More docs
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11
MockBand.ino
11
MockBand.ino
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@ -21,6 +21,17 @@
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#define SAMPLES_PER_MS (SAMPLES_PER_FRAME / UPDATE_INTERVAL_MS)
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#define SILENCE_SAMPLES (SAMPLES_PER_MS * SILENCE_INTERVAL_MS)
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#if USB_VID != 0x1bad
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#error USB_VID must be set to 0x1bad
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#endif
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#if USB_PID == 0x0004
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#define GUITAR
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#elif USB_PID == 0x0005
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#define DRUM
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#else
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#error USB_PID must be set to 4 (Guitar) or 5 (Drum)
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#endif
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InstrumentButtonState buttonState;
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37
README.md
37
README.md
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@ -32,10 +32,35 @@ I used the following:
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![see standard.hh for pin connections](wii-rb-std.png)
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For a drum kit,
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orange is the kick pedal.
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Strum and whammy are not wired.
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If you are not using a whammy,
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you should probably ground that pin.
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I didn't, but you should. ;)
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## Drum Kit
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On the drum kit,
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* Orange: kick pedal
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* Solo Buttons: cymbals
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I think. I haven't been able to test this yet,
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but the Clone Hero wiki leads me to believe this is how it works.
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# Still To Do
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* 2x kick: needs its own input pin. Maps to button 5.
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* Drum pad modifier: looks like button 10 needs to be pressed when a drum pad is hit.
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* Drum cymbal modifier: I don't see a problem with using the solo pins for this, but I may need to also send button 11.
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* Hi Hat pedal: needs to be its own input pin. Looks like it maps to the second Y axis: the one I'm currently using to send frame rate.
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If I set this up correctly, it will use every input pin on the pro micro.
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Perhaps a smarter thing to do would be use the value of USB_PID
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to re-use the orange solo pin as the hi hat pedal,
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and the red solo pin as the 2x kick.
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The
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[Clone Hero Drum Mapping Guide](https://wiki.clonehero.net/books/guitars-drums-controllers/page/drum-mapping-guide)
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is super helpful.
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I'll need to hunt down a copy of Wii Rock Band 3
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(or maybe The Beatles?)
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in order to test this on an actual Wii.
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