translated README.md into English, also added some more information
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README.md
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README.md
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Borgware 2d
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Borgware-2D
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===========
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Firmware fur 2d Blinken Borks.
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[Blinken Borgs](http://www.das-labor.org/wiki/Blinken_Borgs) sind LED
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Matrixanzeigen zum and die Wand h<>ngen oder auf den Tisch stellen.
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Firmware for AVR based two-dimensional LED matrices, especially the
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[Blinken Borgs](http://www.das-labor.org/wiki/Blinken_Borgs) from
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[Das LABOR](http://das-labor.org/index.en.php).
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Main platform is the [Borg16](http://www.das-labor.org/wiki/Borg16) construction
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kit. Other supported platforms are the
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[LED Brett](http://www.hackerspace-ffm.de/wiki/index.php?title=LedBrett)
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projector from [Hackerspace FFM](http://www.hackerspace-ffm.de) or the
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[ELO Ping-Pong Board](http://www.elo-web.de/elo/mikrocontroller-und-programmierung/ping-pong/das-franzis-pingpong).
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Dies ist insbesondere die Software f<>r den [Borg16](http://www.das-labor.org/wiki/Borg16) Bausatz,
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aber auch f<>r eine Reihe <20>hnlicher Priojekte.
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![Kleine Borg16](/doc/img/Borg16-small.jpg)
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![Gl<EFBFBD>hbirnen Borg](/doc/img/Borg16-bulb.jpg)
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![Small Borg16](/doc/img/Borg16-small.jpg)
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![Glow Lamp Borg](/doc/img/Borg16-bulb.jpg)
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Animationen
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-----------
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Animations
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----------
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![Matrix](/doc/img/anim-matrix.png)
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![Feuer](/doc/img/anim-feuer.jpg)
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![Scroll](/doc/img/anim-scroll.jpg)
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![Fire](/doc/img/anim-feuer.jpg)
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![Scrolling Text](/doc/img/anim-scroll.jpg)
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Spiele
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------
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Games
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-----
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![Snake](/doc/img/game-snake.png)
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![Tetris](/doc/img/game-tetris.jpg)
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### Tetris
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* Classic: Das ganz normale Tetris
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* First Person Tetris: Statt die Steine zu drehen, dreht man hierbei das Spielfeld um den Stein
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* Bastet: Diese Tetris Variante gibt einem stets den Stein, den man gerade am wenigsten gebrauchen kann
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* Classic: Standard Tetris Clone
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* First Person Tetris: Rotate the bucket instead of the Tetromino.
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* Bastet: Dices the worst the possible Tetromino the whole time.
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### Snake
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### Space Invaders
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Kompilieren
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===========
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Build
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=====
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Zunaechst muessen alle Abhaenigkeiten installiert sein. Unter Debian/Ubuntu Systemen
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ist ein
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Supported build platforms are Linux, FreeBSD and Windows (via Cygwin). Due to
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customized linker scripts, simulator support is currently limited to x86 and
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x86_64 archs. Following dependencies have to be met:
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> sudo aptitude install -y build-essential make libncurses5-dev gcc-avr avr-libc binutils-avr avrdude freeglut3-dev
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Dependencies Linux / FreeBSD
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----------------------------
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ausreichend.
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Package names are based on those packages found in the Debian/Ubuntu
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repositories. Please adapt the names according to your Linux distribution (or
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FreeBSD for that matter).
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Anschliessend kann die zu bauende Firmware mit
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* build-essential (pulls in an ordinary gcc build tool chain for the host)
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* make (gmake on FreeBSD)
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* libncurses5-dev
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* gcc-avr
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* avr-libc
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* binutils-avr
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* avrdude
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* freeglut3-dev
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Dependencies Windows
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--------------------
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* [WinAVR](http://winavr.sourceforge.net) (includes avr-gcc and avrdude)
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* [Cygwin(64)](http://www.cygwin.com/)
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..* make
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..* gcc-core
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..* libncurses-devel (Cygwin)
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..* libwcurses-devel (Cygwin64)
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* [libusb-win32](http://sourceforge.net/apps/trac/libusb-win32/wiki) if you
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want to use your USBasp programmer device with avrdude on Windows
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Configure
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---------
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Open a terminal and type:
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> make menuconfig
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konfiguriert, und mit
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This brings up a curses based text interface for configuring certain aspects of
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your target platform. Be careful if you use a full-fledged IDE like Eclipse to
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manage the build, as integrated terminal emulators tend to choke on curses
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generated shell output. Just ensure that 'make menuconfig' has been run at least
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once in an ordinary terminal emulator after a fresh checkout or after issuing
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'make mrproper'.
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Compile
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-------
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To build for the actual target platform, just type:
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> make
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gebaut werden.
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If you want to test and debug your code within a GUI applications, you can use
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the simulator:
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> make simulator
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Please keep in mind that the simulator is NOT an emulator. All it does is to
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compile the Borgware 2D to an ordinary host application so you can step
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through your C-Code. The GUI application scans the simulated frame buffer every
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40ms and draws its contents.
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