Moog Werkstatt mods

I got some Moog Werkstatt synthesizers so that I could play with analog synthesizer circuits.  Here is a summary of modifications I made to them. I removed the following from the Werkstatt PCB: JMP 57 to disconnect the VCO and VCF. JMP 58 to disconnect the VCF and VCA. trim potentiometer VR10 to disconnect the keyboard and VCO. I added an expansion board to buffer signals and adjust the levels

The Winning Entry – boomCHUCK – 2018 Moog Circuit Bending Challenge

The boomCHUCK is a circa ’90s drum machine plus custom analog circuits, all controllable with two nunchuck controllers. My inspiration began with an old nunchuck controller and previous experience interfacing a similar controller with a different microcontroller.  I have been thinking about alternative instrument interfaces lately, and this seemed like a good chance to try something different. After hearing about the challenge, I spent the first two weeks looking for

Plastic Pitch Microtonal MIDI Machine

I made this other Arduino microtonal MIDI device a couple years ago, and I wanted to try a different approach.  It’s certainly interesting to play with more than 12 tones per octave, but it’s also awkward on a piano style keyboard.  (How do you reach an octave when playing with 17 tones per octave?) So I limited Plastic Pitch to 12 tones per octave to take advantage of the muscle

GameSquare Software Notes

Introduction here.  Hardware notes here.The Raspberry Pi 3 is running the current standard Raspbian image.  Here are the relevant contents of my /boot/config.txt file. gpu_mem_1024=512overscan_scale=1overscan_left=-16overscan_right=0overscan_top=-16overscan_bottom=-16framebuffer_width=400framebuffer_height=240sdtv_mode=0sdtv_aspect=3 I wrote two custom programs:  “WiiClassicPi” allows the Wii Classic Controller plus volume knob and halt button to control the Raspberry Pi, and “emu.py” is a bare-bones file browser for launching games. WiiClassicPi code and configuration: WiiClassicPi reads the Wii Classic Controller data over I2C

GameSquare Hardware Assembly Notes

Introduction here.  Software notes here.First, some photos for inspiration and reference. Case:The case slots together from the laser cut parts, and the screws and standoffs hold it together.  The four longer (31 mm) standoffs go in the four corners of the case, and the four shorter standoffs (25 mm) go in the back of the case to hold the controller PCB in place.  The screws fit snugly in the laser

Presenting the GameSquare!

Design Considerations: I wanted to design my own Raspberry Pi handheld gaming system.  I logged most of my gaming hours in the early ’90s.  So I have a soft spot for games from that era, and I particularly like the Wii Classic controller for its SNES-like layout.   I knew from a previous project that Wii controllers can communicate over an I2C bus such as the one available on a Raspberry

Simple Emulator Frontend for Raspberry Pi

I was annoyed by how complex the Raspberry Pi emulator frontends are, and I was looking for an excuse to write my first Python program.  So, here it is, a barebone curses-based frontend for launching emulators.  But really it could also be used to launch anything, like videos, ebooks, etc. All the customization happens at the top of the code.  The extensions, directories, and launch commands will need corresponding entries

Wii Classic Controller over I2C to Raspberry Pi

I wanted to connect my Wii Classic Controller to my Raspberry Pi 3.  Here is how I did it. The Hardware: The Wiibrew extension controller page explains how to connect an official Wii Classic Controller via I2C.  (I tried a cheap ZettaGuard one, and I couldn’t figure out the appropriate I2C initialization codes to make it work.) The site Robot Electronics has an I2C tutorial that explains the need for