Creating A Splash Screen; Sending The Hex Image; Saving The Script; Connect The Terminal And Development Pc - Symbol PDT 7200 series Reference Manual

Windows ce 3.0
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Creating a Splash Screen

To generate a custom splash screen, use a bitmap editor, such as Paintbrush. To create the
screen:
1. Create a 16-color bitmap with dimensions of BX x BY where:
" BX is less than or equal to 240 pixels
" BY is less than or equal to 160 pixels.
Note: The splash screen is rotated 90º counterclockwise by the terminal
prior to display. Therefore, after you create the splash screen, rotate it
90º clockwise.
2. Be sure to create the file with 16 colors, where 4 bits are used for each pixel of data
in the file. IPL will not load if the number of bits of data for each pixel (bpp) does
not equal 4.
3. After creating the bitmap the .bmp file should be run through a utility
"bmptool.bat", included in the SDK under the SPLASHSCREEN folder.

Sending the Hex Image

Once the hex file is built, you are ready to download it to the terminal. A Hex image
download requires both TCM and a program loader stored on the terminal. The terminal
comes with a program loading utility, Initial Program Loader (IPL), stored in the terminal's
write-protected flash. To run IPL, the terminal must be inserted in a cradle or connected to a
host PC by direct serial connection. Refer to

Saving the Script

If you made changes to the script since last saving it, save the script again.

Connect The Terminal and Development PC

To send the hex file to the terminal, first link the terminal and development PC by one of the
following devices:
Direct serial link
!
Cradle (refer to
!
setting up the cradle).
Chapter 4, Cradle Setup and Operation
Invoking IPL
on page 6-16.
Configuring the Terminal
for more information on
6-13

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