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@ -4,7 +4,7 @@ Taiko Input Hardware
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There are dual drum and single drum hardware options. The dual drum design is intended for arcade or two-drum setups, while the single drum hardware is a simplified version of the dual drum hardware with half of the input frontend removed. There are no significant differences between the two in terms of hardware.
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[Chinese Version](./README.md)
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[中文版](./README.md)
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[Home](../)
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@ -45,13 +45,13 @@ The hardware consists of dual drum hardware and single drum hardware. The dual d
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### Interfaces
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- ¢Ù Two single drum input interfaces, with interface definitions inspired by Taiko Force.
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- ¢Ú One dual drum input interface that can be soldered with an IDC-16P ribbon connector or an XAD connector (B16B-XADSS-N) to accommodate different interfaces of dual drums.
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- ¢Û Configuration USB interface for configuring the sampling microcontroller.
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- ¢Ü Taiko USB interface, when plugged into a computer, it enumerates as a USB-HID keyboard device for receiving drum data.
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- ¢Ý Service button input, soldered with an XAD or IDC connector to connect different button panels. The 16P interface is for custom connections, 36P is for the 12-pin IO board interface, and 40P is for updating the frame's IO board interface. It can connect up to 8 buttons with common ground.
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- ¢Þ STM32 burning interface and configuration serial port.
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- ¢ß CH552/CH554 boot selection switch.
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- 1 Two single drum input interfaces, with interface definitions inspired by Taiko Force.
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- 2 One dual drum input interface that can be soldered with an IDC-16P ribbon connector or an XAD connector (B16B-XADSS-N) to accommodate different interfaces of dual drums.
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- 3 Configuration USB interface for configuring the sampling microcontroller.
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- 4 Taiko USB interface, when plugged into a computer, it enumerates as a USB-HID keyboard device for receiving drum data.
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- 5 Service button input, soldered with an XAD or IDC connector to connect different button panels. The 16P interface is for custom connections, 36P is for the 12-pin IO board interface, and 40P is for updating the frame's IO board interface. It can connect up to 8 buttons with common ground.
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- 6 STM32 burning interface and configuration serial port.
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- 7 CH552/CH554 boot selection switch.
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## Single Drum Hardware
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@ -87,4 +87,4 @@ Assembly Illustration 1
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![Assembly Illustration 2](./img/img2.png "Assembly Illustration 2")
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Assembly Illustration 2
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Assembly Illustration 2
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@ -2,7 +2,7 @@
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QT, WIN64
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The host computer software is used to configure the parameters of the sampling microcontroller.
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[Chinese Version](./README.md)
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[中文版](./README.md)
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[Home](../)
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@ -92,7 +92,7 @@ USB单片机的软件工程位于此目录下。包含两个软件,根据硬
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- 虹的数据注入:
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## 输出交叉分配
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功能实现放在了[USB 单片机](./USB-MCU/)
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README_EN.md
148
README_EN.md
@ -1,20 +1,20 @@
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# Taiko Input
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This project is an Taiko input hardware which emulates USB HID input device with max 2 of drums & 8 channel digital-input.
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Taiko Input is a hardware device for drum input. It is a USB HID device that can connect two drums and has 8 channels of digital input.
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The ニジイロ software mentioned in this document is downloaded from the internet.
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- [中文版](./README.md)
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<br/>
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## [HARDWARE](./HW/)
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## [USB-MCU](./USB-MCU/)
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## [Analog sampling MCU](./Sampling-MCU/)
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## [PC-Application](./QT-APP/)
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## [FILE](./TEXT/)
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## [Hardware Engineering](./HW/)
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## [USB Microcontroller](./USB-MCU/)
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## [Sampling Microcontroller](./Sampling-MCU/)
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## [PC Application](./QT-APP/)
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## [Documents](./TEXT/)
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<br/><br/>
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## Project treeview:
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## Project Structure:
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```
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|—— HW
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|—— taiko-io
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@ -29,63 +29,125 @@ This project is an Taiko input hardware which emulates USB HID input device with
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|—— TEXT
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```
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<br/><br/>
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## HW HARDWARE
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## HW Hardware Engineering
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Projects of hardware is in this floder.
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The hardware engineering files are located in this directory.
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taiko-io/ is for two drums. Which used KICAD software to desgin.
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This hardware contains 8 Analog-input & 8 Digital-input. Configure port is on-board. USB power supply OK.
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The `taiko-io/` directory contains the project for dual drums, suitable for the arcade environment. The project is designed using KICAD.
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This hardware project includes 8 channels of analog input, 8 channels of digital input, on-board configuration interface, and USB power supply.
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taiko-io-mini/ is for only one drum. Which used KICAD software to desgin.
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This hardware contains 4 Analog-input & 4 Digital-input. You should use test point to config. USB power supply OK.
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The `taiko-io-mini/` directory contains the project for a single drum, generally used for a single drum environment. The project is designed using LCEDA.
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This hardware project includes 4 channels of analog input and 4 buttons, requiring test point configuration and USB power supply.
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<br/><br/>
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## USB-MCU MCU for USB
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## USB-MCU USB Microcontroller
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Programs of USB-MCU is in this folder. Two folders are for different hardwares.
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The software projects for the USB microcontroller are located in this directory. There are two software projects, each tailored to different hardware.
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The microcontroller used is CH552/CH554, which is an 8-bit USB microcontroller.
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Please notice you should use the software matchs your hardware.
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The `TK_usb_CH552/` directory contains software adapted for the dual drum hardware (arcade), which can be enumerated as a USB-HID keyboard.
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The MCU is CH552 or CH554, an 8-bit 51 MCU.
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The `TK_usb_CH552_mini/` directory contains software adapted for the single drum hardware, capable of being enumerated as different USB devices, such as USB-HID keyboard or n******o switch-compatible gamepad.
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TK_usb_CH552/ is made for two drums. USB Enumeration only for HID keyboard.
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The software is compiled using Keil 4, and relevant software functionality can be enabled/disabled based on macros before compilation.
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TK_usb_CH552_mini/is made for single drum. USB Enumeration for HID keyboard or gamepad of n******o switch.
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This part's ompile only tested with Keil4. You can use macro settings to enable/disable some function.
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## Sampling-MCU Sampling Microcontroller
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<br/><br/>
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The software projects for the sampling microcontroller are located in this directory. The software uses macros to differentiate between two hardware models.
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The microcontroller used is STM32G030.
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## Sampling-MCU Analog sampling MCU
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The software is compiled using Keil 5, and relevant software functionality can be enabled/disabled based on macros before compilation, allowing for switching between hardware versions.
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Programs of Sampling-MCU is in this folder.You can use macro settings to switch hardware version.
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The MCU is STM32G030.
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This part's ompile only tested with Keil5. You can use macro settings to enable/disable some function and switch hardware version.
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<br/><br/>
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## QT-APP PC Application
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This folder contains PC Applications. You can config hardware paramater by this app.
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The software project for the PC application is located in this directory. The PC application is used to configure the hardware parameters.
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The application uses QT S UI framework.
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The UI framework used is QT 5.
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<br/><br/>
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## TEXT And other files.
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## TEXT Documents
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Some intermediate document and output files is in this folder.
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Some intermediate and output documents are located in this directory.
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<br/><br/>
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# Hardware flow-chat
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See [HARDWARE](./HW/)
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# System Diagram
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Refer to [Hardware Engineering](./HW/) for details.
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![HARDWARE](./HW/img/hardware.png "HARDWARE")
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<center>HARDWARE</center>
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![System Diagram](./HW/img/hardware_en.png "System Diagram")
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System Diagram
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# Some Interesting Designs
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These designs are mainly based on observations of game behavior to optimize the gaming experience. They may be reasonable or unreasonable.
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## Observations of Game Software Behavior
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- Input Frequency Limit: Both the ns platform games and Taiko-Hi have input frequency limits. After testing, it is found that the limits apply independently to each player. For the same player, a single channel has a limit of 30 inputs per second, and all four channels together have a limit of 60 inputs per second. Inputs exceeding this frequency will be discarded.
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In other words, if only Left Don or Right Don is struck, a maximum of 30 strikes per second is possible, but if Left and Right Don are struck alternately, it can increase to 60 strikes per second.
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- Hardware Limitations of the ns Platform: There is a long filtering period for button inputs, and both the button press and release need to be held for a period of time to take effect.
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In ns games, this period needs to be longer than 20ms. However, on the home screen, it needs to be even longer, possibly exceeding 20ms and reaching up to 100ms. This may be because the ns supports variable filtering time.
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- Injection of Taiko-Hi Data:
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## Cross-Assignment of Outputs
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Functional implementation is located in the [USB Microcontroller](./USB-MCU/) section.
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Due to different software capabilities or operating modes, different software projects support different maximum input frequencies. Cross-assignment of outputs is mainly done to reach the maximum input frequency of each device.
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In cases where the input frequency is
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# Some Split Design Ideas
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The main focus is on optimizing the gaming experience by observing the characteristics of game operation. It may or may not be reasonable.
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## Observation of Game Software Operation
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- Input Frequency Limitation: Both the ns platform games and ニジイロ have input frequency limitations. After testing, each player has independent limitations. For the same player, a single channel can have a maximum limit of 30 inputs per second, while all four channels together are limited to 60 inputs per second. Inputs exceeding this frequency will be discarded.
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This means that if only left or right drum hits are played, a maximum of 30 hits per second can be achieved. However, if left and right drum hits are alternated, it can be increased to 60 hits per second.
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- Hardware Limitations of the ns Platform: Key inputs have a long debouncing time, and both pressing and releasing the keys need to be held for a certain period to take effect.
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Within an ns game, this period needs to be greater than 20ms. However, on the home screen, it needs to be much greater than 20ms, even up to 100ms, which may be due to variable filtering time supported by the ns.
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- Data Injection for ニジイロ:
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## Cross-Channel Output Allocation
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The implementation of this feature is located in the [USB microcontroller](./USB-MCU/).
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Due to different device capabilities or software running methods, different software support different maximum input frequencies. The purpose of allocating the output channels is to achieve the input frequency limit of the particular device.
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The behavior observed is that when the triggering frequency is high, inputs from the same channel will be allocated to another channel. Different devices adopt different approaches:
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- ns: Aggressive debouncing is performed, and when there are high-frequency inputs, they are allocated primarily to the two adjacent keys on the same side.
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- ニジイロ: The game software limits the maximum global input frequency and the maximum input frequency for a single channel. This may be for the convenience of calculating images. Here, the input frequency for a single channel is limited, and inputs of the same type (e.g., "dong") are allocated to idle channels.
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- Other applications on PC (such as Open Taiko): These software programs do not have input frequency limitations, so no allocation is needed.
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![Cross-Channel Allocation](./USB-MCU/img/cross.png "Cross-Channel Allocation")
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Diagram showing cross-channel allocation designed for ニジイロ.
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## Signal Triggering and Crosstalk Detection
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When multiple signals are input simultaneously, the channel with the higher amplitude is selected for triggering.
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Drum sensors are fixed on several relatively independent wooden boards. In general, direct strikes on the boards produce signals with much higher intensity compared to signals affected by vibration or crosstalk.
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The approach here is to introduce a small delay after the first trigger and wait for other channels to trigger. If multiple channels are triggered during this period, the channel with the strongest signal is output.
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![Triggering](./Sampling-MCU/img/trigger.png "Triggering")
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Illustration of the triggering process.
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If crosstalk occurs no matter how it is adjusted, the drum's structure needs to be considered. Check if any sensors have come loose or if the height adjustment of the wooden boards is appropriate.
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# Appearance
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Refer to [Hardware Engineering](./HW/) for details.
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## Dual Drum Hardware (Arcade/Two Drum Scene)
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![3D Rendering of Dual Drum Hardware](./HW/img/new_io_3d.png "3D Rendering of Dual Drum Hardware")
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3D rendering of the dual drum hardware.
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## Single Drum Hardware (For Personal Use)
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![3D Rendering of Single Drum Hardware](./HW/img/taiko_input_x4_3d.png "3D Rendering of Single Drum Hardware")
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3D rendering of the single drum hardware.
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Sampling Microcontroller Software
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MCU: stm32g030, IDE: KEIL 5
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[Chinese Version](./README.md)
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[中文版](./README.md)
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[Home](../)
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@ -14,16 +14,16 @@ It is important to note that the software compiled for single drum hardware cann
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Single Drum Version:
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```
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¡
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...
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#define IS_4CH_MODE
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¡
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...
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```
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Dual Drum Version (comment out this line of code):
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```
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¡
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...
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//#define IS_4CH_MODE
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¡
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...
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```
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# USB-MCU Project
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[Chinese Version](./README.md)
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[中文版](./README.md)
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[Homepage](../)
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@ -18,24 +18,24 @@ Input -> Output Frequency Limitation -> Output Assignment -> Key Mapping -> USB
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### Output Frequency Limitation
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The output frequency limitation is mainly due to the hardware or program that receives the data. When it receives data that exceeds its processing capability, packet loss may occur.
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After multiple tests, the software input limitation for Rainbow is a maximum input frequency of 60Hz for all channels and 30Hz for signals of the same color.
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The Neo Switch limits the input signal time to 20ms (both press and release are around 20ms; values smaller than this may result in sticky inputs).
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After multiple tests, the software input limitation for ニジイロ is a maximum input frequency of 60Hz for all channels and 30Hz for signals of the same color.
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The n******o switch limits the input signal time to 20ms (both press and release are around 20ms; values smaller than this may result in sticky inputs).
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Other software running on different computers usually doesn't have this convenient limitation, but there is usually a filtering of around 10ms on the selection page.
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### Output Assignment
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Due to different functionalities or software operation modes, different software supports different maximum input frequencies. Output assignment is mainly used to make the input frequency reach the upper limit of the device.
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The behavior is that when the triggering frequency is high, the input of the same channel will be assigned to another channel. Different devices adopt different approaches.
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- For Rainbow: The key debouncing is relatively aggressive. When there is a high-frequency input, it will be assigned to the two adjacent keys on the same side.
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- For Neo: The gaming software limits the maximum global input frequency and the maximum input frequency per channel. This may be for easier image calculations. Here, the input frequency for each channel is also limited, and inputs that have the same sound are assigned to idle channels.
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- For NS: The key debouncing is relatively aggressive. When there is a high-frequency input, it will be assigned to the two adjacent keys on the same side.
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- For ニジイロ: The gaming software limits the maximum global input frequency and the maximum input frequency per channel. This may be for easier image calculations. Here, the input frequency for each channel is also limited, and inputs that have the same sound are assigned to idle channels.
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![Cross Assignment](./img/cross.png "Cross Assignment")
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Cross assignment diagram for compatibility with Rainbow software
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Cross assignment diagram for compatibility with ニジイロ
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### Key Mapping
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- For dual-drum hardware, drum inputs are mapped to keyboard inputs DFJK ZXCV, and service key inputs are mapped to keyboard inputs 12345678.
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- For single-drum hardware, there are two modes: ns mode and keyboard mode. For ns mode, the input keys are shown in the image below. For keyboard mode, you can set the inputs as DFJK or ZXCV through the buttons, with DFJK being the default.
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- For single-drum hardware, there are two modes: NS mode and keyboard mode. For NS mode, the input keys are shown in the image below. For keyboard mode, you can set the inputs as DFJK or ZXCV through the buttons, with DFJK being the default.
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![Tags](./img/tag.png "Tags")
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Tags for single-drum hardware
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@ -52,7 +52,7 @@ Tags for single-drum hardware
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### Single-drum Software
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The single-drum software integrates three modes: ns mode (using HORI's PID/VID, where ns only verifies the PID/VID without any further encryption), keyboard mode compatible with Rainbow software (60Hz input lock), and keyboard mode compatible with other taiko drum software (unlock the limitations and disable the output assignment).
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The single-drum software integrates three modes: NS mode (using HORI's PID/VID, where NS only verifies the PID/VID without any further encryption), keyboard mode compatible with ニジイロ (60Hz input lock), and keyboard mode compatible with other taiko drum software (unlock the limitations and disable the output assignment).
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- To change the default startup mode, modify the `MODE_STARTUP` macro inside `CompatibilityHID.C`.
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- To switch modes during startup within 1 second, use the following button combinations:
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