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Rusty Maschine

Repurposing a Maschine Mikro Mk2 controller to drive a Microcontroller MIDI sequencer or CV/Trigger outputs (and learn Rust)

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With the progression of OSX I have found myself with a less than supported piece of well-built hardware that has:

- Lots of buttons with controllable LEDs
- A 128x64 pixel monochrome display
- A rotary encoder
- a 4x4 grid of velocity-sensitive pads 7bit RGB LEDs
- USB HID interface

Another long term project is building a Eurorack based modular synth, which I would like a portable sequencer for (currently using my desktop PC).

I also want to learn Rust, and there is no better way than to have a project.

The final results of the project is to use the controller to drive a Raspberry Pi Pico (or similar ARM microcontroller) to host the software and develop a hardware interface as a Eurorack module.

Development Phases

Protocol and control

Initial work is to develop the software to handle the protocol that the controller uses (thanks to the cabl project for a big head start on this) and enable full functionality of the device before producing a simple sequencer prototype that utilises the capabilities of the device (the display is a huge help here for providing output).

Porting over to Microcontroller

Phase two involves porting the software to run on a Raspberry Pi Pico.

  • 1 × Native Instruments Maschine Mikro (Mk2)

  • Creating the UI

    Tim Savage04/06/2021 at 00:13 0 comments

    Now that I have a display with font rendering and certain effects (eg invert) I can start looking at building a UI.

    The UI will make use of the 8-bit line-height to divide the display into 8 rows of text, many queues will be taken from the machines original UI, eg tabs that correspond to the F1-3 keys.

    The initial work now provides a scrollable text panel, I've identified the following basic components:

    - Tab panel
    - List view
    - Sequence grid

    I have already identified some features required in the display rendering from developing components.

    Once I have a basic UI working the next step is the sequencer itself. At this point, custom hardware and a switch to embedded development will really be required.

  • More display work

    Tim Savage03/30/2021 at 00:15 0 comments

    Following the last post on working out how the display data is formatted, I have come up with a better description of how the data is formatted.

    The display is made up of rows, each row is made up of 128 bytes where each byte defines 8 vertical pixels.

    On the Maschine Mikro Mk2 that means that 8 rows (64pixels) are required for the whole display.

    In addition, each USB report can send up 256bytes of row data so an entire screen refresh requires 4 reports.

    The Report header

    After mucking around with the header fields I have managed to determine what each of them do

    FieldTypeDescription
    Addressuint8Display or Message type identifier (0xE0 for the display)
    Column Offsetuint8A column within a row to insert pixel data
    -uint8Possibly a high byte for the previous field for larger displays, set to 0
    Row Offsetuint8Row from the top to insert pixel data
    -uint8Possibly a high byte for the previous field for larger displays, set to 0
    Row Widthuint8Width of each row in pixel data (allows for partial row updates)
    -uint8Possibly a high byte for the previous field for larger displays, set to 0
    Row Countuint8Number of rows in pixel data, for a full row this would be 2,
    must be at least 1.
    -uintPossibly a high byte for the previous field for larger displays, set to 0

    Following the header is up to 256 bytes of pixel data. 

    The following rules apply, Row Width x Row Count must be <= 256. So an entire vertical slice of the display can be updated by setting with width to 0x20 and the row count to 0x08.

  • Decoding the display

    Tim Savage03/28/2021 at 04:55 0 comments

    A bit of thought was obviously put into the layout of the display. The display uses 1 bit per pixel but it is broken up into 8 pixel bands where each byte in the display buffer represents 8 vertical pixels with 128 bytes making up a full stripe.  This is a clever design as it allows for characters to be easily much easily rendered (as long as they are 8 bits high) and allows for simple updates to small blocks of the display (eg the current time code) without sending the entire display buffer.

    I still need to do some investigation of the display header to determine what all of the various fields are used for, I am assuming one will be an offset within the pixel buffer for doing partial updates.

    To accommodate this I've added a single file program for converting the output from GIMP's export as C-Header into a pixel buffer that can be rendered to the display.

  • LED testing

    Tim Savage03/25/2021 at 06:59 0 comments

    Looping through all of the LED's for the RGB LEDs (pads + the Group Button) a random colour is generated.


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