A 128x64 pixel, three-color display driver for the LameStation.

lcd : "LameLCD"

Demos for this object can be found in the /demos/graphics/ folder of the SDK.




Call lcd.Start once at the beginning of your program to use LameLCD, giving the drawing surface returned when LameGFX is started as the argument. Due to this, its recommended to start LameLCD and LameGFX at the same time, like so:


The screen will not update on its own. Call lcd.Draw to send the graphics buffer to the screen.

All colors on the screen can be inverted with the lcd.InvertScreen command, which is a nice visual effect.

lcd.Draw can be called at any time to copy the drawing buffer to the display buffer. This is likely to happen when LameLCD is already updating the physical screen, which will cause the screen to flicker.

To prevent flickering, call lcd.WaitForVerticalSync before calling lcd.Draw to ensure LameLCD is not busy when lcd.Draw is called. Enable lcd.SetFrameLimit to have LameLCD do this automatically, at one of three speeds. Frame rate limiting is disabled by default.

Direct Access

LameLCD is usually started with LameGFX. However, it can also be started with a custom buffer if the size and alignment match (2048 bytes, long-aligned).