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94 

DESIGN SYSTEMS, NOT GRAPHICS 

 
It’s  easy  to  think  of  each  asset  you  create  as  a  self-contained 

statement, but once your 

MAPs

SPRITEs

, and 

TILEs

 are loaded into the 

WORLD  CORE,

  they’ll  begin  to  interact  with  each  other  in  complex 

real-time  systems.  What  do  your 

SPRITEs

  communicate  about  how 

they should be used? A door 

SPRITE

 implies very different procedural 

possibilities than an owl 

SPRITE

, for example; one is probably station-

ary,  serving  as  a  link  between  geographic  zones,  while  the  other  is 
probably in motion, driven by 

LFOs

 or 

ENVELOPEs

 as it dances across 

the world. 

How do your different 

SPRITE

 designs work together? Perhaps there 

should  be  a  mouse  to  escape  the  owl,  or  a  key  to  open  the  door. 
Your 

TILE 

designs are equally important. Why not create a grass field 

for the mouse to hide in, or a brick wall for the door to sit against? 
Even  completely  abstract  designs  can  form  evocative  geometric  or 
visual relationships, such as “Tetris” style blocks that interlock, or de-
tailed stripe patterns that alias. 

Once  you’ve  thought  about  the  interaction  between  your 

SPRITEs

 

and 

TILEs

, how do your 

MAPs

 support them? 

MAPs

 in particular have 

a huge impact on the procedural structure of the world. Try to think 
of how your large-scale 

MAP

 elements translate to 

COLLISION

 events, 

and compose them accordingly. 
 

 

 

 

 

 
 
 

 

All manuals and user guides at all-guides.com

Summary of Contents for MING MECCA

Page 1: ...i All manuals and user guides at all guides com a l l g u i d e s c o m...

Page 2: ...y operates out of Special Stage Laboratories in Seattle WA Special Stage Systems is Jordan Bartee Design engineering firmware development Chris Novello Design Molly Roberts Software development FIRST...

Page 3: ...iii MING MECCA USER S GUIDE All manuals and user guides at all guides com...

Page 4: ...12V 0mA 5V INT 12V 250mA 5V 0mA 12V 0mA 5V EXT 12V 165mA 5V 85mA 12V 0mA CV input range 0 5V 0 5V 0 1V selectable CV output range 0 10V N A Gate input threshold 2 2V 0 5V Gate output level 10V 10V Pe...

Page 5: ...SIC OPERATION 21 System Overview and Interface Guide 23 Voltage Standards and General Control Paradigms 26 How to Read Patch Schematics 29 Returning to Default Settings 35 3 TILES 37 Overview 39 Data...

Page 6: ...iplexing and ASFM 98 Multi Map Composition 102 B CONTROL CORE MANUAL 107 Introduction 109 Unpacking and Inspecting your Module 110 Linking a World Core 111 Configuring and Connecting Power 111 System...

Page 7: ...vii INTRODUCTION All manuals and user guides at all guides com...

Page 8: ...viii All manuals and user guides at all guides com...

Page 9: ...A system The CONTROL CORE interfaces with NES compatible gamepads and converts their output into modular friendly voltages For users who are interested in experimenting with videogame mechanics and wo...

Page 10: ...All manuals and user guides at all guides com...

Page 11: ...Module Selecting and Calibrating the CV Range Linking a CONTROL CORE Configuring and Connecting Power Connecting a Display Powering on the WORLD CORE for the First Time All manuals and user guides at...

Page 12: ...2 All manuals and user guides at all guides com...

Page 13: ...the FRONT PANEL and then turn the module around to look at the MOTHERBOARD When inspecting the MOTHEBOARD take care to avoid directly touching any exposed components and connections as this could res...

Page 14: ...which is the standard range used by the LZX VISION ARY SYSTEM a suite of EURORACK video modules designed and manufactured by LZX Industries If you do not own an LZX VISIONARY SYSTEM you may skip to t...

Page 15: ...talling your WORLD CORE CALIBRATION The 1V reference is set by a trimpot labeled 1V CALIBRATION located to the right of the CV RANGE JUMPER This trimpot is hand calibrated by Special Stage Systems pri...

Page 16: ...ce capable of generating a 1V DC offset 3 A digital multimeter with a 3 4 significant digit display STEP 1 Setting the voltage source In order to calibrate the 1V reference we need to have an accurate...

Page 17: ...position SPRITE 1 on the center of the screen Once SPRITE 1 is centered turn the OBJECT and ORIENT knobs fully counter clock wise to select the DIGIMAN SPRITE in its default state Now turn the Y knob...

Page 18: ...alibrate by directly measuring the voltage across the 1V pin on the CV RANGE JUMPER Ground can be tapped from the large ground plane connected via hole directly above the trimpot Do not attempt this m...

Page 19: ...creating more com plex MING MECCA patches Because this patch is used so frequently we ve provided a way to hardwire it internally using a technique called NORMALIZATION This automatically connects the...

Page 20: ...nserted the switch is closed making the connection to the DIRECTIONAL OUTPUTs When a patch cord is inserted it physically lifts the switch to override the connection To enable NORMALIZATION the two mo...

Page 21: ...CONTROL CORE and WORLD CORE are now LINKED Only one CONTROL CORE can be LINKED to a WORLD CORE at a time If you ever decide you would rather keep them functionally isolated the modules can be UNLINKE...

Page 22: ...edict all potential scenarios given the open nature of the EURORACK standard Special Stage Systems accepts no liability for damage to the WORLD CORE or to any other connected hardware due to reversed...

Page 23: ...rements for use with MING MEC CA You will need a minimum of 56HP 11 2 of free horizontal space to install the WORLD CORE and an additional 14HP 2 8 for the op tional CONTROL CORE Your case must also b...

Page 24: ...E is aligned with the location marked RED on the pow er connector If the cable is not properly aligned remove and reposi tion it so that the alignment is correct Connect the other end of the cable to...

Page 25: ...rivative of the 12V supply In EURORACK cases that provide truly in dependent 5V power however configuring the WORLD CORE to use the external supply can lessen the load on the 12V rail If you don t kno...

Page 26: ...5V power if your case does not have a working 5V rail In stalling a WORLD CORE configured for external power in a case that doesn t supply 5V may damage the module The WORLD CORE will now use an exter...

Page 27: ...y provide the best picture quality and response time when dealing with analog composite video sources like the WORLD CORE If you do not have a CRT display available the WORLD CORE will also work with...

Page 28: ...LD CORE to display a blank screen when nothing is connected to the AUX jack A NOTE FOR USERS IN PAL TERRITORIES Although the WORLD CORE is currently NTSC only there are several workarounds available t...

Page 29: ...rd position As you turn on your modular watch the LED above the CARTRIDGE SLOT After a few seconds the LED should flash once to indicate that the WORLD CORE has passed its internal system check Immedi...

Page 30: ...the controls and as long as you stay within the EURO RACK power range 12V to 12V you can t damage anything by patching into the jacks either When you re ready to learn more reset your WORLD CORE pull...

Page 31: ...ION System Overview and Interface Guide Voltage Standards and General Control Paradigms How to Read Patch Schematics Returning to Default Settings All manuals and user guides at all guides com a l l g...

Page 32: ...22 All manuals and user guides at all guides com...

Page 33: ...and TILE 1 2 sections deal with the presentation and placement of TILEs which are grid based graphical elements used to create backgrounds and define terrain The TILE 1 2 section affects the visual pr...

Page 34: ...E controls and inputs for TILE 2 MAP 10 MAP SELECT knob and CV input VISIBLE toggle and GATE input TILE INDEX CV input and TILE INVERT TRIGGER input 11 GLITCH toggles and GATE inputs MA MAPs TI TILEs...

Page 35: ...25 All manuals and user guides at all guides com...

Page 36: ...nsive range for CV inputs is 0 5V by default If the CV RANGE JUMPER has been configured for LZX compatibility see pg 4 then the responsive range is 0 1V GATE and TRIGGER inputs are set to a 0 5V logic...

Page 37: ...longer directly controls the parameter Instead it be comes an attenuator that scales the voltage at the CV input When the knob is fully clockwise no attenuation is applied Attenuation gradually increa...

Page 38: ...Parameters can also be controlled by patching GATE or TRIGGER signals into the jack input Just like knobs toggles don t directly con trol parameters when their input is in use Instead they become mut...

Page 39: ...like there is for electronic schematics Many different systems have been proposed and used over the years with the most popular ones having being developed during the 1970s and early 1980s Special Sta...

Page 40: ...ays appear on the top bottom or left sides there is no need to use arrows to indicate signal flow directionality is instead indicated structurally Inputs and outputs are labeled along the edges of the...

Page 41: ...companied by a circle which represents a var iable or complex waveform Since this VCA doesn t have any GATE or TRIGGER inputs the top side of the module is unlabeled and has no connecting lines Now le...

Page 42: ...types are represented by a full circle including noise waveforms complex waveforms such as those generated by FM or wavetable oscillators outputs where the precise wave shape is varia ble unknown or...

Page 43: ...signal flow certain connections may be shown by an airwire instead of a normal solid line Airwires are pairs of solid lines that terminate in arrows Each arrow has the name of its paired connection w...

Page 44: ...position Non default positions are simply noted in the parameters box along with the rest of the controls as shown in the modified version below Since the CONTROL CORE s analog X and Y outputs generat...

Page 45: ...return to default settings perform the following steps 1 Remove all patch cords 2 Place the SPEED toggle in the center position 3 Place the SELECT toggle in the upward position 4 Place all other toggl...

Page 46: ...36 All manuals and user guides at all guides com a l l g u i d e s c o m...

Page 47: ...37 3 TILES Overview Data Structure Building Simple Environments MAPs GLITCH MODEs DYNAMIC MAP DESTRUCTION DMD All manuals and user guides at all guides com...

Page 48: ...38 All manuals and user guides at all guides com...

Page 49: ...nk of TILEs in terms of building an environment and SPRITEs in terms of populating that en vironment with avatars beings or other objects The display consists of an active area with a 160 x 192 pixel...

Page 50: ...nto the CARTRIDGE SLOT or from the default internal memory Although the complete contents of the TILE and PAL ETTE data banks are always accessible the WORLD CORE can only render two TILEs onscreen at...

Page 51: ...f eight light and dark and are shown in the table to the left All 16 PALLETES are indexed using the PALETTE knob or a 0 5V con trol voltage applied to the CV input Note that although the WORLD CORE co...

Page 52: ...rray as shown below The OBJECT CV has eight positions while the ORIENT CV has four When multiplied together they specify a single position in the TILE table In the default world the table is organized...

Page 53: ...5 and ORIENT to 1 4 Use TILE 2 s PALETTE knob to select PALETTE 5 You should now see a green field underneath a star filled nighttime sky PALETTE selection is just as important as TILE DATA selection...

Page 54: ...ched in the function set the frequency to taste and adjust the MATHS Channel 1 attenu vertor or WORLD CORE ORIENT knob if using a module without built in range control until the snow falls smoothly Th...

Page 55: ...45 All manuals and user guides at all guides com...

Page 56: ...ine from above Another way to play with the world s physical structure is through direct topographical manipulation The WORLD CORE stores 16 MAPs that determine how TILE 1 and TILE 2 are patterned acr...

Page 57: ...trol voltage that sweeps from 1 to 16 as the voltage increases Also like PALETTEs MAPs are not named but are referred to by number alone GLITCH MODES Now turn your attention to the toggle switches loc...

Page 58: ...pite their chaotic appearance not actually random but generated ac cording to a highly structured process During normal operation the WORLD CORE s MAP rendering sys tem looks to a particular segment o...

Page 59: ...TILE 1 settings for TILE 2 settings and vice versa We call this process DYNAMIC MAP DESTRUCTION or DMD for short There are two main uses for DMD 1 Editing maps by hand using the CONTROL CORE or some o...

Page 60: ...useful for previewing which TILE you are about to invert In our simple patch the VISIBLE toggle is patched directly to the CONTROL CORE s B output meaning that in order to view the highlight B must b...

Page 61: ...patch cords and construct the following patch Leave the clock source unpatched or switched off for now The ROW 2 knob positions are ap proximate the idea is to have each step of the sequence invert on...

Page 62: ...er an oscilator s pitch Because the TILE INDEX input is indexing 120 unique TILE loca tions the voltage resolution is very high This can make it somewhat difficult to perfectly select each island by h...

Page 63: ...53 4 SPRITES Overview Data Structure CLIPPING COLLISION SPRITE 1 DIRECTIONAL INPUTs SPRITE 1 GRAVITY All manuals and user guides at all guides com...

Page 64: ...54 All manuals and user guides at all guides com...

Page 65: ...rns how ever they are freely positioned on the screen at arbitrary dynamic coordinates These coordinates are specified by X and Y control volt ages that move in 1 pixel increments At the extreme ends...

Page 66: ...simulation These special attributes are discussed at the end of the chapter DATA STRUCTURE Just like TILE DATA SPRITE DATA is organized in a 2 dimensional ar ray and accessed by OBJECT and ORIENT con...

Page 67: ...ranges the SPRITE is hidden behind the black bor ders allowing it to be quickly and easily hidden or turned off Position the SPRITE in the center of the display by setting both the X and Y knobs to ap...

Page 68: ...re currently on top of The WORLD CORE s default graphics data has been designed so that the main SPRITE color white goes mostly unchanged across PALETTEs but depending on the currently selected SPRITE...

Page 69: ...nt to either TILE 1 or TILE 2 trans forming the opposing TILE into a boundary or obstacle Referring to step 1 of the chart below position SPRITE 2 outside of the brick box and then turn on the SPRITE...

Page 70: ...ondition called POSITIONAL DESYNCHRONIZATION where the SPRITE s displayed position and the X and or Y voltage drift out of sync with each other Consider a simple patch in which a cycling ramp slowly m...

Page 71: ...e POSITIONAL DESYNCHRONIZATION is resolved There are two additional ways that POSITIONAL DESYNCHRONIZA TION can be resolved The first of these is by removing the CLIPPING obstacle either through chang...

Page 72: ...position to the absolute value specified by the X and or Y CV input but with a subtle shift in behavior in each case Position the SPRITE above the ocean and turn on CLIPPING then turn the X knob to t...

Page 73: ...Sometimes CLIPPING can be accidentally defeated when modulating a SPRITE s position at very fast speeds resulting in the SPRITE becoming stuck or embedded into the bounda ry TILEs This is particularly...

Page 74: ...1 TILE and S2 TILE outputs are contextual depending on the current CLIPPING state If TILE 1 has been defined as a SPRITE s obstacle then the corresponding output will flip high when the SPRITE touches...

Page 75: ...is will always position the SPRITE at the center of the screen and so on across the range of voltages The DIRECTIONAL INPUT system is by contrast a relative positional system moving SPRITE 1 according...

Page 76: ...fferent rates of motion If GATE signals are sent to adja cent DIRECTIONAL INPUTs simultaneously a diagonal motion will be produced for instance UP and LEFT or DOWN and RIGHT If oppos ing directions ar...

Page 77: ...he universe necessarily becomes bounded Relative and absolute control can be mixed and matched Try using the gamepad to control the X axis via the DIREC TIONAL INPUTs and then patch a sine or triangle...

Page 78: ...ted to the WORLD CORE s DIRECTIONAL INPUTs either through normalled connections or manually while the A button output trig gers a MATHS ENVELOPE This ENVELOPE controls the SPRITE 1 Y Axis position to...

Page 79: ...n the screen This has the effect of making total jumping height longer or shorter depending on where the SPRITE starts on the screen Assuming you ve set the MATHS attenuvertor according to the patch y...

Page 80: ...ce when starting from either platform height This means that you can now reach higher areas of the screen by jumping off the high platform possibly even jumping past the top of the screen depending on...

Page 81: ...t of offset dynamically based on the resting height of SPRITE 1 Note that the overall shape and amplitude of the ENVELOPE is unchanged by this offset only its absolute coordinates have shifted up or d...

Page 82: ...the SPRITE passes through the dynamically offset 0V point i e when it must descend lower than its previous resting height Since there is literally no voltage function to carry it down to the lower pla...

Page 83: ...Es like ADSRs Although the AAC subsystem is generally quite accurate it will occasionally miscalculate the incoming arc s speed and produce an internal ramp that is too fast or slow When this happens...

Page 84: ...74 All manuals and user guides at all guides com...

Page 85: ...S Using the CARTRIDGE SLOT Creating and Modifying WPACK TXT Files Creating and Modifying CONFIG TXT Files Generating WPACK TXT Files with WPACKer Building Better Worlds All manuals and user guides at...

Page 86: ...76 All manuals and user guides at all guides com a l l g u i d e s c o m...

Page 87: ...ul tools for personalizing the WORLD CORE but they are also somewhat complicated to create To start with let s download a premade WORLD PACK and learn how to load it into the WORLD CORE Begin by follo...

Page 88: ...data and damage to the WORLD CORE and or SD CARD Once a CARD has been inserted or swapped the WORLD CORE must be rebooted using the RESET toggle switch in order for the new data to be loaded Before we...

Page 89: ...es the screen will go black You should soon see a blue progress bar begin to fill the screen as the WORLD CORE copies the CARD s con tents into RAM The process can take 10 15 seconds to complete so be...

Page 90: ...of TILE DATA each 16 x 16 pixels in size and con sisting of four potential colors organized into eight sets of four indexed with the OBJECT and ORIENT controls 2 32 blocks of SPRITE DATA each 16 x 16...

Page 91: ...be used in this area except for since it s used to start and end the COM MENT AREA COMMENT AREAS can appear anywhere in the file so long as they don t appear in the middle of TITLEs ASSET BLOCKs or DA...

Page 92: ...ndividual ASSET BLOCKs When loading the WORLD PACK the WORLD CORE will automatically re place any missing ASSET BLOCKs with the corresponding da ta from its default graphics This is useful if you only...

Page 93: ...0 0 0 0 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 The spaces between ASSET BLOCK characters are used...

Page 94: ...below BLACK BLUE1 BLUE2 PURPLE MAGENTA1 MAGENTA2 RED ORANGE BROWN YELLOW1 YELLOW2 GREEN1 GREEN2 GREEN3 CYAN1 CYAN2 CYAN3 There are 17 color names to choose from in total Numbered names simply represe...

Page 95: ...can add extra vibrancy to a PALETTE The final PALETTE in WPACK TXT PALETTE 17 is used for the TILE INDEX highlight color enabled by the VISIBLE toggle CREATING AND MODIFYING CONFIG TXT FILES Now let...

Page 96: ...OOT LOGO graphic if WPACK TXT is supplied 1 on 0 off COLLISION MODE Default 0 Switch between 5 behaviors for the EDGE COLLISION outputs 0 selects the standard mode in which the outputs corre spond to...

Page 97: ...slowest speed setting when using the DIRECTIONAL INPUTs 0 normal 1 slow PALETTE DESYNC Default 0 Enable the extended range of illegal brightness values when us ing the PA switch to generate glitched P...

Page 98: ...atible software tool that generates WPACK TXT files from graph ical SPRITESHEETS A SPRITESHEET is a single image file containing a complete WORLD PACK of SPRITE TILE and MAP data WPACKer ac cepts stan...

Page 99: ...be named Your_World followed by a string of digits The file must be renamed to WPACK TXT in order to be identified and loaded by the WORLD CORE Elements in the SPRITESHEET must be arranged in a partic...

Page 100: ...he other assets in the file so it s important to follow them closely Using a slightly different shade of orange for instance would result in unconvertible MAPs TILEs or SPRITEs The MAP section only us...

Page 101: ...e WORLD CORE will simply use its default PALETTEs when loading the file if no custom PALETTEs are present The same is true for missing MAPs TILEs and SPRITEs BUILDING BETTER WORLDS Just like the retro...

Page 102: ...and perhaps even exploit some of those artifacts as effects A deeper issue however concerns the WORLD CORE s lack of dedi cated PALETTEs for SPRITEs Because SPRITEs inherit their PALETTE from underlyi...

Page 103: ...efault graphics use the OBJECT index to select between different base designs and the ORIENT index to select animation frames If you design your assets as one giant lump or if you split related ideas...

Page 104: ...w do your different SPRITE designs work together Perhaps there should be a mouse to escape the owl or a key to open the door Your TILE designs are equally important Why not create a grass field for th...

Page 105: ...95 APPENDIX A ADVANCED TECHNIQUES Walk Cycles SPRITE Multiplexing and ASFM Multi Map Composition All manuals and user guides at all guides com...

Page 106: ...96 All manuals and user guides at all guides com a l l g u i d e s c o m...

Page 107: ...frame animations that give the impression of walking running hopping and so on and can help breath life into your patches There are a variety of ways to create walk cycles some more complex than other...

Page 108: ...gh surprisingly diverse worlds can be built using only two SPRITEs certain situations demand the ability to draw several objects simultaneously A technique called multiplexing can be used to give the...

Page 109: ...CONTROL COREs any sources can be used including LFOs random voltage genera tors cycling ENVELOPEs or even static DC offsets However for patches where the SPRITE locations are stationary a better solut...

Page 110: ...C video clock Even when the position modulator is tuned to 60 Hz the two clocks will slowly drift in and out phase with each other The out put of the VOLTAGE CONTROLLED SWITCHES is also not perfect be...

Page 111: ...e the multiplexed diamond pattern ex plode into a chaotic cloud of SPRITEs By employing a light touch and your clock source s fine tune control if available it s possible to dial in harmonic ratios th...

Page 112: ...d espe cially oscillators that allow continuous control of wave shape interpolating from saws to triangles for instance Interesting results can also be achieved by only applying ASFM to a sin gle axis...

Page 113: ...in a single direction only In the patch example below PRESSURE POINTs BRAINs is used to sequence four MAPs into a condensed Mario like environment that consisting of a field a pit stairs and a castle...

Page 114: ...set its direction respectively The pulse logic aligns in such a way to clock PRESSURE POINTs left right in response to SPRITE 1 s edge transitions only backwards when SPRITE 1 moves to the right PRESS...

Page 115: ...e WORLD CORE isn t capable of performing so called smooth scrolling where the world s terrain moves in single pixel increments Coarse scrolling however in which the terrain moves in single TILE increm...

Page 116: ...ovement is adjusted as normal using the WORLD CORE s SPEED toggle switch Make sure to select appropriate scrolling and SPRITE movement speeds so that the two are roughly synchronized Just like split s...

Page 117: ...ecting Your Module Linking a WORLD CORE Configuring and Connecting Power System Overview and Interface Guide Voltage Standards and General Control Paradigms Gamepad Operation TURBO Modes Unleashing th...

Page 118: ...108 All manuals and user guides at all guides com...

Page 119: ...orld states and video parameters As a performance con troller the CONTROL CORE can be used to generate both discreet pulses for triggering percussion for example and continuous volt age for controllin...

Page 120: ...the module around to look at the MOTHERBOARD When inspecting the MOTHEBOARD take care to avoid directly touching any exposed components and connections as this could result in electrostatic damage Loo...

Page 121: ...ompatible power EURORACK cases usually have a power supply and power distribution system built in Caution should be exercised when installing any new mod ule in your system Although Special Stage Syst...

Page 122: ...RDS Most BUSBOARDS use headers that are un keyed which means that it is possible to plug power in back wards Accidentally inverting the polarity can damage not only the reversed module but any modules...

Page 123: ...power supply must be able to provide at least 210mA of current on the 12V rail Now locate the 16 pin power connector on the MOTHERBOARD The 16 to 16 pin POWER CABLE should already be connected to the...

Page 124: ...se an external 5V supply to power its digital components Not all EURORACK cases provide 5V power and many that do are actually derivative of the 12V supply In EURORACK cases that provide truly indepen...

Page 125: ...V SELECT JUMPER must be installed in either the EXT or INT position before applying power Never at tempt to power the CONTROL CORE with the 5V SELECT JUMPER removed WARNING do not configure the CONTRO...

Page 126: ...T JUMPER setting SYSTEM OVERVIEW AND INTERFACE GUIDE The CONTROL CORE s interface is divided into two main sections The top half of the module deals with the gamepad to CV conver sion while the bottom...

Page 127: ...enuators when using CV inputs GAMEPAD PORT NES compatible controllers including the original NES gamepad dogbone gamepad and the NES Advantage joystick controller Any signal can be patched into the CO...

Page 128: ...nterclockwise By adjusting the amount of attenuation it s possible to format higher voltage signals to match the CONTROL CORE s 0 5V responsive range or to truncate the number of selectable states as...

Page 129: ...out puts when connecting a new gamepad this is normal and no cause for alarm All NES accessories other than those listed above are not supported including the Power Glove Zapper light gun and Power P...

Page 130: ...ing LEFT decreases it The voltage will retain its level even after the button is released The rate at which the ANALOG X and ANALOG Y voltages change is controlled by the START and SELECT buttons Pres...

Page 131: ...immediately terminate when the GATE flips low The NUMBER CV is used to introduce a small delay between the de tection of a GATE at TURBO IN and the generation of the square wave at TURBO OUT TURBO IN...

Page 132: ...king this sub mode very useful as a GATE to TRIGGER converter The RATE CV controls the width of the resulting TRIGGER UNLEASHING THE CHAOTIX OSCILLATOR The CONTROL CORE can be optionally transformed i...

Page 133: ...3 becomes an audio output and the RATE and NUMBER CV inputs ad just the behavior of the oscillator To resume normal operation simply power cycle the module All manuals and user guides at all guides co...

Page 134: ...124 All manuals and user guides at all guides com...

Page 135: ...125 APPENDIX C TROUBLESHOOTING CHART All manuals and user guides at all guides com...

Page 136: ...126 All manuals and user guides at all guides com a l l g u i d e s c o m...

Page 137: ...e sure cable is connected to the CVBS jack not the AUX jack Eject the corrupt CARD and RESET the system Try another display Display is garbled or shows unexpected color graphics GLITCH MODEs are engag...

Page 138: ...ault graphics See below CV inputs knobs are unresponsive over responsive or do not cover full control ranges 1V CALIBRATION trim pot is set incorrectly CV SELECT JUMPER is missing Perform calibration...

Page 139: ...129 INDEX All manuals and user guides at all guides com...

Page 140: ...130 All manuals and user guides at all guides com...

Page 141: ...rd 12 15 112 114 C Cartridge Slot 24 25 35 40 77 79 LED 19 78 Case Eurorack 11 15 111 114 Chaotix oscillator engaging 122 123 Clipping 24 25 59 64 70 102 Errors 63 see also collision positional desync...

Page 142: ...also positional system Directional Pad D PAD 8 66 119 120 Down input see directional inputs Down output see directional outputs Dynamic map destruction DMD 49 52 E Edge outputs see collision F Face bu...

Page 143: ...16 5V select World Core 115 116 K Konami code see chaotix oscillator L L edge output see collision Left input see directional inputs Left output see directional outputs Link cable 3 10 111 Linking Con...

Page 144: ...Normalization 9 10 32 NTSC 17 19 O O output see turbo oscillator Object and Orient knobs In sprites 24 25 56 57 In tiles 24 25 40 42 In World Pack design 93 Ontology ix 140 Outputs Collision 24 25 63...

Page 145: ...tile 44 Animation sprite 57 Asynchronous super frame rate modulation 101 Dynamic map destruction manual 50 Dynamic map destruction step sequenced 51 Gravity jumping and platforming 68 Multi map coars...

Page 146: ...see directional inputs Right output see directional outputs S S1 S2 output see collision S1 Tile output see collision S2 Tile output see collision Screen Border 39 55 57 87 Resolution 39 Select toggl...

Page 147: ...k WPACK TXT 83 Data structure 40 42 Glitched 47 49 Table 42 Subsystem 45 T index tile index 24 25 62 see also dynamic map destruction T invert tile invert 24 25 62 see also dynamic map destruction Tri...

Page 148: ...ibration 5 8 Graph sprite position 55 W World packs WPACK TXT 77 80 85 88 89 CONFIG TXT 77 85 88 SD card format 77 Designing 91 94 Loading 77 80 Wormholes 14 16 93 86 61 111 78 10 27 114 104 5 71 Wrap...

Page 149: ...t when investi gated reveal the deep ambiguity and behavioral richness of the analog networks they interact with MING MECCA wraps spatial metaphors around voltage controlled machines transforming them...

Page 150: ...140 NOTES All manuals and user guides at all guides com...

Page 151: ...141 All manuals and user guides at all guides com a l l g u i d e s c o m...

Page 152: ...142 All manuals and user guides at all guides com...

Page 153: ...143 All manuals and user guides at all guides com...

Page 154: ...144 All manuals and user guides at all guides com...

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