Open this page in Chrome to send drawingsThis browser can't talk to the USB programmer. You can draw here, but sending to the KeyChainino needs Chrome or Edge on a computer.
KeyChainino pictures
hold space and move to draw · grown-ups: hold ⚙️
A
B
🔑 On my KeyChainino
Pick a picture!
For grown-ups
Status
Programmer
not connected
KeyChainino
not checked yet
Drawings
—
This page
—
Idle
Actions
On the KeyChainino
Read the KeyChainino to see and change what is on it.
The drawings come first, then the chosen pictures. × takes one off (↺ keeps it after all).
Nothing changes on the KeyChainino until you press Save.
Add pictures — tap to put one on the KeyChainino
Keep at least one picture on it.
Settings
How it works
Use Chrome or Edge on a computer (WebUSB). Plug a USBasp into USB.
Connect the ISP cable to the KeyChainino's 2×3 pads (pin 1 is the square pad).
Drawing: tap a light, or press and drag. Easier for small hands: hold the space bar and just move the mouse over the lights. The first light
touched decides: off → the stroke switches lights on, on → it switches them off.
The KeyChainino shows your child's drawings and the pictures you chose (at first: smile, heart, star,
dog, car). Hold ✏️ on the shelf to add or take off pictures and drawings, then Save.
Your child draws (or picks a picture), then presses 🚀. A picture picked and left unchanged goes on
with its animation; anything drawn or changed goes on as a drawing. The first time, the page installs the Pictures program (about 15 s). This replaces any games on the KeyChainino.
Every send after that only writes the drawing (about a second). The KeyChainino restarts and shows it straight away.
On the KeyChainino: A / B flip through the pictures, A+B together makes the picture move. It sleeps after 30 s; press A+B to wake it.
Up to 40 drawings fit. When it is full, sending a new one removes the oldest.