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snowe keymap/userspace and Ocean Dream animation (#12477)

* Add snowe keymap/userspace & Ocean Dream animation

* Add snowe userspace with keymap wrappers and two animations
* Add crkbd keymap
* Add Ocean Dream animation, a cool full screen animation with:
* * twinkling stars
* * meteor showers
* * ocean waves
* * island with palm tree
* * moon with phases

* Disable Luna so travis build succeeds.

* Add more copyrights

* Add pragma once to keycode_aliases.h

Co-authored-by: Drashna Jaelre <drashna@live.com>

Co-authored-by: Drashna Jaelre <drashna@live.com>
Tyler Thrailkill 4 anos atrás
pai
commit
4a15eb593d

+ 55 - 0
keyboards/crkbd/keymaps/snowe/config.h

@@ -0,0 +1,55 @@
+/*
+This is the c configuration file for the keymap
+
+Copyright 2012 Jun Wako <wakojun@gmail.com>
+Copyright 2015 Jack Humbert
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program.  If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#pragma once
+
+//#define USE_MATRIX_I2C
+
+/* Select hand configuration */
+
+#define MASTER_LEFT
+// #define MASTER_RIGHT
+// #define EE_HANDS
+
+#define USE_SERIAL_PD2
+
+#define TAPPING_FORCE_HOLD
+#define TAPPING_TERM 200
+
+#define IGNORE_MOD_TAP_INTERRUPT
+#undef PERMISSIVE_HOLD
+
+#ifdef RGBLIGHT_ENABLE
+    #undef RGBLED_NUM
+    #define RGBLIGHT_ANIMATIONS
+    #define RGBLED_NUM 27
+    #define RGBLIGHT_LIMIT_VAL 120
+    #define RGBLIGHT_HUE_STEP 10
+    #define RGBLIGHT_SAT_STEP 17
+    #define RGBLIGHT_VAL_STEP 17
+#endif
+
+#define OLED_FONT_H "keyboards/crkbd/lib/glcdfont.c"
+
+// fix for me putting alt under A and being a fast typist
+#define IGNORE_MOD_TAP_INTERRUPT
+//#define IGNORE_MOD_TAP_INTERRUPT_PER_KEY
+
+#define LAYER_STATE_8BIT

+ 81 - 0
keyboards/crkbd/keymaps/snowe/keycode_aliases.h

@@ -0,0 +1,81 @@
+/*
+ * Copyright 2020 Drashna Jaelre <@drashna>
+ * Copyright 2021 Tyler Thrailkill <@snowe/@snowe2010>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#pragma once
+
+#define GUI_ESC GUI_T(KC_ESC)
+#define CTL_ESC CTL_T(KC_ESC)
+#define SH_BKSP SFT_T(KC_BSPC)
+#define SP_RAIS LT(_UPPER, KC_SPC)
+
+#define LOWER MO(_LOWER)
+#define RAISE MO(_UPPER)
+#define ADJUST MO(_ADJUST)
+#define TG_MODS TG(_MODS)
+//#define TG_GAME TG(_GAMEPAD)
+//#define OS_LWR OSL(_LOWER)
+//#define OS_RSE OSL(_UPPER)
+
+//#define KC_SEC1 KC_SECRET_1
+//#define KC_SEC2 KC_SECRET_2
+//#define KC_SEC3 KC_SECRET_3
+//#define KC_SEC4 KC_SECRET_4
+//#define KC_SEC5 KC_SECRET_5
+
+#define QWERTY KC_QWERTY
+#define DVORAK KC_DVORAK
+#define COLEMAK KC_COLEMAK
+#define WORKMAN KC_WORKMAN
+
+#define KC_RESET RESET
+#define KC_RST KC_RESET
+
+#ifdef SWAP_HANDS_ENABLE
+#    define KC_C1R3 SH_TT
+#else  // SWAP_HANDS_ENABLE
+#    define KC_C1R3 KC_BSPC
+#endif  // SWAP_HANDS_ENABLE
+
+#define BK_LWER LT(_LOWER, KC_BSPC)
+#define SP_LWER LT(_LOWER, KC_SPC)
+#define DL_RAIS LT(_UPPER, KC_DEL)
+#define ET_RAIS LT(_UPPER, KC_ENTER)
+#define SFT_ENT SFT_T(KC_ENTER)
+#define SP_RAIS LT(_UPPER, KC_SPC)
+
+/* OSM keycodes, to keep things clean and easy to change */
+#define KC_MLSF OSM(MOD_LSFT)
+#define KC_MRSF OSM(MOD_RSFT)
+
+#define OS_LGUI OSM(MOD_LGUI)
+#define OS_RGUI OSM(MOD_RGUI)
+#define OS_LSFT OSM(MOD_LSFT)
+#define OS_RSFT OSM(MOD_RSFT)
+#define OS_LCTL OSM(MOD_LCTL)
+#define OS_RCTL OSM(MOD_RCTL)
+#define OS_LALT OSM(MOD_LALT)
+#define OS_RALT OSM(MOD_RALT)
+#define OS_MEH OSM(MOD_MEH)
+#define OS_HYPR OSM(MOD_HYPR)
+
+#define ALT_APP ALT_T(KC_APP)
+
+#define MG_NKRO MAGIC_TOGGLE_NKRO
+
+#define UC_IRNY UC(0x2E2E)
+#define UC_CLUE UC(0x203D)

+ 190 - 0
keyboards/crkbd/keymaps/snowe/keymap.c

@@ -0,0 +1,190 @@
+/*
+Copyright 2019 @foostan
+Copyright 2020 Drashna Jaelre <@drashna>
+Copyright 2021 Tyler Thrailkill <@snowe/@snowe2010>
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program.  If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#include QMK_KEYBOARD_H
+#include "snowe.h"
+
+// Symbols chart
+// ↯ hyper key (ctrl, alt, shift, super)
+// ⌘ command
+// ⌥ option
+// ⌃ control
+// ⇧ shift
+// ⌫ backspace
+// ⌦ delete
+// ⎋ escape
+// ↩ enter
+
+/* Wrapper
+ * ,-----------------------------------------------. .-----------------------------------------------.
+ * |  Tab  |  K01  |  K02  |  K03  |  K04  |  K05  | |  K06  |  K07  |  K08  |  K09  |  K0A  |       |
+ * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+ * |  ⌘/⎋  | ⌃/K11 |  K12  |  K13  |  K14  |  K15  | |  K16  |  K17  |  K18  |  K19  | ⌥/K1A |       |
+ * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+ * |  ↯/⌦  | ⌥/K21 |  K22  |  K23  |  K24  |  K25  | |  K26  |  K27  |  K28  |  K29  | ⌃/K2A |       |
+ * `-----------------------.                       | |                       .-----------------------'
+ *                         |-------+-------+-------| |-------+-------+-------|
+ *                         |   ⌃   |  ⇧/↩  | ⌫/LWR | | ␣/RAY |   ␣   |  R ⌥  |
+ *                         `-----------------------' '-----------------------'
+ */
+// clang-format off
+#define LAYOUT_crkbd_base( \
+    K01, K02, K03, K04, K05, K06, K07, K08, K09, K0A, \
+    K11, K12, K13, K14, K15, K16, K17, K18, K19, K1A, \
+    K21, K22, K23, K24, K25, K26, K27, K28, K29, K2A  \
+  ) \
+  LAYOUT_wrapper( \
+    KC_TAB,         K01,         K02, K03, K04, K05,     K06, K07, K08, K09,        K0A,  KC_MINS, \
+    GUI_ESC,        CTL_T(K11),  K12, K13, K14, K15,     K16, K17, K18, K19, ALT_T(K1A),  KC_QUOT, \
+    HYPR_T(KC_DEL), ALT_T(K21),  K22, K23, K24, K25,     K26, K27, K28, K29, RCTL_T(K2A), KC_BSLS, \
+                        KC_LCTL,    LOWER,  SH_BKSP,       KC_ENTER, SP_RAIS,  KC_LALT             \
+  )
+// clang-format on
+#define LAYOUT_crkbd_base_wrapper(...) LAYOUT_crkbd_base(__VA_ARGS__)
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+    // clang-format off
+    /* QWERTY
+     * ,-----------------------------------------------. .-----------------------------------------------.
+     * |       |   Q   |   W   |   E   |   R   |   T   | |   Y   |   U   |   I   |   O   |   P   |       |
+     * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+     * |       |   A   |   S   |   D   |   F   |   G   | |   H   |   J   |   K   |   L   |   ;   |  '    |
+     * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+     * |       |   Z   |   X   |   C   |   V   |   B   | |   N   |   M   |   ,   |   .   |   /   |       |
+     * `-----------------------.                       | |                       .-----------------------'
+     *                         |-------+-------+-------| |-------+-------+-------|
+     *                         |       |       |       | |       |       |       |
+     *                         `-----------------------' '-----------------------'
+     */
+    [_MAIN] = LAYOUT_crkbd_base_wrapper(
+        _________________QWERTY_L1_________________, _________________QWERTY_R1_________________,
+        _________________QWERTY_L2_________________, _________________QWERTY_R2_________________,
+        _________________QWERTY_L3_________________, _________________QWERTY_R3_________________
+    ),
+
+    /* Lower
+     * ,-----------------------------------------------. .-----------------------------------------------.
+     * |   ~   |   !   |   @   |   #   |   $   |   %   | |   ^   |   &   |   *   |   (   |   )   |       |
+     * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+     * |       |       |       |       |       |       | |       |   _   |   +   |   [   |   ]   |       |
+     * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+     * |       |       |       |       |       |       | |       |   ←   |   ↑   |   ↓   |   →   |       |
+     * `-----------------------.                       | |                       .-----------------------'
+     *                         |-------+-------+-------| |-------+-------+-------|
+     *                         |       |       |       | |       |       |       |
+     *                         `-----------------------' '-----------------------'
+     */
+    [_LOWER] = LAYOUT_wrapper(
+        KC_TILDE,  _________________LOWER_L1__________________,                    _________________LOWER_R1__________________, KC_F11,
+        KC_F12  ,  _________________LOWER_L2__________________,                    _________________LOWER_R2__________________, KC_PIPE,
+        _______ ,  _________________LOWER_L3__________________,                    _________________LOWER_R3__________________, _______,
+                                            _______, _______, _______,        _______, _______, _______
+    ),
+
+
+    /*
+     * ,-----------------------------------------------. .-----------------------------------------------.
+     * |       |       |       |       |       |       | |       |       |       |       |       |       |
+     * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+     * |       |       |       |       |       |       | |       |       |       |       |       |       |
+     * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+     * |       |       |       |       |       |       | |       |       |       |       |       |       |
+     * `-----------------------.                       | |                       .-----------------------'
+     *                         |-------+-------+-------| |-------+-------+-------|
+     *                         |       |       |       | |       |       |       |
+     *                         `-----------------------' '-----------------------'
+     */
+    /* Raise
+     * ,-----------------------------------------------. .-----------------------------------------------.
+     * |   `   |   1   |   2   |   3   |   4   |   5   | |   6   |   7   |   8   |   9   |   0   |       |
+     * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+     * |       |       |       |       |       |       | |       |   ←   |   ↑   |   ↓   |   →   |       |
+     * |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
+     * |       |       |       |       |       |       | |       | home  |pg down| pg up |  end  |       |
+     * `-----------------------.                       | |                       .-----------------------'
+     *                         |-------+-------+-------| |-------+-------+-------|
+     *                         |       |       |       | |       |       |       |
+     *                         `-----------------------' '-----------------------'
+     */
+    [_UPPER] = LAYOUT_wrapper( \
+         KC_GRV, _________________RAISE_L1__________________,                    _________________RAISE_R1__________________, _______,
+        _______, _________________RAISE_L2__________________,                    _________________RAISE_R2__________________, KC_BSLS,
+        _______, _________________RAISE_L3__________________,                    _________________RAISE_R3__________________, _______,
+                                         _______, _______, _______,        _______, _______, _______
+    ),
+
+    [_ADJUST] = LAYOUT_wrapper( \
+        _______, _________________ADJUST_L1_________________,                         _________________ADJUST_R1_________________, KC_RESET,
+        _______, _________________ADJUST_L2_________________,                         _________________ADJUST_R2_________________, EEP_RST,
+        _______, _________________ADJUST_L3_________________,                         _________________ADJUST_R3_________________, KC_MPLY,
+                                            _______, _______, _______,        _______, _______, _______
+    )
+    // clang-format on
+};
+
+layer_state_t layer_state_set_user(layer_state_t state) { return update_tri_layer_state(state, _LOWER, _UPPER, _ADJUST); }
+
+bool process_record_user(uint16_t keycode, keyrecord_t *record) {
+    switch (keycode) {
+        case KC_LCTL:
+        case KC_RCTL:
+#ifdef OCEAN_DREAM_ENABLE
+            is_calm = (record->event.pressed) ? true : false;
+#endif
+#ifdef LUNA_ENABLE
+            if (record->event.pressed) {
+                isSneaking = true;
+            } else {
+                isSneaking = false;
+            }
+#endif
+            break;
+        case KC_SPC:
+#ifdef LUNA_ENABLE
+            if (record->event.pressed) {
+                isJumping  = true;
+                showedJump = false;
+            } else {
+                isJumping = false;
+            }
+#endif
+            break;
+    }
+    return true;
+}
+
+// uint16_t get_tapping_term(uint16_t keycode, keyrecord_t *record) {
+//    switch (keycode) {
+//        case ALT_T(KC_A):
+//        case SH_BKSP:
+//            return TAPPING_TERM + 500;
+//        default:
+//            return TAPPING_TERM;
+//    }
+//}
+//
+// bool get_ignore_mod_tap_interrupt(uint16_t keycode, keyrecord_t *record) {
+//    switch (keycode) {
+//        case ALT_T(KC_A):
+//        case SH_BKSP:
+//            return true;
+//        default:
+//            return false;
+//    }
+//}

+ 25 - 0
keyboards/crkbd/keymaps/snowe/rules.mk

@@ -0,0 +1,25 @@
+BOOTMAGIC_ENABLE = no       # Virtual DIP switch configuration(+1000)
+MOUSEKEY_ENABLE = no        # Mouse keys(+4700)
+EXTRAKEY_ENABLE = yes       # Audio control and System control(+450)
+CONSOLE_ENABLE = no         # Console for debug(+400)
+COMMAND_ENABLE = no         # Commands for debug and configuration
+NKRO_ENABLE = no            # Nkey Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
+AUDIO_ENABLE = no           # Audio output on port C6
+BACKLIGHT_ENABLE = no       # Enable keyboard backlight functionality
+RGBLIGHT_ENABLE = no       # Enable WS2812 RGB underlight.
+LEADER_ENABLE = no
+MIDI_ENABLE = no            # MIDI controls
+UNICODE_ENABLE = no         # Unicode
+BLUETOOTH_ENABLE = no       # Enable Bluetooth with the Adafruit EZ-Key HID
+SWAP_HANDS_ENABLE = no      # Enable one-hand typing
+RGBLIGHT_TWINKLE = no
+OLED_DRIVER_ENABLE = yes
+RGB_MATRIX_ENABLE = yes
+
+OCEAN_DREAM_ENABLE = yes
+LUNA_ENABLE = no # disabled so travis build succeeds
+
+# if firmware size over limit, try this option
+CFLAGS += -flto
+
+WPM_ENABLE = yes

+ 229 - 0
users/snowe/luna.c

@@ -0,0 +1,229 @@
+/*
+ * Copyright 2021 QMK Community
+ * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#include "quantum.h"
+#include "luna.h"
+
+// KEYBOARD PET START
+
+// settings
+#define MIN_WALK_SPEED 10
+#define MIN_RUN_SPEED 40
+
+// advanced settings
+#define ANIM_FRAME_DURATION 200 // how long each frame lasts in ms
+#define ANIM_SIZE 96 // number of bytes in array. If you change sprites, minimize for adequate firmware size. max is 1024
+
+bool isSneaking = false;
+bool isJumping = false;
+bool showedJump = true;
+
+// status variables
+int current_wpm = 0;
+led_t led_usb_state = {
+    .num_lock = false,
+    .caps_lock = false,
+    .scroll_lock = false
+};
+
+// current frame
+uint8_t current_frame = 0;
+
+// timers
+uint32_t anim_timer = 0;
+uint32_t anim_sleep = 0;
+
+// logic
+void render_luna(int LUNA_X, int LUNA_Y) {
+
+    // Sit
+    static const char PROGMEM sit[2][ANIM_SIZE] = {
+        // 'sit1', 32x22px
+        {
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x1c,
+            0x02, 0x05, 0x02, 0x24, 0x04, 0x04, 0x02, 0xa9, 0x1e, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x10, 0x08, 0x68, 0x10, 0x08, 0x04, 0x03, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x06, 0x82, 0x7c, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x0c, 0x10, 0x10, 0x20, 0x20, 0x20, 0x28,
+            0x3e, 0x1c, 0x20, 0x20, 0x3e, 0x0f, 0x11, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+        },
+
+        // 'sit2', 32x22px
+        {
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x1c,
+            0x02, 0x05, 0x02, 0x24, 0x04, 0x04, 0x02, 0xa9, 0x1e, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x90, 0x08, 0x18, 0x60, 0x10, 0x08, 0x04, 0x03, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x0e, 0x82, 0x7c, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x0c, 0x10, 0x10, 0x20, 0x20, 0x20, 0x28,
+            0x3e, 0x1c, 0x20, 0x20, 0x3e, 0x0f, 0x11, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
+        }
+    };
+
+    // Walk
+    static const char PROGMEM walk[2][ANIM_SIZE] = {
+        // 'walk1', 32x22px
+        {
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x20, 0x10, 0x90, 0x90, 0x90, 0xa0, 0xc0, 0x80, 0x80,
+            0x80, 0x70, 0x08, 0x14, 0x08, 0x90, 0x10, 0x10, 0x08, 0xa4, 0x78, 0x80, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x08, 0xfc, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00,
+            0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x18, 0xea, 0x10, 0x0f, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x1c, 0x20, 0x20, 0x3c, 0x0f, 0x11, 0x1f, 0x03,
+            0x06, 0x18, 0x20, 0x20, 0x3c, 0x0c, 0x12, 0x1e, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+        },
+
+        // 'walk2', 32x22px
+        {
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x20, 0x20, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00,
+            0x00, 0xe0, 0x10, 0x28, 0x10, 0x20, 0x20, 0x20, 0x10, 0x48, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x20, 0xf8, 0x02, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
+            0x03, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x10, 0x30, 0xd5, 0x20, 0x1f, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x30, 0x0c, 0x02, 0x05, 0x09, 0x12, 0x1e,
+            0x02, 0x1c, 0x14, 0x08, 0x10, 0x20, 0x2c, 0x32, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+        }
+    };
+
+    // Run
+    static const char PROGMEM run[2][ANIM_SIZE] = {
+        // 'run1', 32x22px
+        {
+            0x00, 0x00, 0x00, 0x00, 0xe0, 0x10, 0x08, 0x08, 0xc8, 0xb0, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
+            0x80, 0x40, 0x40, 0x3c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0xc4, 0xa4, 0xfc, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc8, 0x58, 0x28, 0x2a, 0x10, 0x0f, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x09, 0x04, 0x04, 0x04, 0x04, 0x02, 0x03, 0x02, 0x01, 0x01,
+            0x02, 0x02, 0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00,
+        },
+
+        // 'run2', 32x22px
+        {
+            0x00, 0x00, 0x00, 0xe0, 0x10, 0x10, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80,
+            0x80, 0x80, 0x78, 0x28, 0x08, 0x10, 0x20, 0x30, 0x08, 0x10, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x10, 0xb0, 0x50, 0x55, 0x20, 0x1f, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37,
+            0x02, 0x1e, 0x20, 0x20, 0x18, 0x0c, 0x14, 0x1e, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+        }
+    };
+
+    // Bark
+    static const char PROGMEM bark[2][ANIM_SIZE] = {
+        // 'bark1', 32x22px
+        {
+            0x00, 0xc0, 0x20, 0x10, 0xd0, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x80, 0x40,
+            0x3c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x80, 0xc8, 0x48, 0x28, 0x2a, 0x10, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37, 0x02, 0x02,
+            0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+        },
+
+        // 'bark2', 32x22px
+        {
+            0x00, 0xe0, 0x10, 0x10, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x80, 0x40,
+            0x40, 0x2c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc0, 0x48, 0x28, 0x2a, 0x10, 0x0f, 0x20, 0x4a, 0x09, 0x10,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37, 0x02, 0x02,
+            0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+        }
+    };
+
+    // Sneak
+    static const char PROGMEM sneak[2][ANIM_SIZE] = {
+        // 'sneak1', 32x22px
+        {
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x40, 0x40, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0xc0, 0x40, 0x40, 0x80, 0x00, 0x80, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x1e, 0x21, 0xf0, 0x04, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x04,
+            0x04, 0x04, 0x03, 0x01, 0x00, 0x00, 0x09, 0x01, 0x80, 0x80, 0xab, 0x04, 0xf8, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x1c, 0x20, 0x20, 0x3c, 0x0f, 0x11, 0x1f, 0x02, 0x06,
+            0x18, 0x20, 0x20, 0x38, 0x08, 0x10, 0x18, 0x04, 0x04, 0x02, 0x02, 0x01, 0x00, 0x00, 0x00, 0x00,
+        },
+
+        // 'sneak2', 32x22px
+        {
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x40, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0xe0, 0xa0, 0x20, 0x40, 0x80, 0xc0, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x3e, 0x41, 0xf0, 0x04, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x04,
+            0x04, 0x02, 0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x40, 0x40, 0x55, 0x82, 0x7c, 0x00, 0x00, 0x00,
+            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x30, 0x0c, 0x02, 0x05, 0x09, 0x12, 0x1e, 0x04,
+            0x18, 0x10, 0x08, 0x10, 0x20, 0x28, 0x34, 0x06, 0x02, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
+        }
+    };
+
+    // animation
+    void animation_phase(void) {
+
+        // jump
+        if (isJumping || !showedJump) {
+
+            // clear
+            oled_set_cursor(LUNA_X,LUNA_Y +2);
+            oled_write("     ", false);
+
+            oled_set_cursor(LUNA_X,LUNA_Y -1);
+
+            showedJump = true;
+        } else {
+
+            // clear
+            oled_set_cursor(LUNA_X,LUNA_Y -1);
+            oled_write("     ", false);
+
+            oled_set_cursor(LUNA_X,LUNA_Y);
+        }
+
+        // switch frame
+        current_frame = (current_frame + 1) % 2;
+
+        // current status
+        if(led_usb_state.caps_lock) {
+            oled_write_raw_P(bark[abs(1 - current_frame)], ANIM_SIZE);
+
+        } else if(isSneaking) {
+            oled_write_raw_P(sneak[abs(1 - current_frame)], ANIM_SIZE);
+
+        } else if(current_wpm <= MIN_WALK_SPEED) {
+            oled_write_raw_P(sit[abs(1 - current_frame)], ANIM_SIZE);
+
+        } else if(current_wpm <= MIN_RUN_SPEED) {
+            oled_write_raw_P(walk[abs(1 - current_frame)], ANIM_SIZE);
+
+        } else {
+            oled_write_raw_P(run[abs(1 - current_frame)], ANIM_SIZE);
+        }
+    }
+
+    // animation timer
+    if(timer_elapsed32(anim_timer) > ANIM_FRAME_DURATION) {
+        anim_timer = timer_read32();
+        current_wpm = get_current_wpm();
+        animation_phase();
+    }
+
+    // this fixes the screen on and off bug
+    if (current_wpm > 0) {
+        oled_on();
+        anim_sleep = timer_read32();
+    } else if(timer_elapsed32(anim_sleep) > OLED_TIMEOUT) {
+        oled_off();
+    }
+
+}
+
+// KEYBOARD PET END

+ 31 - 0
users/snowe/luna.h

@@ -0,0 +1,31 @@
+/*
+ * Copyright 2021 QMK Community
+ * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#pragma once
+
+extern bool isSneaking;
+extern bool isJumping;
+extern bool showedJump;
+
+// status variables
+extern led_t led_usb_state;
+//extern int current_wpm;
+
+
+void render_luna(int LUNA_X, int LUNA_Y);
+

+ 555 - 0
users/snowe/ocean_dream.c

@@ -0,0 +1,555 @@
+/*
+ * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include "ocean_dream.h"
+#include "quantum.h"
+#include "print.h"
+
+// Calculated Parameters
+#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY                             // CALCULATED: Don't Touch
+#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES                                    // CALCULATED: Don't Touch
+#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED                  // CALCULATED: Don't Touch
+#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED  // CALCULATED: Don't Touch
+#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED                    // CALCULATED: Don't Touch
+
+uint8_t    animation_counter       = 0;  // global animation counter.
+bool       is_calm                 = false;
+uint32_t   starry_night_anim_timer = 0;
+uint32_t   starry_night_anim_sleep = 0;
+static int current_wpm             = 0;
+
+static uint8_t increment_counter(uint8_t counter, uint8_t max) {
+    counter++;
+    if (counter >= max) {
+        return 0;
+    } else {
+        return counter;
+    }
+}
+
+#ifdef ENABLE_WAVE
+static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
+    counter--;
+    if (counter < 0 || counter > max) {
+        return max;
+    } else {
+        return counter;
+    }
+}
+#endif
+
+#ifdef ENABLE_MOON  // region
+#    ifndef STATIC_MOON
+uint8_t  moon_animation_frame   = 0;  // keeps track of current moon frame
+uint16_t moon_animation_counter = 0;  // counts how many frames to wait before animating moon to next frame
+#    endif
+
+#    ifdef STATIC_MOON
+static const char PROGMEM moon[6] = {
+    0x18, 0x7E, 0xFF, 0xC3, 0x81, 0x81,
+};
+#    endif
+
+#    ifndef STATIC_MOON
+static const char PROGMEM moon_animation[14][8] = {
+    // clang-format off
+    { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
+    { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x42, 0x00, },
+    { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xC3, 0x00, 0x00, },
+    { 0x3C, 0x7E, 0xFF, 0xFF, 0xC3, 0x81, 0x00, 0x00, },
+    { 0x3C, 0x7E, 0xFF, 0xC3, 0x81, 0x00, 0x00, 0x00, },
+    { 0x3C, 0x7E, 0xC3, 0x81, 0x81, 0x00, 0x00, 0x00, },
+    { 0x3C, 0x42, 0x81, 0x81, 0x00, 0x00, 0x00, 0x00, },
+    { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, },
+    { 0x00, 0x00, 0x00, 0x00, 0x81, 0x81, 0x42, 0x3C, },
+    { 0x00, 0x00, 0x00, 0x81, 0x81, 0xC3, 0x7E, 0x3C, },
+    { 0x00, 0x00, 0x00, 0x81, 0xC3, 0xFF, 0x7E, 0x3C, },
+    { 0x00, 0x00, 0x81, 0xC3, 0xFF, 0xFF, 0x7E, 0x3C, },
+    { 0x00, 0x00, 0xC3, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
+    { 0x00, 0x42, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
+    // clang-format on
+};
+#    endif
+
+static void draw_moon(void) {
+#    ifdef STATIC_MOON
+    oled_set_cursor(MOON_COLUMN, MOON_LINE);
+    oled_write_raw_P(moon, 6);
+#    endif
+#    ifndef STATIC_MOON
+    moon_animation_counter = increment_counter(moon_animation_counter, ANIMATE_MOON_EVERY_N_FRAMES);
+    if (moon_animation_counter == 0) {
+        moon_animation_frame = increment_counter(moon_animation_frame, 14);
+        oled_set_cursor(MOON_COLUMN, MOON_LINE);
+        oled_write_raw_P(moon_animation[moon_animation_frame], 8);
+    }
+#    endif
+}
+#endif  // endregion
+
+#ifdef ENABLE_WAVE  // region
+uint8_t starry_night_wave_frame_width_counter = 31;
+uint8_t rough_waves_frame_counter             = 0;
+
+// clang-format off
+static const char PROGMEM ocean_top[8][32] = {
+    // still ocean
+    {
+        0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+        0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+        0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+        0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+    },
+    // small ripples
+    {
+        0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+        0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+        0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+        0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+    },
+    // level 2 ripples
+    {
+        0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
+        0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
+        0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
+        0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
+    },
+    // level 3 waves
+    {
+        0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
+        0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
+        0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
+        0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
+    },
+    {
+        0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
+        0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
+        0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
+        0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
+    },
+    {
+        0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
+        0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
+        0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
+        0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
+    },
+};
+static const char PROGMEM ocean_bottom[8][32] = {
+    // still ocean
+    {
+        0x00, 0x40, 0x40, 0x41, 0x01, 0x01, 0x01, 0x21,
+        0x20, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, 0x44,
+        0x44, 0x40, 0x40, 0x00, 0x00, 0x08, 0x08, 0x00,
+        0x01, 0x01, 0x01, 0x00, 0x40, 0x40, 0x00, 0x00,
+    },
+    // small ripples
+    {
+        0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
+        0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
+        0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
+        0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
+    },
+    // level 2 ripples
+    {
+        0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
+        0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
+        0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
+        0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
+    },
+    // level 3 waves
+    {
+        0x00, 0x40, 0x40, 0x42, 0x42, 0x03, 0x11, 0x11,
+        0x20, 0x20, 0x00, 0x00, 0x08, 0x0C, 0x0C, 0x04,
+        0x05, 0x41, 0x41, 0x21, 0x20, 0x00, 0x00, 0x08,
+        0x0A, 0x0A, 0x0B, 0x41, 0x41, 0x41, 0x41, 0x00,
+    },
+    {
+        0x10, 0x10, 0x00, 0x80, 0x84, 0xC4, 0x02, 0x06,
+        0x84, 0x44, 0xC0, 0x80, 0x80, 0x20, 0x20, 0x10,
+        0x08, 0x12, 0x91, 0x81, 0x42, 0x40, 0x00, 0x00,
+        0x10, 0x12, 0x22, 0x22, 0x24, 0x04, 0x84, 0x80,
+    },
+    {
+        0x08, 0x80, 0x80, 0x82, 0x82, 0x03, 0x21, 0x21,
+        0x10, 0x10, 0x00, 0x00, 0x04, 0x04, 0x0C, 0x08,
+        0x09, 0x41, 0x42, 0x22, 0x20, 0x00, 0x00, 0x08,
+        0x0A, 0x0A, 0x0B, 0x41, 0x43, 0x42, 0x42, 0x00,
+    },
+};
+// clang-format on
+
+static void animate_waves(void) {
+    starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1);  // only 3 frames for last wave type
+    rough_waves_frame_counter             = increment_counter(rough_waves_frame_counter, 3);                      // only 3 frames for last wave type
+
+    void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) {
+        oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset);
+        oled_write_raw_byte(pgm_read_byte(ocean_bottom[frame] + byte_index), offset + WIDTH);
+    }
+
+    for (int i = 0; i < WIDTH; ++i) {
+        uint16_t offset     = OCEAN_LINE * WIDTH + i;
+        uint8_t  byte_index = starry_night_wave_frame_width_counter + i;
+        if (byte_index >= WIDTH) {
+            byte_index = byte_index - WIDTH;
+        }
+        if (is_calm || current_wpm <= WAVE_CALM) {
+            draw_ocean(0, offset, byte_index);
+        } else if (current_wpm <= WAVE_HEAVY_STORM) {
+            draw_ocean(1, offset, byte_index);
+        } else if (current_wpm <= WAVE_HURRICANE) {
+            draw_ocean(2, offset, byte_index);
+        } else {
+            draw_ocean(3 + rough_waves_frame_counter, offset, byte_index);
+        }
+    }
+}
+#endif  // endregion
+
+#ifdef ENABLE_ISLAND  // region
+uint8_t island_frame_1 = 0;
+
+// clang-format off
+// only use 46 bytes (first 18 are blank, so we don't write them, makes it smaller and we can see the shooting stars properly!)
+
+// To save space and allow the shooting stars to be seen, only draw the tree on every frame.
+// Tree is only 14bytes wide so we save 108 bytes on just the first row. Second row, the
+// first 18 bytes is always the same piece of land, so only store that once, which saves 90 bytes
+static const char PROGMEM islandRightTop[6][14] = {
+    {0x84, 0xEC, 0x6C, 0x3C, 0xF8, 0xFE, 0x3F, 0x6B, 0xDB, 0xB9, 0x30, 0x40, 0x00, 0x00,},
+    {0x80, 0xC3, 0xEE, 0x7C, 0xB8, 0xFC, 0xFE, 0x6F, 0xDB, 0x9B, 0xB2, 0x30, 0x00, 0x00,},
+    {0x00, 0xC0, 0xEE, 0x7F, 0x3D, 0xF8, 0xFC, 0x7E, 0x57, 0xDB, 0xDB, 0x8A, 0x00, 0x00,},
+    {0x00, 0xC0, 0xE6, 0x7F, 0x3B, 0xF9, 0xFC, 0xFC, 0xB6, 0xB3, 0x33, 0x61, 0x00, 0x00,},
+    {0x00, 0x00, 0x00, 0x00, 0x80, 0xEE, 0xFF, 0xFB, 0xF9, 0xFC, 0xDE, 0xB6, 0xB6, 0x24,},
+    {0x00, 0x00, 0x00, 0x00, 0xC0, 0xEE, 0xFE, 0xFF, 0xFB, 0xFD, 0xEE, 0xB6, 0xB6, 0x92,},
+};
+static const char PROGMEM islandRightBottom[6][14] = {
+    {0x41, 0x40, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x41, 0x43, 0x40, 0x40, 0x40, 0x80,},
+    {0x40, 0x41, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x40, 0x40, 0x41, 0x41, 0x40, 0x80,},
+    {0x40, 0x40, 0x61, 0x3D, 0x3F, 0x27, 0x21, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x80,},
+    {0x40, 0x43, 0x61, 0x3C, 0x3F, 0x27, 0x21, 0x60, 0x41, 0x43, 0x43, 0x42, 0x40, 0x80,},
+    {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x44, 0x40, 0x41, 0x41, 0x41, 0x81,},
+    {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x42, 0x42, 0x41, 0x41, 0x41, 0x80,},
+};
+static const char PROGMEM islandLeft[18] = {
+    0x80, 0x40, 0x40, 0x40, 0x40, 0x60,
+    0x20, 0x20, 0x20, 0x20, 0x20, 0x20,
+    0x20, 0x20, 0x20, 0x60, 0x40, 0x40,
+};
+// clang-format on
+
+static void animate_island(void) {
+    if (animation_counter == 0) {
+        island_frame_1 = increment_counter(island_frame_1, 2);
+    }
+
+    void draw_island_parts(uint8_t frame) {
+        oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE);
+        oled_write_raw_P(islandRightTop[frame], 14);
+        oled_set_cursor(ISLAND_COLUMN + 0, ISLAND_LINE + 1);
+        oled_write_raw_P(islandLeft, 18);
+        oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE + 1);
+        oled_write_raw_P(islandRightBottom[frame], 14);
+    }
+
+    if (is_calm || current_wpm < ISLAND_CALM) {
+        draw_island_parts(0);
+    } else if (current_wpm >= ISLAND_CALM && current_wpm < ISLAND_HEAVY_STORM) {
+        draw_island_parts(island_frame_1 + 1);
+    } else if (current_wpm >= ISLAND_HEAVY_STORM && current_wpm < ISLAND_HURRICANE) {
+        draw_island_parts(island_frame_1 + 2);
+    } else {
+        draw_island_parts(island_frame_1 + 4);
+    }
+}
+#endif  // endregion
+
+#ifdef ENABLE_STARS  // region
+bool stars_setup = false;  // only setup stars once, then we just twinkle them
+struct Coordinate {
+    int  x;
+    int  y;
+    bool exists;
+};
+
+struct Coordinate stars[TOTAL_STARS];  // tracks all stars/coordinates
+
+/**
+ * Setup all the initial stars on the screen
+ * This function divides the screen into regions based on STARS_PER_LINE and NUMBER_OF_STAR_LINES
+ * where each line is made up of 8x8 pixel groups, that are populated by a single star.
+ *
+ * Not sure how this function will work with larger or smaller screens.
+ * It should be fine, as long as the screen width is a multiple of 8
+ */
+static void setup_stars(void) {
+    // For every line, split the line into STARS_PER_LINE, find a random point in that region, and turn the pixel on
+    // 36% probability it will not be added
+    // (said another way, 80% chance it will start out lit in the x direction, then 80% chance it will start out lit in the y direction = 64% probability it will start out lit at all)
+    for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
+        for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
+            uint8_t rand_column = rand() % 10;
+            uint8_t rand_row    = rand() % 10;
+            if (rand_column < 8 && rand_row < 8) {
+                int column_adder = column_group * 8;
+                int line_adder   = line * 8;
+                int x            = rand_column + column_adder;
+                int y            = rand_row + line_adder;
+                oled_write_pixel(x, y, true);
+                stars[column_group + (line * STARS_PER_LINE)].x      = x;
+                stars[column_group + (line * STARS_PER_LINE)].y      = y;
+                stars[column_group + (line * STARS_PER_LINE)].exists = true;
+            } else {
+                stars[column_group + (line * STARS_PER_LINE)].exists = false;
+            }
+        }
+    }
+    stars_setup = true;
+}
+
+/**
+ * Twinkle the stars (move them one pixel in any direction) with a probability of 50% to twinkle any given star
+ */
+static void twinkle_stars(void) {
+    for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
+        for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
+            struct Coordinate star = stars[column_group + (line * STARS_PER_LINE)];
+
+            // skip stars that were never added
+            if (!star.exists) {
+                continue;
+            }
+            if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) {
+                oled_write_pixel(star.x, star.y, false);  // black out pixel
+
+                // don't allow stars to leave their own region
+                if (star.x == (column_group * 8)) {                     // star is the farthest left it can go in its region
+                    star.x++;                                           // move it right immediately
+                } else if (star.x == (((column_group + 1) * 8) - 1)) {  // star is farthest right it can go in its region
+                    star.x--;                                           // move it left immediately
+                }
+                if (star.y == (line * 8)) {                     // star is the farthest up it can go in its region
+                    star.y++;                                   // move it down immediately
+                } else if (star.y == (((line + 1) * 8) - 1)) {  // star is farthest down it can go in its region
+                    star.y--;                                   // move it up immediately
+                }
+
+                // now decide direction
+                int new_x;
+                int x_choice = rand() % 3;
+                if (x_choice == 0) {
+                    new_x = star.x - 1;
+                } else if (x_choice == 1) {
+                    new_x = star.x + 1;
+                } else {
+                    new_x = star.x;
+                }
+
+                int new_y;
+                int y_choice = rand() % 3;
+                if (y_choice == 0) {
+                    new_y = star.y - 1;
+                } else if (y_choice == 1) {
+                    new_y = star.y + 1;
+                } else {
+                    new_y = star.y;
+                }
+
+                star.x = new_x;
+                star.y = new_y;
+                oled_write_pixel(new_x, new_y, true);
+            }
+
+            stars[column_group + (line * STARS_PER_LINE)] = star;
+        }
+    }
+}
+
+/**
+ * Setup the stars and then animate them on subsequent frames
+ */
+static void animate_stars(void) {
+    if (!stars_setup) {
+        setup_stars();
+    } else {
+        twinkle_stars();
+    }
+}
+#endif  // endregion
+
+#ifdef ENABLE_SHOOTING_STARS  // region
+bool shooting_stars_setup = false;  // only setup shooting stars array once with defaults
+
+struct ShootingStar {
+    int  x_1;
+    int  y_1;
+    int  x_2;
+    int  y_2;
+    bool running;
+    int  frame;
+    int  delay;
+};
+
+struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS];  // tracks all the shooting stars
+
+static void setup_shooting_star(struct ShootingStar *shooting_star) {
+    int column_to_start = rand() % (WIDTH / 2);
+    int row_to_start    = rand() % (HEIGHT - 48);  // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean.
+
+    shooting_star->x_1     = column_to_start;
+    shooting_star->y_1     = row_to_start;
+    shooting_star->x_2     = column_to_start + 1;
+    shooting_star->y_2     = row_to_start + 1;
+    shooting_star->running = true;
+    shooting_star->frame++;
+    shooting_star->delay = rand() % SHOOTING_STAR_DELAY;
+}
+
+static void move_shooting_star(struct ShootingStar *shooting_star) {
+    oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
+    oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
+
+    shooting_star->x_1++;
+    shooting_star->y_1++;
+    shooting_star->x_2++;
+    shooting_star->y_2++;
+    shooting_star->frame++;
+
+    oled_write_pixel(shooting_star->x_1, shooting_star->y_1, true);
+    oled_write_pixel(shooting_star->x_2, shooting_star->y_2, true);
+}
+
+static void finish_shooting_star(struct ShootingStar *shooting_star) {
+    oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
+    oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
+    shooting_star->running = false;
+    shooting_star->frame   = 0;
+}
+
+static void animate_shooting_star(struct ShootingStar *shooting_star) {
+    if (shooting_star->frame > SHOOTING_STAR_FRAMES) {
+        finish_shooting_star(shooting_star);
+        return;
+    } else if (!shooting_star->running) {
+        setup_shooting_star(shooting_star);
+    } else {
+        if (shooting_star->delay == 0) {
+            move_shooting_star(shooting_star);
+        } else {
+            shooting_star->delay--;
+        }
+    }
+}
+
+static void animate_shooting_stars(void) {
+    if (is_calm) {
+        return;
+    }
+    if (!shooting_stars_setup) {
+        for (int i = 0; i < MAX_NUMBER_OF_SHOOTING_STARS; ++i) {
+            shooting_stars[i].running = false;
+        }
+        shooting_stars_setup = true;
+    }
+    /**
+     * Fixes issue with stars that were falling _while_ the
+     * wpm dropped below the condition for them to keep falling
+     */
+    void end_extra_stars(uint8_t starting_index) {
+        for (int shooting_star_index = starting_index; shooting_star_index < MAX_NUMBER_OF_SHOOTING_STARS; ++shooting_star_index) {
+            struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
+            if (shooting_star.running) {
+                finish_shooting_star(&shooting_star);
+                shooting_stars[shooting_star_index] = shooting_star;
+            }
+        }
+    }
+
+    int number_of_shooting_stars = current_wpm / SHOOTING_STAR_WPM_INCREMENT;
+    number_of_shooting_stars     = (number_of_shooting_stars > MAX_NUMBER_OF_SHOOTING_STARS) ? MAX_NUMBER_OF_SHOOTING_STARS : number_of_shooting_stars;
+
+    if (number_of_shooting_stars == 0) {
+        // make sure all shooting_stars are ended
+        end_extra_stars(0);
+    } else {
+        for (int shooting_star_index = 0; shooting_star_index < number_of_shooting_stars; ++shooting_star_index) {
+            struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
+            animate_shooting_star(&shooting_star);
+            shooting_stars[shooting_star_index] = shooting_star;
+        }
+        end_extra_stars(number_of_shooting_stars);
+    }
+}
+#endif  // endregion
+
+/**
+ * Main rendering function
+ *
+ * Calls all different animations at different rates
+ */
+void render_stars(void) {
+    //    // animation timer
+    if (timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
+        starry_night_anim_timer = timer_read32();
+        current_wpm             = get_current_wpm();
+
+#ifdef ENABLE_ISLAND
+        animate_island();
+#endif
+
+#ifdef ENABLE_SHOOTING_STARS
+        if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
+            animate_shooting_stars();
+        }
+#endif
+
+#ifdef ENABLE_STARS
+        // TODO offsetting the star animation from the wave animation would look better,
+        // but if I do that, then the stars appear in the water because
+        // the ocean animation has to wait a bunch of frames to overwrite it.
+        // Possible solutions:
+        // 1. Only draw stars to the top of the island/ocean.
+        // 2. Draw ocean every frame, only move ocean on frames matching modulus
+        // Problems:
+        // 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water?
+        // 2. More cpu intensive. And I'm already running out of cpu as it is...
+        if (animation_counter % STAR_ANIMATION_MODULATOR == 0) {
+            animate_stars();
+        }
+#endif
+
+#ifdef ENABLE_WAVE
+        if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
+            animate_waves();
+        }
+#endif
+
+#ifdef ENABLE_MOON
+        draw_moon();
+#endif
+
+        animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
+    }
+
+    // this fixes the screen on and off bug
+    if (current_wpm > 0) {
+        oled_on();
+        starry_night_anim_sleep = timer_read32();
+    } else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) {
+        oled_off();
+    }
+}

+ 103 - 0
users/snowe/ocean_dream.h

@@ -0,0 +1,103 @@
+/*
+ * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#pragma once
+#include "quantum.h"
+
+/**
+ * Features:
+ * You can turn on and off features in this section
+ */
+#define ENABLE_MOON            // Uses 182 bytes
+#define ENABLE_WAVE            // Uses 844 bytes
+#define ENABLE_SHOOTING_STARS  // Uses 872 bytes
+#define ENABLE_ISLAND
+#define ENABLE_STARS  // Uses 606 bytes
+
+/**
+ * Global Settings
+ */
+#define STARRY_NIGHT_ANIM_FRAME_DURATION 30  // how long each frame lasts in ms
+#define NUMBER_OF_FRAMES 20                  // Self explanatory. Probably shouldn't touch this, not sure how stuff will work if it's changed. If changed should be multiple of 1, 2, 3, 4, and 5
+#define WIDTH OLED_DISPLAY_HEIGHT            // for vertical displays
+#define HEIGHT OLED_DISPLAY_WIDTH            // for vertical displays
+
+/**
+ * Moon Parameters
+ */
+#define MOON_LINE 4    // the line you want the moon to appear at
+#define MOON_COLUMN 4  // the column you want the moon to appear at
+//#define STATIC_MOON  // uncomment this to make the moon a static image, no animation
+#ifndef STATIC_MOON
+#    define ANIMATE_MOON_EVERY_N_FRAMES 100  // animate the moon every n frames
+#endif
+
+/**
+ * Wave Parameters
+ */
+#define OCEAN_LINE 14        // Line you want to render the ocean starting at (best at oled_max_lines() - 2)
+#define WAVE_CALM 20         // render calm ocean under this WPM and ripple ocean at this WPM
+#define WAVE_HEAVY_STORM 40  // render medium ocean at this WPM
+#define WAVE_HURRICANE 60    // render heavy waves above this WPM
+// What number of frames you want to animate the ocean at.
+// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
+// Don't set equal to 0.
+#define OCEAN_ANIMATION_SPEED 1
+
+/**
+ * Shooting Star Parameters
+ */
+#define SHOOTING_STAR_DELAY 12           // delay modulus for time between shooting stars. Decides number of frames to delay, e.g. 12 means 0-11 frames of delay between each shooting star
+#define SHOOTING_STAR_FRAMES 16          // how many 2 pixel frames per shooting star. Increment this for longer shooting stars
+#define MAX_NUMBER_OF_SHOOTING_STARS 12  // maximum number of shooting stars that can be on screen at the same time
+#define SHOOTING_STAR_WPM_INCREMENT 10   // every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS, e.g. an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
+// What number of frames you want to animate the shooting stars at.
+// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
+// Don't set equal to 0.
+#define SHOOTING_STAR_ANIMATION_SPEED 30
+
+/**
+ * Star Parameters
+ */
+#define STARS_PER_LINE 4         // number of stars per line (for a display that is 128x32, this would be 4 stars spread out evenly over the 32byte width, one every 8 bytes)
+#define NUMBER_OF_STAR_LINES 16  // number of lines to fill up with stars (for a display that is 128x32, 16 bytes are filled with the ocean animation, so that leaves 112 pixels left over. The number of lines depends on your OLED_FONT_HEIGHT)
+#define TWINKLE_PROBABILITY 25   // probability that any star twinkles on a given frame
+// What number of frames you want to animate the stars at.
+// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 20, would animate on every frame, 10, every other frame, etc
+// Don't set equal to 0.
+#define STAR_ANIMATION_SPEED 1
+
+/**
+ * Island Parameters
+ */
+#define ISLAND_LINE 12         // line that the island starts at. Island is 2 lines tall
+#define ISLAND_COLUMN 0        // column that the island starts at
+#define ISLAND_CALM 20         // WPM at which the palm tree calmly moves
+#define ISLAND_HEAVY_STORM 40  // WPM at which the heavy storm occurs
+#define ISLAND_HURRICANE 60    // WPM at which THE HURRICANE STARTS
+
+/*
+ * DON'T TOUCH
+ */
+
+extern bool is_calm;
+
+// timers
+extern uint32_t starry_night_anim_timer;
+extern uint32_t starry_night_anim_sleep;
+
+void render_stars(void);

+ 141 - 0
users/snowe/oled_setup.c

@@ -0,0 +1,141 @@
+/*
+ * Copyright QMK Community
+ * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifdef OLED_DRIVER_ENABLE
+
+#    include QMK_KEYBOARD_H
+#    include "quantum.h"
+#    include "snowe.h"
+
+#    include <stdio.h>  // for keylog?
+
+oled_rotation_t oled_init_user(oled_rotation_t rotation) {
+    if (!is_master) {
+        return OLED_ROTATION_270;  // flips the display 180 degrees if offhand
+    }
+    return OLED_ROTATION_270;
+}
+
+#    define L_BASE 0
+#    define L_LOWER 2
+#    define L_RAISE 4
+#    define L_ADJUST 8
+
+void oled_render_layer_state(void) {
+    oled_write_P(PSTR("Layer"), false);
+    switch (layer_state) {
+        case L_BASE:
+            oled_write_ln_P(PSTR("Main"), false);
+            break;
+        case L_LOWER:
+            oled_write_ln_P(PSTR("Bot"), false);
+            break;
+        case L_RAISE:
+            oled_write_ln_P(PSTR("Top"), false);
+            break;
+        case L_ADJUST:
+        case L_ADJUST | L_LOWER:
+        case L_ADJUST | L_RAISE:
+        case L_ADJUST | L_LOWER | L_RAISE:
+            oled_write_ln_P(PSTR("Comb"), false);
+            break;
+    }
+}
+
+char keylog_str[24] = {};
+
+const char code_to_name[60] = {
+    ' ', ' ', ' ', ' ', 'a', 'b', 'c', 'd', 'e', 'f',
+    'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p',
+    'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
+    '1', '2', '3', '4', '5', '6', '7', '8', '9', '0',
+    'R', 'E', 'B', 'T', '_', '-', '=', '[', ']', '\\',
+    '#', ';', '\'', '`', ',', '.', '/', ' ', ' ', ' '};
+
+void set_keylog(uint16_t keycode, keyrecord_t *record) {
+    char name = ' ';
+    if ((keycode >= QK_MOD_TAP && keycode <= QK_MOD_TAP_MAX) || (keycode >= QK_LAYER_TAP && keycode <= QK_LAYER_TAP_MAX)) {
+        keycode = keycode & 0xFF;
+    }
+    if (keycode < 60) {
+        name = code_to_name[keycode];
+    }
+
+    // update keylog
+    snprintf(keylog_str, sizeof(keylog_str), "%dx%d, k%2d : %c", record->event.key.row, record->event.key.col, keycode, name);
+}
+
+void oled_render_keylog(void) { oled_write(keylog_str, false); }
+
+// void render_bootmagic_status(bool status) {
+//    /* Show Ctrl-Gui Swap options */
+//    static const char PROGMEM logo[][2][3] = {
+//        {{0x97, 0x98, 0}, {0xb7, 0xb8, 0}},
+//        {{0x95, 0x96, 0}, {0xb5, 0xb6, 0}},
+//    };
+//    if (status) {
+//        oled_write_ln_P(logo[0][0], false);
+//        oled_write_ln_P(logo[0][1], false);
+//    } else {
+//        oled_write_ln_P(logo[1][0], false);
+//        oled_write_ln_P(logo[1][1], false);
+//    }
+//}
+void render_bootmagic_status(void) {
+    /* Show Ctrl-Gui Swap options */
+    static const char PROGMEM logo[][2][3] = {
+        {{0x97, 0x98, 0}, {0xb7, 0xb8, 0}},
+        {{0x95, 0x96, 0}, {0xb5, 0xb6, 0}},
+    };
+    oled_write_P(PSTR("BTMGK"), false);
+    oled_write_P(PSTR(""), false);
+    if (!keymap_config.swap_lctl_lgui) {
+        oled_write_P(logo[1][0], false);
+        oled_write_P(PSTR("   "), false);
+        oled_write_P(logo[1][1], false);
+    } else {
+        oled_write_P(logo[0][0], false);
+        oled_write_P(PSTR("   "), false);
+        oled_write_P(logo[0][1], false);
+    }
+    oled_write_P(PSTR("   NKRO "), keymap_config.nkro);
+    oled_write_P(PSTR("WPM: "), false);
+
+    char wpm[6];
+    itoa(get_current_wpm(), wpm, 10);
+    oled_write_ln(wpm, false);
+}
+
+void oled_task_user(void) {
+    if (is_master) {
+        oled_render_layer_state();
+        oled_render_keylog();
+        render_bootmagic_status();
+
+#    ifdef LUNA_ENABLE
+        led_usb_state = host_keyboard_led_state();
+        render_luna(0, 13);
+#    endif
+    } else {
+#    ifdef OCEAN_DREAM_ENABLE
+        render_stars();
+#    endif
+    }
+}
+
+#endif  // OLED_DRIVER_ENABLE

+ 30 - 0
users/snowe/oled_setup.h

@@ -0,0 +1,30 @@
+/*
+ * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#pragma once
+
+#include "quantum.h"
+#ifdef OLED_DRIVER_ENABLE
+#    include "oled_driver.h"
+#    define OLED_RENDER_WPM_COUNTER " WPM: "
+#endif
+#ifdef LUNA_ENABLE
+#    include "luna.h"
+#endif
+#ifdef OCEAN_DREAM_ENABLE
+#    include "ocean_dream.h"
+#endif

+ 10 - 0
users/snowe/readme.md

@@ -0,0 +1,10 @@
+# Welcome
+
+Welcome to my userspace.
+
+There's nothing really outstanding here, except the [Ocean Dream](readme_ocean_dream.md)
+animation I made. 
+
+A lot of the code for my wrappers/keymaps came from other users. 
+
+I will probably update this with more in-depth information later. 

+ 258 - 0
users/snowe/readme_ocean_dream.md

@@ -0,0 +1,258 @@
+# Ocean Dream
+
+Tapping away at your IMX Corne with Box Jades, you feel yourself
+drifting off, into a soundscape of waves and rustling leaves.
+You open your eyes only to find yourself in an _Ocean Dream_.
+
+Introducing, **Ocean Dream**, an animation for keyboards with tall OLED 
+screens. Built for 128x32 screens, this animation should work for 128x64
+at least, though it hasn't been tested there. 
+
+Completely customizable, you can change everything about the animation, 
+from the number of falling stars, to how likely a star is to twinkle, and 
+even if the moon has phases or not.
+
+# Installation
+
+Installation is easy.
+
+1. Add `ocean.h` and `ocean.c` to your keyboard folder or userspace.
+2. In your `keymap.c` or wherever you handle your oled code, add
+```c
+#    ifdef OCEAN_DREAM_ENABLE
+        render_stars();
+#    endif
+```
+to `oled_task_user(void)`, where you would like (see [my keymap](../../keyboards/crkbd/keymaps/snowe/keymap.c) for an example)
+3. In your `keymap.c` or wherever you handle your process_record code, 
+   add an event that sets `is_calm` when you press `ctrl`
+```c
+bool process_record_user(uint16_t keycode, keyrecord_t *record) {
+    switch (keycode) {
+        case KC_LCTL:
+        case KC_RCTL:
+#ifdef OCEAN_DREAM_ENABLE
+            is_calm = (record->event.pressed) ? true : false;
+#endif
+            break;
+    }
+    return true;
+}
+```
+4. In your `rules.mk` to make it easier to turn the animation on/off, add
+```makefile
+ifeq ($(strip $(OLED_DRIVER_ENABLE)), yes)
+    #... your code here...
+
+    ifdef OCEAN_DREAM_ENABLE
+        ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes)
+            SRC += ocean_dream.c
+            OPT_DEFS += -DOCEAN_DREAM_ENABLE
+        endif
+    endif
+    ifndef OCEAN_DREAM_ENABLE
+        SRC += ocean_dream.c
+        OPT_DEFS += -DOCEAN_DREAM_ENABLE
+    endif
+endif
+```
+
+You're done! Now you can enable **Ocean Dream** by simply turning on the OLED feature
+```makefile
+OLED_DRIVER_ENABLE = yes
+```
+
+And if you want to disable it without turning off the OLED Driver you can simply set 
+```makefile
+OCEAN_DREAM_ENABLE = no
+```
+
+# Settings
+
+**Ocean Dream** comes with several different animations, all individually configurable:
+
+* 🌌 Stars that twinkle
+* 🌠 Meteor showers that get more vibrant the faster you type
+* 🌊 Waves that get rougher the faster you type
+* 🏝 An island with a palm tree that blows in the wind the faster you type
+* 🌗 A moon that goes through the moon phases (or not, your choice!)
+
+Each feature can be individually turned on and off, with a simple `#define`. 
+
+You can see all the options and more documentation by looking at `ocean_dream.h`.
+
+All options come enabled by default.
+
+## Global Flags:
+
+### Toggles:
+
+You can toggle on/off any features using these flags:
+
+* `ENABLE_MOON`            // Uses 182 bytes
+* `ENABLE_WAVE`            // Uses 844 bytes
+* `ENABLE_SHOOTING_STARS`  // Uses 872 bytes
+* `ENABLE_ISLAND`
+* `ENABLE_STARS`  // Uses 606 bytes
+
+### Global Configuration:
+
+* `STARRY_NIGHT_ANIM_FRAME_DURATION` - configures how long each frame lasts in ms
+* `NUMBER_OF_FRAMES` - configures the number of frames that constitute a single 'round trip' of animation. 
+  Enables keeping animations in sync/timed with each other. 
+  Probably shouldn't touch this, not sure how stuff will work if it's changed. 
+  If changed should probably be multiple of 1, 2, 3, 4, and 5
+* `WIDTH` - for vertical displays, configures the width (the shortest measurement of your display). defaults to `OLED_DISPLAY_HEIGHT` 
+* `HEIGHT` - for vertical displays, configures the height (the longest measurement of your display). defaults to `OLED_DISPLAY_WIDTH`
+
+## Stars
+
+### Description
+
+The 🌌 stars animation is a background of slowly twinkling stars. 
+The stars are built on a grid of sorts, where each cell of the grid
+is 8x8 pixels with 1 star per cell. There is a probability of any 
+star twinkling on any given frame, decided by the corresponding flags.
+
+### Flags
+
+Enabled with the `#define ENABLE_STARS` directive.
+
+The stars come with several configuration options:
+
+* `STARS_PER_LINE` - configures the number of stars per line. Defaulting to 4, this would
+  mean that you have 4 stars across each line (8x32 on a 128x32 display), where each star 
+  is in a 8x8 grid
+* `NUMBER_OF_STAR_LINES` - configures the number of lines to fill up with stars. 
+  Defaults to 16, filling the whole display.
+* `TWINKLE_PROBABILITY` - configures the probability of a star twinkling on a given frame.
+* `STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the star at. 
+  Must be equal to or lower than `NUMBER_OF_FRAMES`. 
+  Example: 
+  ```c
+    #define NUMBER_OF_FRAMES 20
+    #define STAR_ANIMATION_SPEED 5
+  ```
+  would result in the star animation happening every 4 frames. 20 would result in every frame, 
+  1 would be once every 20 frames. This essentially changes how fast stars will twinkle, but 
+  does not change the probability of the stars twinkling. 
+
+## Moon
+
+### Description
+
+The 🌗 moon animation is an 8x8 animation of a moon, or, if you are running out of program memory, you 
+can set it to just a static crescent moon, with no animation. 
+
+### Flags
+
+Enabled with the `#define ENABLE_MOON` directive.
+
+The moon comes with only a few configuration options:
+
+* `STATIC_MOON` - include this directive if you want your moon to have no animation. It will simply be a static crescent 
+  moon, only taking up 6 bytes of space. If you do not include this directive, then the moon will have an animation. 
+  The default is a moon with animation.
+* `MOON_LINE` - defines the line that the moon sits on. Default is `4`. (see [reference](#reference))
+* `MOON_COLUMN` - defines the column that the moon sits at. Default is `4`. (see [reference](#reference))
+* `ANIMATE_MOON_EVERY_N_FRAMES` - only enabled when `STATIC_MOON` is disabled, this affects how often the moon changes phases. 
+  Example: 
+  ```c
+  #define STARRY_NIGHT_ANIM_FRAME_DURATION 30
+  #ifndef STATIC_MOON
+  #    define ANIMATE_MOON_EVERY_N_FRAMES 100  
+  #endif
+  ```
+  would result in the moon changing phases every 3000ms, or every 3 seconds.
+
+## Ocean
+
+### Description
+
+The 🌊 ocean animation is a full width animation of ocean waves, where the waves get rougher the faster you type. 
+You can configure the boundaries for each degree of _wave ferocity_ as well as how fast the ocean/waves move.
+
+### Flags
+
+* `OCEAN_LINE` - where to render the ocean at. Defaults to `14`. (see [reference](#reference))
+* `OCEAN_ANIMATION_SPEED` - configures the number of frames you want to animate the ocean at.
+  Must be equal to or lower than `NUMBER_OF_FRAMES`.
+  Example:
+  ```c
+    #define NUMBER_OF_FRAMES 20
+    #define OCEAN_ANIMATION_SPEED 5
+  ```
+  would result in the ocean animation happening every 4 frames. 20 would result in every frame,
+  1 would be once every 20 frames. This essentially changes how fast the waves will move.
+* `WAVE_CALM` - Defines the WPM at which the _Wave Ferocity_ kicks up. 
+  At any WPM between `WAVE_CALM` and `WAVE_HEAVY_STORM`, the waves will be just tiny ripples.
+* `WAVE_HEAVY_STORM` - Defines the WPM at which the _Wave Ferocity_ kicks up to medium. 
+  At any WPM between `WAVE_HEAVY_STORM` and `WAVE_HURRICANE`, the waves will be medium sized waves.
+* `WAVE_HURRICANE` - Defines the WPM at which the _Wave Ferocity_ kicks up to the last notch. 
+  At any WPM above `WAVE_HURRICANE`, the waves will be torrential.
+
+## Shooting Stars
+
+The 🌠 shooting star animation is a full screen animation that renders a meteor shower based on your typing speed. The
+faster you type, the more shooting stars there are!
+
+You can configure many parts of the shooting stars, from shower size, to speed, to length of each trail, to how spaced 
+out they are.
+
+Note: Each frame of a shooting star is only 2 pixels in length. This is a design decision, and could probably be changed 
+with a decent amount of work, but was chosen for looks and memory constraints. 
+
+### Flags
+
+* `SHOOTING_STAR_DELAY` - Decides number of frames to delay, based on modulus, e.g. 12 means 0-11 frames of delay between each shooting star
+* `SHOOTING_STAR_FRAMES` - how long each shooting star will be. A size of `16` will result in shooting stars that are 32 pixels long 
+* `MAX_NUMBER_OF_SHOOTING_STARS` - maximum number of shooting stars that can be on screen at the same time
+* `SHOOTING_STAR_WPM_INCREMENT` - every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS
+  Example: an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
+* `SHOOTING_STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the shooting stars at.
+  Must be equal to or lower than `NUMBER_OF_FRAMES`.
+  Example:
+  ```c
+    #define NUMBER_OF_FRAMES 20
+    #define SHOOTING_STAR_ANIMATION_SPEED 5
+  ```
+  would result in the shooting star animation happening every 4 frames. 20 would result in every frame,
+  1 would be once every 20 frames. This essentially changes how fast the stars move through the sky.
+
+
+## Island
+
+The 🏝 island animation is a 32w x 16h animation of a small island with a single palm tree blowing in the wind. The faster
+you type the harder the palm tree blows in the wind!
+
+Since this animation has significant black space to the left side of the tree, certain design decisions were made to allow the 
+shooting stars to still show up in the sky there. This animation should work on any size screen >=32 pixels wide, and you 
+can place it anywhere on the screen, but above the ocean is recommended. 
+
+### Flags
+
+* `ISLAND_LINE` - where to render the island at. Defaults to `12`. The island is 2 lines tall. (see [reference](#reference))
+* `ISLAND_COLUMN` - where to render the island at. Defaults to `0`. The island is 32 pixels wide. (see [reference](#reference))
+* `ISLAND_CALM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
+  At any WPM between `ISLAND_CALM` and `ISLAND_HEAVY_STORM`, the palm tree will just calmly blow in the wind.
+* `ISLAND_HEAVY_STORM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
+  At any WPM between `ISLAND_HEAVY_STORM` and `ISLAND_HURRICANE`, the palm tree will be blowing hard in the wind
+* `ISLAND_HURRICANE` - Defines the WPM at which the _Storm Ferocity_ kicks up.
+  At any WPM above `ISLAND_HURRICANE`, the palm tree will almost be torn from its roots!
+
+
+# Reference
+
+Any reference to `_LINE` or `COLUMN` refers to setting a cursor position using `oled_set_cursor()`, which uses 
+`OLED_FONT_WIDTH` and `OLED_FONT_HEIGHT` internally.  
+This will be the top-leftmost pixel of the image, so `_LINE 1` would start at the 9th pixel down and `_COLUMN 1` 
+would be the 7th pixel to the right, starting from the topleftmost pixel on the screen.
+
+This code has been untested with different font heights/widths, so you might have to adjust a bit to make it work if you 
+have modified those values.
+
+# ToDo
+
+- [ ] don't require `is_calm` as a keyboard event. Not sure if the code will work without it currently.
+- [ ] make all the stars twinkle brightly based on keypresses rather than timed. Not just a movement twinkle, but a larger
+     'full' twinkle, where the star actually gets bigger. This will be quite difficult, thus is left out of the v1.

+ 27 - 0
users/snowe/rules.mk

@@ -0,0 +1,27 @@
+
+
+ifeq ($(strip $(OLED_DRIVER_ENABLE)), yes)
+    SRC += oled_setup.c
+
+	ifdef OCEAN_DREAM_ENABLE
+		ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes)
+			SRC += ocean_dream.c
+			OPT_DEFS += -DOCEAN_DREAM_ENABLE
+    	endif
+	endif
+	ifndef OCEAN_DREAM_ENABLE
+		SRC += ocean_dream.c
+		OPT_DEFS += -DOCEAN_DREAM_ENABLE
+	endif
+
+	ifdef LUNA_ENABLE
+		ifeq ($(strip $(LUNA_ENABLE)), yes)
+			SRC += luna.c
+			OPT_DEFS += -DLUNA_ENABLE
+		endif
+	endif
+	ifndef LUNA_ENABLE
+		SRC += luna.c
+		OPT_DEFS += -DLUNA_ENABLE
+	endif
+endif

+ 43 - 0
users/snowe/snowe.h

@@ -0,0 +1,43 @@
+/*
+Copyright 2021 Tyler Thrailkill <@snowe/@snowe2010>
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program.  If not, see <http://www.gnu.org/licenses/>.
+*/
+
+
+#pragma once
+#include QMK_KEYBOARD_H
+
+#ifndef QMK_FIRMWARE_SNOWE_H
+#    define QMK_FIRMWARE_SNOWE_H ;
+#endif  // QMK_FIRMWARE_SNOWE_H
+
+#include "wrappers.h"
+#include "keycode_aliases.h"
+
+#define IGNORE_MOD_TAP_INTERRUPT
+#undef PERMISSIVE_HOLD
+
+//#if defined(RGBLIGHT_ENABLE)
+//#    include "rgb_stuff.h"
+//#endif
+//#if defined(RGB_MATRIX_ENABLE)
+//#    include "rgb_matrix_stuff.h"
+//#endif
+#ifdef OLED_DRIVER_ENABLE
+#    include "oled_setup.h"
+#endif
+
+
+enum layers { _MAIN, _LOWER, _UPPER, _ADJUST };

+ 92 - 0
users/snowe/wrappers.h

@@ -0,0 +1,92 @@
+/* Copyright 2020 Christopher Courtney, aka Drashna Jael're  (@drashna) <drashna@live.com>
+ * 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#pragma once
+#include "snowe.h"
+
+/*
+Since our quirky block definitions are basically a list of comma separated
+arguments, we need a wrapper in order for these definitions to be
+expanded before being used as arguments to the LAYOUT_xxx macro.
+*/
+#if (!defined(LAYOUT) && defined(KEYMAP))
+#   define LAYOUT KEYMAP
+#endif
+
+//#define LAYOUT_ergodox_wrapper(...)          LAYOUT_ergodox(__VA_ARGS__)
+//#define LAYOUT_ergodox_pretty_wrapper(...)   LAYOUT_ergodox_pretty(__VA_ARGS__)
+#define KEYMAP_wrapper(...)                  LAYOUT(__VA_ARGS__)
+#define LAYOUT_wrapper(...)                  LAYOUT(__VA_ARGS__)
+//#define LAYOUT_ortho_4x12_wrapper(...)       LAYOUT_ortho_4x12(__VA_ARGS__)
+//#define LAYOUT_ortho_5x12_wrapper(...)       LAYOUT_ortho_5x12(__VA_ARGS__)
+//#define LAYOUT_gergo_wrapper(...)            LAYOUT_gergo(__VA_ARGS__)
+
+/*
+Blocks for each of the four major keyboard layouts
+Organized so we can quickly adapt and modify all of them
+at once, rather than for each keyboard, one at a time.
+And this allows for much cleaner blocks in the keymaps.
+For instance Tap/Hold for Control on all of the layouts
+
+NOTE: These are all the same length.  If you do a search/replace
+  then you need to add/remove underscores to keep the
+  lengths consistent.
+*/
+
+#define _________________QWERTY_L1_________________     KC_Q,    KC_W,    KC_E,    KC_R,    KC_T
+#define _________________QWERTY_L2_________________     KC_A,    KC_S,    KC_D,    KC_F,    KC_G
+#define _________________QWERTY_L3_________________     KC_Z,    KC_X,    KC_C,    KC_V,    KC_B
+
+#define _________________QWERTY_R1_________________     KC_Y,        KC_U,    KC_I,    KC_O,    KC_P
+#define _________________QWERTY_R2_________________     KC_H,        KC_J,    KC_K,    KC_L,    KC_SCLN
+#define _________________QWERTY_R3_________________     KC_N,        KC_M,    KC_COMM, KC_DOT,  KC_SLASH
+
+
+#define ________________NUMBER_LEFT________________       KC_1,    KC_2,    KC_3,    KC_4,    KC_5
+#define ________________NUMBER_RIGHT_______________       KC_6,    KC_7,    KC_8,    KC_9,    KC_0
+//#define ________________NUMBER_RIGHT_______________       KC_6,    KC_7,    TD(TD_8_UP),    KC_9,    KC_0
+#define _________________FUNC_LEFT_________________       KC_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5
+#define _________________FUNC_RIGHT________________       KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10
+
+#define ___________________BLANK___________________        _______, _______, _______, _______, _______
+
+
+#define _________________LOWER_L1__________________        KC_EXLM, KC_AT,   KC_HASH, KC_DLR,  KC_PERC
+#define _________________LOWER_L2__________________        _________________FUNC_LEFT_________________
+#define _________________LOWER_L3__________________        _________________FUNC_RIGHT________________
+
+#define _________________LOWER_R1__________________        KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN
+#define _________________LOWER_R2__________________        _______, KC_UNDS, KC_PLUS, KC_LCBR, KC_RCBR
+#define _________________LOWER_R3__________________        _______, KC_LEFT, KC_UP  , KC_DOWN, KC_RGHT
+
+
+#define _________________RAISE_L1__________________        ________________NUMBER_LEFT________________
+#define _________________RAISE_L2__________________        _______, KC_MINS, KC_EQL,  KC_LBRC, KC_RBRC
+#define _________________RAISE_L3__________________        ___________________BLANK___________________
+
+#define _________________RAISE_R1__________________        ________________NUMBER_RIGHT_______________
+#define _________________RAISE_R2__________________        KC_LEFT, KC_DOWN, KC_UP,   KC_RGHT, _______
+#define _________________RAISE_R3__________________        _______, KC_HOME, KC_PGDN, KC_PGUP, KC_END
+
+
+
+#define _________________ADJUST_L1_________________        RGB_MOD, RGB_HUI, RGB_SAI, RGB_VAI, RGB_TOG
+#define _________________ADJUST_L2_________________        MU_TOG , CK_TOGG, AU_ON,   AU_OFF,  AG_NORM
+#define _________________ADJUST_L3_________________        RGB_RMOD,RGB_HUD,RGB_SAD, RGB_VAD, _______
+#define _________________ADJUST_R1_________________        _______, _______, _______, _______, _______
+#define _________________ADJUST_R2_________________        RESET,   CG_TOGG, _______, _______, _______
+#define _________________ADJUST_R3_________________        _______, KC_MNXT, KC_VOLU, KC_VOLD, KC_MPLY