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52770fcdf5
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3e059d0fb1
44
MockBand.ino
44
MockBand.ino
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@ -6,6 +6,7 @@
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#include "hid.hh" // Modified HID library: doesn't prefix each packet with ID
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#include "instrument.hh"
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//#include "blue.hh" // Ginnie's blue guitar
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#include "standard.hh" // Standard pins
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// If defined, we will check the wammy bar input
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@ -25,20 +26,18 @@
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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: see INSTALL.md
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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 // Wii RB1
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#elif USB_PID == 0x3110
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#define DRUM // Wii RB2
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#define DRUM
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#else
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#error USB_PID not recognized: see INSTALL.md
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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 = {0};
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InstrumentButtonState buttonState;
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void setup() {
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pinMode(STRUM_DOWN, INPUT_PULLUP);
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@ -54,15 +53,21 @@ void setup() {
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pinMode(SOLO_YELLOW, INPUT_PULLUP);
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pinMode(SOLO_BLUE, INPUT_PULLUP);
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pinMode(SOLO_ORANGE, INPUT_PULLUP);
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pinMode(ANALOG_WAMMY, INPUT);
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pinMode(BUTTON_PLUS, INPUT_PULLUP);
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pinMode(BUTTON_MINUS, INPUT_PULLUP);
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pinMode(ANALOG_WAMMY, INPUT);
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pinMode(ANALOG_DPAD, INPUT);
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// Initialize HID
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static HIDSubDescriptor node(_hidReportDescriptor, sizeof(_hidReportDescriptor));
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HID().AppendDescriptor(&node);
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buttonState.axis[0] = 0;
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buttonState.axis[1] = 0;
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buttonState.axis[2] = 0;
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buttonState.axis[3] = 0;
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for (int i = 0; i < 12; i++) {
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buttonState.reserved1[i] = 0x0;
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}
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buttonState.finalConstant = 0x0200020002000200;
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}
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@ -96,9 +101,7 @@ void loop() {
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uint16_t silence[npins] = {0};
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while (1) {
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#ifdef WAMMY
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unsigned long now = millis();
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#endif
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uint16_t edge = 0;
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samples++;
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@ -114,17 +117,10 @@ void loop() {
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buttons ^= edge;
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// We've sampled everything. Is it time to do calculations and USB?
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#ifdef WAMMY
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if (!edge && (next > now)) {
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continue;
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}
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next = now + UPDATE_INTERVAL_MS;
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buttonState.axis[2] = analogRead(ANALOG_WAMMY) / 4; // Wammy bar
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#else
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if (!edge) {
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continue;
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}
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#endif
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//
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// Calculate and send an HID update
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@ -148,12 +144,6 @@ void loop() {
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bitWrite(buttonState.buttons, 11, buttons & (0b01011 << 10)); // Cymbals modifier
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buttonState.axis[3] = bitRead(buttons, 12)?255:0; // High hat
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// rbdrum2midi wants these set
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buttonState.velocity[0] = bitRead(buttonState.buttons, 3)?127:0; // Y
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buttonState.velocity[1] = bitRead(buttonState.buttons, 2)?127:0; // R
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buttonState.velocity[2] = bitRead(buttonState.buttons, 1)?127:0; // G
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buttonState.velocity[3] = bitRead(buttonState.buttons, 0)?127:0; // B
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// Use the cymbals for up and down, since I don't have a D-pad
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if bitRead(buttons, 13) {
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buttonState.hatAndConstant = 0; // up
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@ -164,10 +154,14 @@ void loop() {
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}
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#endif
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#ifdef DPAD
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#error DPAD isn't implemented yet
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// D-pad would go here if I ever implemented that:
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// nothing seems to actualy need it.
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#ifdef WAMMY
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buttonState.axis[2] = analogRead(ANALOG_WAMMY) / 4; // Wammy bar
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#endif
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#ifdef DEBUG
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// Log sample rate to the first X axis
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buttonState.axis[0] = samples & 0xff;
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50
NOTES.md
50
NOTES.md
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@ -1,3 +1,11 @@
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I did some performance testing.
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The Pro Micro runs an Atmel 32u4 at 8MHz.
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If the code does nothing else,
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I was able to poll all pins around 13 times every 1ms,
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or 13kHz.
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Sample Rate
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-----------
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@ -31,10 +39,6 @@ I settled on a 40ms silence window as feeling pretty good.
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You can adjust this if you want to.
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USB Junk
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========
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Gamepad Buttons
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---------------
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@ -42,38 +46,28 @@ The `buttons` struct member is a bitmap,
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each bit mapping to one of the 12 buttons reported through HID.
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Here's what each bit means:
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* 0o00: Blue
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* 0o01: Green
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* 0o02: Red
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* 0o03: Yellow
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* 0o04: Orange
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* 0o05: Tilt Switch / 2x kick
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* 0o06: Solo modifier (second row of buttons on guitar)
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* 0o07: ???
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* 0o10: Minus
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* 0o11: Plus
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* 0o12: Drum pad modifier
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* 0o13: Cymbal modifier
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* 0o14: Select
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* 0: Blue
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* 1: Green
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* 2: Red
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* 3: Yellow
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* 4: Orange
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* 5: Tilt Switch / 2x kick
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* 6: Solo modifier (second row of buttons on guitar)
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* 7: ?
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* 8: Minus
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* 9: Plus
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* 10: Drum pad modifier?
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* 11: Cymbal modifier?
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* 12: ?
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hatAndConstant
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--------------
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Here's what the values mean:
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I don't get this, but here's what the values mean:
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* 2: right
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* 6: left
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* 0: up
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* 4: down
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* 8: nothing
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velocity
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--------
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I don't know how I can verify that I'm setting this right,
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but the `rbdrum2midi` program looks at these bytes to detect hits.
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I set them to 127 when a hit is detected on the digital pin.
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Sending these values does not seem to cause problems with my Wii games.
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163
README.md
163
README.md
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@ -16,154 +16,39 @@ which are very quick!
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* A physical controller
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# Controllers
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## Sample controllers
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## Guitar
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I used the following:
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I 3D printed the
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[MiniCaster](https://www.printables.com/model/479046-minicaster-mini-clone-heromidi-controller)
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by Vlad the Inhaler.
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It comes with full build instructions.
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* [MiniCaster](https://www.printables.com/model/479046-minicaster-mini-clone-heromidi-controller)
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by Vlad the Inhaler:
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it comes with full build instructions.
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## Drums
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I bought a [Cheap children's drum toy](https://www.amazon.com/Electronic-Sboet-Practice-Headphone-Christmas/dp/B0CHJMYCH9/)
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from Amazon.
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There are dozens of copies of this thing,
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the one I got was on sale for $25.
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I had to unscrew the cover and remove the
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logic board, battery, and speaker.
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The pads were connected with
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a sort of ribbon connector,
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which I desoldered and removed,
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then placed in my own perma-proto board.
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I also hooked up a 3.5mm TRS jack for the two pedals,
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which I could have desoldered from the toy
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(I already had these).
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I'm sorry I didn't photograph or record any of this,
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but it was pretty straightforward.
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# Compiling
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This compiles in the Arduino IDE.
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It doesn't have any library dependencies.
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You need to make two edits to `boards.txt`.
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Instructions for this are all over the place.
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Find your board, and edit the `build` lines.
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Don't edit anything that doesn't say `build` on the line! I can't help you if you do this.
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In my examples, I'm editing the lines for the leonardo build. Yours might be different:
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it should match the board you're using.
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## Build flags
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This disables serial communications on the board.
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leonardo.build.extra_flags={build.usb_flags} -DCDC_DISABLED
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Hat tip to Nicholas Angle for figuring this out
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so I didn't have to.
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## VID and PID
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These set the USB identifiers.
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VID is the Vendor ID,
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and PID is the Product ID.
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`0x1bad` means "Harmonix Music",
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at least, it does to the Linux kernel.
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### For guitar
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PID `0x004` means "Guitar controller".
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leonardo.build.vid=0x1bad
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leonardo.build.pid=0x0004
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leonardo.build.usb_product="Mockband Guitar"
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### For drums
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PID `0x3110` means "Rock Band 2 drums".
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This works better with all versions of Rock Band on my wii,
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even if you don't use the cymbal inputs.
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leonardo.build.vid=0x1bad
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leonardo.build.pid=0x3110
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leonardo.build.usb_product="Mockband Drums"
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* [Cheap children's drum toy](https://www.amazon.com/Electronic-Sboet-Practice-Headphone-Christmas/dp/B0CHJMYCH9/),
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each pad is a momentary switch.
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# Wiring
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Both the guitar and drum kit I used
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provide simple momentary switches:
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nothing fancy like a piezo.
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If you're using fancier types of inputs,
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you'll need to modify the source code.
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## Guitar
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![guitar wiring](guitar.png)
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| silkscreen pin name | description |
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| --- | --- |
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| TX0 | strum up |
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| RX1 | strum down |
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| 2 | tilt switch |
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| 3 | green |
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| 4 | red |
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| 5 | yellow |
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| 6 | blue |
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| 7 | orange |
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| 8 | no connection |
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| 9 | wammy bar (see note) |
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| 10 | plus |
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| 16 | minus |
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| 14 | orange solo |
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| 15 | blue solo |
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| 18 | yello solo |
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| 19 | red solo |
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| 20 | green solo |
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| 21 | no connection |
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The solo buttons and wammy bar are optional.
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I don't use them.
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If you hook up a wammy bar,
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be sure to uncomment the `#define WAMMY`
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in the code!
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![see standard.hh for pin connections](wii-rb-std.png)
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## Drum Kit
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![drum wiring](drums.png)
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On the drum kit,
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| silkscreen pin name | description |
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| --- | --- |
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| TX0 | no connection |
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| RX1 | no connection |
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| 2 | 2x kick |
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| 3 | green |
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| 4 | red |
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| 5 | yellow |
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| 6 | blue |
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| 7 | kick |
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| 8 | no connection |
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| 9 | no connection |
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| 10 | plus |
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| 16 | minus |
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| 14 | no connection |
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| 15 | blue cymbal |
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| 18 | yellow cymbal |
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| 19 | hi hat pedal |
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| 20 | green cymbal |
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| 21 | no connection |
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* Orange: kick pedal
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* Solo Buttons: cymbals
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* Red Solo: high hat
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* Tilt: 2x kick
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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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You can hook up a wammy bar for the drum kit,
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and it will be sent the same way as the guitar.
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I don't know why anyone would want this,
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but I'm not going to tell you how to live your life.
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# Bugs / Not Yet Implemented
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@ -176,9 +61,3 @@ Until that happens,
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just
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[email me](mailto:neale@woozle.org),
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and I'll open an issue.
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# Need help?
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[Email me](mailto:neale@woozle.org),
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I'm friendly :)
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@ -0,0 +1,13 @@
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#pragma once
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const int STRUM_DOWN = 8;
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const int STRUM_UP = 9;
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const int TILT_SWITCH = 2;
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const int BUTTON_GREEN = 3;
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const int BUTTON_RED = 4;
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const int BUTTON_YELLOW = 5;
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const int BUTTON_BLUE = 6;
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const int BUTTON_ORANGE = 7;
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const int BUTTON_PLUS = 13;
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const int BUTTON_MINUS = 12;
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const int ANALOG_WAMMY = 19;
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@ -73,8 +73,6 @@ typedef struct {
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uint16_t buttons; // 2
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uint8_t hatAndConstant; // 1
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uint8_t axis[4]; // 4
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uint8_t reserved1[4]; // Not sure what this is
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uint8_t velocity[4]; // Y, R, G, B
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uint8_t reserved2[4]; // Not sure what this is, either
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uint8_t reserved1[12]; // 12
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uint64_t finalConstant; // 8
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} InstrumentButtonState;
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@ -33,9 +33,7 @@ const int SOLO_YELLOW = 18;
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const int SOLO_BLUE = 15;
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const int SOLO_ORANGE = 14;
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const int ANALOG_WAMMY = 9;
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const int BUTTON_PLUS = 10;
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const int BUTTON_MINUS = 16;
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const int ANALOG_WAMMY = 9;
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const int ANALOG_DPAD = 21;
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