Breaking the loop / reset on Seeeduino Xiao

Hi all,

I’m trying to make the NeoPixel button cycler from Tweaking4all run on a Seed Xiao.

I’ve already replaced the bits of code to record the current program selected, the problem is the part of the code to reset the loop and make the strip start with the new pattern.

Originally:

void changeEffect() {
  if (digitalRead (BUTTON) == HIGH) {
    selectedEffect++;
    EEPROM.put(0, selectedEffect);
    asm volatile ("  jmp 0");
  }
}

The problem is the asm volatile (" jmp 0");

I replaced it for NVIC_SystemReset :

void changeEffect() {
  if (digitalRead (BUTTON) == HIGH) {
    selectedEffect++;
    storedeffect.write(selectedEffect); 
    NVIC_SystemReset();
  }
}

The problem is, it seems to reset the seed without updating the count.
So you are stuck on the first case.
I’ve read somewhere to use it like

NVIC_SystemReset(void)

But I get "expected primary-expression before ‘void’.

Also tried the

void(* resetFunc) (void) = 0;//declare reset function at address 0
...
resetFunc(); //call reset

When the button is pressed it stops the code. It might got stuck con the void(* resetFunc)…

This is the code before the LED patterns :
(Source : Tweaking4All.com - Arduino – All LEDStrip effects in one (NeoPixel and FastLED))

#include <FlashAsEEPROM.h>
#include <FlashStorage.h>


#include <Adafruit_NeoPixel.h>




#define NUM_LEDS 22 
#define PIN 10 
Adafruit_NeoPixel strip = Adafruit_NeoPixel(NUM_LEDS, PIN, NEO_GRB + NEO_KHZ800);


#define BUTTON 9
byte selectedEffect=0;


FlashStorage(storedeffect, int);


void setup()
{
  strip.begin();
  strip.show(); // Initialize all pixels to 'off'
  pinMode(2,INPUT_PULLUP);  // internal pull-up resistor
  attachInterrupt (digitalPinToInterrupt (BUTTON), changeEffect, CHANGE); // pressed
}




// *** REPLACE FROM HERE ***
void loop() { 
  int selectedEffect = storedeffect.read(); 
  
  if(selectedEffect>18) { 
    selectedEffect=0;
    storedeffect.write(selectedEffect); 
  } 


  switch(selectedEffect) {
    
    case 0  : {
                // RGBLoop - no parameters
                RGBLoop();
                break;
              }


    case 1  : {
                // FadeInOut - Color (red, green. blue)
                FadeInOut(0xff, 0x00, 0x00); // red
                FadeInOut(0xff, 0xff, 0xff); // white 
                FadeInOut(0x00, 0x00, 0xff); // blue
                break;
              }
              
    case 2  : {
                // Strobe - Color (red, green, blue), number of flashes, flash speed, end pause
                Strobe(0xff, 0xff, 0xff, 10, 50, 1000);
                break;
              }


    case 3  : {
                // HalloweenEyes - Color (red, green, blue), Size of eye, space between eyes, fade (true/false), steps, fade delay, end pause
                HalloweenEyes(0xff, 0x00, 0x00, 
                              1, 4, 
                              true, random(5,50), random(50,150), 
                              random(1000, 10000));
                HalloweenEyes(0xff, 0x00, 0x00, 
                              1, 4, 
                              true, random(5,50), random(50,150), 
                              random(1000, 10000));
                break;
              }
              
    case 4  : {
                // CylonBounce - Color (red, green, blue), eye size, speed delay, end pause
                CylonBounce(0xff, 0x00, 0x00, 4, 10, 50);
                break;
              }
              
    case 5  : {
                // NewKITT - Color (red, green, blue), eye size, speed delay, end pause
                NewKITT(0xff, 0x00, 0x00, 8, 10, 50);
                break;
              }
              
    case 6  : {
                // Twinkle - Color (red, green, blue), count, speed delay, only one twinkle (true/false) 
                Twinkle(0xff, 0x00, 0x00, 10, 100, false);
                break;
              }
              
    case 7  : { 
                // TwinkleRandom - twinkle count, speed delay, only one (true/false)
                TwinkleRandom(20, 100, false);
                break;
              }
              
    case 8  : {
                // Sparkle - Color (red, green, blue), speed delay
                Sparkle(0xff, 0xff, 0xff, 0);
                break;
              }
               
    case 9  : {
                // SnowSparkle - Color (red, green, blue), sparkle delay, speed delay
                SnowSparkle(0x10, 0x10, 0x10, 20, random(100,1000));
                break;
              }
              
    case 10 : {
                // Running Lights - Color (red, green, blue), wave dealy
                RunningLights(0xff,0x00,0x00, 50);  // red
                RunningLights(0xff,0xff,0xff, 50);  // white
                RunningLights(0x00,0x00,0xff, 50);  // blue
                break;
              }
              
    case 11 : {
                // colorWipe - Color (red, green, blue), speed delay
                colorWipe(0x00,0xff,0x00, 50);
                colorWipe(0x00,0x00,0x00, 50);
                break;
              }


    case 12 : {
                // rainbowCycle - speed delay
                rainbowCycle(20);
                break;
              }


    case 13 : {
                // theatherChase - Color (red, green, blue), speed delay
                theaterChase(0xff,0,0,50);
                break;
              }


    case 14 : {
                // theaterChaseRainbow - Speed delay
                theaterChaseRainbow(50);
                break;
              }


    case 15 : {
                // Fire - Cooling rate, Sparking rate, speed delay
                Fire(55,120,15);
                break;
              }




              // simple bouncingBalls not included, since BouncingColoredBalls can perform this as well as shown below
              // BouncingColoredBalls - Number of balls, color (red, green, blue) array, continuous
              // CAUTION: If set to continuous then this effect will never stop!!! 
              
    case 16 : {
                // mimic BouncingBalls
                byte onecolor[1][3] = { {0xff, 0x00, 0x00} };
                BouncingColoredBalls(1, onecolor, false);
                break;
              }


    case 17 : {
                // multiple colored balls
                byte colors[3][3] = { {0xff, 0x00, 0x00}, 
                                      {0xff, 0xff, 0xff}, 
                                      {0x00, 0x00, 0xff} };
                BouncingColoredBalls(3, colors, false);
                break;
              }


    case 18 : {
                // meteorRain - Color (red, green, blue), meteor size, trail decay, random trail decay (true/false), speed delay 
                meteorRain(0xff,0xff,0xff,10, 64, true, 30);
                break;
              }
  }
}






void changeEffect() {
  if (digitalRead (BUTTON) == HIGH) {
    selectedEffect++;
    storedeffect.write(selectedEffect); 
    NVIC_SystemReset();
  }
}

Many thanks :slight_smile:

Welcome to the forum

I do not know why the original author used the reset for normal operation. This is like unplugging power to your PC after every little task instead of just closing a window and continuing with the next task.

Reset should be used for extreme use cases only. e.g. when a fault condition of your application is detected that cannot be solved otherwise or when you shut down your system for ultra low power applications. Switching to a new LED pattern does not sound like a good reason for a reset.