@@ -105,7 +105,7 @@ SPISettings settings(DISPLAY_FREQ, MSBFIRST, SPI_MODE0);
105105// below, to allow for caching/scheduling fudge). If so, that's our signal
106106// that something is likely amiss and we take evasive maneuvers, resetting
107107// the affected DMA channel (DMAbuddy::fix()).
108- #define DMA_TIMEOUT ((DISPLAY_SIZE * 16 * 4000 ) / (DISPLAY_FREQ / 1000 ))
108+ #define DMA_TIMEOUT (uint32_t )( (DISPLAY_SIZE * 16 * 4000 ) / (DISPLAY_FREQ / 1000 ))
109109
110110static inline uint16_t readBoop (void ) {
111111 uint16_t counter = 0 ;
@@ -167,11 +167,11 @@ void setup() {
167167
168168 uint32_t buttonState = arcada.readButtons ();
169169 if ((buttonState & ARCADA_BUTTONMASK_UP) && arcada.exists (" config1.eye" )) {
170- filename = " config1.eye" ;
170+ filename = ( char *) " config1.eye" ;
171171 } else if ((buttonState & ARCADA_BUTTONMASK_A) && arcada.exists (" config2.eye" )) {
172- filename = " config2.eye" ;
172+ filename = ( char *) " config2.eye" ;
173173 } else if ((buttonState & ARCADA_BUTTONMASK_DOWN) && arcada.exists (" config3.eye" )) {
174- filename = " config3.eye" ;
174+ filename = ( char *) " config3.eye" ;
175175 }
176176
177177 yield ();
@@ -184,11 +184,11 @@ void setup() {
184184 #endif
185185
186186 yield ();
187- if (arcada.drawBMP (" /splash.bmp" , 0 , 0 , (eye[0 ].display )) == IMAGE_SUCCESS) {
187+ if (arcada.drawBMP (( char *) " /splash.bmp" , 0 , 0 , (eye[0 ].display )) == IMAGE_SUCCESS) {
188188 Serial.println (" Splashing" );
189189 if (NUM_EYES > 1 ) { // other eye
190190 yield ();
191- arcada.drawBMP (" /splash.bmp" , 0 , 0 , (eye[1 ].display ));
191+ arcada.drawBMP (( char *) " /splash.bmp" , 0 , 0 , (eye[1 ].display ));
192192 }
193193 // backlight on for a bit
194194 for (int bl=0 ; bl<=250 ; bl+=20 ) {
@@ -295,7 +295,6 @@ void setup() {
295295 // leave some RAM for the stack to operate over the lifetime of this
296296 // program and to handle small heap allocations.
297297
298- ImageReturnCode status;
299298 uint32_t maxRam = availableRAM () - stackReserve;
300299
301300 // Load texture maps for eyes
@@ -356,6 +355,7 @@ void setup() {
356355
357356 // Load eyelid graphics.
358357 yield ();
358+ ImageReturnCode status;
359359
360360 status = loadEyelid (upperEyelidFilename ?
361361 upperEyelidFilename : (char *)" upper.bmp" ,
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