Special Stage Systems MING MECCA User Manual

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  • Page 2 ABOUT SPECIAL STAGE SYSTEMS Special Stage Systems was founded by Jordan Bartee in 2011. The company 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 EDITION FIRST PRINTING—2014...
  • Page 3 MING MECCA USER’S GUIDE...
  • Page 4: Technical Specifications

    TECHNICAL SPECIFICATIONS SPEC CONTROL CORE WORLD CORE HP width 14HP (2.8”) 56HP (11.2”) Depth 1.75” 1.98” Current consumption 5V INT 5V INT +12V: 210mA +12V: 250mA +5V: 0mA +5V: 0mA -12V: 0mA -12V: 0mA 5V EXT 5V EXT +12V: 145mA +12V: 165mA +5V: 65mA +5V: 85mA...
  • Page 5: Table Of Contents

    TABLE OF CONTENTS   INTRODUCTION ............vii 1. SETUP ................1 Unpacking and Inspecting your Module ........3 Selecting and Calibrating the CV Range ........4 Linking a Control Core ............8 Configuring and Connecting Power ........11 Connecting a Display ............17 Powering on the World Core for the First Time .......19 2.
  • Page 6 5. WORLD PACKS ............ 75 Using the Cartridge Slot ............77 Creating and Modifying WPACK.TXT Files ......80 Creating and Modifying CONFIG.TXT Files ......85 Generating WPACK.TXT Files with WPACKer ......88 Building Better Worlds ............91   APPENDICIES .............. 95 A: ADVANCED TECHNIQUES ..........
  • Page 7: Introduction

    INTRODUCTION...
  • Page 8 viii...
  • Page 9 Thank you for purchasing a Special Stage Systems WORLD CORE the central module in the voltage controlled video- MING MECCA game console. The is a video-generating WORLD CORE EURORACK module that uses , and to create video- TILEs SPRITEs COLLISIONs game-like graphical environments.
  • Page 11: Setup

    1. SETUP Unpacking and Inspecting Your 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 •...
  • Page 13: Unpacking And Inspecting Your Module

    WORLD CORE defective, do not attempt to install the module. Please get in touch with Special Stage Systems support@specialstagesystems.com open a support ticket. *Headers are small rows of gold pins that are used to connect ribbon cables to the...
  • Page 14: Selecting And Calibrating The Cv Range

    SELECTING AND CALIBRATING THE CV RANGE Before you can install your , you’ll need to configure WORLD CORE some basic settings. First we’ll look at the control voltage or “CV” range—the span of voltage that the analog input WORLD CORE’s jacks respond to.
  • Page 15 1V CALIBRATION, . This trimpot is hand-calibrated RANGE JUMPER prior to shipment Special Stage Systems and usually requires no further adjustment. Occasionally, the reference can drift slightly during transport. This is usually due to mechanical vibration affecting the trimpot.
  • Page 16 If you are not comfortable handling live circuitry, please contact Special Stage Systems to arrange a factory recalibration. To calibrate the reference you will need the following items: 1. A small Phillips-head screwdriver for adjusting the trimpot 2.
  • Page 17 STEP 2 – Removing and setting up the WORLD CORE First make sure that you have dissipated any electrostatic charge you may be carrying by touching a grounded metal object. Touching a kitchen or bathroom faucet works well. Turn off your modular synthesizer’s power and remove the WORLD from your case.
  • Page 18: Linking A Control Core

    hind the top border. This may take several small adjustments to get perfect. STEP 4 – verifying the calibration Once you’ve finished adjusting the trimpot, unpatch your voltage source from the CV input. Using the knob, sweep from SPRITE 1 the bottom to the top of the screen and make sure that it covers the complete range of positions.
  • Page 19 SPRITEs CHAPTER 4 patch above is a common “starting position” for creating more com- plex patches. MING MECCA Because this patch is used so frequently, we’ve provided a way to hardwire it internally using a technique called . This NORMALIZATION...
  • Page 20 No functionality is lost when using . The NORMALIZATION DIREC- can still be routed to other locations as usual, and TIONAL OUTPUTs the internal connections can be overridden by simply inserting a patch cord into the corresponding DIRECTIONAL INPUT NORMALIZATION works using a mechanical switch inside the DIRECTIONAL INPUTs.
  • Page 21: Configuring And Connecting Power

    UNLINKED CONFIGURING AND CONNECTING POWER modules are designed for use within MING MECCA EURORACK modular synthesizer systems. In order to use your WORLD CORE module you will need to install it in a case and supply it...
  • Page 22 Caution should be exercised when installing any new mod- ule in your system. Although Special Stage Systems has taken steps to protect your WORLD CORE from inverted polarity, it is impossible to predict all potential scenarios given the open nature of the EURORACK standard. Special Stage Systems...
  • Page 23 modules receive power via ribbon cables that attach to EURORACK the case’s Most use headers that are un- BUSBOARDS. BUSBOARDS 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 connected to the same BUSBOARD as well.
  • Page 24 The 16-to-16 pin should already be connected to POWER CABLE the module. Note the position of the cable’s Verify that RED STRIPE. is aligned with the location marked “ ” on the pow- RED STRIPE er connector. If the cable is not properly aligned, remove and reposi- tion it so that the alignment is correct.
  • Page 25 If you are unsure about the orientation of your case’s BUSBOARD headers, consult the manufacturer’s documentation for more infor- mation. CONFIGURING THE +5V SUPPLY By default, the generates all the power it needs from WORLD CORE rail. The E can also be configured to use an +12V WORLD COR external...
  • Page 26 Remove the jumper and reinstall it in the “ ” position, as shown in the diagram below. WARNING: the 5V SELECT JUMPER must be installed in either “ ” “ ” position before applying power. Never at- tempt to power the WORLD CORE with the 5V SELECT JUMPER removed.
  • Page 27: Connecting A Display

    CONNECTING A DISPLAY Now that you’ve connected power to your , you can WORLD CORE install the module in your case using the eight included screws. But don’t turn on the power just yet; before using your module for the first time, you’ll need to connect it to a compatible display.
  • Page 28 Finally, make sure the toggle is in the upright position. This SELECT toggle switch determines whether the jack will display the CVBS internal video output, or the signal patched into the WORLD CORE’s video input. When set in the downward position, it selects the input, which will cause the to display a blank WORLD CORE...
  • Page 29: Powering On The World Core For The First Time

    Use a video capture device • USB, FireWire, or Thunderbolt capture devices are usually multi-format, but they can also introduce significant lag. Use an NTSC-to-PAL converter. • Dedicated boxes can be bought that convert . De- NTSC pending on the quality of the unit, some image degradation may be apparent as a result of the conversion process.
  • Page 30 has a lot of settings that interact with each other in WORLD CORE complex and sometimes unpredictable ways. You can’t damage any- thing by using the controls, and as long as you stay within the EURO- power range ( ), you can’t damage anything by RACK -12V +12V...
  • Page 31: Basic Operation

    2. BASIC OPERATION System Overview and Interface Guide • Voltage Standards and General Control Paradigms • How to Read Patch Schematics • Returning to Default Settings •...
  • Page 33: System Overview And Interface Guide

    SYSTEM OVERVIEW AND INTERFACE GUIDE interface is divided into seven sections. The WORLD CORE’s first four sections are explicitly labeled along the top of the module: , and . The final three sections are not SPRITE 1 SPRITE 2 TILE 1/2 labeled, and run along the bottom of the module: SYSTEM, COLLI- , and...
  • Page 36: Voltage Standards And General Control Paradigms

    VOLTAGE STANDARDS AND GENERAL CONTROL PARADIGMS inputs: with • 0-1V CV RANGE JUMPER inputs: logic threshold • GATE TRIGGER +0.5V outputs: high • GATE TRIGGER +10V Knobs transform into attenuators when using inputs • Toggle switches transform into “mute” switches when us- •...
  • Page 37 Knobs generate when turned fully counterclockwise, and if configured for LZX) when turned fully clockwise. The number of states mapped to the voltage depends on the particular parameter. In the case of the PAL- parameter, the range ETTE 0-5V indexes 16 unique PALETTEs When a signal is patched into the corresponding...
  • Page 38 range. Additional (third party) modules are required to raise the low end of the range ( offset summing), or to eliminate negative volt- age (rectification). Toggle switches usually appear with a corresponding GATE input. Except for the , and toggles (which TRIGGER SPEED RESET...
  • Page 39: How To Read Patch Schematics

    1970s and early 1980s. has developed a new notational system that Special Stage Systems we hope may be of use not only for , but for patch MING MECCA documentation generally.
  • Page 40 Patch cord connections are represented by lines terminating at the edges of the box. Each side of the box is reserved for different cate- gories of connections: Outputs always begin on the right side; (analog) inputs on the bottom side; (digital) inputs on GATE/TRIGGER the top side;...
  • Page 41 The position of the gain knob is noted graphically in the parame- ters box, and the inputs and outputs are labeled along the edges. The audio output is accompanied by a circle, which represents a var- iable or complex waveform. Since this doesn’t have any GATE inputs, the top side of the module is unlabeled and has no...
  • Page 42 has signal, , and inputs, as well as a variety of MATHS TRIGGER outputs, so all four sides of the box are used. Various module states are noted in the parameters box, including the position of the cycle toggle on Channel 1. outputs like end-of-rise ( ) and end- GATE...
  • Page 43 Sometimes a patch schematic can have so many modules and overlapping connection wires that it becomes difficult to read. To reduce the number of indi- vidually drawn modules, com- monly used logic functions are drawn in-situ as individual sym- bols; it’s left up to you to select and patch the proper combina- tion of logic modules to realize the patch.
  • Page 44 Knobs and toggles at signal destinations are assumed to be fully open unless otherwise noted. In the above patch for instance, the knobs are fully clockwise (0% attenuation) and the SPRITE 1 X toggle is in the upward or “ ”...
  • Page 45: Returning To Default Settings

    RETURNING TO DEFAULT SETTINGS With so many system parameters, it’s easy to encounter WORLD states where things don’t behave as you might expect them to, CORE especially when you’re just getting started. To avoid confusion, the will occasionally ask you to return the USER’S GUIDE WORLD CORE “default settings”...
  • Page 47: Tiles

    3. TILES Overview • Data Structure • Building Simple Environments • MAPs • GLITCH MODEs • DYNAMIC MAP DESTRUCTION (DMD) •...
  • Page 49: Overview

    OVERVIEW graphics system is divided into two primary sub- WORLD CORE systems: are small TILE GRAPHICs SPRITE GRAPHICs SPRITEs graphical objects that can be freely positioned anywhere on the dis- play, and will be introduced in the next chapter. are rectangular TILEs graphical blocks that repeat in grid patterns to build large scenes, architecture and terrain.
  • Page 50: Data Structure

    DATA STRUCTURE is composed of 16 x 16 pixel bitmapped images. Each TILE DATA pixel in the bitmap is stored as a number ranging from 0-3, which represents one of four different colors. is combined with a TILE DATA to render the final contain color definitions that PALETTE TILE...
  • Page 51 should see the bottom 3 of the screen change from white clouds to a variety of other patterns. Once you find a pattern you like, try experimenting with the PALETTE knob to see how different coloring options affect the . If TILE DATA you’d like, feel free to change the settings as well, or patch a...
  • Page 52 ence the same bank of 32 bitmaps. TILE DATA Whereas are indexed using a simple control voltage, PALETTEs 0-5V is indexed using a pair of control voltages that scan TILE DATA through a 2-dimensional array. The position of the OBJECT ORI- knobs (or their inputs) is multiplied to select a bitmap from...
  • Page 53: Building Simple Environments

    BUILDING SIMPLE ENVIRONMENTS Following the steps below, see if you can build a simple environment by selecting specific from the table. TILEs 1. Use the controls to select the TILE 1 Starting with the STARRY SKY TILE. OBJECT knob fully counterclockwise, slowly turn it to the right until the (position “1”) is replaced by the CLOUDY SKY TILE STARRY SKY TILE...
  • Page 54 By building the patch above, the four frames indexed by the ORI- can be animated in a continuous loop, giving the impression ENT CV that the snow is falling infinitely. If you don’t own a Make Noise you can substitute any standard or cycling MATHS ENVELOPE...
  • Page 56: Maps

    MAPS Keeping the same patch from the previous section, change TILE 1 to display the position “3”), and color it us- OCEAN TILE SET OBJECT . Set PALETTE 3 TILE 2 display the first of the TILE GRASS VARIATIONS OBJECT position “5”) and color it with PALETTE 5 You should now see a...
  • Page 57: Glitch Modes

    Find the section (located to the immediate right of the TILE 1/2 section) and try turning the knob. You should see the MAP SELECT ocean transform into a variety of lakes, ponds, rivers, streams, and other structures. The table above shows all 16 available .
  • Page 58 Try flipping the toggle upwards (to the “ ” position). You ?MA* should now see the currently selected change into a chaotic new pattern. Flipping the toggle back down will turn off the GLITCH , returning the to its normal state. Every time the MODE GLITCH is cycled (moving from an “...
  • Page 59: Dynamic Map Destruction (Dmd)

    Just like the toggle, populate their entire ?MA* ?TI* ?PA* memory banks with each cycle, generating 32 bitmaps and TILE DATA . Try adding glitched to standard PALETTEs PALETTEs MAPs TILEs or turn all three modes on simultaneously to generate fully glitched screens.
  • Page 60 First, call up the scene shown above by setting your WORLD CORE . Fill in the terrain with green grass and the ponds with blue MAP 7 water. Now construct the following patch. The CONROL CORE’s ANALOG output generates a signal;...
  • Page 61 Use the same process to place a small island in each pond, as shown. When you’re finished, try turning the knob to another MAP SELECT and then return to . Note that MAP 7 the changes made to are pre- MAP 7 served in memory.
  • Page 62 step ( ) to the leftmost island, and the fourth step ( ROW 2 STEP 3 ) to the rightmost island. STEP 4 Now set your clock source to a low (control-rate) frequency, and patch the output to both the input and the PRESSURE POINTs CLK TILE...
  • Page 63: Sprites

    4. SPRITES Overview • Data Structure • CLIPPING • • COLLISION SPRITE 1: DIRECTIONAL INPUTs • SPRITE 1: GRAVITY •...
  • Page 65: Overview

    OVERVIEW subsystem allows your environments to be SPRITE GRAPHICs populated with autonomous or player-controlled objects. SPRITEs essentially small moveable pictures, and are similar to in their TILEs basic data structure. Instead of being repeated in grid patterns how- ever, they are freely positioned on the screen at arbitrary, dynamic coordinates.
  • Page 66: Data Structure

    available to , such as relative -based SPRITE 2 GATE DIRECTIONAL IN- simulation. These special attributes are discussed PUTs GRAVITY at the end of the chapter. DATA STRUCTURE Just like is organized in a 2-dimensional ar- TILE DATA SPRITE DATA ray and accessed by control voltages.
  • Page 67 Each object contains four frames of animation indexed by SPRITE . These animation behaviors are noted to the right of ORIENT CV the table. Return the to default settings, making special note of WORLD CORE toggles, which should be in the “ ”...
  • Page 68 Once you’ve gotten acquainted with the range of movements and patterns, disconnect the function generators to regain manual con- trol, and return to the default position “1”). DIGIMAN SPRITE OBJECT Call up , filling the central box with gray bricks and the outer MAP 6 boundaries with blue water.
  • Page 69: Clipping

    CLIPPING So far we’ve been able to move unimpeded across the SPRITE 2 display. To build more sophisticated worlds however, it is often nec- essary to define boundary-interactions between and the SPRITEs TILE geographies they inhabit. integrated system al- WORLD CORE’s CLIPPING COLLISION lows us to restrict...
  • Page 70 pended when it comes into contact (“collides”) with the brick box. is contextual, depending on the relative position of CLIPPING SPRITEs : if we were to position the underneath the box, for TILEs SPRITE instance, its -axis would become impeded, while its -axis would become free.
  • Page 71 broke sync: in our example, about . Once the control voltage 1.4V source and the have been realigned the SPRITE POSITIONAL is “resolved.” DESYNCHRONIZATION There are two additional ways that POSITIONAL DESYNCHRONIZA- can be resolved. The first of these is by removing the TION CLIPPING obstacle, either through changing the...
  • Page 72 posing axis (in our example, moving the up or down so that it SPRITE “slides” past the ), or by erasing the using TILE TILE TILE INDEX TILE . The second is by manually cycling the toggle to defeat INVERT CLIP system entirely.
  • Page 73: Collision

    see the quickly ramp across the screen to meet the -axis volt- SPRITE age position, as shown in the top half of the chart. Move the back to the left side of the box, once again turning SPRITE knob to about 3 o’clock so that the is “loaded”...
  • Page 74 outputs that generate in response to the inter- COLLISION 10V GATEs action of . The outputs are organized as follows: SPRITEs TILEs — collides with S1/S2 SPRITE 1 SPRITE 2 — collides with , as selected by S1/TILE SPRITE 1 TILE 1 TILE 2 CLIP...
  • Page 75: Sprite 1: Directional Inputs

    SPRITE 1: DIRECTIONAL INPUTS So far we’ve been using exclusively. This is because SPRITE 2 SPRITE has some additional features that make it a little more complex (but much more flexible) than can do everything that SPRITE 2 SPRITE 1 can, including analog position, graph-...
  • Page 76 patching a signal into one or more of the GATE DIRECTIONAL INPUTs will automatically engage relative control for the appropriate direc- tion. Exiting the system is similarly straightforward: to regain absolute control of , simply patch a voltage into its input SPRITE 1 Y CV...
  • Page 77: Sprite 1: Gravity

    The positional system you use has deep cosmological implications for your worlds. While using the you probably DIRECTIONAL INPUTs occasionally “wraparound” SPRITE 1 when it hit the sides of the screen, ap- pearing to move smoothly from one side to the other. This creates a toroidal shape in which moves through a SPRITE 1...
  • Page 78 forced downwards. Either relative or absolute systems may still be used for the -axis, although relative, gamepad-based control is rec- ommended for traditional “Mario-like” movement mechanics. The patch below builds a simple platforming world with jumping control over . The SPRITE 1 CONTROL CORE DIRECTIONAL OUTPUTs connected to the...
  • Page 79 left-hand side of the screen. Turn back on, but leave CLIPPING GRAVITY turned off for now. Instead, simply hit button to trigger a jumping arc and try moving around the SPRITE 1 world a little. This patch already does a pretty good job of creating simple jumping physics, but several problems are immediately obvious: 1.
  • Page 80 To fix these problems, we need to use the system to apply GRAVITY a more intelligent physics. Position over the leftmost lower SPRITE 1 platform again, and turn back on (making sure GRAVITY that CLIP- is also turned on). should fall downwards and eventu- PING SPRITE 1 ally come to rest on the ground.
  • Page 81 offset increases however, the -point is effectively raised in height, causing the jumping arc to begin from a higher point of origin. The simulates this offset internally, calculat- WORLD CORE ing the amount of offset dynamically based on the resting height of .
  • Page 82 The final component of the system is a process called GRAVITY , or . When jumping off of a higher TOMATIC ARC COMPLETION platform to land on a lower one, problem arises when the passes SPRITE through dynamically offset -point—i.e., when it must descend lower than its previous resting height.
  • Page 83 ramp to complete the arc instead. This arc is generated by analyzing the incoming input voltage and computing its speed in realtime, Y CV so that no matter the speed of the incoming arc, the WORLD CORE will complete it seamlessly. In practice, this allows the gravitational properties of your worlds to be based entirely on the speed and shape of the analog functions used to drive the...
  • Page 85: World Packs

    5. WORLD PACKS 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 •...
  • Page 87: Using The Cartridge Slot

    USING THE CARTRIDGE SLOT WORLD CORE’s CARTRIDGE allows you to load custom SLOT graphics data and system settings via standard . Data is stored on SD CARDs in two special text files: CARDs , which stores graphics WPACK.TXT collections called , and , which stores sys- WORLD PACKs...
  • Page 88 Although you may insert the while the module is powered SD CARDs off, it is not necessary to do so. are hot swappable and may CARDs be inserted or removed at any time except during boot, which is when the accesses the and loads the WORLD CORE...
  • Page 89 The RESET OUTPUT can be used to initialize other modules like sequencers or clock dividers in tandem with the WORLD CORE. When decoupled from the WORLD CORE using the upward switch position, the RESET OUTPUT can function as a sort of “soft reset” in which other patch elements are initial- ized without flushing WORLD CORE RAM.
  • Page 90: Creating And Modifying Wpack.txt Files

    by powering down your modular synthesizer, remove WORLD CORE , and inspect it on your computer. The CARD WPACK.TXT files must be placed in the root directory, and they must CONFIG.TXT not be renamed. If all else fails, try another or contact SD CARD Spe-...
  • Page 91 Each of these four asset types is represented as raw text in the file. The format is similar to ASCII-art, in that it is de- WPACK.TXT signed to be human-readable, as graphical as possible, and easily editable with any simple text editor. Open the Tangram Park file in the text editor of your WPACK.TXT...
  • Page 92 It doesn't matter what goes between the [x] brackets and /x/ slash- es, as long as the brackets and slashes themselves are present. The text could consist of numerals, letters, short descriptions; whatever is most useful for organizing the WORLD PACK WARNING: The WORLD CORE processes WPACK.TXT files based on the order the elements appear in, not on the text that appears in SECTION TITLEs or ASSET TILEs.
  • Page 93 take different forms depending on the type of DATA LINEs ASSET blocks are binary, using "0" to represent , and "1" BLOCK TILE 1 to represent TILE 2 blocks, on the other hand, consist of TILE SPRITE DATA LINEs expressed using four digits (“0,” “1,” “2,” and “3”), as shown in the block below.
  • Page 94 Although the WORLD CORE indexes TILE and SPRITE DATA in a 2-dimensional array, their ASSET BLOCKs are presented as a single linear sequence in WPACK.TXT files. Blocks 1-4 represent the ORIENT indexes of OBJECT “ ,” while blocks 5-8 represent the ORIENT indexes of OBJECT “2,”...
  • Page 95: Creating And Modifying Config.txt Files

    Depending on the specific combination of colors in a given PALETTE, illegal brightness values can sometimes be used to achieve interesting special effects. Experimentation is en- couraged, but be aware that the results are often unpre- dictable and can vary from display to display. IMPORTANT: For all colors other than BLACK, specifying a brightness value of 0 leads to a special set of hyper- saturated colors.
  • Page 96 an equal sign (“=”). Just like in , the order in which the WPACK.TXT entries appear is critical, since the processes the file WORLD CORE based on entry order, not title. There are five parameters in total: INTRO COLLISION MODE SLOW INTRO  =  1  ...
  • Page 97 "2" selects an experimental variant of this mode where in- • dividual sides are processed for SPRITE SPRITE COLLISION instead of SPRITE TILE "3" selects a mixture of the standard and alternate modes, • where the outputs operate as LEFT EDGE RIGHT EDGE normal, but the outputs cor-...
  • Page 98: Generating Wpack.txt Files With Wpacker

    , so you can work SPRITESHEETS in virtually any graphics software you'd like. is available for free from • WPACKer Special Stage Systems Simply navigate to specialstagesystems.com/wpacks look for the download. WPACKer The download includes the...
  • Page 99 and convert it into the format. The newly generated WPACK.TXT file will be placed in the same folder as and the WPACK.TXT WPACKer SPRITESHEET IMPORTANT: the resulting text file will 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.
  • Page 100 The top row of elements contains the colors, followed SPRITESHEET by the . The first four boxes should contain solid blocks BOOT LOGO of color. These are the colors that will use to interpret the WPACKer rest of the , and have no relation to the actual SPRITESHEET PALETTE colors used by the...
  • Page 101: Building Better Worlds

    Designing content that navigates those con- straints can be a challenge—but with practice and consideration, you’ll be steering towards new dimensions in no time. MING MECCA This section contains a few general tips for designing your first . Since is such an experimental and...
  • Page 102 open-ended system, it’s important to remember that these tips are meant only as a kind of basic “orientation.” As you advance in your creation, you may find yourself deliberately ignoring WORLD PACK some of the advice contained here. The key is to always stay true to your own taste—if you follow your vision diligently and honestly, there is no “bad design.”...
  • Page 103 Your don’t need to have simple single-color WORLD PACKs SPRITEs of course, and in fact the opposite approach (using two or three col- ors for and reserving one or two colors for ) is just as val- SPRITEs TILEs id. The point is to design some sort of separation into SPRITE TILE...
  • Page 104 DESIGN SYSTEMS, NOT GRAPHICS It’s easy to think of each asset you create as a self-contained statement, but once your , and are loaded into the MAPs SPRITEs TILEs they’ll begin to interact with each other in complex WORLD CORE, real-time systems.
  • Page 105: Appendicies

    APPENDIX A: ADVANCED TECHNIQUES Walk Cycles • SPRITE Multiplexing and ASFM • Multi-Map Composition •...
  • Page 107: Walk Cycles

    WALK CYCLES When moving around the screen, it’s often desirable to SPRITEs create motion-triggered animations called “walk cycles.” Walk cycles are short 2-4 frame animations that give the impression of walking, running, hopping, and so on, and can help breath life into your patches.
  • Page 108: Sprite Multiplexing And Asfm

    The patch uses the “3”), which contains LARVARCH SPRITE OBJECT index split into two dual-frame animations: the lower half ORIENT of the index (frames 1-2) animate crawling to the left, and LARVARCH the upper half (frames 3-4) animate him crawling to the right. The is used to toggle between the two CONTROL CORE’s TURBO OUTPUT animation frames, while the OR-ed...
  • Page 109 inputs by cycling between each out- CONTROL CORE's ANALOG X puts at 60 Hz or less. By clocking the at 60 Hz, the switches SPRITE will change position approximately once per frame, with each posi- tion flickering 30 times per second (60/2). Note that the voltage sources do not have to be CONTROL COREs any sources can be used, including...
  • Page 110 modulators are not synchronized to the video clock, the WORLD cannot guarantee a position change will fall exactly dur- CORE SPRITE ing each frame refresh, occasionally resulting in the flickering SPRITE elsewhere on the screen. Although problematic for certain patch types, this aliasing can also be harnessed artistically to produce amazingly complex motion, as explained below.
  • Page 111 are configured so that a single black screen is cre- TILE 1 TILE 2 ated, allowing us to focus on the behavior of the bright red SPRITEs Each step consists of an voltage pair specifying PRESSURE POINTs one of multiplexed positions. When clocked at 60 Hz, the SPRITE 1’s resulting pattern is a diamond shape.
  • Page 112: Multi-Map Composition

    Building large multi- worlds with can be MING MECCA challenging, but with the right tools it’s possible to create expansive environments that reward the time spent patching them.
  • Page 113 The only requirement for composing with multiple is a MAPs STEP and a properly organized , but there’s a SEQUENCER WORLD PACK catch: the sequencer must have a “direction” input that uses a GATE signal to determine left vs. right step clocking. Without a direction input, your will be limited to moving through the environment SPRITEs...
  • Page 114 moves across the wrap boundary, it causes two closely SPRITE 1 spaced events. If is moving to the right, for EDGE COLLISION SPRITE 1 example, it will cause the output to fire as it approaches RIGHT EDGE the edge of the screen, immediately followed by the output LEFT EDGE when it reappears on the opposite side The same effect occurs if the...
  • Page 115 CONTROL CORE custom designed WORLD PACKs provides an example called Special Stage Systems WORLD PACK Snake Scroller to demonstrate coarse scrolling. To download the file, . Once Snake Scroller navigate to specialstagesystems.com/wpacks has been loaded into the...
  • Page 116 in Snake Scroller have been built so that each successive MAPs screen moves the terrain a single to the left. By using the TILE CON- output to sweep through , the TROL CORE’s ANALOG X MAP SELECT terrain will scroll in the opposite direction of movement.
  • Page 117: B: Control Core Manual

    APPENDIX B: CONTROL CORE MANUAL Introduction • Unpacking and Inspecting 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 •...
  • Page 119: Introduction

    . When used to- DIRECTIONAL PAD FACE BUTTONS gether with a , the facili- MING MECCA WORLD CORE CONTROL CORE tates videogame-like manipulation of , as well as control of SPRITEs various world-states and video parameters. As a performance con-...
  • Page 120: Unpacking And Inspecting Your Module

    CONTROL CORE wise defective, do not attempt to install the module. Please contact to open Special Stage Systems support@specialstagesystems.com a support ticket. *Headers are small rows of gold pins that are used to connect ribbon cables to the...
  • Page 121: Linking A World Core

    Caution should be exercised when installing any new mod- ule in your system. Although Special Stage Systems has taken steps to protect your CONTROL CORE from inverted polarity, it is impossible to predict all potential scenarios given the open nature of the EURORACK standard.
  • Page 122 modules receive power via ribbon cables that attach to EURORACK the case’s Most use headers that are un- BUSBOARDS. BUSBOARDS 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 connected to the same BUSBOARD as well.
  • Page 123 CONNETING POWER Before connecting power to your , first verify that CONTROL CORE your case meets the minimum. You will need a minimum of 14HP of free horizontal space to install the . Your 2.8”) CONTROL CORE case must also be deep to house the module’s internal circuitry.
  • Page 124 Connect the other end of the cable to your power supply, making sure that the aligns with the pins on the RED STRIPE -12V BUSBOARD header. If you are unsure about the orientation of your case’s BUSBOARD headers, consult the manufacturer’s documentation for more infor- mation.
  • Page 125 To configure the for use with an external CONTROL CORE power supply, first locate the on the 5V SELECT JUMPER MOTHER- BOARD Remove the jumper and reinstall it in the “ ” position, as shown in the diagram below. WARNING: the 5V SELECT JUMPER must be installed in either the “...
  • Page 126: System Overview And Interface Guide

    will now use an external supply for its CONTROL CORE digital components. Note that the rail is still required in order to +12V power the analog sections of the ; always use a full MOTHERBOARD 16-to-16 pin when powering the module, regardless POWER CABLE of the setting.
  • Page 127: Voltage Standards And General Control Paradigms

    GAMEPAD PORT outputs) ( , and DIRECTIONAL OUTPUTs GATE DOWN LEFT RIGHT) outputs ( FACE BUTTON GATE outputs ANALOG X ANALOG Y CV toggle TURBO MODE input) TURBO INPUT GATE TRIGGER output) TURBO OUTPUT GATE TRIGGER knob and input RATE knob and input NUMBER...
  • Page 128 sidered a logical low (“ ”), and anything above is consid- +2.2V ered a logical high (“ ”). parameters are accessible RATE NUMBER through manual knobs as well as input jacks. Knobs and their corresponding jacks are depicted on the panel with a vertical connecting line. The knobs generate when turned fully counter- clockwise, and...
  • Page 129: Gamepad Operation

    All NES accessories other than those listed above are not supported, including the Power Glove, Zapper light gun, and Power Pad. Use of unsupported accessories may damage the CONTROL CORE. Special Stage Systems accepts no re- sponsibility for damage caused by the connection of incom- patible NES accessories.
  • Page 130 nals. Outputs will remain high as long as the button is depressed, and flip low when the button is released. Dedicated outputs provide additional ANALOG X ANALOG Y control by converting activity into analog . This is best un- D-PAD derstood as a kind of “virtual analog joystick.”...
  • Page 131: Turbo Modes

    TURBO MODES oscillator may be placed into two TURBO separate modes, each with their own unique behaviors: , as indicated by JAPAN SWEDEN the Japanese text and Swedish flag labeling the toggle switch. MODE JAPAN MODE mode, the mimics the functionality of JAPAN CONTROL CORE rapid-fire modes found on traditional videogame controllers.
  • Page 132: Unleashing The Chaotix Oscillator

    . The number of repetitions ranges from 1-32, not including BER CV the first cycle (i.e., selecting one repetition will produce two pulses in total, and so on). When the knob is fully clockwise (or NUMBER applied to its input), the oscillator is set for infinite repeti- TURBO tions, and will cycle indefinitely until the...
  • Page 133 becomes an audio output, and the inputs ad- RATE NUMBER CV just the behavior of the oscillator. To resume normal operation, simply power cycle the module.
  • Page 135: C: Troubleshooting Chart

    APPENDIX C: TROUBLESHOOTING CHART...
  • Page 137 SYMPTOM CAUSE SOLUTION Display is black or Video switch is Place the SELECT SELECT shows “No Signal” in the downward switch in the upward warning position position Module is not Double check POWER receiving power direction and CABLE 5V SELECT JUMPER position (see pg.
  • Page 138 not visible / is showing Change SPRITEs SPRITE OBJECT unresponsive that is knobs or SPRITE DATA ORIENT (continued) completely transpar- eject WORLD PACK applicable) and test with default graphics range is See below miscalibrated inputs / knobs are trim- Perform calibration 1V CALIBRATION unresponsive, over- pot is set...
  • Page 139: Index

    INDEX...
  • Page 141 A output, see face buttons Analog X/Y outputs, 34, 50, 65, 99, 106, 117-118, 120 Asynchronous super-frame-rate modulation (ASFM), 100-102 Attenuation, 26-27, 34, 44, 50, 117-118 Automatic arc completion (AAC), 72-73 Aux input, 17-18, 23-24 see also CVBS output; select toggle B output, see face buttons B.
  • Page 142 Default settings, 35, 88 Dimensions Of Control Core, 13, 113 Of World Core, 13 Display Connecting, 17-18 PAL, 18-19 Directional inputs, 8-10, 65-67, 68 see also positional system Directional outputs, 8-10, 66, 68, 117-119 see 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...
  • Page 143 Headers CC/WC link, 10-11 Power, 13-15, 112-114 HP, see dimensions “I” input, see Turbo oscillator Japan mode, 121 see also Sweden mode Jumper CV range, 4-5, 8 5V select, Control Core, 15-16 5V select, World Core, 115-116 Konami code, see chaotix oscillator L.
  • Page 144 Map Select knob, 23-24, 46-48 Motherboard Control Core, 110, 113-116 World Core, 3-4, 10-11, 13-16 Multi-map composition Split screen, 102-104 Coarse scrolling, 105-106 Muting, 26, 28 Normalization, 9-10, 32 NTSC, 17-19 “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...
  • Page 145 PAL, 18-19 Palette Applied to tiles, 40 Applied to sprites, 58 Asset block, WPACK.TXT, 84-85 Desync parameter, CONFIG.TXT, 87 Table, 41 Glitched, 47-49 In WPACKer, 91 Knobs, 24-25, Organization, 26-27, 46 Panel controls Control Core, 116-117 World Core, 23-25 Patch examples Animation, tile, 44 Animation, sprite, 57 Asynchronous super-frame-rate modulation, 101...
  • Page 146 Power (Control Core) 5V supply, configuring, 114-116 Connecting, 13, 113-114 Requirements, 113 Power (World Core) 5V supply, configuring, 15-16 Connecting, 13-15 Requirements, 13 Power cable, 3, 14, 16, 110, 113, 116 Rate knob, 117-118, 121-122 R. edge output, see collision Reset output, 24-25, 78-79 Reset toggle switch, 24-25, 35, 78 Right input, see directional inputs...
  • Page 147 Spritesheet, 88-90 Start / Select buttons, 120 Sweden mode, 121-122 see also Japan mode T. edge output, see collision Tile see also map; object and orient knobs; palette Animation, 44 Asset block, WPACK.TXT, 83 Data structure, 40-42 Glitched, 47-49 Table, 42 Subsystem, 45 T.
  • Page 148 Video output, see CVBS output Visible toggle switch, 24-25, 50-51, 85 See also dynamic map destruction Voltage Ranges and thresholds, Control Core, 117-118 Ranges and thresholds, World Core, 26-29 Calibration, 5-8 Graph, sprite position, 55 World packs WPACK.TXT, 77, 80-85, 88-89 CONFIG.TXT, 77, 85-88 SD card format, 77 Designing, 91-94...
  • Page 149 INTO THE UNKNOWN This guide has demonstrated basic capabilities MING MECCA’s through simple patch examples and tutorials. We’ve deliberately left complex, fully-developed patches out of the discussion, not only for pedagogical reasons, but also because the things you can create with are so diverse.
  • Page 150 NOTES...

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