This repository contains the firmware for the PER|FORMER eurorack sequencer.
For more information on the project go here.
The hardware design files are hosted in a separate repository here.
If you want to do development on the firmware, the following is a quick guide on how to setup the development environment to get you going.
First you have to clone this repository (make sure to add the --recursive
option to also clone all the submodules):
git clone --recursive https://github.com/westlicht/performer.git
After cloning, enter the performer directory:
cd performer
Make sure you have a recent version of CMake installed. If you are on Linux, you might also want to install a few other packages. For Debian based systems, use:
sudo apt-get install libtool autoconf cmake libusb-1.0.0-dev libftdi-dev pkg-config
To compile for the hardware and allow flashing firmware you have to install the ARM toolchain and build OpenOCD:
make tools_install
Next, you have to setup the build directories:
make setup_stm32
If you also want to compile/run the simulator use:
make setup_sim
The simulator is great when developing new features. It allows for a faster development cycle and a better debugging experience.
Currently, there is no native support for compiling the firmware on Windows. As a workaround, there is a Vagrantfile to allow setting up a Vagrant virtual machine running Linux for compiling the application.
First you have to clone this repository (make sure to add the --recursive
option to also clone all the submodules):
git clone --recursive https://github.com/westlicht/performer.git
Next, go to https://www.vagrantup.com/downloads.html and download the latest Vagrant release. Once installed, use the following to setup the Vagrant machine:
cd performer
vagrant up
This will take a while. When finished, you have a virtual machine ready to go. To open a shell, use the following:
vagrant ssh
When logged in, you can follow the development instructions below, everything is now just the same as with a native development environment on macOS or Linux. The only difference is that while you have access to all the source code on your local machine, you use the virtual machine for compiling the source.
To stop the virtual machine, log out of the shell and use:
vagrant halt
You can also remove the virtual machine using:
vagrant destroy
After successfully setting up the development environment you should now have a list of build directories found under build/[stm32|sim]/[release|debug]
. The release
targets are used for compiling releases (more code optimization, smaller binaries) whereas the debug
targets are used for compiling debug releases (less code optimization, larger binaries, better debugging support).
You will typically use the release
target when building for the hardware. So you first have to enter the release build directory:
cd build/stm32/release
To compile everything, simply use:
make -j
Using the -j
option is generally a good idea as it enables parallel building for faster build times.
To compile individual applications, use the following make targets:
make -j sequencer
- Main sequencer applicationmake -j sequencer_standalone
- Main sequencer application running without bootloadermake -j bootloader
- Bootloadermake -j tester
- Hardware tester applicationmake -j tester_standalone
- Hardware tester application running without bootloader
Building a target generates a list of files. For example, after building the sequencer application you should find the following files in the src/apps/sequencer
directory relative to the build directory:
sequencer
- ELF binary (containing debug symbols)sequencer.bin
- Raw binarysequencer.hex
- Intel HEX file (for flashing)sequencer.srec
- Motorola SREC file (for flashing)sequencer.list
- List file containing full disassemblysequencer.map
- Map file containing section/offset information of each symbolsequencer.size
- Size file containing size of each section
If compiling the sequencer, an additional UPDATE.DAT
file is generated which can be used for flashing the firmware using the bootloader.
To simplify flashing an application to the hardware during development, each application has an associated flash
target. For example, to flash the bootloader followed by the sequencer application use:
make -j flash_bootloader
make -j flash_sequencer
Flashing to the hardware is done using OpenOCD. By default, this expects an Olimex ARM-USB-OCD-H JTAG to be attached to the USB port. You can easily reconfigure this to use a different JTAG by editing the OPENOCD_INTERFACE
variable in the src/platform/stm32/CMakeLists.txt
file. Make sure to change both occurrences. A list of available interfaces can be found in the tools/openocd/share/openocd/scripts/interface
directory (or /home/vagrant/tools/openocd/share/openocd/scripts/interface
when running the virtual machine).
Note that the simulator is only supported on macOS and Linux and does not currently run in the virtual machine required on Windows.
You will typically use the debug
target when building for the simulator. So you first have to enter the debug build directory:
cd build/sim/debug
To compile everything, simply use:
make -j
To run the simulator, use the following:
./src/apps/sequencer/sequencer
Note that you have to start the simulator from the build directory in order for it to find all the assets.
The following is a quick overview of the source code directory structure:
src
- Top level source directorysrc/apps
- Applicationssrc/apps/bootloader
- Bootloader applicationsrc/apps/hwconfig
- Hardware configuration filessrc/apps/sequencer
- Main sequencer applicationsrc/apps/tester
- Hardware tester applicationsrc/core
- Core library used by both the sequencer and hardware tester applicationsrc/libs
- Third party librariessrc/os
- Shared OS helperssrc/platform
- Platform abstractionssrc/platform/sim
- Simulator platformsrc/platform/stm32
- STM32 platformsrc/test
- Test infrastructuresrc/tests
- Unit and integration tests
The two platforms both have a common subdirectories:
drivers
- Device driverslibs
- Third party librariesos
- OS abstraction layertest
- Test runners
The main sequencer application has the following structure:
asteroids
- Asteroids gameengine
- Engine responsible for running the sequencer coremodel
- Data model storing the live state of the sequencer and many methods to change that statepython
- Python bindings for running tests using pythontests
- Python based testsui
- User interface
The following third party libraries are used in this project.
- FreeRTOS
- libopencm3
- libusbhost
- NanoVG
- FatFs
- stb_sprintf
- stb_image_write
- soloud
- RtMidi
- pybind11
- tinyformat
- args
This work is licensed under a MIT License.