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| // base class GxEPD2_GFX can be used to pass references or pointers to the display instance as parameter, uses ~1.2k more code | |
| // enable or disable GxEPD2_GFX base class | |
| #define ENABLE_GxEPD2_GFX 0 | |
| #include <GxEPD2_BW.h> | |
| #include <GxEPD2_3C.h> | |
| #include <Fonts/FreeMonoBold9pt7b.h> | |
| // RP2040 SS =10, SCL(SCK) =13, SDA(MOSI) =11 ,BUSY = 7, RST = 9, DC = 8 W |
1.1 (23th June 2005) by denopqrihg (denopqrihg@centrum.cz)
This document describes how a GBA program can communicate with a plugged-in Nintendo wireless adapter. This info is not 100% accurate, nor am I responsible for any damage it may do. I am only sharing my partial knowledge.
The Nintendo Wireless Adapter is a device that presents more multiplayer features than the link cable. It uses a kind of server/client approach (broadcasting, connections etc.). It allows to send quite large amounts of data at once (most I've seen was 80 bytes), has built-in synchronisation and much more.
This document is only about two player link. At the moment, I have no info about how it works with mre players.
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| let json = JSON.parse(H5PIntegration.contents[Object.keys(H5PIntegration.contents)].jsonContent); | |
| function removeTrash(string) { | |
| return string.replace(/<\/?[^>]+(>|$)/g, "").replace(/ /g, "").replace(/\*/g, "▓") | |
| } | |
| if (json.questions !== undefined) { | |
| if (json.questions[0].params === undefined) { | |
| console.log(removeTrash(json.questions[0])); | |
| } else { |
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| package dataReader; | |
| import java.io.*; | |
| public class Reader | |
| { | |
| public static void main(String[] args) | |
| { | |
| try |
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| file = new RandomAccessFile(new File(fileName), "r"); | |
| [...] | |
| try | |
| { | |
| file.seek(81); | |
| int iYear = file.read(); | |
| file.seek(82); |