This is a mod script for the Monome Norns, adding a random script combo to the script selection page.
k1 + k3 on the SELECT page to randomize the script selection.
For anybody interested, this approach can be used to add on top of any existing Norns functions. The limit, as far as I can tell, is that the new code must run either before or after the existing code. If there’s a better way to do this, though, please let me know.
Here, that mattered because I couldn’t quickly figure out how to prevent the normal
k3 action (opening the script) from happening. As a result, I ended up wrapping the existing function, calling it after the mod checks whether it should run. So the simplified structure is like this:
-- reassign the original function local f = original_function -- overwrite the function with the wrapper + original original_function = function(n,z) if n == 3 and alt then -- my mod action do_stuff() else -- the original function f(n,z) end end
If you don’t have that complication, you can also do this sort of mod a little more cleanly:
-- define mod behavior local do_stuff = function(n,z) if n == 3 and alt then mod_stuff() end end -- reassign the original function local f = original_function -- overwrite the function and call both original_function = function(n,z) do_stuff(n,z) f(n,z) end
210927 or later
In maiden, run:
As a mod, you’ll then need to do some extra stuff to enable it :
to enable a mod go to
SYSTEM > MODSto see the list of installed mods. mods which are loaded will have a small dot to the left of their name. use
E2to selected an item in the list and then use
E3to enable or disable as appropriate. unloaded mods will show a
+to the right their name to indicate that they will be enabled (and thus loaded) on restart. loaded mods will show a
-to the right of their name indicating they will be disabled on restart.