Cyrene: a drum sequencer based on Mutable Instruments Grids


A drummer in a box for the norns sound computer. Based on Mutable Instruments Grids by Émilie Gillet and Step by @jah




Please visit the wiki for full documentation: Cyrene | norns community


  • norns (update to software version 200424 or later)
  • the Ack engine
  • grid optional (varibright encouraged, 8 or 16 wide)
  • crow optional
  • arc optional


Latest version: v1.6.1 (d300c5c)
Install by visiting http://norns.local/maiden when your norns is on WiFi and typing


into the command entry box at the bottom of the screen.

Also available as a direct download. Unzip it, rename the folder to just “cyrene”, and put the whole folder onto your norns inside the /home/we/dust/code folder


Congrats on the release, looking forward to getting back into fates again!

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Hehe- you beat me to it @21echoes I’ve been working on a Grids port, too. Damn.


This is super fun! I’m using a GS64 monobright grid and DIY Norns, currently blasting this through the compressor and a gentle reverb.

2 Qs: Is there a way to modify the patterns that are interpolated on the grid? And I’m able to edit the 8-step pattern on my grid, and the bottom row jumps to that step, but do the other 3 rows (5,6 and 7) do anything? They just light up so I was curious if I was missing something in the docs. Anyway this is super fun, thanks!


Yes, clicking any grid key on the top three rows should toggle whether or not the sample plays on that step. Right now, grid-based edits are ON/OFF (vs the X/Y patterns you dial in are much more fine-grained probabilities – I’m planning to add probability editing via the grid in a future update), but yeah anyway the edits on the grid still affect the playback. Phrased differently: use X/Y to seed a pattern, then you can completely edit it by touching the grid. Any X/Y edits you make on the norns encoders after you touch the grid undoes your grid touches.

Oh yeah, forgot to mention that the last grid row does that – I’ll update the docs

Yup! Just like the first three rows, clicking a key to turn on the light makes a sample play back on that step. Samples are set in the parameters menu. You may be getting confused by the fact that the app has default samples for the first three tracks, but does not for the rest of the tracks. I may give every track a default sample just to reduce confusion :woman_shrugging:

If you haven’t checked out the Step docs that may be helpful – this app is more or less just a direct extension of that app (for now).

Oh no! haha, sorry. Feel free to fork this and make any pull requests or whatever with stuff from your script!

Not your fault. I should have chosen something a bit more obscure, for my first Norns project. I’m kinda surprised someone didn’t do a Grids port earlier, actually, given how ubiquitous Pichenettes’ code has become.

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Thanks for getting back to me so quickly! I’ll check out the Step docs.

I suppose I should refine my question more: is there a way to modify the seeds?


Interested to see you you kept the original data in 8-bit int form, @21echoes .

I actually converted everything to floats in the 0-1 range, and did all the interpolation on the float values.

In practice, it probably doesn’t make much difference, but I figured in theory, there would be slightly more variation in the patterns between nodes that way, and the bit-shifting business to do the interpolation was really not required on the Pi. The original code was written for a Cortex microprocessor, with no Floating Point Unit. Pichenettes switched to floating-point arithmetic in later modules where a hardware FPU was available.

I also split the nodes dataset into a 3-dimensional array, with separate sub-arrays for each of the 3 channels’ 32-step pattern, which simplifies looking up values each step marginally.

I did the int-to-float conversion using a little JavaScript, then spend some time editing the data in a spreadsheet program to separate the node blocks into their own sub-arrays.

If it helps, I’m more than happy to pass on the nodes datafile I created to save you the grunt work.

I also did a nice animated graphic for the XY display which you can also have if you want it (though it may not fit the aesthetic of your script).

Other than that, you managed to extend the original in ways I hadn’t even considered, so well done!

Oh! Sorry I misunderstood. The patterns are in code here: so feel free to edit them then drop the new file onto your norns. The format is:

  • Each “node” is a 96-length array of 8bit numbers (0-255) representing the probability that a trigger will fire on that step (“probability” isn’t quite the right word – it sets the level that the density parameter must be above for that trigger to fire in a deterministic way, barring the actually random influence of the Chaos parameter)
  • Within one node, the first 32 values are the kick, the second 32 values are the snare, and the last 32 are the hi-hat
  • The nodes are then arranged into a 5x5 “map”, which the x and y values range over. For x/y values “between” nodes in the node map, the probabilities from the adjacent nodes are averaged together at different strengths depending on the x/y values

So I’d encourage being a bit thoughtful about your edits to the nodes and map – Émilie did a lot of machine learning/data analysis to determine the 25 nodes and arrange them appropriately, such that small changes in x and y result in small changes in the beat, vs two drastically different beats being next to each other and the interpolation between them being jarring / unmusical.


Yeah I found it easier to just copy/paste Émilie’s node maps unedited, and preserve her 8bit-centric code, vs re-inventing the wheel :woman_shrugging: There were definitely some moments in there where I was like “wait this bitshifting is technically losing some fidelity”, but it was easier to just translate the code rather than to think too deeply about it honestly lol. I’d love if you sent over what you have if you don’t mind tho! If I have a spare moment and it’s not too daunting to rewrite as floats I’ll take a crack at it. And I’d love to see that animation too! :smile:

That’s the clever bit! That, and the original idea, which Pichenettes thought up for the Anushri DIY hardware synth, before they started producing the Eurorack modules.

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It was my first attempt at Lua, and I was fairly familiar with the core of the original Grids code, having worked on a melodic sequencer ideas based on it a few years ago, so I thought I’d try doing it a bit differently.

I kept the node data, but rewrote the step function from scratch.

I kinda of like wheel-reinvention :wink:

Absolutely. It’s a bit of a mess, at the moment. I got a bit hung up on the GUI, and ended up implementing it in a somewhat over-complicated way, I think, but I’m more than happy to pass it on.

I think I’ll carry on with the project, because I’m finding it a useful project in terms of learning a bit of Lua, and SuperCollider, and it seems a shame to abandon it now.

My thought on extending it beyond the original Grids functionality differ from yours, so it might actually still prove useful to someone, even though there’s a large overlap with your version.

I’ll send you mine. You can have that bit, if you like. You might have to modify the return values a bit, but it should slot in quite easily.

Again, I’m new to Lua, so it may well be done in a stupid way, but you’re welcome to have a look and take anything you find useful.

I’ll clean it up a little, and drop a .zip to you.

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A little wrapped up in work-related things today, but I’m hoping to ship a v0.9.1 today or tomorrow. A few small changes (don’t let chaos play triggers in fully empty slots, provide some more default sample selections on first boot), and one bigger change: the MI Grids patterns are at 32nd note resolution, while the app currently defaults to 16th note resolution. I switched my resolution param (“beats per pattern”) to match MI Grids (8, aka 32nd note resolution), but didn’t realize I left the default in code at the value it was in Step’s code (4, aka 16th note resolution). Tl;dr everything sounds twice as slow as it should by default, you can switch your “beats per pattern” param to 8 for now to fix this


I noticed when following the migration guide for the new Norns Clock that my step function was running at 8th, rather than 16th notes, too.

I’ve got my script running well with the new script, now, and I’m really enjoying using Link sync, with the iPad!

Alright, v0.9.1 (b188c66) is up! ZIP File

  • Treat the MI Grids data as 32nd notes instead of 16th notes to match the module’s real behavior.
  • Switch “beats per pattern” in params to “grid resolution” – each column can now be quarter notes, 8th notes, 16th notes, or 32nd notes. The MI Grids data is scaled appropriately onto the grid depending on your selection (but be aware that MI Grids data more fine-grained than your resolution will be lost! E.g. if you choose 16th note resolution, MI Grids patterns with triggers in between 16th notes will no longer have those triggers loaded)
  • Chaos now has a separate effect on each track, vs globally increasing activity when it takes effect
  • Default samples for every track for easier plug-n-play (this only takes effect on your first-ever launch)
  • Being picky, but: my X and Y axes were swapped when comparing with the real MI Grids module, so I switched those
  • Write less data to disk to save patterns between sessions. This may mess up your pattern on load if you were using any pattern other than pattern slot 1 (I mean the 99 available numbered pattern banks in params, not the MI Grids patterns)

v0.9.2 (7d8f058) is up! ZIP File Consider this a release candidate for v1.0.0 aka listing in the primary Maiden library. The only other thing I may try to fit in before then is 32-step patterns and a grid pagination system to match.

Anyway, release notes:

  • Port to using the new global clock system. Small UI updates to indicate to the user if the clock is currently defined by an external leader

v1.0.1 (3de9b95) is up! It should be available via the standard Maiden project manager install process at http://norns.local when your norns is on WiFi. Also available as a ZIP File

Release notes:

  • Now supports sequence lengths up to 32 steps. This was an important bit to get into 1.0.0 as it allows for the full 32nd-note-resolution patterns from MI Grids to be easily usable. To support sequence lengths longer than the grid is wide, the bottom right grid key is now an “alt” key. Hold it, and you’ll see page indicators in the bottom left. Bright for current page, faded for inactive pages. Click an inactive page to switch to that page of the grid
  • No longer crashes/stalls when loading a bad autosave file

Tried this out syncing the to my modular via crow clock in. Works a dream! Grids was/is always one of my favorite euro modules. Excited to make some of my own samples and load them up into Norns!

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v1.1.0 (4642c46) is here! Available via the normal install process in Maiden, or here: ZIP File

This is a pretty big upgrade! Probability editing on the grid, additional density controls, and Euclidean mode :smile:

  • Probability editing mode on the grid. Just like with paginating the grid: bottom right key is an alt key, hold to enter alt mode. Alt key + any key within a track row (rows 1-7) enters probability editing mode. Y axis now represents the probability of a trigger firing on that step for the selected track (the row you clicked to enter this mode). Click to change. Pagination works the same while in this mode (hold alt, use the bottom left). Click key to the left of the alt key to go back to the default trigger editing mode
  • Added a third norns page to control the densities of tracks 4 thru 7. Use these density params same as how we use the densities of tracks 1-3. Extra helpful now that we can control fine-grain probabilities for all tracks
  • Euclidean mode: fourth norns page, shows euclidean settings for every track. K2/K3 to change focused track for editing. E2 to change fill count, E3 to change pattern length. K2+E2 to change rotation, K2+E3 to enable/disable euclidean mode for the highlighted track. While euclidean mode is disabled, editing the euclidean settings has no effect. When turning euclidean mode from on to off, the kick, snare, and hi-hat tracks go back to their MI Grids patterns based on the current X/Y settings. Shout-out to the UI @tehn designed for multi-track euclidean patterns on norns :raised_hands:
  • Re-organize and group the parameters for a cleaner params menu