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The Wio Terminal "Demo" game, "Jumper"- Arduino
Restore your Terminal to the state it arrived in.

(filename: wio-term-reload-jumper-game.htm)

The splendid Wio Terminal comes pre-loaded with a fun game to give you a bit of fun... and to demonstrate that the unit you have received works!

But when you upload your first "sketch" to the device, the game is over-written!

Restoring the Wio Terminal to it's "as new" state isn't terribly difficult, at the end of the day, but a "blow by blow guide" may be welcomed by some, and so, here you are.

But first...

But first, let me explain: This is a rather "unimportant" page in a series of pages I have written for my fellow Wio Terminal enthusiasts.

For now, I hope that a reassurance that you can reload the game into your Wio Terminal is welcome, but that you will go off and to better things, until you and your Wio Terminal are friends?

Reloading the game

You'll need the code for the game.

I obtained a big zip from...

https://github.com/Seeed-Studio/Seeed_Arduino_Sketchbook/releases/tag/v1.0.2

Unzipped it. Copied the "jumper" folder from there to a "jumper" folder in a place I keep the code for my Arduino projects.

Went into the folder, dbl clicked on jumper.ino... which took me into the IDE just fine.

Tried compile...

And it died at

#include "algorithm"

Don't worry! Don't try to find "the right library" to fix that.


You won't need the following case to get Jumper to compile and load, but, for "for next time..."

If something won't compile (the "verify" button is a quicker way to check that than attempting a full "upload", by the way)...

If it won't compile, and chokes on an...

#include...

... then, just for the moment, rem that line out!

The code is very unlikely to fully work like that, but if you rem out troublemakers, until you get past the compile failing with "#include... No such file or directory..." compilation errors, you've made a start.

Once you get that far, un-rem ONE of the #includes.

Try to find a reputable library that might answer its wants. If at first you don't succeed, re-rem-out the one you tried to fix, and try another. Sometimes what you need for one is in another.

Also, sometimes, no sooner than you make give the IDE enough libraries to get past one "#include", it starts demanding other libraries! (In effect, if not exactly thus, some libraries themselves entail #includes buried in the library. Oh joy. But it is worth it for the things libraries give us.

But... so many buts!... but also remember that making the wrong library available can bring problems, too.

Sigh.


But do...

Before the digression, I said "Don't fight THAT fight now, and started to say....

But DO add the following to your Arduino IDE, if not already part of it...

Use Arduino IDE: Sketch/Include Library/ Manage Libraries. That dialog can be very laggy. I guess it has to go to the net, populate itself with all of the library descriptions before you can put search terms into the "filter" box?

Once you can, put "Adafruit_ZeroTimer" in as filter. I got just one candidate (good!)- "Adafruit ZeroTimer Library" and it "looked right", so I installed it, re-remmed the #include...

And this time the compiling got past that line! (^_^)

(Now, it tripped on "File f = SD.open(path, FILE_READ);"... which, if you weren't a novice, wouldn't bother you, as long as you remembered that you had remmed out several things like "#include "SD/Seeed_SD.h")

By the way: These experiences were at the end of 12/21, using a Windows 10 machine for the development PC. I hadn't done a fresh install of the Arduino IDE for a while, so I installed the then-current one (1.8.19) in the usual way. Note: It isn't easy... if even possible... to have two versions of the IDE co-existing on one PC. And, for better (in some ways) and worse (in others) quite a bit of your old install gets carried forward to the new. Change the place your IDE installs, and the folders it uses, at your peril. (It CAN be done... but...)

A great believer in taking things one step at a time, I "played" with that a bit, with "ordinary" Arduinos, which I knew "all about" for a bit, just to be sure all was well.

Don't forget... you should tell the IDE what sort of board you will be connecting BEFORE you connect it.

Depending on the board you want to program, you may need to go to the boards manager (Tools/Board... which is also where you say what board you will be connecting.)

Once the board is connected, you then need to tell the IDE what port it is on. (Tools/Port)

Getting back to fixing things so you can upload Jumper to your Wio Terminal, we need at least one other library, unless you happen to have got it already from prior work...

By a process similar to that used to put "Adafruit ZeroTimer Library" in your IDE, using filter "seeed fs" find "Seeed Arduino FS", and install it. (Adding this fixes BOTH #include <Seeed_FS.h> and #include "SD/Seeed_SD.h")

N.B. Some of the #include statements enclose their parameters in < - - ->, others use quotation marks. E.g...

#include <Seeed_FS.h>
#include "SD/Seeed_SD.h"

Also add the TFT_eSPI library to your IDE.

(My notes got ragged at this point. If you discover any I've forgotten, please get in touch, save the next person? Contact details at bottom.)

A curious thing... originally, the Jumper.ino code would not compile for various reasons, among them not being able to find what "#include algorithm" needed. I did nothing explicit to fix THAT. It just got taken care of as a side effect of one of the other library additions. Sigh. Glad the problem went away, but things happening "invisibly" make me nervous.


https://github.com/Seeed-Studio/ArduinoCore-samd/tree/master/libraries

... is worth knowing about, by the way. (Even if it didn't help me get Jumper to upload!)


In haste, to be confirmed, I think that's it! Try compiling the code again. If it compiles, and you can upload it, "you're done"! (At the end of the upload, the game should launch.)

As I said- this summary done in haste. I hope it helped you, if only a little bit?

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