CTY-1

Manual

CTY-1 turns the M-VAVE FM-1 into a small city that builds itself and plays a generative chiptune. Each time you switch it on it founds a new town on new land: a forest, a desert, an alpine valley, volcano isles, plains, a beach or river lands, each with its own look, weather, disaster and sound. Week by week it grows: homes, shops, offices and factories, farms at the edge, parks and landmarks, avenues, roundabouts, bridges and a beltway, until it's a huge city of towers. Its cars drive real routes, its people walk and stop to talk, the days, seasons and weather go round, and now and then something happens: a fire, an earthquake, a robbery, a crash, a festival, a blackout, a meteor shower, the land's own disaster, a UFO. Every one of those is music, played on NES, Game Boy or SID voices.

This manual covers CTY-1 version 0.0.87.

Experimental. CTY-1 is new: it has been built and tested in the simulator and the browser emulator, not yet on a real FM-1. Install it at your own risk; HYP-1, or M-VAVE's own firmware, goes back on the same way.

CTY-1 on the FM-1: a city on the plains
CTY-1 on the FM-1: a city on the plains


1Install

Try it first: the emulator runs the same code in the browser, with sound, played with the mouse, a touch screen or the keyboard.

Install: open the installer in Chrome or Edge, connect the FM-1 with a USB data cable and press Install. Don't unplug it while it's writing; when it finishes, the FM-1 restarts into CTY-1.

From the command line instead (needs pip3 install mido python-rtmidi): python3 tools/fm1_install.py cty1-VERSION.fwsc, with the file from the site's download.

Go back: "Back to the stock firmware", at the bottom of the installer, puts M-VAVE's firmware back. M-VAVE's own updater, M-UPGRADE, works too.

Installing other firmware is at your own risk. If the FM-1 won't start, hold OCT− and OCT+ together for five seconds for the update mode, then install again.


2Getting started

CTY-1 starts by itself: the RedtailWorks card, then CTY-1 over a skyline lighting up, then the city. A few minutes with it:

  1. Listen. A new city has just been founded, its name and its land in the header: a crossroads, a few houses. Turn MASTER for volume. Each car is a playhead; each building it passes rings.
  2. Speed it up. KNOB 1 on the City page is the speed: turn it to ×8 and watch the town spread. A message in the header names each first: the first shop, the town square, the fire station, a bridge.
  3. Play along. The keys play a lead in the city's scale (the lit keys). OCT− / OCT+ move it.
  4. Make something happen. Press FX for Events. Black key 1 calls lightning, 2 an earthquake, 3 a robbery, 4 a crash, 5 a UFO, 6 birds, 7 the land's own disaster, 8 a festival, 9 a blackout, 10 meteors (and 11, once the city is huge, its special's show). The camera goes there and stays until it's over.
  5. Change the sky. Press LFO: black keys 1–4 jump to dawn, noon, dusk and night. Press it again for Weather: black keys 1–7 set it, from Auto to snow.
  6. Try another land. Press EDIT (or turn PRESETS): a new city, on new land in a biome of its own, with its music, from a town. Switching off and on does the same.
  7. Leave it. After a minute untouched the city takes the whole screen and rides along with its cars.

3Controls

Every control, labelled
Every control, labelled
ControlWhat it does
KeysThe lead, kept to the city's scale (lit). On Time, black keys 1–4: dawn, noon, dusk, night. On Weather, black keys 1–7: Auto, then the land's six weathers. On the Events pages, black keys 1–11: lightning, an earthquake, a robbery, a crash, a UFO, birds, the land's disaster, a festival, a blackout, meteors, the special's show.
PLAYThe music plays / rests. The city lives on either way.
RECHold: the city stops growing (HOLD in the header); life and the music go on. Again to let it grow.
EDITA new city: new land, a biome drawn by luck, a town again, with the biome's music. No need to switch off and on.
HOME ENV ARP LFO SEQ FX GLOThe pages: City, Music, Sound, Time (again: Weather), Voices (again: Voices 2), Events (again: Events 2, Events 3), Setup (again: Display, then MIDI out).
SELRide along: the camera follows a car on screen (again: another). Held, with GLO: remote (the panel plays the browser emulator). Held, with EDIT: the secret (section 5, First responder).
SELECTEvery page in turn. With HOME held: the tempo.
ALGORITHMLook around: the camera to each landmark in turn, the town hall first (then the services, the school, the stadium, the specials…), staying a few seconds.
PRESETSA new city too, like EDIT.
KNOB 1–4The page's four values.
OCT− / OCT+The lead an octave down / up (two each way).
SAVEOn the Setup pages (Setup, Display, MIDI out): saves your settings for every power-on. Elsewhere: the city again from its founding. Hold 1.5 s: the biome's music back (tempo, flavor, lead, swing, echo, density, bed).
MASTERVolume.

Hold any button for a second and a card says what it does. MIDI notes in play the lead too.


4The screen

The pages
The pages

The camera. Zoom (Display, knob 2) is a dial from 25% (the whole map) to 300% (close over the roofs), in fourteen steps; 100% to start. The camera stays at that zoom: while the city fits on screen it centres it, then it tours the newest and tallest buildings, a new one every few seconds. An incident takes it (Follow); SEL rides with a car; ALGORITHM looks at the landmarks.

The idle view. Untouched for a minute (Idle), the city takes the whole screen. The camera rides with one car after another, its route singing the lead, cutting to the incidents as they happen, and the lights play along: each chip channel a page button and the key of its note, OCT− and OCT+ the beats, GLO the lightning, SAVE an incident. Any touch brings the pages back.

The idle view
The idle view

5How the city grows

The town hall as the town grows
The town hall as the town grows

The specials

Each land unlocks three of its own, as the town becomes a suburb, a city and a huge city:

BiomeSuburbCityHuge city
ForestLumber millRanger towerBiodome
DesertSolar farmOasis resortRocket launch site
AlpineSki lodgeCable carObservatory
Volcano islesFishing harborBeach resortCruise port
PlainsGrain silosCounty fairAirport
BeachLighthouseBoardwalk pierTheme park
River landsWatermillRiverboat dockHydro plant

Each keeps its own clock and has its moment, with its own sound: the first two every minute or two, the last every four minutes.

SpecialIts moment
Lumber millThe saw screams through a log, sawdust flies, a log rolls off ("timber!")
Ranger towerThe lamp up top flashes, the bell rings three times, the birds lift off the trees
BiodomeFlowers open through the dome to a slow chime
Solar farmA glint sweeps the panels as they turn to the sun, a hum rising
Oasis resortA splash in the pool, the rings spreading
Ski lodgeA skier comes down the slope to a yodel
Cable carA second gondola runs down, its bell ringing, the cable creaking
ObservatoryThe dome turns, the shutter opens, a beam to the stars
Fishing harborA boat heads out, gulls wheel and cry, the buoy bell tolls
Beach resortSteel drums, notes rising
Grain silosThe auger pours grain into a truck
County fairThe calliope plays, balloons let go
LighthouseThe lamp blazes and swings round, the foghorn sounds twice
Boardwalk pierThe ice-cream cart rolls along to its jingle
Theme parkThe coaster train clanks up, drops, and they scream
WatermillThe millstones thump round, spray off the wheel
Riverboat dockThe steam whistle, puff on puff
Hydro plantThe floodgates open, the spillway bursts white and rumbles

The last one's moment is a show (black key 11 of the Events pages calls it too): the rocket counts down and lifts off on a column of smoke, a plane takes off down the runway, the cruise ship sounds its horn and sails; the biodome, the observatory, the theme park and the hydro plant light up with a festival and fireworks. The camera goes to watch. The town hall keeps time too: its flags fly, its clock tower (once it has one) shows the city's hour, and from then on its bells ring each hour, one to three times.

The specials, grown huge
The specials, grown huge
The zones
The zones

The land

Each new city (each power-on, EDIT or PRESETS) draws a seed, and the seed picks the biome and draws the land:

BiomeThe landIts weatherIts disaster
ForestDeep woods of oaks and pines, a riverThunderstorms, mist, snowWildfire: it runs through the woods; what's in its way catches, the brigade comes; burnt woods stay cleared
DesertSand, red mesas, cacti, palms by the waterDust storms, heat haze, a rare shower or frostDust devil: a whirl of sand wanders through town
AlpineA valley under rock and snowy peaks, pines, a streamBlizzards, low cloud, snow most of the yearAvalanche: the snow lets go off a mountain into the valley
Volcano islesIslands in a turquoise sea, palms, black sand, a smoking volcanoTyphoons, ash haze, ash fallEruption: lava runs downhill and the ash rises
PlainsGolden grass, farms, a few grovesThunderstorms, fog, snowTornado: the siren, then a twister across town (more in a storm)
BeachA long sandy shore, dune grass, palmsTropical storms, sea fog, sleetTsunami: the siren, a wave line comes in, the shore floods and drains
River landsA wide river, a tributary, ponds and reedsThunderstorms, mist, snowFlood: the river rises over its banks (more in the rain)
The biomes
The biomes
Their disasters
Their disasters
Their storms
Their storms

Life

Cars drive real routes on the roads from homes to work and shops, more at the rush hours, fewer at night and in the rain. Buses and trucks too. People walk the pavements and stroll the parks; two who meet may stop and talk in speech bubbles (a heart, a note, coffee, the sun, a frown…), each a chirp in the music. Birds fly over in flocks, gulls by the sea.

Houses and shops built against the water now and then get a dock, a jetty with a boat tied up, and once there are docks the boats come out, as big as their water allows: rowboats and canoes on the ponds, motorboats and barges on the rivers and lakes, sailboats, ferries and cargo ships at sea.

The day and the seasons

A day lasts 2–16 minutes (Time: Day), or it can stay noon. Seasons go round every few days (Cycle), follow the calendar, or stay put: blossom in spring, autumn colours, bare trees and snow in winter, the crops changing. The weather follows the season (Auto), changing as often as Change says: clear, cloudy, rain, storms, fog, snow.

Incidents

First responder (the secret)

Hold SEL and press EDIT. Pick your ride with white keys 1–3: the fire truck, the police car or the ambulance. The camera comes down close and the vehicle rolls out of its station, siren going. It drives itself: straight on where it can, round the bends, and a dead end just turns it round. White key 1 turns left at the next junction, white key 2 right (it holds the turn until there's a road that way). The calls come one after another, your kind only (no one else is sent to them while you're on shift): a building alight, a hold-up, a crash. A yellow arrow round the vehicle points the way, as the crow flies (the roads are yours to find), the bottom bar says how far and how long is left, and a beacon marks the scene when it's on screen. Get there before the building burns down, the robber gets away or the wreck is towed: 100 points and 5 for each second to spare. Three missed and the shift's over; the best score lasts until the FM-1 is switched off. HOME, or SEL + EDIT again, goes back. The city grows and plays on meanwhile, and its other incidents still happen.

How often each happens is on the Events pages (Disasters stops them destroying); black keys call them at once. The police and the ambulances drive out the same way, two to a station, lights flashing. With Follow on, the camera goes to each and stays until it's over.

What happens
What happens

6How the city plays

The music runs on six chip channels: Pulse A (bells, sirens, the lead), Pulse B (arpeggios, birds), the triangle (kick and bass), noise (hats, snares, the beltway's hiss, fire's crackle), the wave (the pad) and the lead, voiced by Flavor as an NES, a Game Boy or a SID.

| Biome | Modes, bright to dark | Rhythm and bass | Recipe | |---|---|---|---| | Forest | Ionian, Mixolydian, Dorian, Aeolian | Woodblocks; the usual bass | GB wave, 96 BPM, long echo | | Desert | Mixolydian, Hijaz, harmonic minor, Phrygian | A hand drum (doum and tek); a drone on the root | SID saw, 88 BPM | | Alpine | Lydian, Ionian, Dorian | A cowbell; long bass notes; the pad up | NES thin pulse, 84 BPM, the longest echo | | Volcano isles | Ionian, Mixolydian, Dorian, Phrygian; pentatonic tunes | Son clave and a steel drum; syncopated bass | GB wave, 112 BPM, swung | | Plains | Ionian, Mixolydian, Dorian, Aeolian; pentatonic tunes | Boom-chick: root and fifth, a chick on 2 and 4 | NES square, 100 BPM | | Beach | Lydian, Mixolydian, Dorian, Aeolian | A surf backbeat, a tambourine; a walking bass | NES square, 120 BPM, a short echo | | River lands | Lydian, Ionian, Dorian, Aeolian; pentatonic tunes | Rolling shakers; long bass | GB wave, 104 BPM, long echo |


7The biomes

There are no preset cities: every power-on founds a new one, on a new seed, and the seed picks the land: any of the seven, by luck. Every city starts as a town. EDIT (or PRESETS) founds a new one at once, without switching off; SAVE elsewhere than Setup grows the same city again from its founding. Your settings (SAVE on Setup) carry over to every new city, except the music recipe each biome brings: hold SAVE to get it back after changing it.


8The pages

City (HOME)

Music (ENV)

Sound (ARP)

Time (LFO)

Weather (LFO again)

Voices (SEQ) and Voices 2 (SEQ again)

Each part's level, 0–150%: Bells, Arps, Bass, Drums; then Pad, Lead, Effects (weather, birds, thunder, the UFO) and Sirens (and alarms).

Events (FX), Events 2 (FX again), Events 3 (FX a third time)

Black keys 1–11 on any of them: lightning, an earthquake, a robbery, a crash, a UFO, birds, the land's disaster, a festival, a blackout, meteors, and the huge city's special putting on its show.

Setup (GLO), Display (GLO again), MIDI out (GLO a third time)

Ways to look: zones, land value, the whole city, riding along
Ways to look: zones, land value, the whole city, riding along
The themes
The themes

9MIDI clock and your DAW

On MIDI clock
On MIDI clock

Clock in (USB or the TRS jack). With Sync on Clock, CTY-1 follows MIDI clock whenever it comes: EXT and the tempo show top right. START plays from step one, STOP rests it. When the clock stops, the city goes back to its own tempo.

On USB the FM-1 shows up as CTY-1 FM-1 (by RedtailWorks); each firmware in the pack has its own name. (Windows may go on showing a name it saw before until the FM-1 is unplugged and removed in Device Manager.)

MIDI in: notes play the lead.

MIDI out (USB). On the MIDI out page, Sends picks what goes out:

Channel (default)What
1Pulse A: bells, sirens
2Pulse B: arpeggios, birds
3Triangle: kick and bass
4Noise: the drums, as a kit (36 kick, 38 snare, 42 hat, 45 tom, 49 crash)
5Wave: the pad
6The lead
7The city, as CCs (when they change)
CCSignal
20Mood (0 struggling, 127 thriving)
21Brightness
22Rush (the traffic)
23Daylight
24Rain and snow
25The stage (0 town, 42 suburb, 84 city, 126 huge city)

Audio per voice is in the emulator for now: choose "8 channels" under its device and it gives the mix on 1–2, then 3 Pulse A and the lead, 4 Pulse B, 5 the triangle, 6 the noise, 7 the wave and the UFO, 8 the rain and the echo. The FM-1 itself sends the stereo mix from its output.

Remote: the FM-1 plays the emulator. Open the emulator, switch it on and click Connect MIDI (Chrome or Edge, the FM-1 plugged in by USB). Then hold SEL and press GLO on the FM-1: REMOTE shows on its screen, it goes quiet and stops sending MIDI, and its whole panel (every button, key and knob, and MASTER) plays the emulator instead, its lights following the emulator's. SEL + GLO again gives the FM-1 back, playing again if it was. It speaks on channel 16, as the other firmwares' remotes do. For livestreams, the emulator's Stream view shows the FM-1 and its screen large on a 16:9 stage over the city's own sky and skyline, with whatever you press on the real one lit up.

To your DAW: the MIDI out page
To your DAW: the MIDI out page

10Saving

What you change is kept while the FM-1 is on. Press SAVE on the Setup, Display or MIDI out page to keep your settings through a power-off (a dot top right shows something is unsaved). The city itself isn't kept: each power-on (or EDIT) founds a new one, a town, and its biome brings its music recipe.


11Troubleshooting


12Credits

CTY-1 is a RedtailWorks project. It's a fork of AMB-1 by Charles Vestal, by way of HYP-1, ECO-1 and GRAV-1. The platform (USB, update loader, storage, installer) is Felucca by Leo Kuroshita (@kurogedelic), Hügelton Instruments. Screen font: Barlow Semi Condensed (SIL OFL). GPL-3.0.

M-VAVE and FM-1 are trademarks of their owners; CTY-1 is not affiliated with M-VAVE.

<sub>Pilots: hold the selector and edit the sky.</sub>