teensy tft display in stock

I refer to the TFT, there are some that have a chip dedicated to pixel management, it is generally incorporated into the PCB in addition to the screen"s controller chip itself. The advantage is that you can implement complex graphical environments, which take the burden off the MCU.
These screens are called HMI, there are several that could potentially be used in the teensy 4 or teensy 4.1, however you have to work in the libraries, since almost all of them are focused on AVR or ARM-STM32 or have their own environment programming, which has nothing to do with the arduino IDE.
Other examples are: TFT SmartGPU 2, which implement the graphics controller with a STM32F103 chip, or the 4DSystems Diablo or Picasso graphics chip, Nextion TFT, Stone TFT, etc. They are not cheap TFTs, and I have not seen at the moment any with the resolution you are looking for.

This 320x240 color TFT display is recommended for use with Teensy 3.2 to Teensy 4.1, for high resolution color graphics.It can be used with the Adafruit_ILI9341 library or Optimized ILI9341 library.

I"m still waiting for the last few components to arrive before I can build the controller, however one thing I wanted to do first is test my chosen LCD with the Teensy microcontroller. I"ve never used a TFT LCD with Arduino or Teensy before, so I first wanted to make sure that I could get the desired functionality and performance out of the LCD.
The LCD I am using is a 2.4" 320x240 TFT LCD with a ILI9341 controller chip which appears to be based off of an Adafruit design, which can be used with a Teensy-optimised Adafruit_ILI9341 library for better performance.
I decided to use the Teensy-optimised Adafruit_ILI9341 library over the standard Adafruit_ILI9341 library due to the demonstrated increased frame rate and performance of the former. I downloaded the library from the Github page and followed the provided instructions to install it into the Arduino software.
To test the LCD and Arduino library I decided to attempt to create a simple Teensy sketch that draws eight sliders on the LCD that each change their value from a MIDI CC message received over USB-MIDI - something that the final controller software will need to do.
Below is the code I created to do this. See the comments in the code to see how it works. The exact MIDI CC numbers I am using in this test code match the default CCs that the KORG nanoKONTROL MIDI controller sends from it"s sliders (see the below example video). If you would like to upload this to a Teensy yourself, you"ll need to set the "USB Type" to "MIDI" in the tools menu.
Below is an example video of the above code running on a Teensy 3.6, using a KORG nanoKONTROL USB-MIDI controller as the MIDI input device, with MIDI messages being routed from the nanoKONTROL to the Teensy using my MacBook running the MIDI Patchbay software.

The Teensy is a breadboard-friendly development board with a large number of features in a small package. Each Teensy 3.6 comes pre-flashed with a bootloader allowing to program it through the onboard USB connection; there is no need for an external programmer.
Users can program the Teensy working with their favorite program editor using C, or they can install the Teensyduino add-on for the Arduino IDE and develop Arduino sketches.

This 3.2″ TFT LCD is a full color display with a resolution of 240 x 320 pixels or 320 x 240 pixels depending on how it is oriented. It uses the ILI9341 controller with SPI interface. It also includes a resistive touchscreen with built-in XPT2046 controller.
These full color displays are large enough for many applications even when using touch. The supplied stylus is helpful when using smaller touch targets.
Internally the display operates at 3.3V, so if using with a 5V microcontroller, be sure to include logic level shifters on the data lines to prevent possible damage.
In general, it is best to operate the display off of 5V to ensure enough power is available. Be careful of trying to operate the display from the built-in 3.3V available on Arduino and similar microcontrollers since these power sources often have limited current capability and may overheat.
These modules are breadboard friendly with a 14-pin header on the back that can be inserted into a solderless breadboard or a 14-pin female connector can be used to connect to it if the display is to be mounted. The display is mounted on a stiff PCB that provides good support, but be sure to press on the header pins or PCB when applying pressure to insert them into a breadboard and not press on the glass to avoid possible damage.
Though these displays can seem to be a bit intimidating to use at first, just follow these steps to get up and running fairly easily. The pin labeling is on the back only, so we have pictures with the pins labeled on both the front and back to make life a little easier.
Because of the 3.3V I/O requirement, I am using a Teensy 4.1 for easier hookup but any 3.3V MCU can be used. If using an Uno or other 5V MCU, be sure to include
I’m also using the Teensy 4.1 because it is currently the fastest Arduino compatible board (600MHz 32-bit vs Uno 16MHz 16-bit) and this example application of calculating Mandelbrot fractals and updating the LCD can take a long time on an Uno (77-105 seconds) and only takes about 1.25 seconds on the Teensy 4.1. If using a 3.3V Arduino like a Due, hookup will basically be the same.
Connect the SPI and control lines for the display. In our example we are using hardware SPI as it gives the best performance. The SPI pin location will depend on the MCU you are using.
If you just want to check the display functionality and speed, the ‘graphicstest’ example program installed as part of the Adafruit_ILI9341 library is a good one to run.
The program below is a modified version of the Mandelbrot example program that gets installed with the Adafruit_ILI9341 library. It was pruned down in size and basic touch added. The program just calculates the Mandelbrot set and draws it to the screen pixel-by-pixel as it is calculated. The math is fairly intense for each pixel, so it is a good judge of the power of the MCU. The display update speed is thus limited by the MCU that is doing the calculations and is not limited by the display itself.

CC3000 is troublesome, partly because it uses SPI_MODE1, partly because it uses the SPI port from within an interrupt. Adafruit’s CC3000 library has code to backup the AVR’s SPI registers, change them to MODE1, and then restore when it’s done, so the conflicting clock polarity isn’t (usually) an issue on AVR. But on Due, Teensy 3.1 and all other non-AVR chips, their specific SPI registers aren’t also in the code, so you can pretty easily end up with the SPI port left in the wrong mode.
Interrupts are also a huge problem. Using the CC3000 in simple blocking ways, where you fully complete all communication before you try to write to the display or read the touch screen or access the SD card tends to work. But if you use another device while the CC3000 generates an interrupt at just the wrong moment, it can run its SPI code while another device has chip select asserted, causing all sorts of terribly wrong results.
The touch controller on Adafruit’s displays comes in a couple different types, which need different SPI data modes, and some require very slow clock speeds. Again, they have AVR-only register save/restore, so usually you don’t get wrong settings into other libraries, but there’s no hardware specific code in those libs for non-AVR chips.
My recent work on SPI transactions, which will be in Teensyduino 1.20 (already in the latest release candidate and on github) and is planned for Arduino 1.5.8 (already in their github source and nightly builds) aims to solve both the settings and interrupt problems, in a hardware independent way. Adafruit has already merged my patches to their libs, at least for these most common ones, so they use the new SPI transaction stuff when compiled on those new versions.

This library implements a SPI driver for the ILI9341 screen controller providing the ability to display memory framebuffers onto the screen very efficiently.
The library can work with any SPI bus. Multiples instances of the driver can manage multiple displays on different SPI buses. A significant speedup is possible when the DC pin from the ILI9341 screen is connected to a hardware CS (chip select) capable pin on the Teensy... Yes, this requirement may seems weird at first ! In that case, the library will use the SPI FIFO and DMA to their full capabilities which increases the framerate (around 35% faster) while reducing CPU usage (by around 20%).
ADVICE: Set DC to a hardware chip select capable pin of the Teensy whenever possible (the CS pin from the screen can be connected to any pin on the Teensy, it does not matter...)
On teensy 4/4.1, one can use either SPI0 or SPI1 (SPI2 should also work but is not readily accessible and untested). Here are possible wirings in both cases:
When the library is working in double buffering mode, it can take advantage of the fact that the last internal buffer uploaded to the screen mirrors the screen content. Therefore, when a new framebuffer is to be uploaded, the library can quickly check which pixels have changed and only upload those. This provides a huge speed bump when only a fraction of pixels changes at each frame (which is common when displaying a user interface for instance). The library is said to use differential updates in that case. When performing differential updates, the library first creates a diff log of all the changes between the new framebuffer and the previous one. Once this is accomplished, it can overwrite the internal frame buffer containing the old frame with the new one and, when an update is needed, just read the diff to select the pixels that must be pushed onto the screen. Updates can be carried away asynchronously while the user code draws the next frame.
The template parameter above specifies the size (in bytes) of the buffer. It should range from 1K to 10K depending on the kind of content displayed. The method diff1.printStats() can be used to check the diff buffer memory consumption at runtime to help choose its correct size.
The constructor of the main ILI9341Driver object tft does not initialize anything. We must do that when ready by calling the ubiquitous arduino begin() method (usually within setup()) like so:
This method returns true if the screen was correctly initialized. Note that there is no corresponding end() method so begin() should normally be called only once (but it can still be called again to issue a hard reset). The SPI_WRITE_SPEED and SPI_READ_SPEED parameters can be omitted so default speeds for write/read SPI will be used. The SPI read speed does not really matter and should not be changed. On the other hand, the maximum possible framerate is proportional to the SPI write speed so it should be set as high as possible while still keeping a stable connexion. With short wires, many displays will easily accept speeds upward of 60Mhz...
There are 4 possible orientations for the display (matching, of course, to the four physical orientations). Each one is obtained from the previous one by rotating the screen 90 degrees clockwise. Orientation 0 and 2 are in portrait mode 240x320 whereas orientation 1 and 3 are in landscape mode 320x240. In all cases, the framebuffer layout is in row-major format: if the screen has size LX x LY, then
The refreshrate is the number of times per second that the display redraws the pixels on the screen. Each screen refresh starts from the top-left corner and progresses along horizontal lines toward the bottom-right corner (with the display held in 240x320 portrait orientation mode 0). The row of pixels currently being refreshed is referred to as the scanline.
The framerate on the other hand is the number of times the screen content is actually updated by the driver every second. When pixel upload and pixel refresh are not synchronized, we end up with the screen displaying part of the old and the new frame simultaneously which create a visual defect called screen tearing.
The first condition depends heavily on the SPI speed. For example, with SPI set at 60Mhz, it is possible to upload up to 45 full frames per second. Being cautious, we can set a refresh rate at 80Hz and a framerate at 40Hz = (80/2) to obtain tear free frames on the screen. However, this computation is a worst case scenario: for most usage, differential updates boost the upload speed tremendously so it is often possible to get "tear free" display at 60Hz framerate (and 120Hz refresh rate) with only 20Mhz SPI speed !
The exact refresh rate varies from display to display. The driver will select the closest refresh rate available for this particular display. The actual refresh rate can subsequently be queried with the getRefreshRate() method.
Now, we must tell the driver the actual framerate/vsync method that we want. This is done with the tft.setVsyncSpacing() method. It takes as input a vsync_spacing parameter (what a surprise!) which has the following meaning:
vsync_spacing = -1. Do not synchronize display updates with screen refreshes (no vsync). Each new frame is drawn immediately onto the screen or saved into the internal framebuffer to be drawn asap if there is already an update in progress. If the internal framebuffer is in use, the frame is simply dropped...
vsync_spacing = 0. Do not synchronize display updates with screen refreshes (no vsync). Each new frame is drawn immediately onto the screen or saved into the internal framebuffer to be drawn asap if there is already an update in progress. If the internal framebuffer is in use, the method waits for a buffer to become available before returning (same as above but no frame is ever dropped).
What actually happens when the method is called depends on the buffering and vsync mode but, as a general rule, the method will try to return to the caller as soon as possible. It will use its internal framebuffer (if present) to save a copy of fb and return while uploading the frame asynchronously via DMA. So, when the method returns, fb may, or not, already be displayed on the screen but, in any case, the framebuffer can be immediately reused for drawing the next frame, changing its content will not affect the display on the screen !.
Drawing text on the framebuffer The overlayText() method can be used to draw some text onto the framebuffer. This is useful for displaying basic informations or debugging. Similarly, the method overlayFPS() draws the current instantaneous framerate onto a given framebuffer. Both methods overlayText() and overlayFPS() are typically called just before calling update().

This library is a simple user interface for building Teensy applications. The user interface centers around building apps with one or more touchscreen menus. There are also many features for creating your own screens to present data or prompt the user for information.
The Teensy User Interface library requires a touchscreen LCD display that includes a ILI9341 controller chip. The most common version of these uses a 2.8", 320x240 display.
The display of the Teensy User Interface is divided into two sections: along the top is a Title Bar and below is the Display Space. The Display Space is where menus, message boxes, configuration screens, along with the application"s main display are shown.
The heart of this user interface are menus. Menus are displayed in rows and columns of touch sensitive buttons. There are three types of menu buttons: Commands, Toggles and Sub Menus. Menus are displayed by creating a Menu Table in your source code then calling: ui.displayAndExecuteMenu()
This user interface works with Teensy microcontrollers along with a 2.8" 320x240 ILI9341 LCD touch screen display. These displays are very inexpensive and easy to hookup. This library has only been tested with a Teensy 3.6 and Teensy 4.1 but will likely work with much of the Teensy family.
It is assumed that you have already configured the Arduino IDE to work with your Teensy micro controller. If not, look here: https://www.pjrc.com/teensy/teensyduino.html
As with all Teensy applications, you must configure the Arduino IDE for the type of Teensy microcontroller that you are using. Do that from the menu: Tools / Board.
The first line in a menu table sets what type of menu it is, either a Main Menu, or a Sub Menu. Since we are building the main menu, the first column of this entry is set to: MENU_ITEM_TYPE_MAIN_MENU_HEADER. The three other columns in this line define more about the menu. The second field contains text printed on the LCD"s Title Bar when the menu is displayed. The next column sets how the buttons are arranged on the screen and is usually set to MENU_COLUMNS_1 or MENU_COLUMNS_2. The fourth field is typically set to the name of the menu, i.e. mainMenu.
Now you will add one line to the table for each button that you want displayed in the menu. There are three different types of buttons that can be added:
Commands: A MENU_ITEM_TYPE_COMMAND entry indicates that a function (written by you) will be executed when this menu button is pushed by the user. In the second column you place the text that you want displayed on the button. The third column is the name of the function that is executed when the menu button is clicked. The last column should always be NULL.
Sub menus: A MENU_ITEM_TYPE_SUB_MENU entry is used to select a different menu. Often it is useful to group related commands into their own menu, this is what Sub menus are for. For example, the main menu might reference a Settings sub menu which would be filled with commands for configuring your app. In the second column of this entry is the text displayed on the button describing the sub menu. The fourth field is the name of the sub menu table.
Toggle buttons in a menu let the user to select one of a fixed number of choices (such as On / Off, or Red / Green / Blue). Each time the user clicks on a Toggle button, it alternates the selection (i.e. toggles between On and Off, or rotates between Red, Green and Blue). To accomplish this, the Toggle"s menu entry includes the name of a callback function that you must write. This function does several things: 1) Switches to the next state. 2) Optionally updates hardware to reflect the new state. 3) Sets the text displayed on the menu button for that state.
Most of the examples sketches included with this library display a menu when the sketch first runs. In some cases you want to start with your application showing its own display, then let the user press a button to pull up the menu. An example sketch of this type is Example8_StopWatch found in the examples folder.
In this situation you will display your application when the sketch first runs. The LCD"s Title bar will show a Menu button. At any time, the user can exit your display and bring up the menu by clicking on this button. There are a few things that you must do to make this all work.
When the menu is displayed, it needs to have a Back button. This provides a way for the user to exit the menu and go back to your application. Normally the Main Menu doesn"t show the Back button, so it must be enabled. To do that, the fourth column in the first line of your menu table must be set to NULL (instead of mainMenu, which is typical).
Often commands executed from a menu button need to display some information, or prompt the user to enter some information. To do this you can build screens of your own design. On these screens you can draw text and display graphics. You can also place a few different widgets that are built into the Teensy User Interface. These widgets are: Buttons, Number Boxes, and Selection Boxes.
The second method for exiting a display is to place a custom button on the screen. The button can be any size, placed anywhere on the screen, and can be labeled with any text (i.e. "OK", "Cancel", "Done"). Buttons can also be used to execute custom code and might be labeled like: "Start Motor", "Enable Pump", "Collect Data".
Many functions in the Teensy User Interface allow you to set display colors. This LCD display uses a 16 bit color format. The format is referred to as RGB565, meaning 5 bits of red, 6 bits of green, and 5 bits of blue.
When you call a function that wants a color value, you have two choices: you can used a pre-defined color constant, or create your own value. The color constants built into the Teensy User Interface are:
Number Boxes and Selection Boxes are often used to configure your project at runtime. Values set with these widgets can be saved in the Teensy"s EEPROM so the project defaults to the configured values when powered up.

In this guide we’re going to show you how you can use the 1.8 TFT display with the Arduino. You’ll learn how to wire the display, write text, draw shapes and display images on the screen.
The 1.8 TFT is a colorful display with 128 x 160 color pixels. The display can load images from an SD card – it has an SD card slot at the back. The following figure shows the screen front and back view.
This module uses SPI communication – see the wiring below . To control the display we’ll use the TFT library, which is already included with Arduino IDE 1.0.5 and later.
The TFT display communicates with the Arduino via SPI communication, so you need to include the SPI library on your code. We also use the TFT library to write and draw on the display.
In which “Hello, World!” is the text you want to display and the (x, y) coordinate is the location where you want to start display text on the screen.
The 1.8 TFT display can load images from the SD card. To read from the SD card you use the SD library, already included in the Arduino IDE software. Follow the next steps to display an image on the display:
Note: some people find issues with this display when trying to read from the SD card. We don’t know why that happens. In fact, we tested a couple of times and it worked well, and then, when we were about to record to show you the final result, the display didn’t recognized the SD card anymore – we’re not sure if it’s a problem with the SD card holder that doesn’t establish a proper connection with the SD card. However, we are sure these instructions work, because we’ve tested them.
In this guide we’ve shown you how to use the 1.8 TFT display with the Arduino: display text, draw shapes and display images. You can easily add a nice visual interface to your projects using this display.

This 3.2″ TFT LCD is a full color display with a resolution of 240 x 320 pixels or 320 x 240 pixels depending on how it is oriented. It uses the ILI9341 controller with SPI interface. It also includes a resistive touchscreen with built-in XPT2046 controller.
These full color displays are large enough for many applications even when using touch. The supplied stylus is helpful when using smaller touch targets.
Internally the display operates at 3.3V, so if using with a 5V microcontroller, be sure to include logic level shifters on the data lines to prevent possible damage.
In general, it is best to operate the display off of 5V to ensure enough power is available. Be careful of trying to operate the display from the built-in 3.3V available on Arduino and similar microcontrollers since these power sources often have limited current capability and may overheat.
These modules are breadboard friendly with a 14-pin header on the back that can be inserted into a solderless breadboard or a 14-pin female connector can be used to connect to it if the display is to be mounted. The display is mounted on a stiff PCB that provides good support, but be sure to press on the header pins or PCB when applying pressure to insert them into a breadboard and not press on the glass to avoid possible damage.
Though these displays can seem to be a bit intimidating to use at first, just follow these steps to get up and running fairly easily. The pin labeling is on the back only, so we have pictures with the pins labeled on both the front and back to make life a little easier.
Because of the 3.3V I/O requirement, I am using a Teensy 4.1 for easier hookup but any 3.3V MCU can be used. If using an Uno or other 5V MCU, be sure to include
I’m also using the Teensy 4.1 because it is currently the fastest Arduino compatible board (600MHz 32-bit vs Uno 16MHz 16-bit) and this example application of calculating Mandelbrot fractals and updating the LCD can take a long time on an Uno (77-105 seconds) and only takes about 1.25 seconds on the Teensy 4.1. If using a 3.3V Arduino like a Due, hookup will basically be the same.
Connect the SPI and control lines for the display. In our example we are using hardware SPI as it gives the best performance. The SPI pin location will depend on the MCU you are using.
If you just want to check the display functionality and speed, the ‘graphicstest’ example program installed as part of the Adafruit_ILI9341 library is a good one to run.
The program below is a modified version of the Mandelbrot example program that gets installed with the Adafruit_ILI9341 library. It was pruned down in size and basic touch added. The program just calculates the Mandelbrot set and draws it to the screen pixel-by-pixel as it is calculated. The math is fairly intense for each pixel, so it is a good judge of the power of the MCU. The display update speed is thus limited by the MCU that is doing the calculations and is not limited by the display itself.

CC3000 is troublesome, partly because it uses SPI_MODE1, partly because it uses the SPI port from within an interrupt. Adafruit’s CC3000 library has code to backup the AVR’s SPI registers, change them to MODE1, and then restore when it’s done, so the conflicting clock polarity isn’t (usually) an issue on AVR. But on Due, Teensy 3.1 and all other non-AVR chips, their specific SPI registers aren’t also in the code, so you can pretty easily end up with the SPI port left in the wrong mode.
Interrupts are also a huge problem. Using the CC3000 in simple blocking ways, where you fully complete all communication before you try to write to the display or read the touch screen or access the SD card tends to work. But if you use another device while the CC3000 generates an interrupt at just the wrong moment, it can run its SPI code while another device has chip select asserted, causing all sorts of terribly wrong results.
The touch controller on Adafruit’s displays comes in a couple different types, which need different SPI data modes, and some require very slow clock speeds. Again, they have AVR-only register save/restore, so usually you don’t get wrong settings into other libraries, but there’s no hardware specific code in those libs for non-AVR chips.
My recent work on SPI transactions, which will be in Teensyduino 1.20 (already in the latest release candidate and on github) and is planned for Arduino 1.5.8 (already in their github source and nightly builds) aims to solve both the settings and interrupt problems, in a hardware independent way. Adafruit has already merged my patches to their libs, at least for these most common ones, so they use the new SPI transaction stuff when compiled on those new versions.

No! For about the price of a familiar 2x16 LCD, you get a high resolution TFT display. For as low as $4 (shipping included!), it"s possible to buy a small, sharp TFT screen that can be interfaced with an Arduino. Moreover, it can display not just text, but elaborate graphics. These have been manufactured in the tens of millions for cell phones and other gadgets and devices, and that is the reason they are so cheap now. This makes it feasible to reuse them to give our electronic projects colorful graphic displays.
There are quite a number of small cheap TFT displays available on eBay and elsewhere. But, how is it possible to determine which ones will work with an Arduino? And what then? Here is the procedure:ID the display. With luck, it will have identifying information printed on it. Otherwise, it may involve matching its appearance with a picture on Google images. Determine the display"s resolution and the driver chip.
Find out whether there is an Arduino driver available. Google is your friend here. Henning Karlsen"s UTFT library works with many displays. (http://www.rinkydinkelectronics.com/library.php?i...)
Load an example sketch into the Arduino IDE, and then upload it to the attached Arduino board with wired-up TFT display. With luck, you will see text and/or graphics.
We"ll begin with a simple one. The ILI9163 display has a resolution of 128 x 128 pixels. With 8 pins in a single row, it works fine with a standard Arduino UNO or with a Mega. The hardware hookup is simple -- only 8 connections total! The library put together by a smart fella, by the name of sumotoy, makes it possible to display text in multiple colors and to draw lines.
Note that these come in two varieties, red and black. The red ones may need a bit of tweaking to format the display correctly -- see the comments in the README.md file. The TFT_ILI9163C.h file might need to be edited.
It is 5-volt friendly, since there is a 74HC450 IC on the circuit board that functions as a level shifter. These can be obtained for just a few bucks on eBay and elsewhere, for example -- $3.56 delivered from China. It uses Henning Karlsen"s UTFT library, and it does a fine job with text and graphics. Note that due to the memory requirement of UTFT, this display will work with a standard UNO only with extensive tweaking -- it would be necessary to delete pretty much all the graphics in the sketch, and just stay with text.
on the far side of the display. It has 220x176 resolution (hires!) and will accept either 3.3 or 5 volts. It will work hooked up to an Uno, and with a few pin changes, also with a Mega. The 11-pin row is for activating the display itself, and the 5-pin row for the SD socket on its back.
This one is a 2.2" (diagonal) display with 176x220 resolution and parallel interface. It has a standard ("Intel 8080") parallel interface, and works in both 8-bit and 16-bit modes. It uses the S6D0164 driver in Henning Karlsen"s UTFT library, and because of the memory requirements of same, works only with an Arduino Mega or Due. It has an SD card slot on its back
This one is a bit of an oddball. It"s a clone of the more common HY-TFT240, and it has two rows of pins, set at right angles to one another. To enable the display in 8-bit mode, only the row of pins along the narrow edge is used. The other row is for the SD card socket on the back, and for 16-bit mode. To interface with an Arduino ( Mega or Due), it uses Henning Karlsen"s UTFT library, and the driver is ILI9325C. Its resolution is 320x240 (hires!) and it incorporates both a touch screen and an SD card slot.
Having determined that a particular TFT display will work with the Arduino, it"s time to think about a more permanent solution -- constructing hard-wired and soldered plug-in boards. To make things easier, start with a blank protoshield as a base, and add sockets for the TFT displays to plug into. Each socket row will have a corresponding row next to it, with each individual hole "twinned" to the adjacent hole in the adjoining row by solder bridges, making them accessible to jumpers to connect to appropriate Arduino pins. An alternative is hard-wiring the socket pins to the Arduino pins, which is neater but limits the versatility of the board.
In step 5, you mention that the TFT01 display can"t be used with the UTFT library on an Arduino Uno because of its memory requirements. It can - all you have to do is edit memorysaver.h and disable any display models you"re not using.
Not at all - it was your Instructable that got me going with the display to begin with! We all build off each other"s work, to the benefit of everyone.0
Tho I realize this is quickly becoming legacy hardware, these 8,16 bit parallel spi with 4 wire controller 3.2in Taft touch display 240x380. It has become very inexpensive with ally of back stock world wide so incorporating them into any project is easier then ever. Sorry to my question. I’m having difficulty finding wiring solution for this lcd. It is a sd1289 3.3 and 5v ,40 pin parallel 8,16 bit. I do not want to use a extra shield,hat or cape or adapter. But there’s a lot of conflicting info about required lvl shifters for this model any help or links to info would be great .. thank you. I hope I gave enough information to understand what I’m adoing
#1 you need a data sheet for the display and pinout and the i/o board attached to the cable.Than before you buy check for a driver for this chip Raydium/RM69071.if no driver lib are you able to write one and do you have the necessary tools to work on this scale to wire it up ..if you answer no than search for an arduino ready product.WCH0
Thanks for the wealth of knowledge! It is amazing at what is possible with items the average person can easily acquire. I hope to put some of your tips to use this winter as I would like to build sensors and other items for home automation and monitoring. Being able to have small displays around the house in addition to gathering and controlling things remotely will help the family see room conditions without going to the computer. The idea of a touchscreen control for cheap is mind blowing.

Spice up your Arduino project with a beautiful large touchscreen display shield with built in MicroSD card connection. This TFT display is big (5" diagonal) bright (12 white-LED backlight) and colorfu 800x480 pixels with individual pixel control. As a bonus, this display has a optional resistive or capacitive touch panel with controller, attached by default
This display shield has a controller built into it with RAM buffering, so that almost no work is done by the microcontroller. You can connect more sensors, buttons and LEDs.

EasyTFT board is a perfect choice for users or mikroElektronika boards who want to upgrade their GLCD with TFT display. It features connector compatible with GLCD 128x64 connectors, as well as touch panel connectors. Board also contains TFT Color Display MI0283QT-9A with 320x240px resolution, which is driven by
Ms.Josey
Ms.Josey