XOR electronics Nerdseq User manual

NerdSEQ Hybrid Tracker Sequencer
User Manual
(unfinished)
Please be aware that this is an ever rowin manual and so it makes no
sense to print it out!
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Content
Introduction..........................................................................................................................................3
Technical Specification.........................................................................................................................5
irmware eatures................................................................................................................................6
Getting Started......................................................................................................................................7
Numbers, Values and Tracker basics....................................................................................................8
Buttons and Navigation......................................................................................................................10
General Screen information................................................................................................................12
Sequencer Screen................................................................................................................................13
Pattern Screen.....................................................................................................................................17
Patch Screen.......................................................................................................................................26
Recent Values Screen..........................................................................................................................27
Automation screen..............................................................................................................................32
Project screen......................................................................................................................................32
Setup Screen.......................................................................................................................................33
Load Sample window.........................................................................................................................35
Recording...........................................................................................................................................36
The Nerd Button.................................................................................................................................37
Expander Modules..............................................................................................................................38
Tips & Tricks......................................................................................................................................39
irmware update.................................................................................................................................40
Document/Versions History................................................................................................................40
Disclaimer...........................................................................................................................................42
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Introduction
The NerdSEQ is a Tracker1 based sequencer for Eurorack systems.
It consist 6 Tracks for the CV/Tri er/Gate eneration of 18 outputs (12 CV + 6 Tri er/Gate). They
are further 4 sample Tracks with 2 dedicated audio outputs for sample sequencin . Dedicated
clock/reset inputs and outputs are available for different clock types. 4 free assi nable CV inputs
can be used for live manipulation or CV/Gate recordin . So in complete they are 10 Tracks
available for sequencin .
The sequencer itself is inspired on old module trackers like Fasttracker2(PC)2, OctaMED(Ami a)3,
LittleSoundDJ(Gameboy)4 and Little Pi y Tracker(Multiple Platforms)5….. These to name only a
few, they are many more inspirations.
It contains many and very powerful functions for sequencin like an advanced live ability,
patternlen th up to 64 steps, chainin , poly-rhythmic tracks, roove, lide, ratchetin /retri er,
flexible tri er/ ate/step len ths, patches, special effects, probability, tables and more. The
sampler tracks contain special functionality for sample playin , pitchin , sample effects, retri er
and many more. Samples can be loaded from a dedicated SD card available on the front panel.
The sequencer is able to make loops (as in many loops) and full son s (even multiple son s on
one project, dependin on complexity, usa e of patterns etc.) Projects can be saved and loaded
on/from the microSD card.
All editin is implemented in a very easy way (at least I tried so). So every screen or edit option
can be accessed throu h one key or Shift + Key. No complex submenus from submenus or menu
divin is needed. I also try to prevent that as much as possible for future updates.
1 https://nl.wikipedia.org/wiki/Moduletracker
2 https://en.wikipedia.org/wiki/ astTracker_2
3 https://en.wikipedia.org/wiki/OctaMED
4 http://www.littlesounddj.com/lsd/
5 http://littlegptracker.com/
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In the followin picture you can see a front overview:
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Technical Specification
Power consumption:
- ~190mA on the +12Volt Rail
- ~32mA on the -12 Volt Rail
- +5 Volt Rail is not connected
Hardware:
- Colour Graphics IPS display with a resolution of 480 x 320 pixels
- 10 full size and 6 half size buttons
- 28 mini-Jack (mono), 4 CV Inputs (ran e 0..10 Volt) , Clock+Reset Inputs(5 Volt), 12 CV
outputs (Ran e -5 Volt /+5 Volt or 0 Volt / +10 Volt), 6 Tri er/Gate Outputs (5 Volt),
2 Sample outputs (-5 Volt/+5 Volt), Clock + Reset Output (5 Volt)
- 2 to le switches to chan e the offset of the CV volta es
- 2 LED to indicate clocks
- microSD connector accessible on frontpanel
- 10 pin boxed bus connector (power)
- Expander connector (12 pin boxed) for IO-Expander (Midi In/Out + Se a Gamepad
connector) (Expander must be ordered seperately)
- Expander connector (14 pin boxed) for special Nerdseq extensions like a NSA (Nerd
Sound Adapter) which are dedicated Cartrid es includin full synthesizers. Those are totally
inte rated in the Nerdseq sequencer. (Under development)
Tracker:
- 6 CV/Tri er/Gate tracks for 12 CV and 6 Tri er/Gate outputs
- 2x2 sample tracks for 2 sample outputs (mono)
- 239 Sequencer rows
- 175 Patterns with each 64 (and less) Steps
- 176 Patches
- 32 Tables with 16 (and less) steps
- 16 Automation slots (2do)
- 12 Sample slots
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- 200kB Sample memory (4 seconds with 44.1 kHz/8 Bit/Mono or more with lower
samplerate)
- Sample support for RAW 8 bit mono and WAV 8/16 bit, Mono/Stereo
- Projects as many as the SD card can hold
Firmware Features
- 8 Tracker tracks can be controlled independently, synchronised and not synchronised
- Pattern chainin
- Probability (0..100% with 1% resolution) for CV, Mod, Gate, Tables and FX (which can
contain every feature)
- Patterns with Note Scaled input, Patch selection, Tri er/Gate w retri er/ratchetin , CV
Modulation manipulation, Groove, Fine pitch, Glide, Glide quantisation, Table selection
- 4 FX possibilities per pattern per step (Internal CV/Gate tracks)
- Groove per step per pattern to create different step len hs, shuffle and weird rhythmics with
the possibility to create poly-rhythmic tracks
- Patches with all wanted functions directly accessible
- Tables (sequencer in the sequencer) for Transpose and all possible functions, different
speed scales and sources, synchronised and not synchronised to the main sequencer clock
- Automation slots to assi n different automations (like LFO, Envelopes, Noise,
Randomness..etc) (2DO)
- Project mana ement
- Sample mana ement
- Clock Source can be Internal, 1/16 via Clock input, 24ppqn, Sync24, Midi Clock
- Clock Outputs can be 1/16, 24ppqn(2do), sync24 (2do), Midi Clock
- All Modular tracks can be manipulated from other Modular tracks
- Tri er functions with different timin s for ON/OFF, OFF/ON, Retri erin
- Gate len th can be as short or lon as needed (much shorter than steplen th possible)
- advanced Mark + Copy + Paste functions to copy marked parts within or between patterns
- Sample pitch in note scale
- Sample effects like Volume, Fine Pitch, Retri er, Backwards, Bitcrush, Distortion … more
to come
- Enable/Disable edit mode so nothin can be chan ed accidentally on live situation
- Live editin while playin includin pattern creation, manipulation, recordin , nearly all
functions accessible while playin
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- pattern clonin
- patch clonin
- Free record routin
- free routin of CV inputs to different functions
Getting Started
To et started, insert the SD Card, connect the power cable properly. Take care that the red line is
connected to the -12Volt Rail on the Bus. Power on the System.
First there will be a splash screen followed by the current Firmware version number.
After that the system is checkin if any NSA (Nerd Sound Adapter) are connected (those will be
available with the Cartrid e expander in the future).
Without any cartrid e expander, it should find the internal CV/TRIG/MOD for 4 tracks.
Then the SD card is bein checked if it is correctly initialised, readin the calibration settin s. And
at last, it will show if a Gamepad is detected (throu h the IO-Expander).
The startup is now ready and an empty sequencer screen will show up, waitin for you to et
started!
Attention, if the Splash screen the text or the back round li ht appears to be weird somehow, then
it is a ood indication that there is somethin wron with the power. (For example, not enou h
power -> Volta es are too low / not enou h current). Check your supply, disconnect some other
modules to be sure your supply ot enou h power. (And be sure the NerdSEQ is workin properly)
Next there will be a uide throu h some basics, related to values which you find back in most
trackers. Then there will be some basic information about Trackers and after that information about
the navi ation with the NerdSEQ.
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Numbers, alues and Tracker basics
The history of trackers6 goes back to the late 80’s when some people developed a new way of
creating music by inserting music scores in a different way. It is mostly recognized by people as a
way to program music instead of composing, because of the input of the music data. This is actually
not really the case, once you know some of the basics it is composing all the way!
Trackers are often used to play samples (in a note scale) on different tracks as well as to control the
soundchips of old homecomputers directly. The workflow is different from other score based or
maybe piano roll based sequencing.
With most of the trackers the workflow goes from up to down, the sequencing running from the top
to the bottom. There you will find different columns and rows. Each row shows a step in the
sequence and the main columns are dedicated to the tracks and subcolumns to different commands.
Each track consists mostly the same kind of sub columns. (Modern trackers allow different kind of
tracks and sub-columns). Getting to the subcolumns there is often a subcolumn for the music note,
one for the volume and sometimes one for a special command. Sometimes they are additional
columns, depending on what tracker it is. Music notes are mostly filled in with their real note,
followed by the octave. or example:
“C-3” means Note C on octave 3.
“ -5” means Note on octave 5.
“D#2” is the note D sharp on octave 2 (half tone higher than D-2)
The exact look of the notes can differ between the trackers. With the NerdSEQ the notes are filled in
like in the example.
Other values of the subcolumns like the volume are often shown as a hexadecimal numeral value7.
I will explain only the very basics of it. Refer to the footnotes for detailed information.
We count and calculate usually in a base 10 system. We count like this
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18…….On every 10th number (10 overflow) the left
digit increases. On every 100th number the left and the second left digit increases..etc.
In a hexadecimal system the base is 16 and so with every 16th number the left digit will increase.
The numbers itself are also represented differently. A hexadecimal count goes like this:
0,1,2,3,4,5,6,7,8,9,A,B,C,D,E, ,10,11,12,13,14,15,16,17,18,19,1A,1B…….
6 https://en.wikipedia.org/wiki/Music_tracker
7 https://en.wikipedia.org/wiki/Hexadecimal
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So instead of getting to the 10, letters are used to show the hexadecimal values until the 16th number
which will create the overflow for the digit on the left.
The decimal compared to the hexadecimal will show you the corresponding numbers:
Dec Hex Dec Hex Dec Hex
0 0 16 10 32 20
1 1 17 11 33 21
2 2 18 12 34 22
3 3 19 13 35 23
4 4 20 14 36 24
5 5 21 15 37 25
6 6 22 16 38 26
7 7 23 17 39 27
8 8 24 18 40 28
9 9 25 19 41 29
10 A 26 1A 42 2A
11 B 27 1B 43 2B
12 C 28 1C 44 2C
13 D 29 1D 45 2D
14 E 30 1E 46 2E
15 31 1 47 2
So in a hexadecimal system the number goes after 9 to A0 and after a to 100.
The Nerdseq uses also the hexadecimal system to show most of the values.
urthermore, some trackers can show all content on one screen while some have to scroll to get to
other content and some have to switch to a different screen to get to the other content.
As the NerdSEQ got only a small display, the information is splitted logically into different screens.
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I will explain those later.
There is much more about trackers, check the links for more informations. I would also suggest to
check some tutorials about ‘LittleSoundDJ’ as it is the most similar to the tracker of the NerdSEQ.
Though they are some major differences, it gives a clue about how to work with dedicated screens.
I will also make a set of video tutorials at some point.
Buttons and Navigation
To navi ate, chan e to other screens, edit values and more you use the Buttons.
On the top line the half buttons they are the buttons to o to another screen. These screens are:
Sequencer, Pattern, Patch, Table, Automate, Project. You can reach those screens by pressin the
correspondin buttons. (One footnote here, you can’t enter the pattern screen if there was no
pattern created first. Same for the patch screen. I will explain that later on. So no worries, your
buttons are not broken).
Those button have also a 2nd function which can be reached by pressin the Shift key to ether
(followed) by the other keys. Those are:
Mark - To start the markin of content on the screens
Copy – Copy earlier marked content
Delete – Delete current value or marked content
Record – to start/stop recordin
Nerd – use for different functions (2do)
Setup – Enter the Setup screen
Further there are the buttons on the bottom left:
Start – Start sequencer or tri er a pattern
Stop – Stop a pattern (stop the sequencer in combination with SHIFT)
Shift - Get to the 2nd function of buttons or edit functionality
OK – Create a new pattern / patch. Enter/Accept
UP – Pa e up for 16 steps → move the cursor 16 rows up
DOWN – Pa e down for 16 steps → move the cursor 16 rows down
And the cursor keys on the ri ht.
Note that they are also some other combinatons of the keys in different screens which will be
explained later on.
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For simple navi ation you use the cursor keys:
Cursor up/down/left/ri ht for simple navi ation and scrollin
In most screens you can move your cursor and navi ate like this. For example, in the sequencer
screen you chan e the Row by usin cursor up/down and chan e the Track/Column by usin
cursor left/ri ht.
Usin the cursor keys combined with the Shift key allows mostly some editin , as here explained
for the pattern screen:
SHIFT + CURSOR LEFT -> Decrease (-) value by 1 (value or semitone for notes)
SHIFT + CURSOR RIGHT -> Increase (+) value by 1 (value or semitone for notes)
SHIFT + DOWN/UP -> Decrease/Increase value by:
•1 octave for notes
•16 ($10) for re ular values which can be < FF (255)
64 ($40) for values which can be > FF (255)
•10 for FX types
So chan in values is always in the smallest step by usin cursor left/ri ht and in bi er steps by
usin cursor up/down
With SHIFT + DELETE you can delete/empty values
The button OK is mostly used to create new Patterns or Patches and to enter or a ree/start a
menu option
Mute/Unmute track: Usin the shortcut SHIFT+DOWN+START mutes or unmutes the current track
if in the Sequencer or Pattern screen. Mute does release the ate and keeps the CV volta e, but
won’t play anythin else on the muted track until it is unmuted. It will sequence throu h thou h
while muted and the Break command is still workin . So for example 16 step patterns will stay 16
step even if muted.
Solo/Unsolo track: Usin SHIFT + UP + START solos the current track. That means all tracks will
be muted and the current track unmuted if needed. Unsoloin will unmute all tracks. Also, unmutin
other tracks or mutin the solo track will release the solo function.
For fast unmutin all tracks you can press SHIFT + UP + START for the solo function twice and all
tracks are unmuted directly.
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General Screen information
As mentioned before the main workflow is splitted into different screens.
The main screen is the Sequencer screen. From there you sequence the Patterns. You can
sequence each of the 176 patterns from each track if they are from the same type.
From the pattern you can access the different patches, tables, automations and/or samples.
Not directly dedicated to the sequencin are the Project and the Setup screen. Below a hopefully
simple view of the Sequencer → Patterns → Patch/Table/Automate/Sample relations.
Note that you can mostly freely use all patches, tables, automations or samples from the same or
different patterns. Also here, some are limited to the type which I will describe now. Dependin on
which track the pattern is created, it is locked to the type of the track (not to the track itself). For
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example, if you create a pattern on a CV/Tri er/Gate track, then you can use it on any of the 6
CV/Tri er/Gate Tracks, but not on the sample tracks.
The same for the case if a pattern is created on a sample tracks, it can be used on the 2 sample
tracks, but not on the 6 CV/Tri er/Gate Tracks. The editor prevents this. The reason for this is that
the different types have some common but mostly different parameters which won’t fit to each
other. And to complete the explanation, when the Cartrid e expanders with the Cartrid es will be
released, many more types will appear for each kind of a cartrid e.
The same oes for the patches which are then locked to the type of the pattern.
Sequencer Screen
In the sequencer screen you have different Rows and Columns. For the Columns they are 2 types.
One for the indication of the row, and the others are the actual Tracks of the sequencer.
Each track is dedicated to one output channel -> Track 1 for CV1, Tri er1 and MOD1
With the NerdSEQ, by default, there are 6 CV/TRIGGER/MOD tracks and 2 Sample tracks (with
each sample track bein able to play 2 samples simultaneously, so 4 samples in total at any one
time).
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The sequencer screen is for the eneral sequencin of the patterns. From here islands or chains of
patterns are combined to build up loops or son s. The first column show the rownumbers. Those
o from 00 to EF (240 rows). The screen scrolls down on navi ation. You can always see 16 rows
in the sequencer screen. The next 8 columns show the available tracks. Some are empty ( to be
reco nized by a ‘--’. And some patterns are filled in. So for example on Track 1, the first row shows
a 00 which means that Pattern 00 is bein set to this spot. The other numbers relate to different
patterns. You also see that Pattern 00 is filled in in both Track 1 and Track 2. That’s possible
because those tracks are from the same type. More of the same pattern number below each other
would play the same pattern multiple times.
You can start playin a row by pressin start. The selected pattern, or the first (top) assi ned
pattern will start to play. So only one track starts to play. If you want to start the whole row, press
SHIFT+START.
SHIFT + STOP stops the player. Initiates a reset pulse on the reset outputs and resets all ates.
While playin , pressin start on another selected pattern will tri er the pattern to play after the last
pattern of the same column finished it’s sequence. Pressin START 2 times, will tri er the next
pattern faster, after an amount of steps, set up by the Project settin ‘Live Quantize’, derived from
the main 64 step clock. You can see the next point of the startin point on the top and bottom Base
Clock Indicator.
STOP, stops the pattern after it’s finished and no other pattern on this track is bein played after
that. STOP twice finishes the pattern play immediately on this track.
SHIFT + START while the player is playin tri ers the whole row to be played next.
Chained patterns (next under each other) are automatically chained and play after each other and
from the chain be in a ain once the chain ends.
You can create a new pattern by pressin the ‘OK’ Button. The created pattern ets a new pattern-
number and will be emptied. You can clone a pattern by pressin SHIFT+OK when with the cursor
on a pattern number. The content of the pattern will then be completely cloned into a new pattern.
If you want to re-use a used pattern you ot to use SHIFT – CURSOR RIGHT for it and browse to
the wanted pattern number via SHIFT + CURSOR LEFT/RIGHT.
To enter a Pattern, move with the cursor to the desired pattern number and press the PATTERN
button.
On the ri ht you see the Project Name, the Tempo, the current Global Transpose and if the editor
is enabled. The editor can be disabled, so no unwanted pattern chan in s or manipulation can
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happen while for example playin live (as in tri erin patterns live) or ivin a demonstration.
Ri ht in the middle, they are indicators for the recent played music notes, the ate/tri er state and
the modulation state for the 6 CV/Gate tracks. Below are the 4 sample tracks which indicate the
recently playin samples.
On the Bottom, you can see a Status text, mostly filled with some useful information. Here is shows
mostly what kind of type the recent Track is.
On the bottom ri ht you can see the time from startin playin .
Copy, Delete in the Sequencer Screen
They are facilities to copy or delete sequencer content. For that they are the 3 Buttons Mark, Copy
and Delete.
Mark to mark an area which should be copied or deleted, Copy to copy/insert a before copied area
to another row/column and Delete to empty or delete the marked area (or to delete/empty the
recent cursorposition).
To Copy a block:
Press SHIFT+MARK on the be in position which should be copied (Screen border colour should
chan e to indicate the Mark mode)
Move the cursor to the end position of the desired area
Press SHIFT+MARK a ain. Mark mode is released a ain, the marked block is bein saved.
Now o to the Destination position with the Cursor.
They are 2 possibilities to copy.
1 Press SHIFT+COPY and the before saved block is bein copied to the recent position.
(Overwrites content of the Block)
2 Press SHIFT+DOWN (Not cursor down)+COPY and the before saved block is bein inserted to
the recent position. The involved rows will move down behind the copied/inserted area.
Be aware that when copyin onto an incompatible Track Type (e copyin a modular synth track to
a sample track) the destination will not be copied and will stay untouched. This to avoid problems
caused by track incompatibilities.
To delete:
To delete/empty only the current cursor position press SHIFT+DELETE to empty the recent
position or SHIFT+UP+DELETE to really delete the position and move the followin rows one up.
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To delete a block:
Press SHIFT+MARK on the be in position which should be emptied/deleted (Screen border colour
should chan e to indicate the Mark mode)
Move the cursor to the end position of the desired area.
You can choose between Emptyin or Deletin the marked block
1 Emptyin : Press SHIFT+DELETE to empty the marked block.
2 Deletin : Press SHIFT+UP+DELETE to delete the marked block. All rows beneath the marked
block will move up and fill the deleted space.
Keep in mind that deleted patterns are still available and filled with content. To completely delete a
pattern and free it's space a ain, you would need to use the Compact commands in the Project
Screen. (Compactin is not implemented well yet and so not activated...comin soon)
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Pattern Screen
The Pattern screen is the screen where you actually fill in your notes or data to sequence.
Dependin on which Track you selected there are different pattern screen functions. Here you
The CV/Tri er/Mod patterns have the followin Columns:
Notes, Patch, Table, Tri er, Mod, FX1..4 and Groove
•Notes: To put in music notes ( C-4 for Note C in octave 4; D#5 for Note ‘Dis or d-sharp’ in
octave 5) [ ] is the lowest ‘note’ and it is for note off. For the Modular tracks, the Gate is
ON when a note is bein played and the Gate is OFF when a Note off occurs. The Gate will
also automatically o to Off and On a ain if no note off was set but a new note is playin ,
this to retri er a new note. (plans are to make that chan eable)
Patch can select a patch which is loaded before a note plays. With it you can chan e
patches with every sequencer step
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•Table is to select a table to transpose notes or effects. Those have a different (or same)
time scale than the normal sequencer steps and can create nice arpe io sounds or fast or
slow chan in effects
•Tri er, lets the output (repeatable) tri er and turn on/off. As it has multiple functions, the
values in this field have several meanin s:
If the 2nd di it is zero and the first has a value:
10 tri ers very shortly ON/OFF
20 tri ers ON/OFF with a lon er ON
30 tri ers ON/OFF with an even lon er ON time
….. up to F0
If the 1st di it is zero and the 2nd di it has a value:
01 tri ers OFF/ON shortly
02 tri ers OFF/ON with a lon er OFF time
03 tri ers OFF/ON with an even lon er OFF time
….. up to 0F
Those are inverted tri ers but they could also be used as delayed tri ers. Keep in mind
that you mi ht want to reset the tri er a ain in the new row or before by usin the kill
command.
If both the 1st and the 2nd di it have a value then the tri er will repeat.
The first di it is for the tri er len th where a ain 1 is the shortest tri er and F the lon est.
Tri er/Pause times are equal here. The 2nd di it is for the amount of repetitions, where 1 is
one repetition (2 tri er pulses) and F are 15 repetitions (16 tri er pulses).
22 tri ers ON/OFF/ON/OFF fast
23 tri ers ON/OFF/ON/OFF/ON/OFF fast
52 tri ers ON/OFF/ON/OFF slower
They are furthermore 2 special function numbers with which you can manipulate the tri er
to be set or reset. It acts as a ate then.
00 Turns output OFF
FE Turns output ON
Keep in Mind, when usin notes, the tri er is bein used as a ate automatically on note
ON / OFF. To avoid that you must add a Kill effect with the value 000.
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See the chart below for a raphical explanation of the tri er handlin .
•MOD chan es the Modulation output of the track to a value 000 - FFF (ran e from 0 - 10
Volt or -5/+5 Volt)
•FX They are several special effects and parameters that can be chan ed (a rowin list)
For now they are the followin effects for the modulation tracks:
•PTCH → Pitch: Chan es the CV pitch in fine steps. 40 is the middle point = no
chan e. 41 and hi her chan es the pitch hi her and 3f and lower chan e the pitch
lower. The pitch will stay until a new note is tri ered
•GL C → Glide CV: Lets the Note lide to the next note.
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•GLCS → Glide CV steps: chan es the steps for the lide. Hi her steps can
enerate a quantize effect (tip: hi her steps need also a hi her Glide CV value )
•MOD → Modulate, chan es the MOD CV output, same as the MOD column
•GL M → Glide MOD: Lets the Mod output volta e lide to the next selected value in
the sequencer
•GLMS → Glide MOD steps: same like for Notes but then for the MOD output
•TRIG → Tri er Tri ers the tri er output, same as the tri er column
•CV1..6 → chan es the CV of the CV outputs 1 .. 6. So you can manipulate all CV
outputs from every track
•TRG1..6 → Tri er 1..6 Tri ers for the outputs 1...6 So you can manipulate
every Tri er output from every channel
•MOD1..6 → Modulate 1..6 chan es the CV of the MOD outputs. Also with this you
can manipulate every of the 6 MOD outputs from each track
•PRCV → Probability percenta e for the Note column. Sets the percenta e of the
probability mode for the musicnotes. The Probability mode can skip notes, based on
the probability percenta e. (1% .. 99%). The chance of probability is based on each
step. For example with 75%, if every note is set with 100 steps and those 100 steps
are bein played, then only 75 notes would be played/chan ed (avera e). A
probability value of 0 or 64 (100 decimal) will turn the probability off. This affects
also the automatic ate settin for the notes. So if the recent note is skipped then
the ate is also not bein set automatically. You can override this by usin the
Tri er values instead.
•PRTR → Probability percenta e for the Tri er column. This affects any value from
the tri er column but no eneral atin issued by the note atin . The functionality
is the same as described for the Note probability.
•PRMD → Probability percenta e for the MOD output. The same probability
functionality as described before but then for the values in the MOD column.
•PRTB → Probability percenta e for the Table column. The same probability
functionality as described before but then for the values in the Table column.
•PRF1 → Probability percenta e for the FX1 effect column. Here every kind of effect
parameter from the FX1 column can be involved in the probability.
•PRF2 → Probability percenta e for the FX2 effect column. Here every kind of effect
parameter from the FX2 column can be involved in the probability.
•PRF3 → Probability percenta e for the FX3 effect column. Here every kind of effect
parameter from the FX3 column can be involved in the probability.
Nerdseq – a tracker based Eurorack sequencer Page 20
User Manual Revision V0.9.9 for irmware V1.13 27 ebruary 2018
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