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 Forum index » Clavia Nord Modular » Nord Modular G2 Discussion
No tetris untill the G3
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Kassen
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Joined: Jul 06, 2004
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G2 patch files: 3

PostPosted: Sun Aug 14, 2005 5:40 pm    Post subject: No tetris untill the G3 Reply with quote  Mark this post and the followings unread

did somebody do this already?
Sadly the interaction between the sequencers and the ADC's make the left and rightmost rows almost unusable. Not enough zero page for large graphics either, not that it would serve any use.

No need for audio cables.

Silly little time-killing jokes....


graphicsdemo.pch2
 Description:
Silly little joke.
Preset one sais "Clavia", two scrolls a wave.

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 Filename:  graphicsdemo.pch2
 Filesize:  3.21 KB
 Downloaded:  1109 Time(s)


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mosc
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PostPosted: Sun Aug 14, 2005 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I like this. Very clever. Very Happy
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Blue Hell
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PostPosted: Mon Aug 15, 2005 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Not bad for someone not having a G2 :-)
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Kassen
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G2 patch files: 3

PostPosted: Mon Aug 15, 2005 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Blue Hell wrote:
Not bad for someone not having a G2 Smile


I was quite anoyed that the leds didn't work. It turned out the audio engine had to run for those to work.


I lied awake quite long tonight, then overslept. I was trying to come up with some way of implementing a two player Pong or at least a "Etch a Sctech". I could do the "etch a scetch" thing if it weren't for the zero page. Pong would probably also run into the cpu time limits.

Still, I have some more ideas now that I know I can do graphics.....

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Blue Hell
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PostPosted: Mon Aug 15, 2005 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

There was a pong done for the NM Classic I think ?

Let me see ... yes by Ico Doornekamp, who also did the kanarievogel & the cuckooclock & various bright other stuff.

When I remember well a scope must be connected to outs 3/4 and audio comes out of 1/2, well the patch looks like that.

edit : the patch is timestamped 2002-03-25 00:10


pong2.pch
 Description:
An NM classic patch for playing pong, I think ....

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 Filename:  pong2.pch
 Filesize:  7.81 KB
 Downloaded:  296 Time(s)


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Kassen
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PostPosted: Mon Aug 15, 2005 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've got a bouncing ball in a 8x8 matrix now.

This is good fun.

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Kassen
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PostPosted: Mon Aug 15, 2005 2:53 pm    Post subject: soccer! Reply with quote  Mark this post and the followings unread

New Joke!

A 8x8 matrix which represents a highly scientiffic physical moddel of one drunk man in a square room playing indoor soccer with no goal.

There is one button that says "kick me". click it to make the drunk man kick the ball in the direction where he thinks the goal is. I think that theorettically the ball could get stuck by going out of the court but that hasn't happened in the test-phase so we'll pretend the problem isn't there.


bounce.pch2
 Description:
1player, goal-less indoor soccer

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 Filename:  bounce.pch2
 Filesize:  2.71 KB
 Downloaded:  1114 Time(s)


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mosc
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PostPosted: Mon Aug 15, 2005 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ha ha ha... Laughing

Amazing... Shocked

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Blue Hell
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PostPosted: Mon Aug 15, 2005 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Repeatedly kicking makes the ball go real fast.

But I wanted to change the sound a bit and then ran out of memory - nice patch to demonstrate that ...


Jan.

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Kassen
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PostPosted: Mon Aug 15, 2005 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blue Hell wrote:
Repeatedly kicking makes the ball go real fast.


Are you surprised? :¬p

Ok, more realisitc behaviour could probably be obtained by setting the random generators to bipolar. That still keeps the problem that keeping the button pressed will make the ball go realy fast too but there's no more memory for the "pulse" I wanted. In fact there is no more memory at all and using the FX area didn't realy help, at least not in the demo version.

Quote:

But I wanted to change the sound a bit and then ran out of memory - nice patch to demonstrate that ...


I don't think Clavia will be convinced if you phone them and demand more memory so I can make the demo play simplistic video games, but you can try....

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PostPosted: Mon Aug 15, 2005 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hahahaha, that's cool Cool
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Blue Hell
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PostPosted: Mon Aug 15, 2005 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kassen wrote:
Blue Hell wrote:
Repeatedly kicking makes the ball go real fast.


Are you surprised? :¬p


Pleasantly :-)

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Kassen
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G2 patch files: 3

PostPosted: Mon Aug 15, 2005 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blue Hell wrote:
Kassen wrote:
Blue Hell wrote:
Repeatedly kicking makes the ball go real fast.


Are you surprised? :¬p


Pleasantly Smile


Ah, good. For a moment I thought it was a complaint. Since speed is only a positive number at the moment with the the "bounce" cerquit determining it's direction kicks will always be from behind the ball. That means that though the direction may change somwhat kicking it repeatedly will only make it go faster (untill it hits the headroom of cource but by that time the display will strat glitching anyway). Setting the randomisers to bipolar will create a situation that involves completely random kicks.

It was set to unipolar during a time when I was strugeling with how to do the change of directions for hitting walls, I don't think this is a real problem; it kinda gives the feeling that putting in more efford in kicking yields more results :¬).

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