It's easy to specify a big fullscreen image and then only draw part of it and also overlay another image on top of it.
Then again if the flash is memory mapped it should be feasible.
Sadly it's not - but because we're running an interpreter I try and just make it look memory mapped as far as possible :)
it make sense to make the off-screen data ram available?
There Bangle.setLCDMode("doublebuffered") which uses the 240x320 as double-buffered 240x160 - but there's not much else we can do AFAIK (you can't use the extra 2 bit per pixel for anything, and the way it's wired I can't see a way to read any data back from it).
Espruino is a JavaScript interpreter for low-power Microcontrollers. This site is both a support community for Espruino and a place to share what you are working on.
I think I just answered this in http://forum.espruino.com/conversations/342629/#comment15305975
but... the
g.drawImages
in new firmwares is what you need I think: https://github.com/espruino/Espruino/blob/feb45fe7378010be74e8952e087d23950dac050f/libs/graphics/jswrap_graphics.c#L2234It's easy to specify a big fullscreen image and then only draw part of it and also overlay another image on top of it.
Sadly it's not - but because we're running an interpreter I try and just make it look memory mapped as far as possible :)
There
Bangle.setLCDMode("doublebuffered")
which uses the 240x320 as double-buffered 240x160 - but there's not much else we can do AFAIK (you can't use the extra 2 bit per pixel for anything, and the way it's wired I can't see a way to read any data back from it).