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Topic: Large LCD matrix display options? (Read 2 times) previous topic - next topic


Feb 09, 2011, 05:35 pm Last Edit: Feb 09, 2011, 06:34 pm by olikraus Reason: 1
people selling "raw" LCDs at a fraction of the price, sadly these are of no use on the arduino

I basically agree, but just to clarify this: The DOG series of graphics LCDs has an internal RAM and also an internal controller. Pixels keep there value until a new pixel value is written. But indeed the display memory is an issue. The Arduino Library for the DOG displays uses a small trick and only requires a fraction of that memory. For example for the DOGXL160 display, only 160 bytes are required (DOUBLE_MEM disabled). So there will be enough memory for the application itself.

Perhaps I should also mention, that I am not in any way related to EA. I just find these DOG displays very nice.

Finally I personally would prefer to use one of the smaller DOG displays, which are much cheaper than the DOGXL160.



Ok great. Thanks for the info guys. Learning more and more as I go.

Thanks for the info on how much memory each pixel takes up to control, it's something I hadn't really thought of, but I had been thinking that I would run out of memory quickly with a larger screen.

So going by what you guys are saying. Is that any screen that would be the size that I want, the UNO won't be able to use it. And to get something to do it would be pricey.

Or I can do as grumpy mike has said and use an extra controller with the greater memory. And the UNO just needs to control it, which I assume takes much less memory?

These dog screens have me interested. Olikraus, do you program these screens much the same as you would a screen like the nokia screens that I keep seeing in projects?  And are the smaller screens supported?

And if I'm reading your post right, if I put a text on screen, "temp" then those pixels will stay like that until I rewrite over those same pixels? If so, that would mean the amount of memory I would need to refresh the screen would drop considerably?


The DOG graphics displays are
DOGM132 132x32
DOGS102 102x64
DOGM128 128x64
DOGL128 128x64 (I have read that this is technically identical to the DOGM128)
DOGXL160 160x104

All displays are supported by the DOGM128 library for the arduino, except for the DOGL128 which I do not own, but it probably will also work.  All DOG displays include controller with memory and SPI interface.

I hope the programing API is simple:
The only addon is the "picture loop" which is required to reduce the local memory.

schmelle2 once had put a video of the library and the DOGM132 on youtube:

This game runs on ALL displays and only requires 8K ROM and 512 Bytes RAM

Perhaps I should also mention that some brave people have created Arduino Shields for some of the DOG displays.
Just to mention one thread:



hmmm... the quote should be corrected. For sure i will not refer to iphone items  ;)
Correct link is:


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