millis() < 4000)) ;
  Serial.begin(115200);
  tft.begin();
  tft.setRotation(3);
  tft.fillScreen(BLACK);
  //tft.setFrameRate(60);
  tft.persistence = false;
  ////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////
  if (!ss1.begin(0x49)) {
    Serial.println("ERROR!");
    while (1);
  }
  if (!ss2.begin(0x4a)) {
    Serial.println("ERROR!");
    while (1);
  }
  else {
    Serial.println("seesaw started");
    Serial.print("version: ");
    Serial.println(ss1.getVersion(), HEX);
  }
  /////////////////////////////////////////////////////////
  /////////////////////////////////////////////////////////
  ss1.pinModeBulk(button_mask, INPUT_PULLUP);
  ss1.setGPIOInterrupts(button_mask, 1);
  pinMode(IRQ_PIN1, INPUT);
  /////////////////////////////////////////////////////////
  ss2.pinModeBulk(button_mask2, INPUT_PULLUP);
  ss2.setGPIOInterrupts(button_mask2, 1);
  pinMode(IRQ_PIN2, INPUT);
  /////////////////////////////////////////////////////////
  /////////////////////////////////////////////////////////
  if (!EEPROM.begin(EEPROM_SIZE))
  {
    Serial.println("failed to initialise EEPROM"); delay(1000000);
  }
  Serial.println(" bytes read from Flash . Values are:");
  for (int i = 0; i < EEPROM_SIZE; i++)
  {
    Serial.print(byte(EEPROM.read(i))); Serial.print(" ");
  }
  Serial.println();
  Serial.println("writing random n. in memory");

  tft.useFrameBuffer(use_fb);
}

struct Player
{
  int player_x;
  int player_y;
  int w;
  int h;
  int room;
  int player_direction;
  int player_directionRepeat;
};

Player player = { 160, 170, 16, 16, 3, 2, 0};

byte saveKey = 121;
int val = byte(random(10020));

void save()
{
  EEPROM.write(0, saveKey);
  Serial.print(val); Serial.print(" ");
  EEPROM.write(28, player);
   Serial.print(val); Serial.print(" ");
   Serial.print("saved");
}


Fear is the mind killer.......

GameR the DIY iot gaming device that does more......
https://github.com/Duhjoker/GameR-Iot_ESP

WiFive
Posts: 3529
Joined: Tue Dec 01, 2015 7:35 am

Re: Saving and writing to eeprom

Postby WiFive » Fri Feb 09, 2018 10:41 pm

EEPROM.write does 1 byte at a time only. Try EEPROM.put. Keep it in the Arduino forum please.

Duhjoker
Posts: 85
Joined: Mon Mar 20, 2017 8:09 am

Re: Saving and writing to eeprom

Postby Duhjoker » Fri Feb 09, 2018 11:08 pm

Sorry but I asked days ago and no one answered.

So like this.....

Code: Select all

byte saveKey = 121;

void save()
{
  EEPROM.put(0, saveKey);
  EEPROM.put(1, player);
  Serial.print("saved");
}

bool checkLoad()
{
  byte nr;
  EEPROM.get(0, nr);
  Serial.print("checkload");
  return (nr == saveKey);
}

void load()
{
    EEPROM.get(1, player);
    Serial.print("loaded");
}

Fear is the mind killer.......

GameR the DIY iot gaming device that does more......
https://github.com/Duhjoker/GameR-Iot_ESP

Duhjoker
Posts: 85
Joined: Mon Mar 20, 2017 8:09 am

Re: Saving and writing to eeprom

Postby Duhjoker » Sat Feb 10, 2018 12:10 am

ok so I reset my code back to using put get and checkload. Then I told the save and load to print the random number in the serial monitor and when loading. I saved the game then turned off.

when I turn the game back on it puts out a black screen that the player can move around the boarders too. But I have to actually move the player before he shows up. it should also put the player in the x and y save spot but it puts out in the same spot every time.

Code: Select all

void setup() {
  while (!Serial && (millis() < 4000)) ;
  Serial.begin(115200);
  tft.begin();
  tft.setRotation(3);
  tft.fillScreen(BLACK);
  //tft.setFrameRate(60);
  tft.persistence = false;
  ////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////
  if (!ss1.begin(0x49)) {
    Serial.println("ERROR!");
    while (1);
  }
  if (!ss2.begin(0x4a)) {
    Serial.println("ERROR!");
    while (1);
  }
  else {
    Serial.println("seesaw started");
    Serial.print("version: ");
    Serial.println(ss1.getVersion(), HEX);
  }
  /////////////////////////////////////////////////////////
  /////////////////////////////////////////////////////////
  ss1.pinModeBulk(button_mask, INPUT_PULLUP);
  ss1.setGPIOInterrupts(button_mask, 1);
  pinMode(IRQ_PIN1, INPUT);
  /////////////////////////////////////////////////////////
  ss2.pinModeBulk(button_mask2, INPUT_PULLUP);
  ss2.setGPIOInterrupts(button_mask2, 1);
  pinMode(IRQ_PIN2, INPUT);
  /////////////////////////////////////////////////////////
  /////////////////////////////////////////////////////////
  if (!EEPROM.begin(EEPROM_SIZE))
  {
    Serial.println("failed to initialise EEPROM"); delay(1000000);
  }
  Serial.println(" bytes read from Flash . Values are:");
  for (int i = 0; i < EEPROM_SIZE; i++)
  {
    Serial.print(byte(EEPROM.read(i))); Serial.print(" ");
  }
  Serial.println();
  Serial.println("writing random n. in memory");

  tft.useFrameBuffer(use_fb);
}


struct Player
{
  int player_x;
  int player_y;
  int w;
  int h;
  int room;
  int player_direction;
  int player_directionRepeat;
};

byte saveKey = 121;
int val = byte(random(10020));
 
void save()
{
  EEPROM.put(0, saveKey);
  Serial.print(val); Serial.print(" ");
  EEPROM.put(1, player);
  Serial.print(val); Serial.print(" ");
  Serial.print("saved");
}

bool checkLoad()
{
  byte nr;
  EEPROM.get(0, nr);
  Serial.print("checkload");
  return (nr == saveKey);
}

void load()
{
    EEPROM.get(1, player);
    Serial.print(val); Serial.print(" ");
    Serial.print("loaded");
}

void loadgame() {
  /////////////////////////////////////////////////////////////
  /////////////////////////////////////////////////////////////
  palette[0] = 0;            palette[8] = BEIGE;
  palette[1] = BLACK;        palette[9] = GREEN;
  palette[2] = BLUE;         palette[a] = DARKGREY;
  palette[3] = BROWN;        palette[b] = LIGHTGREY;
  palette[4] = DARKGREEN;    palette[c] = YELLOW;
  palette[5] = GREY;         palette[d] = PURPLE;
  palette[6] = PINK;         palette[e] = WHITE;
  palette[7] = RED;          palette[f] = ORANGE;
  //////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////

  Rect rectA {80, 94, 80, 20};
  Rect rectB {80, 128, 80, 20};
  Rect rectC {cursorc.cursorC_x, cursorc.cursorC_y, 32, 32};

  tft.fillScreen(BLACK);
  tft.fillRoundRect(80, 80, 162, 82, 4, WHITE);
  tft.fillRoundRect(85, 84, 153, 74, 4, BLUE);
  tft.setCursor(91, 94);
  tft.setTextColor(WHITE);
  tft.setTextSize(3);
  tft.println("New Game");
  tft.setCursor(91, 128);
  tft.setTextColor(WHITE);
  tft.setTextSize(3);
  tft.println("Continue");
  ////////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////////
  int y = ss1.analogRead(2);
  int x = ss1.analogRead(3);

  /// if(tft.Bpressed(BTN_UP)){
  if (x > 600 && last_x < 600) {
    tft.writeRectNBPP(cursorc.cursorC_x, cursorc.cursorC_y, 32, 32, 4, cursor3, palette);
    cursorc.cursor_direction = 1;
    cursorc.cursorC_y -= 40;
  }
  if (cursorc.cursorC_y <= 94) {
    cursorc.cursorC_y = 94;
  }

  //////////////////////////////////////////////////////////////////////////////
  ///////////////////////////////Down///////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////
  /// if(tft.Bpressed(BTN_DOWN)){
  if (x < 400 && last_x > 400) {
    tft.writeRectNBPP(cursorc.cursorC_x, cursorc.cursorC_y, 32, 32, 4, cursor3, palette);
    cursorc.cursor_direction = 1;
    cursorc.cursorC_y += 40;
  }
  if (cursorc.cursorC_y >= 130) {
    cursorc.cursorC_y = 130;
  }

  last_x = x;
  //////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////
  if (cursorc.cursor_direction == 1) {
    tft.writeRectNBPP(cursorc.cursorC_x, cursorc.cursorC_y, 32, 32, 4, cursor3, palette);
  }
  //////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////
  if (!digitalRead(IRQ_PIN2)) {
    uint32_t buttons = ss2.digitalReadBulk(button_mask2);
    //////////////////////////////////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////////

    if ((! (buttons & (1 << BUTTON_X)) && tft.collideRectRect( rectA.x, rectA.y, rectA.width, rectA.height, rectC.x, rectC.y, rectC.width, rectC.height)))
    {
      state = STATE_Player;
    }
    else if ((! (buttons & (1 << BUTTON_X)) && tft.collideRectRect( rectB.x, rectB.y, rectB.width, rectB.height, rectC.x, rectC.y, rectC.width, rectC.height)))
    {
       checkLoad(); {
        load();
        state = STATE_Player;
      }
    }
  }
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
void savegame() {
  /////////////////////////////////////////////////////////////
  /////////////////////////////////////////////////////////////
  palette[0] = 0;            palette[8] = BEIGE;
  palette[1] = BLACK;        palette[9] = GREEN;
  palette[2] = BLUE;         palette[a] = DARKGREY;
  palette[3] = BROWN;        palette[b] = LIGHTGREY;
  palette[4] = DARKGREEN;    palette[c] = YELLOW;
  palette[5] = GREY;         palette[d] = PURPLE;
  palette[6] = PINK;         palette[e] = WHITE;
  palette[7] = RED;          palette[f] = ORANGE;
  //////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////

  Rect rectA {80, 94, 80, 20};
  Rect rectB {80, 128, 80, 20};
  Rect rectC {cursord.cursorD_x, cursord.cursorD_y, 32, 32};

  tft.fillRoundRect(80, 80, 162, 82, 4, WHITE);
  tft.fillRoundRect(85, 84, 153, 74, 4, BLUE);
  tft.setCursor(91, 94);
  tft.setTextColor(WHITE);
  tft.setTextSize(3);
  tft.println("Save");
  tft.setCursor(91, 128);
  tft.setTextColor(WHITE);
  tft.setTextSize(3);
  tft.println("Load");
  ////////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////////
  int y = ss1.analogRead(2);
  int x = ss1.analogRead(3);

  /// if(tft.Bpressed(BTN_UP)){
  if (x > 600 && last_x < 600) {
    tft.writeRectNBPP(cursorc.cursorC_x, cursorc.cursorC_y, 32, 32, 4, cursor3, palette);
    cursord.cursor_direction = 1;
    cursord.cursorD_y -= 40;
  }
  if (cursord.cursorD_y <= 94) {
    cursord.cursorD_y = 94;
  }

  //////////////////////////////////////////////////////////////////////////////
  ///////////////////////////////Down///////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////
  /// if(tft.Bpressed(BTN_DOWN)){
  if (x < 400 && last_x > 400) {
    tft.writeRectNBPP(cursorc.cursorC_x, cursorc.cursorC_y, 32, 32, 4, cursor3, palette);
    cursord.cursor_direction = 1;
    cursord.cursorD_y += 40;
  }
  if (cursord.cursorD_y >= 130) {
    cursord.cursorD_y = 130;
  }

  last_x = x;
  //////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////
  if (cursord.cursor_direction == 1) {
    tft.writeRectNBPP(cursord.cursorD_x, cursord.cursorD_y, 32, 32, 4, cursor3, palette);
  }
  //////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////
  if (!digitalRead(IRQ_PIN2)) {
    uint32_t buttons = ss2.digitalReadBulk(button_mask2);
    if (! (buttons & (1 << BUTTON_A))) {
      state = STATE_Menu;
    }
    //////////////////////////////////////////////////////////////////////////////
    /////////////////////////////////exit menu////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////////

    if ((! (buttons & (1 << BUTTON_X)) && tft.collideRectRect( rectA.x, rectA.y, rectA.width, rectA.height, rectC.x, rectC.y, rectC.width, rectC.height)))
    {
      save();
      state = STATE_Player;
    }
    else if ((! (buttons & (1 << BUTTON_X)) && tft.collideRectRect( rectB.x, rectB.y, rectB.width, rectB.height, rectC.x, rectC.y, rectC.width, rectC.height)))
    {
      checkLoad(); {
        load();
        state = STATE_Player;
      }
    }
  }
}



what am I doing wrong?
Fear is the mind killer.......

GameR the DIY iot gaming device that does more......
https://github.com/Duhjoker/GameR-Iot_ESP

Duhjoker
Posts: 85
Joined: Mon Mar 20, 2017 8:09 am

Re: Saving and writing to eeprom

Postby Duhjoker » Sun Feb 11, 2018 6:02 am

Almost there..... I can save and load the game as long as the console is on. If I turn the console off and then repower it and try to load I get black screen.

What could cause the eeprom to lose its data after powering off. Heres my latest code....

Code: Select all

struct Player
{
  int player_x;
  int player_y;
  int w;
  int h;
  int room;
  int player_direction;
  int player_directionRepeat;
};

Player player = { 160, 170, 16, 16, 3, 2, 0};


void save()
{
  EEPROM.put(0, player);
  Serial.print("saved");
}

void load()
{
    EEPROM.get(0, player);
  Serial.println(player.player_x);
  Serial.println(player.player_y);
  Serial.println(player.w);
  Serial.println(player.h);
  Serial.println(player.room);
  Serial.println(player.player_direction);
  Serial.println(player.player_directionRepeat);
}

Fear is the mind killer.......

GameR the DIY iot gaming device that does more......
https://github.com/Duhjoker/GameR-Iot_ESP

User avatar
martinayotte
Posts: 141
Joined: Fri Nov 13, 2015 4:27 pm

Re: Saving and writing to eeprom

Postby martinayotte » Sun Feb 11, 2018 2:56 pm

Are you calling EEPROM.commit() somewhere ?

Duhjoker
Posts: 85
Joined: Mon Mar 20, 2017 8:09 am

Re: Saving and writing to eeprom

Postby Duhjoker » Sun Feb 11, 2018 7:42 pm

Uhhh no. Should that be in save or load or both?

EDIT::::

adding commit to the save did the trick! Thank you!!!!
Fear is the mind killer.......

GameR the DIY iot gaming device that does more......
https://github.com/Duhjoker/GameR-Iot_ESP

ESP_Sprite
Posts: 9757
Joined: Thu Nov 26, 2015 4:08 am

Re: Saving and writing to eeprom

Postby ESP_Sprite » Mon Feb 12, 2018 1:47 am

Moved: general discussion -> arduino

Duhjoker
Posts: 85
Joined: Mon Mar 20, 2017 8:09 am

Re: Saving and writing to eeprom

Postby Duhjoker » Mon Feb 12, 2018 2:18 am

Now I'm having the same problem with slots....

Code: Select all

struct CursorE
{
  int cursorE_x;
  int cursorE_y;
  int cursor_direction;
};

CursorE cursore = { 142, 14, 1};
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
#define ITEM_Spice          0
#define ITEM_Water          1
#define ITEM_Ring           2
#define ITEM_Crysknife      3
#define ITEM_Thumper        4
#define ITEM_Glowglobe      5
#define ITEM_Stilltent      6
#define ITEM_Abba           7
#define ITEM_Stillsuit      8
#define ITEM_Fremkit        9

#define NoItem              255
#define MaxChests           2

#define MAX_ITEM            10
#define SLOT_AVAILABLE      255
#define NO_SLOT_AVAILABLE   254
#define NUMBER_OF_SLOTS     12

struct Slot {
  int slot_x;
  int slot_y;
  int slot_w;
  int slot_h;
  uint8_t itemId;
  uint8_t quantity;
};

Slot slots[NUMBER_OF_SLOTS] = {
  { 180, 16,  81, 16, SLOT_AVAILABLE},
  { 180, 34,  81, 16, SLOT_AVAILABLE},
  { 180, 52,  81, 16, SLOT_AVAILABLE},
  { 180, 70,  81, 16, SLOT_AVAILABLE},
  { 180, 88,  81, 16, SLOT_AVAILABLE},
  { 180, 106, 81, 16, SLOT_AVAILABLE},
  { 180, 124, 81, 16, SLOT_AVAILABLE},
  { 180, 142, 81, 16, SLOT_AVAILABLE},
  { 180, 160, 81, 16, SLOT_AVAILABLE},
  { 180, 178, 81, 16, SLOT_AVAILABLE},
  { 180, 196, 81, 16, SLOT_AVAILABLE},
  { 180, 214, 81, 16, SLOT_AVAILABLE},
};


 
void save()
{
  EEPROM.put(0, player);
  EEPROM.put(1, slots);
  EEPROM.commit();
  Serial.println(player.player_x);
  Serial.println(player.player_y);
  Serial.println(player.w);
  Serial.println(player.h);
  Serial.println(player.cameraX);
  Serial.println(player.cameraY);
  Serial.println(player.player_direction);
  Serial.println(player.player_directionRepeat);
  Serial.print("saved");
}

void load()
{
    EEPROM.get(0, player);
    EEPROM.get(1, slots);
  Serial.println(player.player_x);
  Serial.println(player.player_y);
  Serial.println(player.w);
  Serial.println(player.h);
  Serial.println(player.cameraX);
  Serial.println(player.cameraY);
  Serial.println(player.player_direction);
  Serial.println(player.player_directionRepeat);
}
if I save with two items in slots and save, it disappears as well when the console is powered off and powered back on.
Fear is the mind killer.......

GameR the DIY iot gaming device that does more......
https://github.com/Duhjoker/GameR-Iot_ESP

tele_player
Posts: 90
Joined: Sun Jul 02, 2017 3:38 am

Re: Saving and writing to eeprom

Postby tele_player » Mon Feb 12, 2018 5:44 am

No offense intended, but It looks like you have fundamental misunderstanding of how the EEPROM library works. Are you able to understand the code in EEPROM.h and EEPROM.h?

Specifically, I see misuse of the ‘address’ argument to the get() and put() methods. Writing the player structure to address 0, then writing the slots to address 1, will cause the slots to overwrite the player data.
Last edited by tele_player on Mon Feb 12, 2018 5:57 am, edited 1 time in total.

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