Neat lill' thing.
On 27/03/2008, at 2.04, Derek Holzer wrote:
The circuit diagram is pretty simple, if you can't etch it I think you
could still build it in an afternoon.
One would need to (purchase parts to and) build a programmer first,
right?
Also, i can't find locate the code/hex-file
Yes - but the programmer circuit is even simpler (and the dev tools software is
free). It's all described on the flightsim page referenced.. and there is a hex
image there, tho I'm not sure on whether it was modified for the one described
on 1010.co.uk. ... Actually, I think the 1010 circuit
It should be the same code as on the flightsim page that Martin took the
project from, linked. But yes, I'll pass this on to Martin as a reminder!
d.
Steffen Juul wrote:
Neat lill' thing.
On 27/03/2008, at 2.04, Derek Holzer wrote:
The circuit diagram is pretty simple, if you can't etch it
Programmer is a simple cable terminating in 5 header pins. The row of 5
sockets on the upper right hand side is the programmer connection. Code
is unchanged from flightsim page for now, will be adapted later. I hope
the next step will be detailed instructions on programming the ATMega on
all
Hi Mika,
It was tested on all three. [hid] works on OS X and Linux. Windows users
have [pd_joystick], which isn't quite as functional but should do the job:
http://crca.ucsd.edu/~jsarlo/pd/
HC, this doesn't seem to be in the Windows Extended installers...why
not? Or did I miss it?
Also, on
Tonight is the Columbia Computer Music Center's monthly Fun Night!
I'll be performing my sensor(and PD)-augmented double bass alongside
drum psychopath Kevin Shea and bearded trombonist Ryan Snow.
Also performing will be Jordan Paul on drums and electronics, and Victor
Adan on dot matrix
Hey Chris
Am I missing something? It seems to work fine on my R4 (and it's really cool)
cheers
dafydd
On Thu, Mar 27, 2008 at 1:53 AM, Chris McCormick [EMAIL PROTECTED] wrote:
On Sat, Mar 22, 2008 at 08:09:33PM +0900, PSPunch wrote:
Thanks for viewing my work.
That post on YouTube was
Oh, right, andthe info!
Columbia CMC Fun Night! 8PM Thursday March 27th!
Prentis Hall 3rd Floor!
632 W. 125th St.!
New York, NY!
On Thu, 2008-03-27 at 07:53 -0400, Spencer Russell wrote:
Tonight is the Columbia Computer Music Center's monthly Fun Night!
I'll be performing my sensor(and
there is sourcecode for gem4max at hirai shigeyuki's page
http://www.cc.kyoto-su.ac.jp/~hirai/softwares/index-j.html
and some people also tried to get artoolkitplus working.
I don't know if there are binaries, *something* seems to compile and it
was used in projects...
The machines don't need a ton. I think there are about 4 machines
with empty slots. They won't work with DIMMs bigger than 256MB (they
are old...). The BlueWhite G3 might use bigger DIMMs, but I am not
sure.
.hc
On Mar 26, 2008, at 10:35 PM, bsoisoi wrote:
By the way, its available
there is some very basic information in the list archives, but to me it
looks like the objects are not really working, or my gfx card does not
support it.
I am testing with gemhead - some vertex_objects - vertex_draw and some
objects do something. for example with wertex_model I can load an obj
hi,
UV mapping support for models would be really great to have. even if it
had to be achieved by using GEMgl wrapper objects or shaders to get
it... anyone with a hint?
marius.
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[hidin] is included on Pd-0.39.3-extended/Windows, it should work.
.hc
On Mar 27, 2008, at 5:47 AM, Derek Holzer wrote:
Hi Mika,
It was tested on all three. [hid] works on OS X and Linux. Windows
users
have [pd_joystick], which isn't quite as functional but should do
the job:
Ah! Forgot about that one!
Can [hid] do forcefeedback out?
d.
Hans-Christoph Steiner wrote:
[hidin] is included on Pd-0.39.3-extended/Windows, it should work.
.hc
On Mar 27, 2008, at 5:47 AM, Derek Holzer wrote:
Hi Mika,
It was tested on all three. [hid] works on OS X and Linux.
Oh not very uplifting...is the PD-community on its declien ;-)
So i ask againthere is a gap between developers and users ;-)
Please anybody who has flext running on an intel mac...
Do us ( - the regular user-crowd) a big favour, try to compile sc4pd
and post it somewhere
Is it
i really don't know, but the first thing is to make artoolkit works:
http://www.hitl.washington.edu/artoolkit/documentation/usersetup.htm#comp_macos
then compiling gem with artoolkit (includes / libs). check the archive, i
had to PKG_CONFIG before ./configure.
anyone have an help patch for
davide morelli tried to make a gem external in C++ / template for
artoolkitplus:
http://www.davidemorelli.it/dokuwiki/doku.php?id=ar:artoolkitplus
that would be awesome - artoolkitplus is really more accurate.
pat
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btw, this is the console printout: seems I am missing a file sndfile.h.
marius.
nyc-calling:sc4pd marius$ bash ../../grill/flext/build.sh pd gcc
make -f ../../grill/flext/buildsys/gnumake-sub.mak PLATFORM=mac RTSYS=pd
COMPILER=gcc BUILDPATH=../../grill/flext/buildsys/ PKGINFO=package.txt
[hid] can only do two output messages on Mac OS X.
In May and June, I have two residencies (STEIM and Hangar) to work
specifically on this stuff. Olaf Matthes and Dan Overholt will be
with me at STEIM, so we should be able to finally iron out [hidio]
with full input/output support.
.hc
hi,
is there any chance to get more iemguis into pd-vanilla? espescially
iem_image would be nice to have. this is desperately needed for
interface design.
I also think the other objects would be nice to have.
I could not create iem_event and numberbox_matrix.
marius.
Hi
As far as I know, if the four loudspeakers are to be
located each in one corner of a square, the VBAP
technique is completely equivalent to intensity
panning using cosine-sine functions(the so called
tangent law). I don´t know in detail your project but
perhaps is easier to you to do intensity
I always vote for bringing more objects into vanilla.
with cyclone it is a little bit different, because many cyclone objects
can be created as abstractions and some of the objects are nameclashers
(Append, gate, counter...).
what ever happened to the cyclone object class? I remember there used
hi (hans),
is there a problem with externals/miXed/shadow/cyclone? did you think
about integrating this into pd-extended? I think it is a useful object.
can you help me, what do I need to do to get it compiled within the
pd-extended build system?
marius.
more questions for iem_image,
how can I make a $0-receive work for iem_image?
marius.
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On 27/03/2008, at 21.45, marius schebella wrote:
hi (hans),
is there a problem with externals/miXed/shadow/cyclone? did you think
about integrating this into pd-extended? I think it is a useful
object.
can you help me, what do I need to do to get it compiled within the
pd-extended build
Hi,
Audition_setup is the function called when you create one Audition object.
I think pd can't find it, so it can't create the object.
You need to check that the setup function of flext is well written.
There is a list for specific flext questions:
http://g.org/mailman/listinfo/flext
Hi,
I've added a setM function as you wanted.
It works as the setD function.
The new sources are on svn.
Greetings,
Nicolas
marius schebella a écrit :
hi,
is someone working on msd? I wonder why it is not possible to change the
mass of a mass dynamically with something like [setMass
Howdy again,
I'm working on integrating pd-extended into the Ubuntu desktop and have a
mime type and associated patch
icon setup. You can double click it to open it in pd natively.
The only problem is I'm trying to figure out a way to open a patch in a
running instance of pd. Basically,
it
dafydd,
At one point, I could not get homebrew apps using wifi (including
FUDIKaosDS binaries on Chris's site) to work on my R4. This was until
the DSwifi libraries were updated at which point, binaries I built
worked just fine.
This was with R4 kernel version 1.14 I think.
What do you use?
Try commenting out glmLinearTexture() is model.cpp and recompile. That
would no longer replace the texcoords from the OBJ file, but I'm not sure
that makes for a valid UV map or not.
On Thu, Mar 27, 2008 at 11:22 AM, marius schebella
[EMAIL PROTECTED] wrote:
hi,
UV mapping support for models
Hi David
I think I've got v 1.17, but I also had no trouble with earlier
firmware and Knobs Sliders. I was using Chris' compiled .nds file.
Would DLDIDrop have made a difference? (I don't know a lot about this
stuff - I'm still at the just try stuff and hope it works phase with
my DS.
cheers
ok, commented all appearances of glmLinearTexture() out and recompiled,
but that did not solve it... the texture looks exactly the same as before.
marius.
chris clepper wrote:
Try commenting out glmLinearTexture() is model.cpp and recompile. That
would no longer replace the texcoords from
Hello dafydd,
DLDI is a wrapper library to compensate for the different ways each DS
cartridge (such as R4 and other hardware of the same purpose) accesses
external files stored from within the .nds application.
i.e., Nitrotracker (which I imagine you have tried already) needs the
DLDI patch
that's great,
sorry for bothering, can you help me with this error? I compiled lua did
some fixes in the makefile and then tried to compile pdlua, but got this
error (I'm on osx).
/var/folders/TH/THjm5UAnEZSSB-y6nQY-6TI/-Tmp-//cc6upu2C.s:2824:FATAL:incompatible
feature used: section type
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