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Release Candidate Firmware V1.24 RC12
#41
(02-11-2021, 06:42 PM)XORadmin Wrote:
(02-10-2021, 05:03 PM)T3t_one Wrote: Tried to save and NerdSEQ froze.

I actually didn't see that in your post first. I will try this project the first thing tomorrow. It might be an issue with your SD card. Not sure but the savning feels also very slow to me.

I tried your project and it saves fine here. I can only imagine you got an issue with your SD Card then.

Also, the sequences are being played fine. The only thing you see and this is only visually is that the last step is not shown anymore in the animation. That is mainly because with a one-shot the table is being stopped when it's finished. But that happens here on the last step. The live table draw functions checks if the table is running, but since it stops on the last step, it doesn't draw this one anymore. I fixed that with the coming RC. For the rest the table is playing just fine with my tests.
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#42
UPDATE RC6:
- fixed ugly dot below font 1
- slight timing update so the 8bitDO sega controller will work well (please report if others still work well)
- visual update for the table steps
- fx selector visual glitch when recording fix
- updated the launchpad functions so mini and MK2 would work well again
- added euclidean features and trigger shifting with the launchpad

Files in the first post are updated.
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#43
RC6 seems to have broken my Sega controller. I have the retro-bit clear blue one. It has worked wonderfully up to this point. With RC6 only the up and down arrows seem to work. I rolled back to RC5 and everything works fine again.
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#44
(02-15-2021, 04:25 PM)XORadmin Wrote: UPDATE RC6:
- fixed ugly dot below font 1
- slight timing update so the 8bitDO sega controller will work well (please report if others still work well)
- visual update for the table steps
- fx selector visual glitch when recording fix
- updated the launchpad functions so mini and MK2 would work well again
- added euclidean features and trigger shifting with the launchpad

Files in the first post are updated.

My 8bitdo wireless setup now works beautifully without any ghost notes.  Thanks!
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#45
(02-16-2021, 04:15 AM)sak-rwsd Wrote:
(02-15-2021, 04:25 PM)XORadmin Wrote: UPDATE RC6:
- fixed ugly dot below font 1
- slight timing update so the 8bitDO sega controller will work well (please report if others still work well)
- visual update for the table steps
- fx selector visual glitch when recording fix
- updated the launchpad functions so mini and MK2 would work well again
- added euclidean features and trigger shifting with the launchpad

Files in the first post are updated.

My 8bitdo wireless setup now works beautifully without any ghost notes.  Thanks!

Please check the attached RC7 in this post. I updated the timings again to most probably the blue retro-bit gamepad (which I do not recommend anymore, see the other thread about the sega gamepads https://xor-electronics.com/forum/showth...80#pid5880 )
Works for me well with my 8bitDO and original controllers. Retrobit not tested due to it's sudden death.


Attached Files
.hex   nerdseq.hex (Size: 3,87 MB / Downloads: 5)
.zip   nerdseq.zip (Size: 1,31 MB / Downloads: 3)
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#46
My blue retro-bit gamepad is back in business with RC7. Thanks for the quick fix!
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#47
(02-12-2021, 11:51 AM)theotteryears Wrote: yes it you could add this to SPFX that would be great Big Grin
The reason is because I need the resync command triggered from the patterns, not manually.

I have set up some kind of song structure using the sample channel to trigger specific rows (containing various islands) at specific times. The immediately forced resync would be super useful as at the moment any track which has BRK command in an usual place (say 15 steps) doesn't get resynced at the change of row.

Really hoping the resync SPFX gets added before this firmware gets officially released.
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#48
Thomas, this looks amazing!  The new midi implementation is just awesome!  Can’t wait to get to give this a good go.  Thanks again for all the hard work and continued improvements/additions.
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#49
Hi, 

Thank you for a great update! i love the random features for trigs, mod and pitch. and the FX selekta!. 

a cpl of questions though. 

1) you can only get out of range select table by pressing sequencer or pattern button
      a) would really like to press OK to get out of that table and that the marker stays at that table row and column

2)is the Range you set for i.e notes global ? when i change the range of one note the change seems to happen on other notes as well 
     a) would it be possible to set it up so the range is unique per step? 

3) Can i set a scale for the random notes, so that each random trig is within a scale, for example C Minor? 

4) The random FX on sample track 2 (7-2) seems to be labeled wrong. RDMN 0000 affects FX1 instead of RDMN 0001
    a) also the range of the RDMN is set to 4, shouldnt it be 2? i understand now, the RDMN FX is set across both "lanes/tracks" on a sample track so even so RDMN 0003 would affect track 2 FX 1. Thats a really cool addition! 

thanks again
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#50
(02-18-2021, 07:33 AM)MichaalHell Wrote: Hi, 

Thank you for a great update! i love the random features for trigs, mod and pitch. and the FX selekta!. 

a cpl of questions though. 

1) you can only get out of range select table by pressing sequencer or pattern button
      a) would really like to press OK to get out of that table and that the marker stays at that table row and column

2)is the Range you set for i.e notes global ? when i change the range of one note the change seems to happen on other notes as well 
     a) would it be possible to set it up so the range is unique per step? 

3) Can i set a scale for the random notes, so that each random trig is within a scale, for example C Minor? 

4) The random FX on sample track 2 (7-2) seems to be labeled wrong. RDMN 0000 affects FX1 instead of RDMN 0001
    a) also the range of the RDMN is set to 4, shouldnt it be 2? i understand now, the RDMN FX is set across both "lanes/tracks" on a sample track so even so RDMN 0003 would affect track 2 FX 1. Thats a really cool addition! 

thanks again

Howdy.  Lets see:

1) Actually it is not really a range select but a range setup which is not related to where it came from. So to get back to where it was would maybe be possible but it takes some dev time. I will consider to add this for rainy days :-)

2) Also here, the ranges are not related to which function uses the range. You can decide yourself which range you choose with each note. You use other ranges with other notes or other functions. Of course if you choose to use range 2 for example for more then one function (like for a note and for a FX) then both use the same range setting and if you change thta it affects both.

3) You can apply the scales in the same way also to the random notes by using tables for now.

4) The functions of RDMN work in the same way as they used to be:
From the manual: "RDMN → Random next FX value. The next FX value will be overruled by a random
value if the randomvalue is 1..4 for the 4 FX columns. If the randomvalue is 000,
then a random FX will get a random value!"
Except for that the randomization is now based on selected ranges. Older projects would work in the same way since it uses random range 0 by default which gets 0-100% as the default range. Additionally if you set the first digits you can enable the range for the column and it keeps the randomization until you turn it off again. So this works then not only as "Random Next FX" but all FX keep being randomized with the selected range.

For the sample channel, FX1 and FX2 are the ones with the first sample and FX3 and FX4 are the ones with the 2nd sample. The naming might be a bit misleading in the first place but it is correct as it shows that one sample track internally work like 2 tracks at the same time with their own sequencing. Thats why they are both called FX1 and FX2. But see these as 4 FX for the random command.

I hope that clarifies it a bit.
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