Sunday, December 7, 2025

How to Drive an 8x8 LED Matrix Display with MAX7219 using Arduino


Hi there. In this article, I'll take a look at the MAX7219 integrated circuit and explain, how to drive an 8x8 LED Matrix with this IC. Since there is an Arduino library for this chip, I'll use Arduino for my examples. However, SPI (Serial Peripheral Interface) protocol is independent of microcontroller and my examples can be easily ported to other microcontrollers as well. MAX7219 is a fairly simple IC, it is also really easy to use it without any library. I'll give two versions of an example code, one with library and another without.


MAX7219 and MAX7221 ICs

MAX7219 and MAX7221 ICs provide an interface to 7 segment displays or 8x8 LED matrices via SPI. While they are pin and instruction compatible, they share same datasheet and same functions, MAX7221 supports other serial protocols besides SPI and operates in a more robust way. Therefore, it is also more expensive.

These ICs support up to eight 7 segment displays with decimal points, bar graph and 8x8 LED matrix displays, and have builtin decoding options for them. Up to 64 LEDs can be driven through 8 common cathodes. As I bought an assembled kit, I won't dive deeper into IC pin connections.

These ICs can also be cascaded up to eight times, which means, by purchasing eight of these modules and connecting their DOUT pin to the DIN pin of next module in a chain, I can drive a larger number of LED displays. The second 5-pin connector on the distal side of the kit is for cascading. Different displays can also be cascaded.

Quad 8x8 LED matrix displays are also available as pre-assembled kits. I also bought a quad kit, to understand and experiment cascading. I'll explain it in detail later in this article.

By looking at the PCB from back, you can see how simply and easily the cascading is done:

The module has five pins. Vcc and GND pins require no explanation. DIN (Data In) pin is where the data is written to. CS (Chip Select) pin is active low. When this pis is set to active, the latches are enabled and the data coming thru DIN is received by the internal shift registers. In the meantime, CLK carries the clock signal synchronously with the data coming from DIN. The data is processed with the rising edge of CS.


Registers of MAX7219

At the beginning of this article, I mentioned that the MAX7219 is a fairly simple IC. All the functionality is handled by a total of 14 registers and eight of them are simple data registers that control LEDs. For convenience, I've copied the table of registers from the datasheet and pasted it to the right side.

All of these addresses (or commands from another perspective) are 8-bit, and each of them is followed by another 8-bit data (or operand). In other words, each data packet arriving at DIN must be 16-bit. To send data, CS' (nChipSelect) signal must be set to logic zero first, and the data must be sent to DIN synchronously with CLK. Setting CS' back to logic 1 terminates data transmission. Communication is described in detail in the "Serial Addressing Modes" section of the datasheet.

I'll come to the first register No-Op later, because No-Op doesn't actually perform a No-Op.

The registers Digit 0 to Digit 7 are holding the LED states, i.e. a row of a 8x8 LED Matrix display or a segment of a 7-segment display. For example, by sending the value 0x0F to the Digit 0 register, i.e. by pushing the data 0x01 0x0F onto data bus, I turn the rightmost four LEDs of the first row on, and turn the leftmost four off. For Digit 1, this controls the second LED row, for Digit 2, the third row, and so on.

Decode Mode (0x09) controls the internal 7-segment decoder unit of the IC. If it has 0xFF, the ICs only looks at the lower four bits of Digit registers and decodes them for a 7-segment display. If it has 0x00, no decoding is performed. This is the appropriate mode for 8x8 LED Matrix displays.

Intensity (0x0A) register is used to adjust the LED intensity with PWM.

Scan Limit (0x0B) register is used to optimize the scan rate of LEDs, if not all LEDs will be used (e.g. a 7-segment display without decimal point), by deactivating unused LED pins. As all LEDs are used in a LED Matrix display this should be usually zero.

If the shutdown (0x0C) register is zero, the IC shuts itself down. The scan oscillator of IC is shut down and all LEDs turn off. The supply current drops to 150 µA. It is in mA range during normal operation, and is approx. 300 mA when all LEDs are on. The IC boots up in shutdown mode. Therefore, first step of initialization is to write 0x1 to this register.

When 0x1 is written to the display test (0x0F) register, all LEDs turns on. This allows you to check if any of them are faulty. During the test, Digit registers are not touched, the output is overridden. When 0x0 is written here, IC returns to its normal operating mode.

No-Op operation (0x0) is used for cascading ICs. This has no effect on the display receiving the command. The IC receiving a No-Op simply sends the subsequent command via DOUT pin. For example, in a quad 8x8 LED matrix display, if you need to do something just with the fourth display, the microcontroller issues three No-Op commands followed by the actual operation. In this case, first display receives these data, stripes first No-Op and sends two No-Ops followed by the actual operation to the second module via its DOUT pin. Second display likewise sends just one No-Op and the actual operation to the third display. The third display receives the remaining No-Op and the operation destined to fourth display and forwards only the actual operation one last time to the fourth. Below is a diagram illustrating this process.



The block diagram in the datasheet doesn't show a register named "No-Op", but since it is covered under the "No-Op Register" section on page ten, I can't tell if this is an operation or a register. By the way, as it can be seen above, even though it's completely meaningless, even No-Op command is 16-bit, so it has be to packed with a 8-bit data.


Arduino LedControl Library

After explaining the registers in such detail, using a library may actually seem pointless, but the LedControl library simplifies some tasks quite a lot. For example, while Digit registers provide row-by-row access to LEDs, the library has some other functions like setColumn(), setLed() and setChar() in addition to setRow().

To install the library, go to Tools -> Manage Libraries in Arduino IDE and search for "LedControl" and click Add. Then, include LedControl.h header file in your code and create a LedControl object. While creating this, you need to pass which pin is connected to which Arduino pin and how many devices are cascaded, to constructor function. E.g.

#include "LedControl.h"
LedControl lc = LedControl(data = 12, clk = 11, chipSel = 10, 4);

In all my examples, DIN is connected to Arduino's 12th pin, CLK to the 11th and CS to the 10th pin, like this:

The Matrix display image in Fritzing has six pins. The top pin is not connected, which is the second Vcc, so it doesn't really matter.


Code Examples

My first example is a simple character scrolling. Here, the characters are scrolled module by module. There won't be any bit operations. I uploaded the code to my github account. As I mentioned before, MAX7219 starts up in shutdown mode. In the for loop, on line 61 inside the setup() routine, each display is first taken out of shutdown mode one by one, and LED intensity is set to lowest. The "dizi" array holds the character sequence to be displayed. It is actually a string variable in broader sense. At the end of the array, the first three characters repeat for endless scrolling effect on display.

The "table" array contains the bitmaps of characters. I downloaded a font package from here, and used BIOS.F08 font. This file contains the classic 8x8 BIOS font. I opened it in GIMP and exported it as C source code or C header. Since the entire character table 2 KB (256 * 8), it is not possible to to load whole table to Arduino UNO's 2 KB RAM, yet it's not necessary anyway. I only imported the characters, that is going to be displayed. In the main for loop, the values of bitmaps are sent to MAX7219 row by row using the setRow() function. Although the character sequence is 20 characters long, when the pointer value is 16, 16th, 17th, 18th and 19th characters will appear on the display, so the pointer must not exceed 20 - 4.


Second example (counter) is a counter as its name suggests, which is even simpler than the first example. Arduino increments the values in the "a" array in full speed, starting from the zero-indexed element. In the for loop on line 25, the array elements are checked for overflow at byte boundary. If an overflow occurs, this array element is reset, and the carry is transferred to the next element (line 29), and this binary counter is visualized with LEDs on line 32.

Counting from zero to 256 takes less than a second. The LED corresponding to the tenth bit flashes approximately at one second intervals. If we ignore less significant nine bits, it would take roughly 2(64-10)=254 seconds for the remaining 54 LEDs to light up completely, which is about 5.709 * 108 (571 million) years.


My third example is the same of the second one, but I wrote it without library. In this code, the pins are first set to OUTPUT. Then, the IC is taken out of shutdown mode (line 32), the scan limit is set to 7 (line 37), decoding is disabled on line 43, as we have an 8x8 LED display. That's the initialization sequence. On line 51, the LED intensity is set to the lowest level and all LEDs are cleared (line 60). The logic in the loop() procedure is same as the above example, with one difference. Each array element is written to the corresponding digit register directly row by row (line 77).

As you can see, the IC can also be easily programmed without library. My goal here was not perform a speed test with or without library. I'd probably get similar results anyway. But if my focus were speed, I would be using Assembly.


In the fourth and final example, I created a smooth scrolling text using bit operations. To do this, I took two long German words. German is really perfect for this task. I converted these words into char arrays (lines 16 or 19). I then created a bitmap table like I did in the first example, but with more characters this time. As usual, the IC is initialized in the setup() routine, and the bitmap images of characters are copied to the "kayanyazi" array.

In the loop() function, the first four characters of "kayanyazi" array are sent to display. Since the text will be scrolled to the left, I assign the most significant bits (MSB) of each LED line to the "carry_old" variable, which means, carry_old contains the first column of character array (or first LED column). Then all characters are shifted by one bit (line 108), but the first column of each character is copied to carry_new (line 106) before any shift operation, so that any carry bits of byte order is kept before it gets lost and this is inserted to the least significant bit (LSB) of the trailing character.

Sunday, November 9, 2025

Programming VGA: Smooth Scrolling in Text Mode #2


Hi there. In this article, I will continue with the VGA topic, and I have a fantastic example from 1994, that I want to show you. I wanted to write about this code in detail, therefore I didn't want to cram it into the previous post.;

I uploaded this code, I mentioned, to my github account. I must have downloaded it in late 90s, as the comment header indicates, it's a Basic code written in 1994 (Dear William Yu, if you're reading this, feel free to reach me out). There are two points I want to highlight in this code. The first one is the code snippet on line 12, that accesses the ninth CRT controller register:

OUT &H3D4, 9
OUT &H3D5, 1

This register consists of following bits [1]:

Maximum Scan Line Register (Index 09h)
76543210
SDLC9SVB9Maximum Scan Line

and the "Maximum Scan Line" field, which is modified by the code, repeats the pixels by one more than the value in this field on vertical axis in graphics modes. If its value is 1, each pixel appears twice as large vertically, as if the pixel just below it were also set. If the value of this field were 9, the pixels would be 10 times higher. Since the vertical resolution of the screen is a constant -in our example 640x480 pixels in mode 12h (line 11)- doubling the pixel height would mean reducing the visible screen size by two. In this example, 640x240 pixels would be visible on the screen. If we had expanded the pixels by 10, we would have obtained a resolution of 640x48 pixels on the visible screen. Obviously, the video memory size does not change, pixels below the half of the screen just won't be visible. They will only be visible again, when 0 is written to this field. In standard text mode, this field contains the value 15. As I mentioned in the previous article, this is the height of a standard character in pixels. If greater values are written to this field, the lines get spaced out. For quite smaller values, the characters get jumbled together and and the screen gets unreadable.

As the calculations in this code are based on 640x240 pixels (e.g. lines 30 and 35), this line cannot be commented out in an easy way. The pixels are doubled in size, the text on the screen is also twice as large (see right). At the loop between the lines 13 and 20, stars are printed on the screen and the planet is drawn between the lines 22 and 27. In the section, up to the line 35, a triangle (spacecraft) is drawn, and in section up to the line 43, this triangle is moved on the screen as an image block with GET and PUT commands. The remaining graphic effects are not quite important. The most important part is the EarthQuake SUB procedure (lines 87 to 94). Here, some values are written to the eighth register sequentially.

Delay = 5500       ' Increase this or decrease for earthquake delay

FOR X = 1 TO Delay
  OUT &H3D4, 8: OUT &H3D5, X
NEXT X

That's the deal with the eighth register [1]:

Preset Row Scan Register (Index 08h)
76543210

Byte PanningPreset Row Scan

In my observation, the "Preset Row Scan" field has either no effect in graphics mode, or DosBOX cannot emulate it properly. Normally, this field shifts the origin of the text screen with pixel precision, and it works flawlessly in DosBOX. In other words, if I write 8 to this field, the upper half of the first character line will disappear and another half character line appears at the bottom of the screen. Basically, the screen is shifted up by the number of pixels written in this field. This is the exact register, which I also used for smooth scrolling. The "Byte Panning" field shifts the screen one character wide to the left. Therefore, the screen can be scrolled (but not smoothly) horizontally by 1, 2 or 3 characters wide, depending on the value of this field. For mode 12h, this is 8 pixels per character (640 pixels / 80 characters).

Other than this register, there is another register pair, I'd like to mention. These are Start Address Register Low and High.

Start Address Low Register (Index 0Dh)
76543210
Start Address Low


Start Address High Register (Index 0Ch)
76543210
Start Address High

These don't have any bit fields. Normally, the top left corner of the screen is the origin, i.e. (0, 0) point of the screen and its memory location is 0x0 in VGA regardsless of text or graphics mode. But sometimes, it may be more convenient to take the center of the screen as the origin. In Mode 13h (320 x 200), taking the center of the screen as origin also means drawing the first image pixel at 160x100 point. The linear address of this pixel is 320 * 100 + 160 = 32160 = 7DA0h.

OUT &H3D4, &HD: OUT &H3D5, &HA0
OUT &H3D4, &HC: OUT &H3D5, &H7D

With this code snippet, the origin is moved to the center of the screen. The value written to the zeroth offset of the video memory will appear in the center of the screen, after this point. This is roughly, what the WINDOW command in QBasic does. Of course, QBasic will also convert the negative coordinates given to PSET, LINE etc., by itself, whereas in lower level programming languages this task is left to the programmer.

If sequentially increasing values are written to this register, it will seen as a left scrolling effect on the screen. Obviously, it is not the characters, that are actually being scrolled, but the origin. Similarly, if values are written to the register in increments equal to the width of the screen (the number of characters per row for text modes, or the number of pixels on X-axis for graphic modes), it will seen as an upwards scrolling effect on the screen. The characters aren't moved from one memory block to another. The processor is just busy writing some values thru the ports. This is in theory the most optimal way to scroll the entire screen in VGA. However, to copy the characters, which disappear from the screen, to the part, which will be appearing on the screen, moving memory blocks is inevitable.


VGA Text Mode Structure

VGA text mode is pretty simple. Here, I'll explain 80x25 standard text mode. Even though the logic of the 40x25 text mode is quite similar, some addresses need to be recalculated for this mode. Monochrome mode video memory starts at the segment 0xB000 and ends at 0xB777. Color video memory starts at the segment 0xB800 and ends at 0xBFFF spanning 32 KB for each. Each character is one word, i.e. 16 bits. The low byte of this word contains the ASCII code of the character, and the high byte holds the color codes for character foreground and background [3]. Four lower bits of the color byte is the color of the character. There are 8 standard VGA colors; 0: black, 1: blue, 2: green, 3: cyan, 4: red, 5: magenta, 6: brown/yellow, 7: gray. Adding 8 to these values yields the high intensity versions of these colors. Bits 4, 5 and 6. keep the background color. And the most significant bit (7th) makes the character blink. Here is an example for this. The characters 'u' and 'g' normally blink.

VGA text mode consists of 8 pages. I already mentioned, that visible area of the screen consists of 80 x 25 = 2000 characters, i.e. 2000 words. In this case, the visible screen is 4000 bytes (0x0FA0) long. Since the video memory is 32 KB, it can be divided into 8 pages. First page starts at address 0xB800:0, next one at 0xB800:0xFA0, next one 0xB800:0x1F40 and so on. The number of pages for each screen mode can be seen in this table and you can switch between pages using Int 10h/AH=05h.

With that much background info, I can now move on to my own smooth scrolling code.


SCROLL.C: Smooth Scrolling in VGA Text Mode

First of all, why didn't I use the start address register for scrolling? Shortest answer is, I could have. If I copied the zeroth (actual) page to the first and second pages and switch to the first page, I would get a copy of the visible screen above and below. Then, I could implement scrolling by increasing or decreasing the start address register by 160. I'll leave this for another post for now.

My code, OTOH, interfere with other pages as little as possible (just a single line). This is the difference compared to the method, described above. I uploaded the code to my github account as usual.

I wrote it in Turbo C v3.0. It compiles and runs without problem. As I mentioned in the previous article, everything is done in DosBOX. Since Turbo C does not have true and false as built-in data types, I define them as shown on line seven and eight. I also define two pointers on sixteenth and seventeenth lines. First one is VGA video memory pointer for text mode [4]. Second one is a pointer, to hold a local copy of the screen memory, but even though I named it DoubleBuff, it doesn't really do double buffering [2], IMO. I'll get back to double buffering in a future article. This is a short pointer, and 80x25 words of memory are allocated on line 23. Why words? There are two reasons for this. First, processing data word by word is faster than byte by byte. Characters are moved with a single instruction along with their color codes. The second reason is code readability.

Scan codes of up arrow and down arrow keys are fetched, and based on this ScrollUp() or ScrollDown() functions are assigned to the 'fp' function pointer. Both functions scroll the screen by just a single line. Calling these functions 25 times in a for loop does full-screen scrolling.


ScrollUp

While scrolling the screen up by increasing the value at the preset row scan (PRS) field, the first row of the next page, which is normally invisible, becomes partially visible. Therefore, on line 60 of the code, I copy the top row of the visible screen to the top row of the next page before it gets visible. Then, I copy the first row of the screen to the bottom of the buffer, then second row to the first row of buffer and the subsequent rows to the one row above corresponding screen row in the DoubleBuff array. In other words, the line N+1 on the screen to the line N in the buffer.

Next, I save the initial value of the PRS field and increment it one by one from 0 to 15 (line 75). This makes the screen look like scrolling up pixel by pixel. At the same time, the row I copied from the top on the 60th line, which was initially invisible, begins to appear from the bottom of the screen. On line 80, I copy DoubleBuff to the visible screen using inline assembly. I used assembly here for speed, because the C code, I wrote, that does the same job, runs slower and causes flickering on the screen.

Finally, I write the old value of the PRS back. Here, I would actually need to write zero rather than its old value.


ScrollDown

In ScrollDown(), I used a different approach than in ScrollUp(). Since the PRS only scrolls the screen upward, for the downward scrolling effect, I first copied the bottom row into a local array (line 108), as this bottom row is going to disappear from the screen during scroll down. After moving the characters in the video memory, I write this line I copied, to the top row and finally write the highest possible value -which is 15- to the PRS field of the register (line 113).

I moved the video memory using assembly code again for speed, like in ScrollUp(). SI has 4000 and DI has 4160. This means, SI points to the first character of the first page (the invisible bottom page), and DI points to the first character on the second row of the first page. When CX, as a counter, has a value of 2000 (4000 in CX is divided by two with shr on line 136), the last character doesn't get copied, as copying starts including from the first character of the first page. Decreasing SI and DI by two (one word) requires 4 bytes of code (lines 137 .. 140, dec instructions). Instead of that, I increase CX and copy one extra character, but increasing CX is done with a single one byte inc instruction on line 141, instead of four. I could have decreased the value on line 132, too, but in this case (if I'm not mistaken), I'd have had to increase CX later, because I decremented the counter. Finally, I set the direction flag and copy backwards, so that the pointer values decrease. Since I'm scrolling downwards, if I had copied in forwards direction, I would have overwritten data, which I'll need for the next row. After copying (rep movsw, line 148) is done, I reset the direction flag to its original state.

Immediately after this, since the top row is now empty after copying, I write the row I copied to TempLine at the beginning of the function (line 156. Why didn't I do this with assembly?), but since I've already written the largest value to the PRS field, only one pixel of this row is yet visible (and it is largely black as well). Therefore it doesn't look too bad. On the 160th line, I complete the scrolling effect, by slowly decreasing the value at the PRS field.


waitlinefull and waitlinehalf

CRT monitors create images by scanning the screen. Electron guns normally send electrons to the center of the screen. To display an image on the screen, this electron beam is deflected by vertical and horizontal deflection coils -or yokes to be more specific- in color monitors. Scanning starts from the upper left corner of the screen and moves to the upper right first. During that, the voltage in the vertical coil stays constant, and sawtooth wave is applied to horizontal coil. This draws the first row of pixels on the screen. There is actually no direct correspondence between a pixel and a point on phosphor coating of the screen. Yet let's still assume it as a pixel for simplicity. After first line is done, the voltage on the vertical coil is increased, and this process is repeated for each row until scanning reaches the bottom right corner of the screen. So basically both coils get a sawtooth wave with different frequency. Of course, during this scan, the electron guns don't send electrons continuously, they turn on and off, depending on the picture. If they remained continuously on, a blank screen would appear.

Deflection Yokes (Source: Wikipedia)

This scanning operation is called "vertical retrace" (VR) in the terminology, and if the video memory is changed while this process is ongoing, the image appears to flicker. To check scanning status, 0x3DA control register of VGA comes to rescue. The third bit of this register is set during VR. The programmer can (and should) check this bit, before writing anything to the screen. This check is made in waitlinefull() and waitlinehalf() functions.

In waitlinefull(), if there is no VR, the execution waits in the loop on line 173, because even if VR isn't active at that moment, it can start anytime before video memory operations are complete, and the image may still flicker. If VR is already in progress, this line has no effect and the execution continues from the next line and waits here in the loop, until VT is complete.

In waitlinehalf(), the execution waits in the loop only if VR is already in progress. It doesn't wait for the next VR cycle. In waitlinefull(), waiting until the next VR cycle starts, wastes too many CPU cycles on fast computers. Therefore this is skipped in waitlinehalf(). It waits for a shorter period, but it may sometimes fail to prevent flickering.

I put both functions into my code, and after completing the skeleton of the effect, I tried them out on various lines, until I achieved a smooth effect. Since waitlinehalf() takes a quite short period of time, I used waitlinefull() everywhere. As I mention in the previos post, DosBOX is just a VGA emulation. Therefore these procedures would need to be readjusted for real hardware. I actually chose waitlinefull() in the code, just because it provides a stable wait time, that doesn't vary much from machine to machine.


So, I only scratched the surface of VGA topic here. The smooth scrolling effect looks quite well, but this is just a small example of what can be done with VGA. By playing around with these registers, it's possible to create a wide variety of effects. In future posts, if I find time, I would like to explain a few more effects. And finally, here is a video of the effect:



[1]: http://www.osdever.net/FreeVGA/vga/crtcreg.htm#09
[2]: http://wiki.osdev.org/Double_Buffering
[3]: https://en.wikipedia.org/wiki/VGA_text_mode#Text_buffer
[4]: https://stackoverflow.com/questions/47588486/cannot-write-to-screen-memory-in-c