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Offline Editor For Project Files (*.NRD)
#11
i can sort of see that many non-problems could join your bugs thread if you make this kind of manipulation possible.
maybe you'd want to find a way to extract a validation tool for projects first.
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#12
Just wanted to see if anyone had any progress on this.  Smile It would be awesome to be able to manage things offline.  Thank you!
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#13
I am so excited for the potential for this as I would love to be able to import midi files or use a point and click interface for organizing my live sets.
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#14
(06-05-2019, 08:57 AM)XORadmin Wrote: Ha i made a start, but it is much more difficult than i thought. Many parameters and stuff and if one is wrong, things can break directly.

....to be continued

Hi Admin,

any news on this?
I would be glad to spend some programming time to start building a multi-platform application to edit/create .nrd project files with basic functionality (that would not break or complicate things…).
Any news when we can have insight in the .nrd specification/file format structure? This would be a great add-on for the NerdSeq community imo.

Btw NerdSeq is really awesome! I love it! Keep up the great work!
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#15
Hi all,

does anyone have any news on this? Some insights in the file structure would be nice to have, so we can start writing the basic offline editor without guessing value locations and ranges with a hex editor… Wink
Thanks!
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#16
(11-27-2022, 08:10 AM)eliclement Wrote: Hi all,

does anyone have any news on this? Some insights in the file structure would be nice to have, so we can start writing the basic offline editor without guessing value locations and ranges with a hex editor… Wink
Thanks!

I don't do a description of  the project files but might create a json or xml importer/exporter.

One thing I could do in the near future is to give a description of a pattern file.
PLEASE use the search function if something have been asked or discussed before.
Every (unnessesary) forum support means less time to develop! But of course, i am here to help!  Smile
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#17
(11-28-2022, 09:47 PM)XORadmin Wrote:
(11-27-2022, 08:10 AM)eliclement Wrote: Hi all,

does anyone have any news on this? Some insights in the file structure would be nice to have, so we can start writing the basic offline editor without guessing value locations and ranges with a hex editor… Wink
Thanks!

I don't do a description of  the project files but might create a json or xml importer/exporter.

One thing I could do in the near future is to give a description of a pattern file.

Thanks! That would be great!
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#18
Hi XORadmin, I looked at the pattern file and indeed it does look like it wouldn't be too hard to parse. Obviously there's "NerdSEQ Pattern." at the top, then what appear to be 16 blocks, though those may or may not correlate with 16 drummatrix views, I may be hallucinating them.

Having been around tech for a long time I know how hard it is for a single developer or even a handful to have a feature list that is too long. In my experience the answer is always to make the time to let others help. If you can give some rough idea of the pattern file format we can help! I'm pretty sure your users would come up with an editor or similar.
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#19
(12-20-2022, 05:37 AM)proxemics Wrote: Hi XORadmin, I looked at the pattern file and indeed it does look like it wouldn't be too hard to parse. Obviously there's "NerdSEQ Pattern." at the top, then what appear to be 16 blocks, though those may or may not correlate with 16 drummatrix views, I may be hallucinating them.

Having been around tech for a long time I know how hard it is for a single developer or even a handful to have a feature list that is too long. In my experience the answer is always to make the time to let others help. If you can give some rough idea of the pattern file format we can help! I'm pretty sure your users would come up with an editor or similar.


Each tracktype (Modular/CV16/Trigger16/Audio) got a different layout. The drummatrix itself is hidden in 2 bytes ;-)

But lets show the most basic ones and I will deliver the other ones later (especially CV16 where I have to pack the data in 12 bit words).

Header
Amount of bytes   Content
[16] Name 'NerdSEQ Pattern'
[2]   Version Number
[1]   Track type   (9 Audio, 10 Modular, 12 Video, 13 Trigger16, 14 CV16, 15 Midi)
[1]   Pattern Length
[1]   Pattern Clock
[8]   Pattern name
[40] Placeholder for eventual future stuff

Now 64 times (for the 64 steps) the pattern rows of each 21 bytes
Modular:
[1] Note
[2] Placeholder
[1] Patch
[1] Table
[1] Trigger
[2] MOD
[3] FX1 (1 byte fx command, 2 bytes payload)
[3] FX1 (1 byte fx command, 2 bytes payload)
[3] FX1 (1 byte fx command, 2 bytes payload)
[3] FX1 (1 byte fx command, 2 bytes payload)
[1] Groove

Trigger16
[1] Trigger column1
[1] Trigger column2
[1] Trigger column3
[1] Trigger column4
[1] Trigger column5
[1] Trigger column6
[1] Trigger column7
[1] Trigger column8
[3] FX1 (1 byte fx command, 2 bytes payload) 
[3] FX2 (1 byte fx command, 2 bytes payload) 
[3] FX3 (1 byte fx command, 2 bytes payload)
[1] Patch
[2] Drummatrix (bitwise)
[1] Groove

Midi
[1] Note 1
[1] Velocity 1
[1] Note 2
[1] Velocity 2
[1] Note 3
[1] Velocity 3
[1] Note 4
[1] Velocity 4
[1] Program Change
[3] FX1 (1 byte fx command, 2 bytes payload)  
[3] FX2 (1 byte fx command, 2 bytes payload)  
[3] FX3 (1 byte fx command, 2 bytes payload)  
[1] Patch
[1] Table
[1] Groove

I think this is a good start.
Please be aware that the payloads and MOD (eg 2 byte words of values) could be little or big endian. I got to look it up when I am back at the code. But I know there is a difference in tracktypes which I got to iron out at some time.
Empty columns are 0xFF or 0xFFFF.

All no warranties and you could get funny results when using bad values. Everything could be changed at some point.
PLEASE use the search function if something have been asked or discussed before.
Every (unnessesary) forum support means less time to develop! But of course, i am here to help!  Smile
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#20
Fantastisch! Thanks so much for these clues!
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