158 lines
8.6 KiB
HTML
158 lines
8.6 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>Pionaarr Mods Upcoming</title>
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<meta name="description" content="What comes next for the CDJ-900NXS mods: quick search, USB auto load, a reversed phase meter, stems and a 3-band waveform.">
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<link rel="icon" href="assets/favicon.svg" type="image/svg+xml">
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<link rel="stylesheet" href="style.css?v=1.4.4">
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<script src="assets/versions.js?v=1.4.4"></script>
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<script src="script.js?v=1.4.4"></script>
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</head>
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<body>
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<header class="top">
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<div class="wrap">
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<a class="brand" href="index.html"><span class="cue-key" aria-hidden="true">CUE</span><span>Pionaarr Mods</span></a>
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<nav class="tabs" aria-label="Sections">
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<a href="index.html">Mods</a>
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<a href="builder.html">Builder</a>
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<a href="upcoming.html" aria-current="page">Upcoming</a>
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<a href="docs.html">Docs</a>
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</nav>
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<button class="theme-btn" type="button" aria-label="Switch light / dark">☀</button>
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</div>
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</header>
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<main class="wrap upcoming">
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<div class="eyebrow">Upcoming</div>
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<h1>What comes next</h1>
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<p class="lead">Ideas we are working on or looking into. None of them is in the builder yet. <strong>In testing</strong> means built and working in the emulator, waiting for a player; <strong>planned</strong> means we know how to do it; <strong>feasibility</strong> means we are still finding out whether the player can do it at all.</p>
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<div class="legend">
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<span class="state planned">planned</span>
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<span class="state feasibility">feasibility</span>
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</div>
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<div class="grid">
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<article class="card">
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<div class="card-head">
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<div class="icon" aria-hidden="true">🏷️</div>
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<div>
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<h3>Cue names <code>cuenames</code></h3>
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<div class="by">Pionaarr mod · made with Claude Code · needs <code>cuecolours</code></div>
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</div>
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<div class="meta"><span class="player no">emulator only</span><span class="state planned">in testing</span></div>
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</div>
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<p>The comment you give a memory cue or hot cue in rekordbox ("Drop", "Vocal in") in the title bar, in the cue's colour: always the next named cue ahead, a hot cue with its letter.</p>
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<figure class="tshot"><img src="assets/cuenames.png" alt="Title bar with the next cue's name: A DROP in red"></figure>
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<ul class="diff">
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<li><span class="k">Now</span><span>Built and working in the emulator.</span></li>
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<li><span class="k new">Next</span><span>Testing on a player, then the builder.</span></li>
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</ul>
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</article>
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<article class="card">
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<div class="card-head">
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<div class="icon" aria-hidden="true">🔎</div>
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<div>
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<h3>Quick search <code>quicksearch</code></h3>
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<div class="by">Pionaarr mod · made with Claude Code</div>
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</div>
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<div class="meta"><span class="player no">emulator only</span><span class="state planned">in testing</span></div>
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</div>
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<p>BROWSE held opens SEARCH straight away, from wherever you are; the next plain BROWSE takes you back to the folder you were in. BROWSE pressed twice goes to the list the playing track was loaded from, with the track picked.</p>
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<ul class="diff">
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<li><span class="k">Now</span><span>Built and working in the emulator; it walks the player's own menus for you, so it takes a moment to get to SEARCH.</span></li>
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<li><span class="k new">Next</span><span>Testing on a player, then the builder.</span></li>
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</ul>
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</article>
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<article class="card">
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<div class="card-head">
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<div class="icon" aria-hidden="true">💾</div>
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<div>
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<h3>USB auto load <code>usbautoload</code></h3>
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<div class="by">Pionaarr mod · made with Claude Code</div>
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</div>
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<div class="meta"><span class="player no">emulator only</span><span class="state planned">in testing</span></div>
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</div>
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<p>The MY SETTINGS on your stick are loaded as soon as the player finds them — no more “Push the MENU button to LOAD”. UTILITY › USB AUTO LOAD switches it on and off.</p>
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<ul class="diff">
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<li><span class="k">Now</span><span>Built and working in the emulator (“Your settings were loaded to PLAYER.” right after the stick is read).</span></li>
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<li><span class="k new">Next</span><span>Testing on a player, then the builder.</span></li>
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</ul>
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</article>
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<article class="card">
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<div class="card-head">
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<div class="icon" aria-hidden="true">↔️</div>
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<div>
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<h3>Phase meter reverse <code>phasereverse</code></h3>
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<div class="by">Pionaarr mod · made with Claude Code · needs <code>phasemeter</code></div>
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</div>
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<div class="meta"><span class="player no">emulator only</span><span class="state planned">in testing</span></div>
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</div>
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<p>A third value for UTILITY › PHASE METER: OFF, ON or REVERSE — the line meter with its markers running from right to left.</p>
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<ul class="diff">
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<li><span class="k">Now</span><span>Built and working in the emulator, on top of arnoldasr's phase meter.</span></li>
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<li><span class="k new">Next</span><span>Testing on a player, then the builder.</span></li>
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</ul>
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</article>
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<article class="card">
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<div class="card-head">
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<div class="icon" aria-hidden="true">🎤</div>
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<div>
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<h3>Stems</h3>
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<div class="by">Pionaarr mod · idea</div>
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</div>
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<div class="meta"><span class="state feasibility">feasibility</span></div>
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</div>
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<p>Two stem modes on the two BEAT DIVIDE keys the hot cues leave free: one to take the vocals out, one to take the melody out — like the stem buttons on the newest players.</p>
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<ul class="diff">
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<li><span class="k">Question</span><span>Whether the player's audio DSP has the room and the speed to split a track while it plays, a job it was never designed for.</span></li>
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<li><span class="k new">Next</span><span>Measuring what the DSP has to spare, then deciding.</span></li>
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</ul>
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</article>
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<article class="card">
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<div class="card-head">
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<div class="icon" aria-hidden="true">🌊</div>
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<div>
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<h3>Waveform modes, 3-band <code>advanced_waveforms</code></h3>
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<div class="by">Pionaarr mod · made with Claude Code · extends advanced waveforms</div>
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</div>
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<div class="meta"><span class="player no">emulator only</span><span class="state planned">in testing</span></div>
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</div>
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<p>A new UTILITY › WAVEFORM item in advanced waveforms: BLUE (the player's own), RGB or 3BAND — the three-band waveform of the newest players, lows blue, mids amber, highs white, drawn as layers so kicks, vocals and hi-hats can be told apart at a glance. The choice is kept when the player is off.</p>
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<div class="vs stack">
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<figure class="mod"><img src="assets/waveform-3band.png" alt="Scrolling waveform in three bands: blue lows, amber mids, white highs"><figcaption>In the emulator: rekordbox's real 3-band data, detail and overview (a drop, then a breakdown)</figcaption></figure>
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</div>
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<ul class="diff">
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<li><span class="k">Now</span><span>Built and working in the emulator with rekordbox's real 3-band data: the player's own database server hands out the 3-band detail from the .2EX analysis file when asked the way newer players ask; the overview below is built from it too. Without that data, the bands are estimated from the colour waveform.</span></li>
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<li><span class="k new">Next</span><span>Testing on a player, then the builder.</span></li>
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</ul>
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</article>
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</div>
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</main>
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<footer>
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<div class="wrap cols">
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<div>
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<div class="ai"><span class="dot"></span>Made with Claude Code · Claude Opus 5.5</div>
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<p>This website, the builder, our mods and the patcher were developed with Claude Code (Anthropic's AI coding assistant, model Claude Opus 5.5), by reverse engineering the firmware in an emulator. The mods <code>extended_bpm</code> and <code>phasemeter</code> are by <a href="https://github.com/arnoldasr/cdj900nxs">arnoldasr</a>.</p>
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</div>
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<div>
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<h4>Disclaimer</h4>
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<p>Unofficial. Not affiliated with or endorsed by Pioneer DJ or AlphaTheta; CDJ and rekordbox are their trademarks. Flashing modified firmware can leave your player unusable. Everything here is provided as is, without warranty, and used at your own risk.</p>
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<p class="legal"><a href="impressum.html">Impressum</a> · <a href="datenschutz.html">Datenschutz</a></p>
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</div>
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</div>
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</footer>
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</body>
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</html>
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