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	<title>OpenChord.org - Open source real guitar controllers &#187; Development</title>
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	<link>http://www.openchord.org</link>
	<description>An open-source hardware guitar controller.</description>
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		<title>Unity and the component model</title>
		<link>http://www.openchord.org/2011/09/unity-and-the-component-model/</link>
		<comments>http://www.openchord.org/2011/09/unity-and-the-component-model/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 05:28:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Unity Tips]]></category>

		<guid isPermaLink="false">http://www.openchord.org/?p=747</guid>
		<description><![CDATA[So, this post is as much for the world as it is to give me a chance to write things out to help me visualize things more clearly. Rather than the traditional object-oriented design paradigm, Unity uses what is known as a component-based architecture.  What does that mean?  The common answer is that in object-oriented [...]]]></description>
			<content:encoded><![CDATA[<p>So, this post is as much for the world as it is to give me a chance to write things out to help me visualize things more clearly.</p>
<p>Rather than the traditional object-oriented design paradigm, Unity uses what is known as a component-based architecture.  What does that mean?  The common answer is that in object-oriented programming, objects have an X &#8216;is a&#8217; Y relationship, whereas component-based architecture invokes a X &#8216;has a&#8217; Y relationship.  It means that instead of each object in Unity being the child of a child of a child, with the root class being the most generic category and each sub-class extending the functionality of it&#8217;s parent classes, objects in Unity start out as the most generic class, and then are given specific attributes, or components, which govern how they act.  So where a &#8216;kitten&#8217; object in an OOP setting might be implemented by this hierarchy:</p>
<p>Animal -&gt; Four Legged -&gt; Cat -&gt; Kitten</p>
<p>that kitten in a component based architecture would be:</p>
<p>Cat : contains Generic Animal behavior, Four Legged behaviour, Cat behaviour, and Young Animal behaviour.</p>
<p>After learning OOP nearly exclusively in college, this can be a little hard to get your head around.  I mean, it lacks a neat structure, and especially in Unity, where each GameObject would naturally map to one OOP object, it&#8217;s difficult to start thinking differently.  For instance, it was frustrating to me, having only learned OOP, to try and organize my objects, since implementing GameObjects as a subclass of something else (such as making each zombie a subclass of a more general &#8216;enemy&#8217; class) isn&#8217;t particularly easy to do, especially in UnityScript.  Couple this with the fact that you&#8217;re not calling functions from the object, but calling functions from object.GetComponent(Y), and it starts to really look much different from what you learned in college.</p>
<p>However, for game programming especially, the component model makes a TON of sense, once you make the breakthrough and grasp the core abstract concept &#8211; instead of your objects behaving based on what they are, they behave based on what functionality they need.  It&#8217;s much more a horizontal organization, and therefore harder to organize, but it makes a lot of sense when you have a lot of objects that share some features, but not others.  For instance, imagine a real-time strategy game where you have &#8216;hero units&#8217;, with special powers and abilities.  However, they still share the same base features as the regular units of their type.  With OOP, you might have an entirely separate class structure, with lots of duplication of features, but with components, you take your existing soldier, swap out its weapon with the hero&#8217;s weapons, add in some special ability scripts, and boom, you&#8217;re there.</p>
<p>&nbsp;</p>
<p>Another example: You have a FPS where you can blow stuff up.  You have a zombie enemy that you want to apply damage to when it gets caught in an explosion.  All enemies in your game should take damage, so you put the ApplyDamage function into the parent class &#8216;Enemies&#8217;.  However, you want to implement boxes that get destroyed by explosions &#8211; do you move ApplyDamage up the hierarchy?  By the time boxes and zombies have something in common, that&#8217;s pretty high up, like maybe a &#8216;PhysicalObjects&#8217; class?.  Meanwhile, you&#8217;ve also got an object, say a health pack you don&#8217;t want to be destructible &#8211; do you just give it infinite health points? Branch it off, so you have a &#8216;PhysicalObjects&#8217; class with a &#8216;DestructibleObjects&#8217; and &#8216;NondestructibleObjects&#8217; classes?</p>
<p>What a mess.</p>
<p>With components, just have a &#8216;Destructable&#8217; component, and give that component to any objects that you want to be destructible.  Too easy.</p>
<p>It&#8217;s a big change, though.  It means thinking about your objects in a way that seems totally backwards &#8211; instead of starting off with a super-general class and winding up with children objects that are super-specific, you start with a completely generic object and add in distinct bits that differentiate this object from every other one out there.   It loses the strict organization that OOP has, but it does have a certain aesthetic &#8211; every object is defined exactly by what it needs to do.  If an enemy is invincible, instead of a kludge where it has a million HP, or a special flag, the enemy just doesn&#8217;t get a &#8216;recieve damage&#8217; script.  If some boxes and barrels contain items, just give those ones a &#8216;contains item&#8217; script.</p>
<p>Of course, I&#8217;m just figuring this stuff out, so it&#8217;s still fresh and exciting for me.  It&#8217;s also something I never really had particularly explained to me with Unity &#8211; a lot of that is my fault; since the Unity introduction and tutorials are somewhat written for total beginners, with some programming background I wound up more or less skimming through without really internalizing what the component model meant.  Still, it&#8217;s something that took a fair bit of searching on my own, and while object fundamentals are explained, there isn&#8217;t really a section that sits you down and says, &#8216;Hey, Object-Oriented Programmer, this is a significantly different paradigm!&#8221;  I hope it helps anyone out there looking at getting into Unity!</p>
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		<title>New Project!</title>
		<link>http://www.openchord.org/2011/07/new-project/</link>
		<comments>http://www.openchord.org/2011/07/new-project/#comments</comments>
		<pubDate>Fri, 22 Jul 2011 22:59:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Progress Update]]></category>

		<guid isPermaLink="false">http://www.openchord.org/?p=740</guid>
		<description><![CDATA[So, it&#8217;s pretty obvious that OpenChord.org is at the end of it&#8217;s life.  It&#8217;s been that way for probably close to a year now, but I haven&#8217;t really had anything to update here.  However, in the meantime, I&#8217;ve been working on a different project &#8211; the making of a non-music-related game.  Instead, it&#8217;s a game [...]]]></description>
			<content:encoded><![CDATA[<p>So, it&#8217;s pretty obvious that OpenChord.org is at the end of it&#8217;s life.  It&#8217;s been that way for probably close to a year now, but I haven&#8217;t really had anything to update here.  However, in the meantime, I&#8217;ve been working on a different project &#8211; the making of a non-music-related game.  Instead, it&#8217;s a game designed to assist with memorizing flash-cards.  I still don&#8217;t have  a name for it, but you can try the beginnings of it here:</p>
<p><a title="Zombies!" href="http://www.openchord.org/zombies-3/">www.OpenChord.org/Zombies</a></p>
<p>That&#8217;s just kinda a basic example of fundamental gameplay.  It doesn&#8217;t include what I&#8217;ve been working on this last week, which is all back-end stuff to increase the functionality of the project.  Namely:</p>
<ul>
<li>Transitioning cards to an SQLite database, compatible with flashcards created in the popular Anki program</li>
<li>Implementing a spaced repetition algorithm, so items you learn get reviewed at longer and longer intervals, and the items you failed at show up more frequently.</li>
</ul>
<div>I&#8217;ll be trying to update this blog more frequently, both as a progress report to myself and as a way to keep track of progress.  If you have any ideas, please feel free to e-mail them to Alan@OpenChord.org, or leave them in the comments!</div>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>MIDI</title>
		<link>http://www.openchord.org/2010/09/midi/</link>
		<comments>http://www.openchord.org/2010/09/midi/#comments</comments>
		<pubDate>Mon, 27 Sep 2010 23:50:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[New Release]]></category>

		<guid isPermaLink="false">http://www.openchord.org/?p=671</guid>
		<description><![CDATA[It&#8217;s just a start for now, but if you go check out the code page, you can find working code and the binary for adding MIDI over USB functionality to the V1 guitar.  All you need to do is download the binary file and then update the firmware with the .hex file, and it will [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s just a start for now, but if you go check out the <a href="http://code.google.com/p/openchord-guitar/source/browse/#svn/trunk/V1/SourceCode/MIDI">code page</a>, you can find working code and the binary for adding MIDI over USB functionality to the V1 guitar.  All you need to do is download the binary file and then<a href="http://http://code.google.com/p/openchord-guitar/wiki/ProgrammingTheChip"> update the firmware </a>with the .hex file, and it will then show up to your computer as V-USB-MIDI.</p>
<p>It&#8217;s somewhat limited in its current state, and based on how the V1 interprets data, it&#8217;s never going to be a particularly great MIDI guitar.  In its current state, it only can produce accurate data for individually fretted notes, so using capos and chords isn&#8217;t effective for generating music.  However, since the V1 circuitry doesn&#8217;t interfere with the circuitry of the underlying instrument, it&#8217;s  a great way to provide a secondary data stream from any stringed instrument.</p>
<p>Possible applications include:</p>
<ul>
<li>Controlling stage lighting</li>
<li>Controlling effect pedals</li>
<li>Experimental music production</li>
</ul>
<p>Also, remember that this is first-generation code &#8211; if there are any bugs or if you notice something acting unexpectedly, please let me know at develop@openchord.org</p>
<p>Of course, with the MIDI firmware, the V1 won&#8217;t be able to play with any games &#8211; you&#8217;ll have to reflash the firmware to the standard V1 code if you want that.</p>
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		<title>Street Fighter</title>
		<link>http://www.openchord.org/2010/04/street-fighter/</link>
		<comments>http://www.openchord.org/2010/04/street-fighter/#comments</comments>
		<pubDate>Sat, 24 Apr 2010 22:06:53 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Videos]]></category>

		<guid isPermaLink="false">http://www.openchord.org/?p=616</guid>
		<description><![CDATA[We&#8217;ve been working on some odds and ends, but we just wanted to share a little video showing off the versatility of the OpenChord controller kit &#8211; We reprogrammed the V1 to show up as a DualShock 3 on the PS3, and here&#8217;s Alan playing a bit of Street Fighter 4, on the guitar: The [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve been working on some odds and ends, but we just wanted to share a little video showing off the versatility of the OpenChord controller kit &#8211; We reprogrammed the V1 to show up as a DualShock 3 on the PS3, and here&#8217;s Alan playing a bit of Street Fighter 4, on the guitar:</p>
<p><object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/JLUZwqRv3OE&#038;hl=en_US&#038;fs=1&#038;color1=0xe1600f&#038;color2=0xfebd01&#038;border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/JLUZwqRv3OE&#038;hl=en_US&#038;fs=1&#038;color1=0xe1600f&#038;color2=0xfebd01&#038;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="405"></embed></object></p>
<p>The code for this is in the SVN, under the Guitar Fighting branch &#8211; feel free to download it and put it on your V1.  In order to update the firmware, plug the V1 into a PC while holding the red/plus button &#8211; it should show up in Windows as BootloaderHID.  Then grab <a href="http://vusb.wikidot.com/project:hidbootflash">this program here</a>, hit &#8220;Find Device&#8221;, then choose the appropriate .hex file, then hit upload.  You should be fighting in no time!</p>
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		<title>Bad News, Good News</title>
		<link>http://www.openchord.org/2010/04/bad-news-good-news/</link>
		<comments>http://www.openchord.org/2010/04/bad-news-good-news/#comments</comments>
		<pubDate>Mon, 12 Apr 2010 19:10:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Progress Update]]></category>

		<guid isPermaLink="false">http://www.openchord.org/?p=590</guid>
		<description><![CDATA[First, the bad news &#8211; We&#8217;re not going to be able to implement Xbox 360 compatibility on our own.  Looking into it, the security the 360 uses is based on a pretty hardcore chip, and while that chip has been recently hacked, doing so involves using an electron microscope, and might only be valid for [...]]]></description>
			<content:encoded><![CDATA[<p>First, the bad news &#8211; We&#8217;re not going to be able to implement Xbox 360 compatibility on our own.  Looking into it, the security the 360 uses is based on a pretty hardcore chip, and while that chip has been recently hacked, doing so involves using an electron microscope, and might only be valid for one chip at a time.  If anyone knows any contacts within Microsoft who might be able to talk to us regarding licensing these chips, we&#8217;d love to hear from you, but like most other big developers, Microsoft hasn&#8217;t been too keen on letting tiny companies get their hands on those chips.  I can&#8217;t blame them; if there were hundreds of cheap 3rd party controllers making the Xbox 360 experience much worse, or allowing for cheating on multiplayer online games, nobody blames the controller manufacturers, just Microsoft.  Still, for now, it looks like native 360 compatibility is out.  However, if you&#8217;re really interested in using the V1 on the 360, <a href="mailto:develop@openchord.org">send us an e-mai</a>l, since if you&#8217;re willing to use the circuit board from an existing guitar controller, we can probably work something out for that pretty easily.</p>
<p>On the good news side of things, after some re-jiggering and testing, we&#8217;ve merged the Wii and PS3 firmware!  This means that you don&#8217;t have to do a firmware update to switch between the systems anymore, and it&#8217;s going to be easier to figure out which firmware  you need.  Instead of V1_Wii.hex and V1_USB.hex series&#8217; of binaries, they&#8217;re being replaced by the OpenChordV1.hex series.  Most people should need the 12MHz hex file, but there are still some 16 Mhz boards out there &#8211; Anyone who bought kits at PAX or since then has the 12 MHz board, but to check, if you see 16.000 on the little silver oval on the PCB, then you&#8217;ve got a 16 MHz crystal, so you&#8217;ll need the 16 MHz code.  Or send us an e-mail if you&#8217;d like a 12 MHz crystal; we&#8217;re more than happy to drop one in the mail for you, free of charge.</p>
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		<title>Back in Spokane</title>
		<link>http://www.openchord.org/2010/04/back-in-spokane/</link>
		<comments>http://www.openchord.org/2010/04/back-in-spokane/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 07:10:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Progress Update]]></category>

		<guid isPermaLink="false">http://www.openchord.org/?p=578</guid>
		<description><![CDATA[After a few weeks of being on the East Coast, I&#8217;m finally back in Spokane, ready to start doing more hardcore engineering (and taxes.)! Right now, our Xbox 360 is Red Ringed, but I&#8217;m fixing that tomorrow; however, things aren&#8217;t looking so hot for Xbox support right now &#8211; nobody it seems has been able [...]]]></description>
			<content:encoded><![CDATA[<p>After a few weeks of being on the East Coast, I&#8217;m finally back in Spokane, ready to start doing more hardcore engineering (and taxes.)!  Right now, our Xbox 360 is Red Ringed, but I&#8217;m fixing that tomorrow; however, things aren&#8217;t looking so hot for Xbox support right now &#8211; nobody it seems has been able to get anything near working.  Instead, everyone making arcade sticks and the like have just been ripping out the PCB from an existing controller and interfacing with that &#8211; since guitar controllers are at least $20 each, and a lot of plastic, it seems pretty expensive and wasteful to be ripping up whole controllers just for a little chip.. If it comes down to that, though, we&#8217;ll go ahead and make some instructions for how to add Xbox 360 support in such a way.</p>
<p>That said, we&#8217;re also looking at getting an oscilloscope to check out and see if we can maybe send the proper signals to the Xbox &#8211; we&#8217;ll let you know how that one goes, but judging from the seeming lack of 3rd party Chinese controllers, it doesn&#8217;t look particularly promising, unfortunately.<br />
As a side note, if anyone is interested in having a PlayStation2 compatible guitar, let us know.  It&#8217;s something that we were working on, but couldn&#8217;t figure out; however, I&#8217;m starting up a project with <a href="http://www.kellbot.com/">Kellbot</a>, working to integrate our boards with her awesome <a href="http://www.kellbot.com/2009/05/life-size-katamari-lives/">Katamari Ball</a>, so since I&#8217;ll be dusting off that PS2 code, I&#8217;m wondering how much effort we should be putting into getting it to work for the guitar as well?</p>
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		<title>Firmware Update &#8211; Gap Chords</title>
		<link>http://www.openchord.org/2010/04/firmware-update-gap-chords/</link>
		<comments>http://www.openchord.org/2010/04/firmware-update-gap-chords/#comments</comments>
		<pubDate>Sun, 04 Apr 2010 04:34:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[New Release]]></category>

		<guid isPermaLink="false">http://www.openchord.org/?p=572</guid>
		<description><![CDATA[One thing we noticed a lot at PAX was that it&#8217;s hard for people to hit those green/yellow, red/blue, and yellow/orange in-game chords (what we refer to as &#8220;Gap Chords&#8221;) when you&#8217;re in fret mode.  We saw a lot of people get kind of frustrated that when they held a barre chord or power chord, [...]]]></description>
			<content:encoded><![CDATA[<p>One thing we noticed a lot at PAX was that it&#8217;s hard for people to hit those green/yellow, red/blue, and yellow/orange in-game chords (what we refer to as &#8220;Gap Chords&#8221;) when you&#8217;re in fret mode.  We saw a lot of people get kind of frustrated that when they held a barre chord or power chord, they&#8217;d get all 3 game buttons to light up, instead of the 2 outside buttons of the pattern only. Since fret mode more or less exists to ease the player from playing with a regular guitar controller to playing with a regular guitar, a situation where it&#8217;s difficult to hit those gap chords without being pretty careful where your fingers are touching is not helping us meet our goal.</p>
<p>So we changed it!  Since full 3 button chords are relatively rare in-game compared to gap chords, we&#8217;ve now made it so that to press those chords, you now have to press down all 6 strings.  Anything less, and the guitar will assume that you want a gap chord and give you that &#8211; this means that barre chords across all 6 strings will likely still give you all 3 buttons lit up, but if you make it a bit shorter, you&#8217;ll probably wind up with the gap chord you wanted.</p>
<p>Unfortunately, for you expert players out there, this update might make it somewhat harder to hit those 3 button chords, and it doesn&#8217;t do anything to help with chords like green/red/blue.  Those ones are a little more complicated in terms of notes being electrically connected by shared frets on the fretboard, so there might not be anything that we can do to make those easier &#8211; I&#8217;ll have to study it further.</p>
<p>In the meantime, the new code is available in the<a href="http://code.google.com/p/openchord-guitar/source/browse/#svn/trunk/V1/SourceCode/Binaries"> Binaries folder of the SVN repository on the Google Code site</a> &#8211; get the appropriate .hex file for either the USB or the Wii version, depending on what system you&#8217;re running your games on.  If you download it, please let us know what you think about the changes, and if they help out or if they&#8217;re garbage.</p>
<p>It&#8217;s the sort of thing that we&#8217;ve been playing with the guitar for a while, and just got used to handling it in certain ways, and, well, just didn&#8217;t have the user testing we needed to have had.  Like all developers should know, if you made the product, you&#8217;re really in no good position to test it, since you&#8217;ve already got these images in your head as to how things are &#8220;supposed to be done&#8221; &#8211; that was like Lesson #1 in the UI design course I took in college (sorry Prof. Alvarado!).  Ironically, that being said, we haven&#8217;t really tested out this update, so if you download and play around with the new firmware, let us know how you like it!</p>
<p>Also, if you&#8217;re hardcore, the change itself is pretty easy to adjust in the code, so if you&#8217;re into messing with source code, grab a snapshot of our SVN and I can tell you where to mess around with this new feature.</p>
<p>Anyhow, thanks to everyone who played at PAX for helping us find this stuff out, and enjoy the new firmware!</p>
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		<title>Bootloading</title>
		<link>http://www.openchord.org/2009/12/389/</link>
		<comments>http://www.openchord.org/2009/12/389/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 07:54:43 +0000</pubDate>
		<dc:creator>Alan Chatham</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Progress Update]]></category>

		<guid isPermaLink="false">http://openchord.org/?p=389</guid>
		<description><![CDATA[USB Bootloading!  This week, I&#8217;ve been working on (well, working on getting it to compile) a USB bootloader for the chip we&#8217;re using.  What does this mean?  It means that instead of having to buy a $40 programmer to update the firmware on the chip, firmware updates can now also be handled via USB, something [...]]]></description>
			<content:encoded><![CDATA[<p>USB Bootloading!  This week, I&#8217;ve been working on (well, working on getting it to compile) a USB bootloader for the chip we&#8217;re using.  What does this mean?  It means that instead of having to buy a $40 programmer to update the firmware on the chip, firmware updates can now also be handled via USB, something that is super-nice.   This means that we can keep upgrading the guitar and adding new features, and  you simply (well, right now, unfortunately slightly less simply) have to download the new code and install it on your device.  This also means that we&#8217;re probably going to be able to offer kits really soon, since we can continually update the firmware as time goes on.</p>
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		<title>Circuit Boards, etc.</title>
		<link>http://www.openchord.org/2009/11/circuit-boards-etc/</link>
		<comments>http://www.openchord.org/2009/11/circuit-boards-etc/#comments</comments>
		<pubDate>Thu, 19 Nov 2009 15:19:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Progress Update]]></category>

		<guid isPermaLink="false">http://openchord.org/?p=378</guid>
		<description><![CDATA[We finally got in the circuit boards we ordered a while ago, built those, then lo and behold, the even newer circuit boards came in!  These extra-new ones are compatible with both the Wii and USB (although it requires reflashing the firmware to change which type of a controller it is&#8230;)  Still, they&#8217;re super-pretty, and [...]]]></description>
			<content:encoded><![CDATA[<p>We finally got in the circuit boards we ordered a while ago, built those, then lo and behold, the even newer circuit boards came in!  These extra-new ones are compatible with both the Wii and USB (although it requires reflashing the firmware to change which type of a controller it is&#8230;)  Still, they&#8217;re super-pretty, and smaller, so they fit in smaller cases.  We still need to find a good case for the new clip-on model, but maybe our big problem is using a clip that&#8217;s too small, so it keeps slipping off the guitar&#8230;</p>
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		<title>Upcoming release</title>
		<link>http://www.openchord.org/2009/11/202/</link>
		<comments>http://www.openchord.org/2009/11/202/#comments</comments>
		<pubDate>Thu, 05 Nov 2009 05:50:22 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Progress Update]]></category>

		<guid isPermaLink="false">http://openchord.org/?p=202</guid>
		<description><![CDATA[We&#8217;re still working on the exact manufacturing details, but we&#8217;re getting close to being able to release a new product &#8211; a device that clips onto your guitar and gives it all the functionality of the V1.  We&#8217;re still in the open testing phase to work out how to make it the best it can [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re still working on the exact manufacturing details, but we&#8217;re getting close to being able to release a new product &#8211; a device that clips onto your guitar and gives it all the functionality of the V1.  We&#8217;re still in the <a href="http://openchord.org/testing">open testing</a> phase to work out how to make it the best it can be, but here are the details so far -</p>
<p>The new product requires no drilling, cutting, or otherwise destructive modification to your guitar.  All you need to do is attach a few copper stickers to the fretboard of your guitar and then clip it on with the included guitar capo.</p>

<a href='http://www.openchord.org/2009/11/202/strings-connected/' title='Strings Connected to Wires'><img width="150" height="150" src="http://www.openchord.org/wp-content/uploads/2009/11/strings-connected-150x150.jpg" class="attachment-thumbnail" alt="Wires attached to the strings" title="Strings Connected to Wires" /></a>
<a href='http://www.openchord.org/2009/11/202/clipped-on-side/' title='clipped on side'><img width="150" height="150" src="http://www.openchord.org/wp-content/uploads/2009/11/clipped-on-side-150x150.jpg" class="attachment-thumbnail" alt="Prototype clipped to the guitar" title="clipped on side" /></a>
<a href='http://www.openchord.org/2009/11/202/clipped-on-back/' title='clipped on back'><img width="150" height="150" src="http://www.openchord.org/wp-content/uploads/2009/11/clipped-on-back-150x150.jpg" class="attachment-thumbnail" alt="Prototype clipped to the guitar" title="clipped on back" /></a>
<a href='http://www.openchord.org/2009/11/202/clip-2/' title='clip-2'><img width="150" height="150" src="http://www.openchord.org/wp-content/uploads/2009/11/clip-2-150x150.jpg" class="attachment-thumbnail" alt="Prototype clipped to the guitar" title="clip-2" /></a>
<a href='http://www.openchord.org/2009/11/202/box-against-neck/' title='box against neck'><img width="150" height="150" src="http://www.openchord.org/wp-content/uploads/2009/11/box-against-neck-150x150.jpg" class="attachment-thumbnail" alt="Closeup of where the prototype contacts the guitar" title="box against neck" /></a>
<a href='http://www.openchord.org/2009/11/202/all-together/' title='All together'><img width="150" height="150" src="http://www.openchord.org/wp-content/uploads/2009/11/All-together-150x150.jpg" class="attachment-thumbnail" alt="The prototype next to the guitar" title="All together" /></a>
<a href='http://www.openchord.org/2009/11/202/all-frets-taped/' title='all frets taped'><img src="http://openchord.org/wp-content/uploads/2009/11/all-frets-taped.JPG" class="attachment-thumbnail" alt="Copper tape attached to all the frets" title="all frets taped" /></a>
<a href='http://www.openchord.org/2009/11/202/taped-fret-and-side-single/' title='taped fret and side, single'><img width="150" height="150" src="http://www.openchord.org/wp-content/uploads/2009/11/taped-fret-and-side-single-150x150.jpg" class="attachment-thumbnail" alt="Copper tape attached to the first fret" title="taped fret and side, single" /></a>

<p>The product then turns your guitar into a video game controller just like the V1, allowing you to practice fingering, notes, and chords with guitar games for the Wii, Playstation 3, and PC.  And since the device isn&#8217;t built into a guitar, it will be significantly cheaper.</p>
<p>Also,  if you have any great ideas for the name, we&#8217;d love to hear them!  Shoot us a line at <a href="mailto:contact@openchord.org">contact@openchord.org</a></p>
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