#include void main() { volatile uint32_t * texture_memory32 = (volatile uint32_t *)(0x05000000 | 0xA0000000); for (int y = 0; y < 480; y++) { for (int x = 0; x < 640; x++) { int red = (y % 255); int blue = (x % 255); texture_memory32[y * 640 + x] = (red << 16) | (blue << 0); } } volatile uint32_t * FB_R_CTRL = (volatile uint32_t*)(0x005F8044 | 0xA0000000); int vclk_div = 1; int fb_depth = 0x3; // 0888 RGB 32 bit int fb_enable = 1; *FB_R_CTRL = (vclk_div << 23) | (fb_depth << 2 ) | (fb_enable << 0 ); volatile uint32_t * FB_R_SOF1 = (volatile uint32_t*)(0x005F8050 | 0xA0000000); // the framebuffer is at the start of texture memory (texture memory address 0) *FB_R_SOF1 = 0; volatile uint32_t * FB_R_SIZE = (volatile uint32_t*)(0x005F805C | 0xA0000000); int fb_modulus = 1; int fb_y_size = 480 - 1; int bytes_per_pixel = 4; int fb_x_size = ((640 * bytes_per_pixel) / 4) - 1; *FB_R_SIZE = (fb_modulus << 20) | (fb_y_size << 10) | (fb_x_size << 0 ); }