wait i *just* said "LL" goes second, so uhhhh "RL-LL-RR-RL" maybe? great mirror + inversion going on there:
"d,oomgm;"
well now that's just doom
Posts by D'otter (Bored)
the "RL-RR" as the second half is designed to create a non adjacent repeat, without it any 'a' in there, as "ba" is used as-is for the final 2, though it could also be "RR-RL".
"LL" is the second pair bc repeating as the first pair feels wrong. i think "LL-LR-RL-RR" might be a neater template tho
instead of "right side, left side" for each direction i used LR-LL-RL-RR, which makes a more reasonable "d,llm;mgba"
the "LL" pair cant be in the second half of the directional inputs because that will cause an 'a', so i put the "RR" pair there. the "LL" in the first half forces a repeating pair
that took way too long and im not sure it was worth it...
okay so apparently dvorak ALSO puts 'a' in the same place as colemak and qwerty, so:
1. qwerty's wasd/hjkl positions on colemak
= wars/mnei
2. colemak keys' legends on dvorak layout, dvorak key positions on qwerty
= ,ao;/mldg
so, konami code with right hand of each direction first:
- d,lomga;naba
ok so uhh turns out using the wasd for the first "up" is not great bc itll always be 'w' regardless how how transform it, so i might need to add a different layout to the mix.
update: i decided to return to my old "vim konami code" keysmash instead, with more layout cycling and wasd/hjkl alternation, im in too deep
i used to use the konami code in vimkeys, but the corresponding colemak positions instead, aka "eennmimiba"
before that it was just straight up vim konami code
Normally, keysmashes might not be good random key generation, but I've actually offloaded my keysmashing to a script lately!
Though maybe weighting it to favor some row or another might be a good setting? If I did that I'd want to add a bit of noise to get keys from other rows I think...
Oh no this isn't the top level post I thought I was replying to ;~;
Actually wait, maybe special interest info dumpin fit better? ๐ค
She turns into a Windows Error remix when flustered
I think I should not have read this post before going to bed ๐ณ So uhh thanks Alice? I learned something.
There is existing code to support the 595 shift register configuration in ZMK, which I was aware of and familiar with from the previous project, and the LED control code existed as a ZMK module. (See embed)
With some quick changes to the module's code, I got the combined configuration to work fine!
Breadboard with the following components: 1. A nice!nano (a NRF52840 microcontroller board) 2. 74HC595 IC 3. One each of red and green LEDs with accompanying resistors 4. Two switches and one diode visible 5. Multicolored wiring to connect the components appropriately The green LED is lit.
Also, with something like the Corne's 5/6 column options, I could provide that 6 column option by reducing the LED count by one. If I could design the hardware accordingly, my concern shifts to the firmware and whether it could be implemented (or at least, without too many hacks). So I made an MWE:
Given that the 595 shift register produces 8 outputs, with my general layout preference (5x3 grid and up to 3 thumbs), that would only require 6 of the 8 outputs to work, which got me thinking: "Aren't LEDs digital output?" (when not PWM controlled)
So I could have โค2 indicator lights if it worked!
It occurs to me that when using RJ45 for its eight conductors, I can do better than 4x4 matrix for keys.
Since those conductors could be used for the ground, Vcc, data, clock and latch, and still have three lines to complete the matrix... totaling to 24 keys, more than I'd usually use for one hand!
floppy
dragon maids when the battle phase starts:
Woah! That's a big changelog from base D2R :o
Though the 25usd price tag for just the new DLC if you have the base already is kinda bleh, if it's gonna be that way I'll just wait for the Infernal Edition to go on sale on Steam, get the whole thing in that library with the new stuff...
The white keyboard as described in the above post, with one rotating Ethernet cable on each half, both of which feed into a board fashioned out of a PCB with an Ethernet port, a second Ethernet port affixed with zipties and wire, which is the connected to the PCB with a rainbow ribbon cable. The PCB containing the Ethernet ports are attached to a partially populated 40-key, CFX-spaced, Choc switch plate, the populated switches in the shape of a rectangle 6 keys wide, 2 keys tall, with an additional 2x2 keys centered below. The caps on the keys have letters on the left half of the 2x6 and the right half have legends arranged to generally form cardinal arrows (the top corners being other symbols). The bottom 2x2 are translucent grey.
A close up of the PCB holding the 2 (surface mount) Ethernet ports as described in the previous picture. The PCB itself has a silkscreen printed detailing a Seeeduino Xiao footprint, half of which is soldered to the rainbow ribbon cable. The Ethernet port not soldered to the PCB is inverted, and the ribbon cable that is attached has bits of cardboard wedged between contacts to prevent shorting. The PCB also has a few bridged points, ignoring the original purpose of the PCB.
Here it's! A hack of an addition to that keyboard above, it's effectively just a rearranged set of the right half's keys, but that can be worked around in firmware ๐
I've been making increasingly minimal gaming layouts to accommodate my new finger pains, and the "AWD/ZGC" keys are indeed accurate!
Atop a T420 ThinkPad's keyboard, a mostly white, skeleton case split keyboard, each half having a 3x5 cluster with an Ethernet port above towards the center. The left half also has a 16-PDIP chip next to the Ethernet port, as well as a horizontal rolling encoder and 2 thumb keys below the 3x5 cluster. The right half simply has 1.5u width key below its 3x5 cluster, centered between the two innermost columns.
Oof, forgot to post the end result, eh? The PCB is the same for both halves, and unlike my previous attempts at similar designs, no soldering jumpers to distinguish between halves! It also uses a 74HC595 shift register for more keys with a Xiao (Why I'm only now posting this will be clear very soon)
A rats nest of wires extending from the corrugations of cardboard, visible are a (NXP) 74HC595 shift register and a Seeeduino Xiao RP2040. The wires going from the cardboard to the shift register have masking tape labels.
A different angle of the previous image, otherwise no differences.
Above view of the completed board, a cardboard cased 8x4 layout with the components in the previous pictures visible, as well as a Cheerio box plated stand to the left, with 2 flip toggle switches, and one power switch, not attached electrically.
Completion! Works as expected, surprisingly few hiccups along the way
The reverse of the above picture's cardboard, flipped to reveal a Cheerio box supporting layer, the holes populated with keyboard switches, wired into a matrix and additional layers of cardboard added to create the sides of a case, bound with zipties.
Top side of the previous picture, with MX caps haphazardly placed. The column wires of the matrix stick out over the top row of the board.
Progression, I've just got to wire up the RP2040 controller then I'll be gaming!
Cardboard rectangle with a not quite grid of 32 square holes in a 4x8 arrangement.
I am making plans and I hope it will be a neat little gaming pad, or if it doesn't work as expected, some kind of cursed conversation starter. wink
Though of the fundamental forces, I think electromagnetism sounds more fun.
*Shapeshifts into gravity*
Thinking about it for a bit, the definition of the "one thing" that something should do well seems to be a bit *too* narrow, at least within the modern interconnectedness of processes and stuff.
The lack of explanation on umount's part is frustrating. Tools exist for finding out why it doesn't want to unmount, but it's just another thing to remember or search up if you don't remember. The "do one thing well" idea in UNIX doesn't help here, and finding that other tool sucks a lot of the time
Easy fix, I just put the expanded forms in their own variable at the top. Makes it easier to adapt for other sequences I guess?