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| author | SethSenpai <pimwing@gmail.com> | 2016-10-03 09:07:37 +0000 |
|---|---|---|
| committer | SethSenpai <pimwing@gmail.com> | 2016-10-03 09:07:37 +0000 |
| commit | 0f06e94d5d8a07d0d896bf2cc72058ae11d17450 (patch) | |
| tree | f562b67c6ddf385701119ed6556b405ffc132c6e /keyboards | |
| parent | 468e8552072971c773ec166844d179089c544dc5 (diff) | |
| download | qmk_firmware-0f06e94d5d8a07d0d896bf2cc72058ae11d17450.tar.gz qmk_firmware-0f06e94d5d8a07d0d896bf2cc72058ae11d17450.zip | |
update readme
Diffstat (limited to 'keyboards')
| -rw-r--r-- | keyboards/handwired/gamenum/README.md | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/keyboards/handwired/gamenum/README.md b/keyboards/handwired/gamenum/README.md index 22f67ee61..9e22ff2fc 100644 --- a/keyboards/handwired/gamenum/README.md +++ b/keyboards/handwired/gamenum/README.md | |||
| @@ -2,14 +2,14 @@ GameNum firmware | |||
| 2 | ====================== | 2 | ====================== |
| 3 | ## Board overview | 3 | ## Board overview |
| 4 | 4 | ||
| 5 | The GameNum was designed to facilitate the use of mechanical keys for gameing even when your packing space is limited. | 5 | The GameNum was designed to facilitate the use of mechanical keys for gaming even when your packing space is limited. |
| 6 | It uses a standard numpad layout replacing the NumLock key with a layer toggle that allows you to cycle through the different layers. | 6 | It uses a standard numpad layout replacing the NumLock key with a layer toggle that allows you to cycle through the different layers. |
| 7 | The standard layout features a default layer that acts as a standard numpad, a layer that was meant for simple WASD based games and a layer that was designed to be used for MOBA/RTS related games. | 7 | The standard layout features a default layer that acts as a standard numpad, a layer that was meant for simple WASD based games and a layer that was designed to be used for MOBA/RTS related games. |
| 8 | The RTS layer is meant to be used rotating the device 90 degrees counterclockwise. | 8 | The RTS layer is meant to be used rotating the device 90 degrees counterclockwise. |
| 9 | 9 | ||
| 10 | The README.MD for this board is reasonably extensive and in-depth because the build is quite small and covers a lot of things that I feel that it would be a good starting point for getting into QMK. | 10 | The README.MD for this board is reasonably extensive and in-depth because the build is quite small and covers a lot of things that I feel that it would be a good starting point for getting into QMK. |
| 11 | 11 | ||
| 12 | ## Build conciderations | 12 | ## Build considerations |
| 13 | 13 | ||
| 14 | Since the GameNum is handwired and uses 2 of its pins to toggle indicator lights there are some things to keep in mind. | 14 | Since the GameNum is handwired and uses 2 of its pins to toggle indicator lights there are some things to keep in mind. |
| 15 | Firmware was build for use with a Pro Micro based on a ATMEGA32u4 at 16mHz. | 15 | Firmware was build for use with a Pro Micro based on a ATMEGA32u4 at 16mHz. |
| @@ -20,7 +20,7 @@ Schematic of the build is coming soon. | |||
| 20 | 20 | ||
| 21 | ## Adding more layers | 21 | ## Adding more layers |
| 22 | 22 | ||
| 23 | Adding aditional layers is pretty straight foreward. Look in `keymaps/default/keymap.c` and find `#define OSY 2` add a new definition for the layer you are going to add. This can be named pretty much anything. Example: `#define NAMEHERE 3`. | 23 | Adding additional layers is pretty straight forward. Look in `keymaps/default/keymap.c` and find `#define OSY 2` add a new definition for the layer you are going to add. This can be named pretty much anything. Example: `#define NAMEHERE 3`. |
| 24 | Keep in mind here that the number after the name should correspond with the number that the layer has in the stack of layers. | 24 | Keep in mind here that the number after the name should correspond with the number that the layer has in the stack of layers. |
| 25 | 25 | ||
| 26 | Next thing to do is to add the actual layer for the keymap. | 26 | Next thing to do is to add the actual layer for the keymap. |
| @@ -50,9 +50,9 @@ Look for this piece of code: | |||
| 50 | PORTD &= ~(1<<4); | 50 | PORTD &= ~(1<<4); |
| 51 | ``` | 51 | ``` |
| 52 | 52 | ||
| 53 | Copy it and change the letter after DDR and PORT to the letter of your pin. Change the 4 to the number of your pin. `DDRx |= (1<<y);` defines that pin as an ouput. `PORTx &= ~(1<<y);` sets the pin to LOW turning off the LED. | 53 | Copy it and change the letter after DDR and PORT to the letter of your pin. Change the 4 to the number of your pin. `DDRx |= (1<<y);` defines that pin as an output. `PORTx &= ~(1<<y);` sets the pin to LOW turning off the LED. |
| 54 | 54 | ||
| 55 | Now go back to `keymap.c` and look for the `process_record_user` function. The function is basicly a switch case that checks if you pushed one of the defined layer-switch buttons. When it sees that you pushed one of them it sets the pins of the LED's either low or high. | 55 | Now go back to `keymap.c` and look for the `process_record_user` function. The function is basically a switch case that checks if you pushed one of the defined layer-switch buttons. When it sees that you pushed one of them it sets the pins of the LED's either low or high. |
| 56 | 56 | ||
| 57 | ``` | 57 | ``` |
| 58 | case KC_FN1: | 58 | case KC_FN1: |
| @@ -75,7 +75,7 @@ For the full Quantum feature list, see [the parent readme.md](/doc/readme.md). | |||
| 75 | Download or clone the whole firmware and navigate to the keyboards/handwired/gamenum folder. | 75 | Download or clone the whole firmware and navigate to the keyboards/handwired/gamenum folder. |
| 76 | Read the README.md for the qmk repository on how to set up your developer enviroment to build your firmware with. | 76 | Read the README.md for the qmk repository on how to set up your developer enviroment to build your firmware with. |
| 77 | Building firmware on Windows can be a bit of a hassle. Linux is a lot easier to use if you have some experience with it. A raspberry pi will already be able to build the firmware for you. | 77 | Building firmware on Windows can be a bit of a hassle. Linux is a lot easier to use if you have some experience with it. A raspberry pi will already be able to build the firmware for you. |
| 78 | Once your dev env is setup, you'll be able to type `make` to generate your .hex - you can then use AVRDudess to program your .hex file. | 78 | Once your dev env is set up, you'll be able to type `make` to generate your .hex - you can then use AVRDudess to program your .hex file. |
| 79 | 79 | ||
| 80 | ### Default | 80 | ### Default |
| 81 | 81 | ||
| @@ -90,3 +90,5 @@ $ make keymap=[default|jack|<name>] | |||
| 90 | ``` | 90 | ``` |
| 91 | 91 | ||
| 92 | Keymaps follow the format **__keymap.c__** and are stored in folders in the `keymaps` folder, eg `keymaps/my_keymap/` | 92 | Keymaps follow the format **__keymap.c__** and are stored in folders in the `keymaps` folder, eg `keymaps/my_keymap/` |
| 93 | |||
| 94 | |||
