Problems Coding LCD with newliquidcrystal library

Hi,

I'm very new to Arduino so i'm having so many problems trying to code for my project.

I'm making a basic simon says game using code from an online source and adding the screen to give instructions.

(original code sourced from 'Mr. Reive' :Simon Says Arduino Wiring and Code Tutorial - YouTube
Code for Simon Says Arduino Wiring and Code Tutorial · GitHub

The main issue at the moment is that I bought an LCD screen with a pre soldered 4 pin backpack on it. For this it was suggested that I downloaded a new library to control it. The issue is two things:

  1. The code needs six pin inputs to work, when the backpack means it's only connected to two pins on the arduino. What is the solution to this?

  2. The new library is causing an error, When one section (line 14) is deleted the code will compile but probably won't work since part of the library zip file is missing from the code. If this makes any sense? any help would be appreciated

The library I used is here:https://bitbucket.org/fmalpartida/new-liquidcrystal/downloads/

i'll include the code i'm working on below, Thank you in advance

#include <FastIO.h>
#include <I2CIO.h>
#include <LCD.h>
#include <LiquidCrystal.h>
#include <LiquidCrystal_I2C.h>
#include <LiquidCrystal_I2C_ByVac.h>
#include <LiquidCrystal_SI2C.h>
#include <LiquidCrystal_SR.h>
#include <LiquidCrystal_SR1W.h>
#include <LiquidCrystal_SR2W.h>
#include <LiquidCrystal_SR3W.h>
#include <SI2CIO.h>
#include <SoftI2CMaster.h>

LiquidCrystal lcd(A4,A5,A3,10,11,12); //Define LCD pins 


// Define all the LED and Button pins.
// {RED, GREEN, YELLOW, BLUE}
int buttons[] = {3, 5, 7, 9}; //The four button input pins
int leds[] = {2, 4, 6, 8};  // LED pins

int sequence[100];

int largestIndex = 0;

int buttonPin = 2;

const int START = 0;
const int PLAY = 1;
const int GAMEOVER = 2;

int gameState;

int speed = 500;
boolean running = true;  // Flag to know is knightrider is running

long currentMillis = 0;
long previousMillis = 0;

// the setup routine runs once when you press reset:
void setup() { 

  for(int pin=0; pin<4; pin++)
  {
    pinMode(leds[pin], OUTPUT);
  }
  
  for(int pin=0; pin<4; pin++)
  {
    pinMode(buttons[pin], INPUT);
  }
  
  Serial.begin(9600);

  gameState = START; // Start the game with the start.
  randomSeed(analogRead(40)); // initializes the pseudo-random number generator,
  
}


 


// the loop routine runs over and over again forever:
void loop() 
{
  lcd.begin(16, 2); // size of LCD
  lcd.clear(); // clear previous
  lcd.print("Press any button to start");
   
  if(gameState == START)
  {
    waitToStart();
  }
  else if(gameState == PLAY)
  {
    Serial.println("Start"); 
    showSequence();
    readSequence();
  }
  else if(gameState == GAMEOVER)
  {
    Serial.println("Gameover");
    blinkAll(5);
  }

    gameState = START;
}

void showSequence()
{

  //blinkRed(2);
  
  sequence[largestIndex] = random(0,4);
  Serial.println("Next out"); 
  Serial.println(sequence[largestIndex]); 
  largestIndex++;
  
  for(int index=0; index<largestIndex; index++)
  {
     delay(500); // *changed from 300 to 500
     digitalWrite(leds[sequence[index]], HIGH);
     delay(700); // how long the LED's light for during game
     digitalWrite(leds[sequence[index]], LOW);
  }
  //blinkGreen(2);
  
}

void readSequence()
{
  
  //blinkYellow(2);
  int positionPressed;
  boolean madeMistake = false;
  

  
  for(int index=0; index<largestIndex & madeMistake == false; index++)
  {
    Serial.println(""); 
    Serial.println("Should push"); 
    Serial.println(sequence[index]);
    
    positionPressed = waitForButton(5000); // 0, 1, 2, or 3 - time for it 

    Serial.println("Pressed"); 
    Serial.println(positionPressed); 
    if(positionPressed == -1 | positionPressed != sequence[index])
    {
        madeMistake = true; // Exit the loop.
    gameState = GAMEOVER;
    }
  }
  //blinkBlue(2);
}



// Returns the position of Button pressed (0, 1, 2, or 3) or -1 if no button is pressed in the time period.
int waitForButton(int delay)
{
  int buttonPressed = -1;
  int input;
  boolean buttonBackUp = false;
  
  currentMillis = millis();     // The number of ms since the program started running
  previousMillis = currentMillis;   // Records the point when we start spinning the loop.
  
  // Keep spinning the loop until "delay" seconds have passed.
  while (currentMillis - previousMillis < delay & buttonBackUp == false)
  {
    // Read the button and record when it has been pushed down.
    for(int pin = 0; pin < 4 & buttonBackUp == false; pin++)
    {
      if(digitalRead(buttons[pin]) == HIGH)
      {
        buttonPressed = pin;
        
        // Show the LED pushed.
        digitalWrite(leds[pin], HIGH);
              
        // It is possible the button is still being pushed.
        // This loop spins until the button is let up.
        while (currentMillis - previousMillis < delay & buttonBackUp == false)
        {
          input = digitalRead(buttons[pin]);
          if(input == LOW)
          {
            buttonBackUp = true;
          }
          currentMillis = millis();
        }
        
        // Turn the LED pushed off.
        digitalWrite(leds[pin], LOW);
        
        // See if they took to long.
        if(currentMillis - previousMillis > delay)
        {
          buttonPressed = -1; // They took to long to let the button up so they lose.
        }
      }
    }

    currentMillis = millis();
  }
  
  return buttonPressed;
}

void waitToStart()
{
  int buttonPressed = -1;
  allOff();
  
  for(int pin = 0; pin < 4; pin++)
  {
    if(buttonPressed == -1)
    {
      digitalWrite(leds[pin], HIGH);
      buttonPressed = waitForButton(800);
      digitalWrite(leds[pin], LOW);
    }
  }
  
  if(buttonPressed != -1)
  {
    // A button was pushed so wait then start playing.
    delay(2000);
    largestIndex = 0; // Restart
    gameState = PLAY; 
  }
}

// Turns all the LEDs off.
void allOff()
{
  for(int pin = 0; pin < 4; pin++)
  {
    digitalWrite(leds[pin], LOW);
  }
}

// Turns all the LEDs on.
void allOn()
{
  for(int pin = 0; pin < 4; pin++)
  {
    digitalWrite(leds[pin], HIGH);
  }
}

// Spins a loop until "delay" milliseconds passes.
// While the loop is spinning we keep looking at the value of the button to see if pushed.
boolean readAnyButton(int delay)
{
  boolean buttonDown = false;
  
  currentMillis = millis();     // The number of ms since the program started running
  previousMillis = currentMillis;   // Records the point when we start spinning the loop.
  
  // Keep spinning the loop until "delay" seconds have passed.
  while (currentMillis - previousMillis < delay & buttonDown == false)
  {
    // Read the button and record when it has been pushed down.
    for(int pin = 0; pin < 4; pin++)
    {
      if(digitalRead(buttons[pin]) == HIGH)
      {
        buttonDown = true;
      }
    }

    currentMillis = millis();
  }
  
  return buttonDown;
}

void blinkAll(int times)
{
  for(int count = 0; count < times; count++)
  {
    allOn();
    delay(300);
    allOff();
    delay(300);
  } 
}

void blinkRed(int times)
{
  for(int count = 0; count < times; count++)
  {
    digitalWrite(leds[0], HIGH);
    delay(300);
    digitalWrite(leds[0], LOW);
    delay(300);
  } 
}

void blinkGreen(int times)
{
  for(int count = 0; count < times; count++)
  {
    digitalWrite(leds[1], HIGH);
    delay(300);
    digitalWrite(leds[1], LOW);
    delay(300);
  } 
}

void blinkYellow(int times)
{
  for(int count = 0; count < times; count++)
  {
    digitalWrite(leds[2], HIGH);
    delay(300);
    digitalWrite(leds[2], LOW);
    delay(300);
  } 
}

void blinkBlue(int times)
{
  for(int count = 0; count < times; count++)
  {
    digitalWrite(leds[3], HIGH);
    delay(300);
    digitalWrite(leds[3], LOW);
    delay(300);
  } 
}

Have you got the lcd display to work at all yet? If not, I suggest you put your game sketch aside for now and find a simple test sketch to prove that you can get the LCD working. For example a sketch that simply writes "Hello World" or something to the LCD. This will confirm that you have the correct wiring, libraries and object constructor and that no files are missing.

Getting displays with i2c backpacks working can be a little tricky the first time. But once you have it, its easy to use in later projects and well worth it for the pins you save. You may need to make use of a sketch known as the "i2c guesser sketch". This is because there are a number of slightly different LCD backpacks out there which need to be configured slightly differently in the object constructor in your sketch. The object constructor is the line in the sketch like this one:

LiquidCrystal lcd(A4,A5,A3,10,11,12); //Define LCD pins

That is the constructor for a standard 6-pin LCD. The constructor for your display will be a little different and the guesser sketch will try the most common combinations for you until you see something readable appear on the LCD screen.

Thank you! yes i'll definitely try these and i'll do a test code. I'll let you know how it goes, thanks again for the reply!